Chronicles of Darkness - Contagion Chronicle Complete Manuscript Preview
Chronicles of Darkness - Contagion Chronicle Complete Manuscript Preview
Chronicles of Darkness - Contagion Chronicle Complete Manuscript Preview
System
The Contagion Chronicle uses the core system from Chronicles of Darkness for all mundane
interactions, and the rules from respective game lines for when a vampire needs to use their
Disciplines, a werewolf fights their rage, and so on. Additionally, the Contagion Chronicle
presents new rules for playing in crossover games, where, for example, one player might portray
a mummy, another takes on the role of a mage, and a third plays a changeling.
In these crossover games, characters join factions known as the Sworn and the False and have
access to new powers known as vectors. Vectors encourage crossover play and are demonstrably
stronger the more diverse the crew of characters. Therefore, a coterie of vampires who belong to
the Sworn group known as the Rosetta Society will gain access to vectors, but to gain access to
those vectors’ full capabilities, it would be even better for one of those characters to be a
Promethean and another one to be a hunter.
Setting
This book presents 12 individual locations with each continent represented and each acting as its
own Contagion Chronicle campaign setting. The Contagion in each setting varies. While some
have commonalities, most exist as petri dishes ripe for experimentation and devastation. Many
are on the brink of collapse due to Contagion insidiously or overtly corrupting the individuals
who call these places home.
Each setting presents multiple supernatural creatures and their relationship with Contagion and
each other. While some have a focus, such as Edinburgh’s blood-centric Contagion affecting
vampires more keenly than a Beast or Sin-Eater, every setting presented in this book has been
laid bare for protagonists of every origin to explore, investigate, research, and potentially combat
the Contagion.
Every setting comes with advice on how the different factions of Sworn and False might operate
in this area, presenting different options for every setting. Each setting is connected —
sometimes strongly, other times loosely — to another setting, fostering the ability for players to
create a global tour chronicle.
The Contagion Chronicle provides a toolbox of settings, powers, story hooks, and antagonists
for use not just in games centered on Contagion, but also in focused games. Plumb this book’s
depths and you will find sufficient material to last months or years of gameplay.
An Introduction to Crossover
The Contagion Chronicle presents features on every core Chronicles of Darkness protagonist
at some point throughout the book’s length, but it cannot provide everything needed to play
every creature. Therefore, players will still need a copy of Demon: The Descent to play a
demon, Mage: The Awakening to play a mage, and so on.
What this book does is provide system benefit and setting justification for demons, mages, and
more to work together. It doesn’t answer what mage power x does to demon y when they’re
using z power to defend themselves, as much as allow for players to have the most fun and
generate the most enthusiasm from having these creatures work together.
Whether your characters use Contagion to justify a single chronicle in each other’s company,
perhaps defending a home city or group of people mutually important to each, or instead use
Contagion as justification for getting into the politics and deeper mysteries of the Sworn, the
False, and the Contagion itself, is up to you.
SNAFU Part One
Searchlights pierced the thick darkness of the polar night. Fierce winds blasted across the
Antarctic plains, but the helicopter speeding towards Amundsen-Scott South Pole Station flew
steady. A bubble of calm, stable air enveloped the machine as it approached its destination. This
little eye of the storm had been with the helicopter from the moment it left McMurdo Station. It
was nothing less than a miracle.
For Aliento, it was no miracle, just a simple spell. She sat in silence, her eyes closed. Mender-of-
Ways sat next to her, chanting prayers under her breath. Agma was across from them, watching
the two, occasionally breathing into her palms to keep her fingers warm despite the thickness of
her gloves[MC1]. Walker moved the searchlights over the snow below.
Luca, the pilot, notified her passengers through their headsets, “We’re clear to land. Cut the
magic crap.”
“Are you sure about that?” Agma asked. “Not all of us have easy access to our resources, should
we crash and need to repair our bodies. We’re not like you, Mr. Santori. We can’t simply ‘top
off’ before we leave.”
The Beast inside Luca stirred for a moment. “We can’t afford any unnecessary questions. I can
land this thing.”
Aliento opened her eyes. The helicopter lurched as the raging, howling winds slammed into the
machine.
*** [PLEASE CENTER ASTERISKS]
“This is Luca Santori,” the Prince of Milan told the room. “He is my childe’s childe, and one of
the best pilots I know.”
There were four individuals attending in the Prince’s audience. The man was an American. With
him were three women: a Guatemalan, an Iranian, and an Italian. They weren’t Kindred. Luca
could hear their heartbeats. Some were slower than others.
The American extended a hand. “Good to meet you. Jeremy Walker, Zero Hour. I’ll be leading
this mission.”
Luca did not take his hand. “Mission? Nonna, you said you had a job for me. What is this?”
“He doesn’t know?” Walker asked the Prince.
Luca’s grandsire shook his head. “I hoped I would never need to tell him.”
“Tell me what?” Luca took a step back towards the door. “What’s happening here?”
“When my bureau received the call,” the Prince continued, “we agreed that it wouldn’t be safe
for any one of us to go. So, I chose to offer someone precious to me, as a sign of the
Cryptocracy’s good faith.”
Luca reached for the doorknob. The Guatemalan woman shot a glance at the door. When he
grasped it, the knob burned his hand as if it was fresh from the smelter. Luca cried out in surprise
and discomfort. He whipped around, intent on lashing out in ire, and saw the Iranian — taller
now, somehow, stronger — snarling in the face of the Prince. He stared at the woman, agape.
How dare she? What was going on?
“Do you believe you can wash your hands of this?” she growled. “That you can ignore the wages
of sin for one last time?”
Walker put a hand on her shoulder. “Stand down, Mender. We can argue over morality on the
way. We’ll take him.”
Mender-of-Ways locked eyes with Luca. The bestial fury in her gaze had lessened, but it still
made the Beast within him scream: flee.
“Then, if our business is concluded,” the Prince said, smooth as a reflecting pool, “I must ask
you all to leave us for a moment of private conversation.”
They left. The Prince motioned for Luca to close the door behind them. Luca flinched, but did as
he was bidden. Now, the doorknob was cool to the touch.
“My little sparrow,” his Prince sighed, “I must teach you of the Contagion.”
*** [PLEASE CENTER ASTERISKS]
Luca leaned back in his seat, taking in full breaths as the power of his blood forced his lungs into
action. “Told you I could.”
“Didn’t doubt you,” Walker assured him. The American unstrapped himself. “All right,
everyone. The mission hasn’t changed. We’re still only looking for evidence. Recon, not
reaction.”
He glanced over each passenger, gaze grinding to a halt on Aliento. “Understood?”
“There’s more to gathering evidence than observation,” Aliento pointed out. “An experiment
isn’t reaction.”
“I don’t want an experiment getting us killed. Or worse.” Walker unlocked the helicopter door.
“Agma, you ready?”
A man’s gravelly voice replied, “Ready, lieutenant.”
Luca frowned and turned to look where Agma sat. The woman who chatted with him about
Tuscany was gone. A large Korean man had taken her place.
Agma smiled at him. “Are you sorry you missed the show, Luca?”
“Agma, flirt later,” Walker ordered. “Take point, they’re expecting to meet with Dr. Eun first.
Santori, you’re staying right here. If we’re not back in forty-five, you fly. No waiting.”
“Wait,” Luca hedged, hands still on his restraints. “What about those…?”
Walker reached into his coat, pulled out a flare gun, and tossed it to the Kindred. “Keep the
searchlight on. Stay on comms. If you see one, you tell us and get a flare off. Then you fly.
Aliento can put us on the bird if she has to.”
“Okay.” Luca missed the catch and retrieved the flare gun from the floor. He stared out into the
blank plains around him, at the blinding flurry of snow whirling around the helicopter. “I’ll just
keep an eye out.”
Walker waved his hand forward, signaling to the crew. “Let’s move.”
*** [PLEASE CENTER ASTERISKS]
The team walked down McMurdo’s abandoned roads, accompanied by Sheila, one of the
station’s supervisors.
“We started seeing them two weeks ago,” she told them. “At first, we thought they were lost.
They were just hanging around our perimeter.”
They approached a small building, one of the places where the winter crew called home. Its
windows were boarded up with scrap materials and its door handles sealed shut with layer upon
layer of duct tape.
Sheila used a bright green box cutter to cut the tape. “We got one of the marshals to talk to them.
The marshal came back swearing up and down that they work here, and they need somewhere to
stay. So they stayed.”
“When did you realize they weren’t human?” Aliento asked.
For a moment, the only sound came from the buzz of the generators and the whistling, desolate
wind. Walker shot her a heated glance. Aliento pretended not to notice.
“It took a week.” Sheila opened the door. An acrid smell wafted from the building as a wave of
dense, moist air rolled over them. Aliento felt her stomach tumble.
The supervisor motioned for them to keep moving. She closed the door behind them. “We’re
always in our own little circles, but they only kept to themselves. Just them and the marshal. And
then Frank thought he heard one of them chittering. You know, like a cat when it’s hunting
something. Not... like a sound a person makes.”
Inside, nothing made a sound save for the new arrivals. Aluminum foil covered computer and
television screens. The bookshelves were laid bare. Aliento felt the lingering death energies in
the room before she saw the bloodstains spattered on the walls.
“Me, I knew something was wrong when the marshal got this gash down his face. He blamed it
on a shaving accident,” Sheila scoffed. “Pus doesn’t come out of razor cuts that fast.”
They came to a room at the end of the building, taped off like the entrance. Sheila cut the door
free and opened it. Three charred bodies lay sprawled on a bed. The body on top, wearing the
tattered remains of a U.S. Marshal uniform, stared lifelessly at the ceiling, his death stare twisted
in an expression of horror. Rows of fangs peeked from his gums and tongue.
Sheila shivered and whispered, “So Frank and I got together, and we did something about it.”
Chapter One: The Sworn and the False
And if I make the calls, how much will they remember? How much will they
believe? Enough to end this horror once and for all, or only enough to get them
killed?
— Stephen King, It: A Novel
Sound the alarms. Run up the yellow flag. Barricade the doors. Run, run far away. The plague
has come, a death blacker than night and twice as fatal — even if only because it can kill things
that are already dead.
Those who live in humanity’s shadow see it and may know it for what it is, but they have
nowhere to run and no alarm to sound. When the sickness takes the world itself, they have two
choices: stop it before it destroys them or exploit it for their own gain while anything remains.
Everything else is just giving up the ghost.
The Sworn
We realize we’re not exactly “save the world” types — okay, most of us realize that. We feed on
mortals or drive them crazy, we lose control or lose ourselves, we take more than we give. We
live in the dark because we’re bad for the world, whether we mean to be or not. But as bad as we
can be, the Contagion is worse, and we hold no illusions of being clever or powerful enough to
wrangle a pandemic to work in our favor. You can’t control a plague. That’s a good way to get
yourself — and anything else we value, cherish, or claim mastery over — wiped out.
So, much as it might pain us, we understand we need to try to put aside our differences for a
while and attempt to extend a little trust. We dedicate ourselves to a greater cause, or at least a
more urgent one. We vow — sometimes literally with magical oaths, sometimes just in name and
intent — to get to the bottom of what’s happening and end it, one way or another. Thus we
become the Sworn.
Our History
Throughout history, outbreaks have come and gone, and so have the Sworn. The five major
groups we have now weren’t always around, and some groups that once were are gone today.
The Contagion swallowed up some, body and soul. Others turned False, or just died out. More
than a few lost faith in their causes or proved their own theories wrong, and then went sulking
back into the night. We probably have Sworn cousins pursuing niche Contagion cures in pockets
all around the world; if we ever find them, they might join forces with us. Or maybe they’ll tell
us to piss off, thanks and good riddance. Who knows?
Factions
To some of our number, organizing among ourselves is old hat. We have traditions and societies
going back centuries or millennia. Opening the doors a bit wider is no big deal. Others of us
didn’t even know we weren’t alone behind the curtain until after the outbreak started and joining
up with a group is a major adjustment. We try to reach across the aisle and make things easier on
each other, for the most part, with varying degrees of tolerance for one another’s… quirks.
Regionally, each Sworn group has its own way of bringing members together and operating as an
organization. Reliable global hierarchy is impossible with our few numbers, but we can swing
worldwide communication in some cases. Usually, smaller gatherings of three to ten Sworn with
complementary abilities and knowledge get together to attack a specific Contagion problem in a
particular location. We call these factions. We don’t have the peoplepower to get too picky about
who our friends are, and each faction has something unique to offer in the search for a cure.
And hey, at least they’re not False.
The Cryptocracy
Contagion as Social Entropy
There’s nothing insignificant about mere mortals. And that isn’t a compliment.
It’s a warning.
They always look surprised to find someone like me, a woman who wears $600 suits and Chanel
perfume, schmoozing with street performers and neighborhood graffiti crews. But who better to
let sample my blood than those to whom society turns a blind eye? They’re the perfect carriers
for the preventative cure: a virus of our own which immunizes the population against its own
brutal instincts. We pacify the Contagion through hijacking the word on the street, spread
through our very own song of silence. Look, if the Cacophony works for us, surely it’ll work for a
bunch of gullible kine.
What We Do
The health of reality is in humanity’s hands, but let’s face it: they need our help. They can’t even
tell what’s happening, much less tame their own instinct towards solipsism or their mob
mentality. We nudge them in the right direction from the shadows, where we operate well.
We wield the broadest influence possible without discovery. To that end, we accumulate worldly
wealth and power, subtly controlling human institutions to steer them away from infected
Infrastructure and unwise decisions. We protect the innocent from the Contagion’s ravages no
matter what, autonomy be damned. What’s more important, the free will of a few human beings
or the survival of civilization as we know it? No contest. We can’t be too obvious, though; we’ve
seen how they react to us without the Contagion. Revealing ourselves would be
counterproductive at best, so direct intervention and mind control are last resorts.
Some of us encourage cooperative behaviors and circumstances that foster harmony among
humans, and others get rid of threats to stability by any means necessary. Between us, we quietly
remove troublesome elements before they get out of hand. We have mystical avenues as well as
mundane ones, and we are always on the lookout for new ways to monitor and sway groups
without their knowledge. We recruit experts in dreamwalking, astral travel, and hijacking healthy
parts of the God-Machine for our own use. We study entropy, fate, causality, consequence, and
patterns of ruination so we can halt or redirect those forces as we see fit. Humans generate them
through their heinous acts, causing their own insidious cycles of societal breakdown. By
manipulating these forces directly, we can interrupt those cycles long enough to take control.
Some accuse us of hypocrisy. We, a bunch of inhuman, flawed, struggling, violent shadow-
dwellers, are supposed to know better than all of humanity? Who are we to place ourselves in
positions of power and judgment? But we know we’re no heroes. We’re not morally offended;
we have no high horse to sit on. We just see and know so much more. We’re obviously not
immune to greed or corruption, but we’re a couple hundred supernatural beings in a city’s
underbelly. There are billions of them. Frankly, it’s only natural for us to guide humanity in
these matters.
How we organize: Our secret network of surveillance and communications connects us globally
and keeps us in the know. We call it Caliber, a play on ECHELON, the massive intel program
that the Five Eyes nations use. Whether ours taps into theirs or not is nobody’s business.
Despite Caliber, our hierarchies — called bureaus — are regional and local, for now. A given
bureau might organize itself like a Freemason Lodge, an intelligence agency, or a corporation.
When we swear ourselves to our responsibility, we sign our true names to a mystical contract
using our own blood for ink. Old-fashioned, maybe, but the Kindred and willworkers who made
the first pact insisted on dramatic gestures of trust, and the tradition still stands.
We value our diversity because each of us has fingers in different kinds of pies, and each of us
wields varied tools to interact with all the manifold levels of human society. We need that to
make sure no stray troublemaker escapes our notice.
Among the Sworn: The other Sworn look to us when humans get in their way, or they need
information about the mundane world only we can learn. Sometimes we come into conflict with
the Ship of Theseus, but nothing’s wrong with progress — we like progress! It’s only when they
take it too far that we have to rein them in, too.
We get ourselves in trouble when: We get too heavy-handed, hide too many secrets from each
other, or argue among ourselves about what’s best for everyone. We may not be morally
offended on the whole, but we do have strong opinions — along with curses, magical limitations,
and mystical behavioral urges — and they often conflict. If we let those compromise us, or we
nudge humanity too blatantly, we tip our hand. We deal harshly with anyone, even one of our
own, who exposes us.
When the Contagion is in remission: We continue lurking behind the scenes, taking
precautionary measures to keep humanity’s natural entropic urges in line. We explore new ways
to spread our influence, plant the seeds of philosophies we want to encourage in the population’s
subconscious and dreams, and insert ourselves into human institutions as fixtures they can’t
easily dislodge in times of crisis.
Vector: Authority
Who We Are
• The Invictus tycoon who donates large sums to handpicked politicians, and who tanks
companies with dangerous agendas through leverage and an army of ghouls
• The Guardian of the Veil who maintains and monitors Caliber with magic, and who
knows how to disseminate the right information to the right people at the right times
• The Ugallu who manipulates the media to remove troublemakers and rival conspiracies
by exposing their transgressions to the world — with a few original tweaks, if necessary
• The Winter Courtier who walks in dreams to convince the right people that doing what
we want was all their idea in the first place, through oneiromancy
• The Maa-Kep Internal Affairs officer who can always find evidence to convict those who
don’t follow the rules… or those who make them, if they’re rules we don’t like
Nicknames: Cryptocrats, agents, the Majestic, Men in Black (derogatory)
The Jeremiad
Contagion as Divine Retribution
Pray for you? No, you’re going to get off your ass and put your own house in
order. Or else.
In my dreams I see Her words scrawled in my blood on the walls of my Lair. “Teach them,” she
commands. “Teach them to fear themselves, and you set them on the path to righteousness. Your
family needs you. You are your brother’s keeper.” So I keep them, my siblings, in the name of
our Dark Mother. I show them all the horrors they hide in their hearts, as I hide my own, and
together we reach for perfection beyond the pestilence. And when they falter, I am there to
remind them what awaits, should they fall.
What We Do
We purify ourselves and embark on personal journeys toward a higher calling. Some of us call it
a Pilgrimage, or sophia, or a Code. Others don’t call it anything, but we know when we’re on the
right track and when we feel the lash of failure. We engage in mystical self-reflection, learning
our flaws and excising them. Our infected isolate themselves in bands of ascetics, seeking purity
by any means necessary before they return to the fold.
Our sacred texts and oral traditions comprise prophecies ancient and modern, foretelling future
outbreaks and the coming of figures who will help or hinder our redemption. We follow the signs
to seek them: saviors, antichrists, Judases, prophets, spiritual guides, those chosen by higher
powers and those cursed to tempt us into doubt. They sometimes come from within our ranks, so
some of us seek divine power to transform themselves into the saviors — or martyrs — we need.
We lead pilgrimages, purify infected Infrastructure, and send out missions to convert others to
our cause — Sworn, False, and the undecided alike. The more our numbers swell, the easier it is
to turn the tide toward salvation for all. Our sacred sites are churches, temples, shrines, Athanors,
Hallows, places of resonance, tombs, and more. If one of these becomes infected, we scour the
sickness out. And if we can’t, we eradicate it from the Earth with holy fire.
We cast down the Contagious wherever we find them, with cleansing flame and blessed ritual.
They are the unrepentant, those who choose damnation and walk the Earth to drag us all down.
Some of our number mourn their loss, but in the end, we agree that they deserve their fates.
How we organize: Our structure and trappings depend on where we are and who’s joined the
local sect. Our order sprang from across many religions, but tonight houses Christian monsters
more than any other faith group.. That said, we are skilled in emulation. If membership within a
local sect skews toward another belief system, the others may adopt some of that group’s culture
and practices. We strive to welcome the beliefs and practices that everyone brings to the table,
and we share (and bicker over) them among ourselves. We’re a syncretic bunch, though conflicts
do arise.
When we swear ourselves to salvation, we undertake a guided journey into the depths of our
dreams or our souls, and share our darkest secrets and greatest sins with one fellow Penitent.
Thus, we know someone can always hold us accountable.
We value our diversity because the more of us there are among each group, the easier it becomes
to send our message through ambassadors and heralds to every corner of the supernatural world.
Among the Sworn: It’s our duty to shepherd those who can’t or won’t help themselves. It does
no good for the Jeremiad to purify itself while the others merrily drag themselves (and others)
down. Sometimes we preach and proselytize, but we can be subtle, too. We take up roles as
advocates, teachers, counselors, advisors, mentors, and companions to other Sworn, so we can
nudge them toward enlightenment while they do their own good works to combat the Contagion.
Humanity is one gauge by which we judge our worth. How we treat them is a good indicator of
how we’re doing on the cosmic final exam. An outbreak means we’re about to flunk out and get
expelled to hell forever, so we pay attention to how the Sworn deal with mortals, and step in
when things get out of hand.
We understand Zero Hour’s mission to restore the Contagious to grace, although we aren’t so
naïve as to think it comes from a place of compassion or salvation. Nevertheless, we have
concluded that it is too late for those godless abominations, and sometimes we come into conflict
with the operatives over it.
We get ourselves in trouble when: We throw the baby out with the bathwater. The others call
us fanatics, and occasionally we live down to that name. Sometimes, we confuse betterment with
power, and seek one to the exclusion of the other. Power is divine when it serves a higher
purpose; power for its own sake is a trap we’re not immune to falling into. Our pluralism leads to
nasty infighting when irreconcilable beliefs or truths stemming from our differences divide us.
What leads to purity for one is sometimes at odds with what another must do.
When the Contagion is in remission: We’re less prone to zealotry. We can afford subtlety, and
in the absence of holy wars against the Contagious, we gather our resources, focusing on
recruitment and prophecy. We connect globally more easily, organizing gatherings to share what
we’ve learned, and help each other with powers and insight unique to each sect. During an
outbreak we have to concentrate on the infected and the most troubled or at-risk among us, but
when the higher powers stay their hands, we attend to the entire flock’s needs.
Vector: Fervor
Who We Are
• The Cathar who styles himself as the Devil, tempting others to fall to weakness and
depravity so they will better understand themselves and strengthen their resolve
• The Su-Menent coroner who crafts uter from the bodies of dead infected and Contagious
in the morgue, seeking to recover the shells of the unholy back into the Judges’ service
• The Acanthus prophet who speaks revelations about future Contagions and uses Fate to
find — or create — chosen saviors with much Wisdom
• The Long Night scourge of the Contagious who delivers fire-and-brimstone sermons to
the infected, promising redemption if they can cure themselves — and martyrdom if they can’t
• The Notary judge who presides over trials and the fervent testaments of those who plead
guilty, and offers her services to others to make them Sworn in truth as well as name
Nicknames: prophets, gurus, the Penitent, fanatics (derogatory)
The Rosetta Society
Contagion as Message
Listen. Just because you don’t understand what you’re hearing doesn’t make it
meaningless noise.
You and I know the language behind language. We speak Truth to the Lie every day, bending
reality to our will in defiance of the silence that would keep us docile. And yet, the meaning of
this somehow eludes us. Do you know what that means? No, neither do I! And isn’t that the most
exciting thing you’ve heard in years? Oh, don’t be such a shortsighted coward. If we weren’t
meant to understand it, it wouldn’t exist. Now quit dawdling, we’ve got work to do.
What We Do
Language informs how we perceive our world; if our language has no word for a thing or an
idea, we may not even recognize that it exists. If we decipher the language in which the
Contagion speaks, our perceptions will shift to accommodate new concepts, and we can
communicate fully with its source. So we explore ancient ruins and hidden tombs for lost
tongues and dig up evidence of previous outbreaks, missing histories, and forgotten legends. We
court powerful, elusive beings with potential insight — torpid elders, strange ghosts, rare spirits,
and the Machine’s own angels, to name a few. We interpret dreams and travel into astral realms,
scouring souls and minds — especially those of the Contagious and infected, and the universe at
large — for clues.
We study all kinds of communication: occult signs and portents, linguistics and ideography,
codebreaking and computer programming, the collective unconscious and psychics, numerology
and symbology. We scour the internet and mass media for subliminal messaging, memes gaining
consciousness, and arcane computer viruses. We examine Infrastructure, trying to comprehend
the Machine’s vast intellect and will, and to spot the beginnings of aberration before it spreads.
We practice magic that draws from words of power, names, and symbols.
The Contagion itself is a prime source of data. We track and record incidents throughout history
and across the globe, even into other realms of existence. We study its effects and the patterns
we find among the Contagious’ actions and words, and try to translate them into meaning. We
communicate directly with the Contagious, who are perhaps the closest to understanding even if
it has ruined them in the process. And if they don’t cooperate, we capture them and make them
cooperate. Better to ask forgiveness than permission, we always say.
We collaborate with like-minded mortals: theoretical scientists, SETI, conspiracy theorists,
linguists, archaeologists, and paranormal investigators. They can’t even hear the sounds, much
less refine them into meaning, but they act as extra eyes and hands, extending our reach far and
wide so we don’t leave a single stone unturned. We keep open minds, seeking clues in the most
outlandish places and following up on leads that sound like madness to anyone else. No theory is
too fantastical, and we test our theories in the field whenever we can. Other Sworn think we’re
chasing shadows, but shadows have meaning, too. Anything might.
How we organize: Our local chapters use academic institutions, libraries, museums,
laboratories, and other such places as headquarters, and form committees for specialized areas of
study. Internationally, we connect like an academic society or professional association, gathering
at conferences to present findings and compare notes.
When we swear ourselves to the work, we must each pay our dues — one piece of valuable
mystical knowledge, given freely — and participate in the Ophidian Rite, speaking an oath upon
a relic of power and enduring the bite of the chapter’s sacred serpent.
Among the Sworn: We’re the experts on weird phenomena and methods of communication, so
the others barter with us for knowledge, translation, esoteric rituals, rare tomes, and our services
as emissaries to the strange.
We value our diversity because we make longer strides in understanding the unfamiliar, finding
new meaning in old secrets, and looking at problems from fresh perspectives when we work
together. We create new forms of occult language or powers that blend our practices and abilities
in innovative ways.
The others joke that when we find what we’re looking for, we’ll just end up on the Cryptocracy’s
doorstep, following signs they put in place long ago. We’re not so sure it’s a joke. They’re
awfully hush-hush.
We get ourselves in trouble when: We fall down rabbit holes and get distracted, or gaze too
long into abysses that gaze back. Our work hums with an undertone of unease whenever we look
at the Contagious and realize that the closer we get to deciphering the message, the closer we
might be to becoming them. Maybe we can’t understand it as we are for a good reason; maybe
we’re not meant to. But if we don’t, we lose everything to the Contagion, so we press on.
Sometimes our powers clash or interact in dangerous ways we didn’t expect, and sometimes the
natural enemies we stir up with our poking around in places we shouldn’t gang up to stop us. We
run afoul of the False all the time, especially Naglfar’s Army, with all those arcane stashes they
refuse to share.
When the Contagion is in remission: We hare off on fascinating tangents with our experiments
and explorations. All to the good; anything we learn while we have breathing room could be the
key to unlocking the mystery once the Contagion returns. We hunt down the rarest of
discoveries, and publish journals and blogs that we circulate among the Sworn. The more we
share, the more new ideas we receive in return. We learn and master things that take time to
grasp, bringing more tools into our toolboxes for when the message speaks up again in full force.
Vector: Semiotics
Who We Are
• The Messenger who hacks the God-Machine’s corrupted data feeds, analyzes their hidden
meanings, and trades this information with the rest of the Sworn
• The Invasive Remade private eye who captures Contagious to interrogate and study them,
believing herself as resistant to the infection as she is to everything else
• The Cryptologos Mystagogue who breaks down communication barriers of all kinds,
negotiating with inhuman beings in ruins from the Time Before and other strange places
• The Aegis Kai Doru archaeologist who seeks out new relics and tombs associated with
past outbreaks, and defends the chapter’s stash of occult valuables against the False
• The Bone Shadow ritemaster who reads omens in the Contagion’s shifting symptoms and
scours the Shadow for spirit magic that might open human eyes to the truth
Nicknames: Exegetes, oracles, receivers, conspiracists (derogatory)
What We Do
Put simply, we disrupt, in every sense of the word: disruption of the comfortable, the
conventional, the routine, the mimetic, groupthink, and the establishment. We meddle to shake
up or take down traditional institutions, human and Sworn; work to surpass limitations and break
mystical rules; and generally rabble-rouse. We don’t want chaos. We just want to shake people
out of their ruts. Sometimes you must break something down to rebuild anew. Sometimes you
have to destroy what you are to become what you could be. Humanity is part of the paradigm
shift, too — we all must change together, but mortals don’t have the perspective to understand,
so we take the reins and make it happen.
We pursue liminal states, cross thresholds, and push boundaries, mundane and supernatural. We
seek inspiration and strange, transient experiences from ephemeral beings and holes in the world,
leaping into the unknown just to see what happens to us. The Contagion comes and goes in
cycles, and each iteration is something new. That’s not a coincidence, so we study the changes
each outbreak has wrought to find method in its madness.
Some of us think these cycles occur because the world as it is didn’t go according to some
ancient plan for reality, and the Contagion is its course-correction, recalibrating over and over
again until the world reaches the ultimate potential hidden in the God-Machine’s secret design.
So we delve into the Machine’s guts and seek its very heart. We analyze patterns in its matrices
that might shine a light on the protocols and algorithms that determine its goals. We ask the
question no one ever wants to ask of the Machine: why?
Each outbreak heralds a new step in supernatural evolution. It’s a sign that a reckoning is coming
for us Sworn, one that decides who transcends and who is destroyed in the aftermath. We study
our apotheosis myths for commonalities, and pursue them together. Our Created like to say we’re
all embarking on a collective Great Work, and we seek out Firestorms deliberately to watch them
wreak their glorious havoc. We fund Ordo Dracul experiments, hunt down Sariras, help our
Begotten claim hives and establish Myths, and anything else we can do to push each other along
our respective journeys to revolution and revelation.
How we organize: We don’t much, although when members from one area travel to another,
they’re welcomed as friends and equals. Locally, we gather in salons or committees where we
can debate philosophy and next steps, compare notes, collaborate on projects, facilitate group
occult experiences, and generally inspire each other to new ideas. We call a local group of us an
agora or, when we’re feeling cheeky, a scrum.
When we swear ourselves to progress, we cast aside something important from our prior lives
and take up new names. We may still use our other names in different circles, but our Thesean
names carry the weight of our dedication and a promise for our futures.
Among the Sworn: The others look to us when they want something done more quickly than
they can easily manage and they don’t mind how many dominos we knock over, or when they’re
looking for innovative solutions to age-old problems. We’re the experts on our own various,
monstrous natures, and we’re always glad to provide some good, old-fashioned philosophical
debate. The Cryptocracy tries to quietly mitigate our influence, and vice versa; sometimes we
lash out at them out of pride or spite, and sometimes they crack down on us out of fear or in a
play for dominance.
We value our diversity because we influence each other and challenge each other’s long-standing
beliefs and traditions. The more we rub off on one another, the easier it is to kick old habits and
adopt new philosophies. We can combine our abilities in endless permutations to create
something unique.
We get ourselves in trouble when: We take it too far, sowing destruction and chaos without
building towards meaningful change, or when we lose our way in our search for the new and
unknown, letting the thrill of pursuit or discovery distract us from the purpose of our work. Some
of us regress and become something worse, or wander too long in each other’s shoes and act on
terrible impulses to move sideways instead of forward. Sometimes we fall into navel-gazing or
obsession, and need help to drag ourselves back to the mission.
When the Contagion is in remission: We focus on research and preparation, nudging each
other and humanity to make sure everyone keeps up with the times. We calibrate and stabilize
the world in its new form after an outbreak’s turbulence, and set the stage for next outbreak in
hopes of getting closer to synchronization. We plant the seeds of forward thinking and weaken
traditions wherever we can.
Vector: Realignment
Who We Are
• The Tempter card sharp who convinces people to ante up more extreme things each time
they gamble, taking advantage of Contagion glitches as new ways to cheat
• The Mystic who wields his Azoth like a catalyst, galvanizing Firestorms in hopes of
pushing the Contagious and infected Infrastructure into their final metamorphoses
• The Necropolitan who leads expeditions into the Underworld to recruit ghosts of every
stripe, eager to share the dead’s unique perspective on the Contagion with fellow Sworn
• The Carthian Daeva punk who incites riots, leads mutinies, and sparks revolutions,
shouting truth to power with her cult of personality to stave off symptoms for another day
• The Collector who gathers the infected together, leading them toward their personal
apotheoses with walkabouts into nightmare before they succumb completely
Nicknames: Theseans, iconoclasts, the Anagenetic, hellions (derogatory)
Zero Hour
Contagion as Adversary
Look your Contagious ex-buddy dead in the eyes, and tell me again how glorious
this war is. You can’t? Good.
The more I learn about this infection, the more I want to just burn it all down. I think the
bloodsucker’s caught it. He keeps pretending he’s not hallucinating, but I can tell. I’d like to say
it’d be a relief to have an excuse to send the little fucker into the sun, but at this point that’s a lie.
We need each other in this fight, Code be damned. And maybe I’ll be beyond saving myself by
the end, but isn’t driving back an even worse enemy worth a little compromise?
It is, isn’t it?
What We Do
Sometimes it’s straightforward enough: we repel attacks from corrupted angels and target
infected Infrastructure for bombardment, and we all have basic combat training for when we get
that lucky. Usually, we don’t. The enemy isn’t using guns and claws, except at the lowest levels
of engagement. It’s turning us against each other, breaking down fundamental systems, shutting
down our defenses from the inside. So we have to be smart about this.
We learn the enemy’s strategies, anticipate its next moves, and devise counter-strategies. We’re
the underdogs here, so we can’t fight fair and we can’t rush in like fools. We can’t afford waste,
so we recover anything we can from the wreckage after a mission. We work hard to reclaim
resources that have fallen to the enemy, including mortals, the Contagious, and Infrastructure of
all kinds — bases and installments, but organizations and processes too. What we can’t save,
we’re forced to destroy. We constantly develop better weapons and defense options against the
Contagion, maintaining armories and tactical maps as well as R&D facilities and databases.
We employ black ops specialists, spies and intelligence officers, and other support personnel as
well as soldiers and strategists. We infiltrate the enemy’s ranks, intercept its communications
with its troops, and engage in reconnaissance and false flag operations. We employ recruiters to
swell our ranks and seek specialized expertise. But we do need strength of arms, and we rely on
our combat specialists and shock troops to protect key assets and take down enemy agents. Since
the front line doesn’t always involve violence, per se, we recruit powerful mystics as well as
physical combatants. A skirmish could be a clash of pure magical might, an effort to reassert a
damaged timeline, a rush to close a portal to another realm while holding back its denizens, an
endeavor to overcome the Contagious’ brainwashing to bring them over to our side — anything,
really.
We step in on behalf of fragile, oblivious humans, but sometimes we have to leave them to die as
a calculated sacrifice. They’re a liability, and while we obviously want to preserve humanity as a
whole, sometimes the greater good outweighs the safety of a few. The world must survive, and
we must drive the invaders back, no matter the cost. But waking mortals up to the problem is the
ideal — after all, every army needs cannon fodder… er, infantry. We study stigmatics and others
with extrasensory abilities, and try to trigger similar senses in the masses.
How we organize: We’re a modern military, with variants in each unit’s operational hierarchy
based on local culture and tradition. We’re not quite a global institution, because that would be
impossible, but we cooperate across national and continental lines — even in places where the
mortals are enemies of one another. We have to be above that. (We’re not always above that.)
When we swear ourselves to the cause, we undergo rigorous training. We must pass tests of
loyalty, skill, and mystical strength. Then, we recite the pledge that binds us to each other and to
the world’s defense. Words and magic both seal the deal, in various ways depending on the
unit’s makeup.
Among the Sworn: We’re actually fighting on several fronts, because when the False get in our
faces or make things worse, the other Sworn turn to us to defend their sorry asses. But we do it,
because even delusional pedants don’t deserve what the enemy has in store for us. We’ll work
with anybody who has something to offer, although those Jeremiad zealots like to set the whole
house on fire when we could have recovered what was valuable. It’s a damn waste.
We value our diversity because it means we can muster highly specialized units for each kind of
mission, and each operative can leverage her unique powers and abilities to their utmost.
We get ourselves in trouble when: We ascribe will and intent to something that really doesn’t
have any. With so many fucked up things lurking in the shadows and so many natural enemies
among us even without the Contagion’s incursion, sometimes we get too eager and we blow up
something we should not have. Zero Hour is where you go when your instinct in the face of
terror is to find someone to lash out at.
Our various curses and complications make discipline and unity difficult. Coming between the
Contagion and humanity as directly as we’ve vowed to do gets tricky because most of us need to
take pains to be subtle in front of the civilians. But we muddle through, because the alternative is
to lose the Great War.
When the Contagion is in remission: While the enemy is in retreat, we plan for the next attack.
We’re agents of a mystical border patrol, shoring up our world’s defenses against intrusions from
others. We send search-and-rescue parties after those who wander off into other realms —
whether they like it or not. We’re officers in the shadow world’s police force, stopping
treasonous bastards and those who wield their powers foolishly or recklessly in their tracks
before they attract our great foe’s attention from afar. We keep tabs on the Machine and its
agents, watching for hints of subversion, and we investigate anything that could be a sign of the
Contagion’s influence. We stockpile arsenals and magical resources for whenever we next need
them.
Vector: Intel
Who We Are
• The Cahalith general who sees where the Contagious will attack next in her dreams and
leads the glorious charge
• The Union sergeant who devises new strategies to combat the enemy’s unorthodox tactics
and teaches them to all the rookies
• The Cephalist black ops specialist who slips behind enemy lines to identify, locate, and
take out key actors contributing to the Contagion’s spread
• The Saboteur who works as a double agent to spy on the Machiavelli Gambit and
transmits crucial intel through reality’s darknet
• The Fury recruiter whose krewe spreads the word about the enemy’s subtle invasion and
convinces the uninitiated to join up and ship out with the rest of us
Nickname: Operatives, the Cavalry, the Vigilant, hawks (derogatory)
The False
Delusion is for chumps. Who has time to waste on savior complexes and pointless philosophical
arguments while the Contagion takes the world by storm? No one can cure it. It’s God’s own
cancer, not the flu. It’s the fundamental flaw in the code, the fatal error that brings reality
crashing down. Those of us who have any sense don’t throw ourselves onto our swords for the
sake of a doomed crusade. We look out for number one and do what needs doing. Anything else
is a cute lie others tell themselves to pretend they’re anything like these glassy-eyed mortals who
blunder through their infection like rats in a maze. Sooner or later, the Sworn will see it too. Or
they won’t, and they’ll all die. Win-win for us, the False.
Factions
Like the Sworn, the False are groups of disparate supernatural creatures who band together as a
reaction to the Contagion. Unlike the Sworn, we’re not interested in wearing kid gloves. Some of
us want to preserve the world as it is, while others don’t care; the important distinction between
Sworn and False is in our attitudes. The Sworn put a high price on the value of teamwork, and
they want to get rid of the Contagion once and for all for the good of the many. Plenty of them
are individually genuine monsters in deed as well as name, but they accept compromise in the
name of saving the world. Those of us who take up with factions of the False either don’t think
the world can — or should — be saved, or some of us go about saving the world in a way that’s
just as destructive as letting the Contagion rage. We wield the Contagion as a weapon,
manipulate it for our own gain, or just throw up our hands entirely.
Many of us are those who already oppose the individual beings that make up the Sworn, either
for existential reasons or out of deep-seated enmity. Some False don’t even make a conscious
decision about the Contagion one way or the other; we’re just too hungry, fallen, or craven to
conceive of a cure or of real cooperation. Others may join a False group because we’re minions
of something more powerful, or because someone offered us something in exchange for our aid.
But some among the False weren’t always this way. When the Sworn lose hope, get petty, or fall
too far, they can reach a point where something inside them breaks, and they see the bitter truth.
Then, they learn that we really were right all along, swallow their pride, and turn False.
Vector: Contagion. All False wield dominion over the Contagion itself, each in their own ways.
What We Do
The Initiative employs a scorched earth policy when it comes to the Contagion. Raze it all to the
ground, burn the fields, salt the earth. We destroy all Contagious on sight, as well as anything or
anyone that is infected, that could possibly be infected, or that could potentially be a vector.
Anything that might give the plague a foothold is a target. “Them” and “us” don’t matter
anymore; we abandon all but the direst enmities and most primal urges in favor of our mission.
Likewise, pursuits we otherwise treasure fall by the wayside. Prometheans who join the Fire-
Bearers inevitably become Centimani if they weren’t already. The Bound round up infected
ghosts and dispose of them, abandoning their krewes or twisting them to new purpose.
Changelings leave their freeholds to swear Huntsmen and hobgoblins to the cause, borrowing
Bridge-Burner philosophies to justify it to themselves. No group draws more of the God-
Machine’s own angels than the Crucible Initiative; they claim it’s pure practicality, but some
take it as evidence that even the Machine knows fear.
The surgeons also act to preserve what’s not yet infected, by any means necessary. We call it
“quarantine” when we apprehend (or abduct) those suspected to be vectors or infected, and we
call it “preventative care” when we treat (or kidnap) those in high-risk demographics or those
deemed too valuable to the recovery after a post-purge world to leave at large. We confine our
prisoners in sterile and isolated safeholds, then poke and prod them until the diagnosis is certain.
Once it is, we either immunize their captives through unpleasant occult means to be absolutely
certain they’re clean or set them ablaze and dispose of the ashes. Those who turn out not to be
infected might need to stay in quarantine indefinitely anyway; if released, they only go back to
their risky behaviors and end up infected anyway, so what would be the point of releasing them?
Don’t think that we’re satisfied with using outdated tools, however. We perform research and
experiments to find ever-more efficient and effective ways of holding powerful beings in
quarantine, destroying them (and the Contagion that infects them) more thoroughly or in larger
numbers, and getting more accurate diagnoses. Such experiments do occasionally invite the
Gentry into the world to take infected humans away to Faerie, prompt angels to Fall, or lead to
generative acts that create Prometheans (and Pandorans), and other such outcomes. They also,
completely incidentally, often lead to bolstering our lower ranks with loyal clones, spirit-ridden,
stigmatics, slashers, and others.
How we organize: We structure ourselves like an international government program with local
divisions or branches, a bloated hierarchy, and many specialists. We offer benefits to our
members, which vary in form depending on the nature of the creature in question. Letting an
Insatiable live in the basement lab and feeding it Beasts once in a while until we loose it on a
bunch of unsuspecting Contagion victims might not count as “employing” the Lamashtu, but it’s
on the books regardless.
When we commit to wiping out the Contagion, surgeons hearken back to our origins among the
Uratha and hunter angels. We embark on a hunt to destroy a living threat, and do not return until
we can bring proof back to show we’ve done the job.
Against the Sworn: The are Sworn a bunch of naïve fools whose work actively contributes to
the Contagion’s threat. We raid Sworn headquarters whenever we find them, taking what’s
useful and torching the rest. We don’t care about hiding our actions; what difference does it
make who takes the blame? It’ll turn into credit later, anyway, when anyone who might have
complained is either dead or the beneficiary of our gift of survival.
Who We Are
• An alchemist who collects samples of infected Prometheans and other beings, working to
perfect a formula that will unleash a killer virus — one that only targets creatures who carry the
Contagion
• A Devoted Chimeric created from werewolf DNA, whom the Initiative coerced into
joining as the perfect Contagion-hunting weapon. We let her off her leash just long enough to
sniff out the epidemic’s taint
• An Insatiable of the Void who creates quarantine chambers from stolen Lairs, emptying
them out completely and stashing victims there to scream soundlessly until the Initiative
determines they should burn
• An angelic project manager who oversees the construction of mobile Elimination
Infrastructure platforms and personally leads the clean-up crew after they’re deployed, delivering
the remains back to the God-Machine for inscrutable purposes
• A vampire of the Ordo Dracul who rounds up Kindred Contagion vectors and performs
experiments on them before sending them to see the sun, hoping to discover a new Coil that will
make her immune to the infection
Nicknames: Fire-Bearers, surgeons
What We Do
The Machiavelli Gambit claims Contagion management as our sole purview, and we run this
project like a crime empire. We use the Contagion as threat and punishment to make examples of
those who defy us. Our Princes nudge others into exposing themselves, or we infect them
directly if we can figure out how. We watch and study these victims to see what makes the
sickness tick, then release them back out into the wild under conditions primed to keep those
beings under the Gambit’s control, directly or indirectly. In the rare times when we’re forced into
a corner, we can even capture one of the Contagious, let it loose on our enemies, and then
dispose of all the evidence.
Like the Cryptocracy from which it spawned, the Gambit prefers to play puppet-master from the
shadows; but its puppets are other night-dwellers, not mortals. We manipulate them into doing
our bidding through subtle and complex plots involving infected Infrastructure, the Sworn, and
even the other False. We peddle fake cures and treatments for the Contagion, deal occult drugs,
and makes other creatures dependent on our products in exchange for goods and services so we
can control them. We meddle in local Sworn societies — the Sworn groups themselves, but also
organizations like changeling freeholds and hunter compacts — to keep them isolated from each
other, quietly breaking down alliances and shifting territories from behind the scenes so their
powers and influences won’t interact. The Gambit recruits proactively, tracking down the
unaffiliated before anyone else can; if we can’t recruit someone, we plant the seeds to turn that
individual into a tool for our own devices instead.
Mortals might be irrelevant to the spread of Contagion, but they still have their uses. We replace
human agents with our own people in a variety of institutions, from police forces and criminal
gangs to corporations and research labs, to usurp human resources for our plans.
The Svengali maintain a research arm that traces the Contagion’s symptoms and vectors back to
an outbreak’s origin, to glean its cause and nudge contributing variables in our favor. We study
each other, too, to develop ways to control and suppress mystical abilities, or change how they
function. The Gambit makes deals with devils of all kinds, including the Contagion’s agents, for
secrets, resources, and access to forbidden places. The Princes are keen to develop an
immunization, or find those who are naturally immune and recruit or blackmail them; we seek to
control asymptomatic carriers of the epidemic, directing them to spread the sickness only as we
want it spread.
How we organize: The Svengali organize like crime syndicates, cartels, and gangs, with local
rings or crews maintaining only a loose alliance with others elsewhere. On top of all the intrigue
and territorial maneuvering outside the Gambit, our members also must keep an eye on our own
fellows plotting to usurp or remove us. To ensure the whole endeavor doesn’t unravel, we’ve
accepted certain etiquettes and enforced rules of engagement for such internal conflicts.
Each ring has hierarchical positions and a strict code of secrecy. Policy states it’s always better
to put the blame on someone else and avoid anyone getting to the Gambit. Captured Princes are
supposed to take drastic steps to make sure nothing compromises the group; in practice, it’s
50/50 whether a given Prince actually does that, or saves her own skin instead. The Gambit sets
up fronts and shadow organizations to take the fall for our crimes, should anyone successfully
trace our activities back to us. We recruits individuals and even whole groups, under various
covers, specifically to throw them under the bus when we need scapegoats.
When new members join up to reap the benefits of our organization, Svengali recruits take oaths
of loyalty to our ringleaders and must prove themselves by performing increasingly merciless
tasks — betraying previous allegiances and friends among their own kind is an old favorite. We
expect our recruits to stick around for good; defectors to the Sworn are particularly offensive,
and we put high bounties on their heads for any of our members who can dispose of them.
Against the Sworn: The Sworn are the Gambit’s primary targets. We leech off of their work,
steal research and relics, kidnap important hostages, threaten to forcibly infect their loved ones to
exert leverage over their members, and coerce or persuade Sworn individuals to defect or leak
information. Our agents infiltrate Sworn groups, then influence events based on what they learn.
We might, for instance, push mortals into performing a string of terrorist attacks to overwhelm
the Cryptocracy with fires to put out, so other agents can break into a Majestic stronghold while
its attention is spread thin. Even when we’re not interfering with the Cryptocracy directly, we
often come into conflict with them when our shadow wars and intrigues happen to collide with
theirs.
Who We Are
• A Strix that possesses vampires among the Sworn, extracting their Vitae while they have
control and passing it along to fellow Princes to create addictive infection vectors they
administer to those who don’t do as they’re told
• A Panopticon Seer of the Throne who infiltrates other supernatural organizations, cuts
them off from meaningful contact with each other, and influences them into being more
isolationist, more xenophobic, and less likely to cooperate
• A Hero who captures Beasts, breaks their wills, and studies their Kinship abilities to
develop ways of subverting them into tools for suppressing and influencing the powers of other
supernatural beings
• A hobgoblin who runs protection rackets and a market where anyone can purchase
“treatments,” trade for information, or hire help to solve strange, Contagion-born problems they
can’t address on their own
• A field agent for the Cheiron Group who leads raids and heists to break into the
headquarters of Sworn factions and Crucible Initiative branches to steal their artifacts, data, and
sometimes abduct members
Nicknames: Princes, Svengali
Naglfar’s Army
Contagion as Apocalypse
Ring around the rosie, blah blah — let’s get to the good part. We all fall down!
Then some of us get back up and rule as gods.
“This artifact has never belonged to you.” I stroked the relic with two hands while my fellow
Saturnalians hammered the stake into the intruding vampire.
“Yes, it’s been in your possession since the 1700s. Yes, it’s incredibly dangerous. But we never
let it out of our sight.”
Playing catch with the orb now, from hand to claw as they shifted along with the rest of my body.
I went down on my haunches, voice deeper, growling at the little Daeva.
“I’d half hoped it would be a mage acting as caretaker. Or one of those Arisen. But an undead
bloodsucker will have to do.” Resting the crystal-studded ball on the paralyzed chest of the
vampire, I stood and walked toward the door with my friends. My fellow soldiers.
“It was with you temporarily, but it’s always been ours.” I looked back, just before leaving. “But
because you’ve been such an effective steward, you’re going to see it go off up close. Let’s see
how a vampire deals with Contagion exploding all over him.”
What We Do
The Antediluvians prepare. The end of the world is coming; we need to be ready. We gather,
steal, and hoard mystical resources to make sure the Contagion doesn’t wreck us when it washes
fully over the world. Taking these things away from someone else also pushes those losers into
harm’s way; to ensure we survive, the Army makes sure others don’t. We understand strength in
numbers, and we know we’ll never make it alone, but we see no reason to share the spoils with
outsiders. Saturnalians don’t go in for studying or understanding the Contagion — what’s to
understand? It's doom incarnate! — but if we run across cracks in Infrastructure or other beings’
defenses by which we can encourage the Contagion’s spread and other dire fates, we cheerfully
open those cracks wider and help destiny along.
Hedonism and greed run rampant in Naglfar’s Army. We share with each other but no one else,
and we indulge our every fantasy and desire, because who knows what the world will look like
after the apocalypse? We may never taste human blood, fear, tears, or anything else again after
this. Best to get it all in now while we still can. And on the off chance we don’t make it to the
other side, we eat, drink, fuck, and make merry, in case tomorrow we all die. The Sworn and
other False wouldn’t mind much, except that we throw caution completely to the wind. Forget
the Masquerade and the Veil, forget being careful not to expose horrors to the masses, forget the
good of the many. The end is nigh, who gives a shit whether we crack reality a little or drive
whole cities crazy? Let it all burn, we don’t care. We take whatever we want, and we do
whatever we want to anyone who tries to stop us.
The Army collects small, captive groups of valuable humans and other beings we want to
preserve for after the storm. Some of our members do this for personal, sentimental reasons;
others because it amuses us to be so generous; others to keep stashes of living resources in case
their curses aren’t as lifted as we expect after the end; and still others for more inscrutable
purposes.
Most Saturnalians believe wholeheartedly in the party line, but some are just along for the ride,
soaking up the perks and paying lip service to the big picture. The ones who are along for the
ride usually do this because the Contagion has already taken something — or everything — they
care about, and they’ve lost hope of ever getting it back. Naglfar’s Army is the landing zone for
those who’ve seen the Contagion’s horror and tragedy firsthand, and let it break them. It’s also
where many False end up who are too far gone or too inhuman to have much of an agenda.
How we organize: Formally, we mostly don’t. When we do, it’s in social clubs or cults. We
throw elite parties and wild orgies or hold ecstatic group rituals and sacrifice the infected on
doom’s altar to ensure our place in the new world to come. Some instead act like refugees and
outcasts, gathering in shelters and carefully stockpiling everything we can.
The Army keeps stashes of various kinds: some finagle our way into vaults or warehouses and
amass mystical resources there, while others acquire mansions and then decorate every room
with our spoils.
Despite our members’ devil-may-care attitudes, we understand the need for a way to tell
outsiders from fellows. Upon joining, each member permanently adorns his, her, or their flesh
with the Army’s sigil, whether through tattooing, scarification, branding, or some magical
means. This makes turning Sworn later harder, but most of us couldn’t care less.
Against the Sworn: The simplest way for the Antediluvians to score big is to murder their way
through local Sworn headquarters and take over their facilities. We exploit and exacerbate
whatever vulnerabilities we find, and pit the Sworn against one another — and the other False —
however we can. It’s a practical strategy, but it’s also good for a laugh.
We don’t go out of our way to recruit, but sometimes individuals sense when one of the Sworn is
losing faith in her cause, whether out of loss, despair, or a failure of conscience when things get
rough. Some of our brethren enjoy living as dangerous agents provocateurs, tempting those on
the cusp of giving up to go all the way and join the ship of fools. You know what they say about
those fate protects, right?
Who We Are
• A Reaper who believes the sea that will swallow the earth is the Ocean of Fragments
itself, and works to break down all barriers between the living and the Underworld for good
• A Shuankhsen who takes control of mummy cults so she can usurp their patrons’ tombs
for bunkers, hoarding relics, corpses, and any other mystical resources she can get her hands on
• One of the Rapt whose Fault revolves around the Contagion, compelling him to
magically spread it however he can and Reach as far as he dares; he believes Paradox to be
simply another one of the epidemic’s symptoms
• A member of Ashwood Abbey who hunts the Sworn with all the Army’s resources at her
fingertips and keeps a personal stash of captive monsters to take with her into the post-
apocalyptic world
• A True Fae who kidnaps supernatural beings and forces them to kill each other like
gladiators or contestants in a game of survival, employing goblins to take bets on the final
winner and offering that lucky soul a place in Naglfar’s Army afterward
Nickname: Antediluvians, Saturnalians
Road Trip
We’ve been driving through the Negev most of the night. They told me we need to get to Acre
by morning. The Crag is at the wheel and I’m in the back watching Tempest, Leo, and Josie, who
are all asleep. At least they look like they’re asleep. According to Tempest (who’s the only one
of these weirdos I really know), they’re exploring people’s dreams. And changing them.
Apparently this is going to help us do whatever it is we’re going to do when we get to Acre,
which maybe, sometime, someone will explain to me in terms I can understand. It’s something to
do with evolution, shaking things up and changing them. They told me there’s some kind of
contagion in Acre, something distorting people’s dreams, messing with magic and maybe ghosts.
It might have something to do with the Knights Templar? And we have to rescue a friend of
Tempest’s who’s going to be brought to trial.
Let’s start with Tempest. I’ve known her a couple of years now and I’ve seen her do a whole
load of weird shit. Which is how I get to hang out with her because, apparently, this magic tends
to affect normal people badly, or normal people affect it badly. I don’t know how, but that
doesn’t apply to me. I’d quite like to “wake up” so I can do weird shit too, but I doubt whether
it’s actually going to happen. So, I just sit in the back of the RV, watching people while they’re
sleeping and taking turns with The Crag to do the driving. Okay, by American standards, 500km
is not so far, but we have to take the long way ‘round — which is through the fucking desert —
because we don’t want to be seen.
Leo can do weird shit too but, they tell me, it’s not the same kind of weird shit. He was removed
or abducted for years and, when he got back (and he had to escape — he never told us the story
though I think it must have been exciting) he could do stuff, including messing with people’s
dreams. And Josie — Josie specializes in dreams. When she’s in someone’s dream, it’s as some
huge scary monster who can tell people to do things, or not to do things. Oh, and the Crag can
turn into a wolf. Which is handy if you get into a fight.
Leo wakes up first. He looks rough, with shadows under his eyes. When he sits up, it’s so
sudden, the seat belt jerks him back. Since I’m watching him anyway, I catch a glimpse of his
pupils. They’re dilated real wide; something’s got him freaked. Then Tempest awakens, then
Josie. Neither of them looks much better. They start to talk to each other about ghosts and
something called the abyss seeping through into the Lie (which is what they call the normal
world) and a god machine that’s sick and…
Then shit starts to go down. There’s a flash and a bang. The car jolts. I can’t hear the motor
anymore. Tempest starts waving her hands around and muttering like she does when she’s
making magic and I smell ozone, like a thunderstorm in the distance. Then time does a kind of
hiccup and reverses. Leo wakes up again, followed by the other two.
“Tell the Crag to stop,” Tempest tells me. “We’re all going to hell in a handbasket here.”
I glare at her. I know I’m the only one here who can’t do any weird stuff, but that doesn’t mean
the rest of them can just order me around. I can leave any time I want. Only Tempest looks really
worried, so I decide I better do what she said.
So I crawl into the front of the RV and tell the Crag that Tempest says we have to stop. Sure
enough, we’re in the middle of nowhere, but the Crag stops anyway. It’s too hot to get out, so we
all pile into the back and break out some water. Then there’s a flash and a bang just like the crash
and bang which didn’t really happen before — have I mentioned that Tempest can do some
really freaky stuff with time? — and the RV doesn’t stop this time because it’s stopped already.
Time starts to move forward normally again.
“I think that took the electrics out,” the Crag grumbles. “I guess we’re not going anywhere.”
At this point, something tears. It makes a sound like a bed sheet getting shredded, but the pitch
gets higher until the frequency makes me clamp my hands over my ears. Then it’s gone, and
there’s blue light spilling in from… a rip… suspended in the air. I can see shadows on the other
side of it that don’t look like anything in the RV. This woman I never saw before in my life —
tall, heavy, commanding — walks through the hole that doesn’t make sense with any physics I
learned in high school.
“You hellions are headed for Acco.” It’s a statement, not a question. “And you’re going to turn
right around and go back to Eilat.”
When she says that, all I want to do is get into the driver’s seat and take us back to Eilat. It’s nice
there. The diving is good. But I guess she’s working magic and the others are trying really hard
to resist. It’s not as if the motor would start anyway, not with the electrics fried.
“Who the fuck are you?” the Crag snarls.
“She’s the boss,” Tempest mutters.
“I am the Hierarch of this Consilium. I’m also involved in the bureau of the Levant. I can assure
you all the Contagion is in hand and you can safely go home. We will call upon you if we need
you. Tempest, I thought better of you than this.”
“Well, ma’am,” Leo says. “How can we get back to Eilat? The RV is fried.”
“I’m sure Tempest can unfry it,” she sneers, acting like that should be all. In fact, she’s almost
back through her rip when the Crag has to go and run her mouth again.
“And what if we won’t?” the Crag asks.
This Hierarch woman points to the sky. There, wheeling high above us, is a black helicopter.
Then she fucks off back through whatever door she made for herself. No one seems particularly
inclined to follow her.
I leave the others arguing about lies, machines, ghosts, laws, and diseases and go into the back of
the RV to break out the tools. At least I know one thing I’m good for around here: keeping this
shit on the road.
Chapter Two: Vectors
Natural forces within us are the true healers of disease.
— Hippocrates
The Sworn devote themselves to combatting the Contagion, acting as healing agents within the
God-Machine itself. Like any medicine, they attempt to cure the disease through a variety of
means. Some cures require a subtle approach, slowly infiltrating and purifying the infected areas
over a long period of time. Others are more aggressive, firmly blocking or destroying the
contagion before the rot destroys anything else. A few cures are terminal, killing one site of
infection utterly before the disease spreads.
Every member of the Sworn has their own inherent or acquired resources at hand that they can
leverage against specific outbreaks, but the overall methodology of the group has led to the
discovery or creation of supernatural techniques effective in combatting the Contagion. Over the
centuries, Sworn members have strengthened or reinvented those methods into useful tools in
their eternal fight. These preternatural methods of Contagion control are collectively called
vectors.
Vectors are different from most supernatural powers. Once a faction starts collaborating, they
learn more about the Contagion as a whole, and that experience leads to the acquisition of
effective methods to use against their common enemy. As the faction learns from their successes
and failures against the disease, they acquire more powerful vectors. Sometimes these vectors
can also be useful in each member’s daily (or nightly) existence, but that’s simply a perk. In
general, vectors are tools the whole faction utilizes as part of their duty as Sworn.
Acquiring Vectors
Only specific Beats can be used to buy vectors. Lessons learned from direct action against the
Contagion or faction goals that aid the Sworn’s fight provide Sworn Beats. These Sworn Beats
are tracked for the entire faction instead of for individual characters, although one character’s
actions might result in the faction gaining a Sworn Beat. These Sworn Beats are awarded in
addition to normal Beats, not instead of them. Five Sworn Beats aggregate into one Sworn
Experience.
Vector powers, like Sworn Beats, are also shared among the faction — once a vector is
purchased, every active member of the Sworn in that faction gains access to the ability. Think of
it like a teamwork tactic or a shared experience — vectors derive their power from the group,
even if an individual is using one. Each vector costs 2 Sworn Experiences, and vectors are
purchased in order. If there are members of multiple Sworn groups within a faction, Sworn
Experiences are spent by the whole faction as normal, but only the affected Sworn gain access to
that vector. Vectors are Sworn faction-specific, so while all the players might agree on where
Experiences are spent, only Cryptocrats can use the authority vector, the Rosetta Society uses the
semiotics vector, etc.
Example: A faction containing three members of the Cryptocracy and two members of the
Jeremiad wish to acquire a two-dot vector. The faction already has the first fervor vector, which
the cryptocrats don’t have access to. After some lively debate, the players agree that they will
use two Sworn Experiences to buy the first authority vector instead. While the faction would
prefer to get the two-dot authority vector, they must buy the one-dot vector first, and they don’t
have enough Experiences to purchase both.
Vectors as Respect
Although Sworn rarely have any regimented global structure, a faction’s mastery
of a vector can act as a form of standing and devotion to the Sworn’s ideals.
Individuals might disagree on details, but each generally respects how much a
faction has devoted themselves against the Contagion. This is best gauged by a
faction’s knowledge (or lack thereof) of the Sworn’s vector. For social rolls
involving non-faction members of the Sworn, dots in a vector can be added as
additional dice to the roll on a one-for-one basis.
If a faction member formally leaves the Sworn or otherwise becomes inactive from the faction’s
activities for several years, they lose all access to their Sworn’s vectors. Joining a new Sworn or
faction allows the member to use the appropriate vectors the faction has acquired. The new
member simply pays one personal Experience to gain access to all relevant vectors.
Using Vectors
Vectors are flexible tools, but different members of a faction will have their own means to that
same end. Even if a mage and a vampire both draw on mystical energy to manipulate minds, the
former will be subtly applying magic to create convenient coincidences, while the latter is
tearing at their wrists and bleeding in concentric circles on the sidewalk. The method that each
member uses to empower a vector is distinct to them. We offer some ideas and suggestions, but
players are encouraged to come up with colorful and character-appropriate ways to activate their
vectors.
While each vector works similarly for every member, they don’t work in the exact same way.
Depending on what kind of monster the character is, they gain access to a potential edge for the
vector. For example, mages and vampires often gain some mind control abilities naturally, so a
mind control vector might work better for them or add a distinct element to the vector when it is
used. Every character template has their own edge — some may share an edge, but as with
activating a vector, the flavor and in-game aspects of the edge should differ, depending on who is
using it.
A few specialized groups gain a distinct advantage in using vectors. These specializations are
distinct improvements to the vector, but unlike edges, not every member of a Sworn faction will
have access to them. Specialization powers are in addition to the edge that a vector provides and
are activated at the same time. If a character is affected by or uses a vector, and their template
has access to the specialization associated with that power, they get to apply it whether they’re
using the vector or just the recipient of it.Some vector powers require more than one member of
the faction to activate them, particularly at the higher levels. These teamwork powers can be
performed by anyone of that Sworn group in the faction, although certain members might gain
distinct edges, as with the single-user powers. If there are not enough members of the Sworn
from the faction active in the same scene, the vector cannot be used.
Example: The three Cryptocracy members of the same faction have learned the five-dot
authority vector. When the vampire cryptocrat is knocked into torpor, however, they don’t have
enough members left active to active the vector — they either need to wake the vampire or use
another vector.
Edges and specializations key off the user who is making the roll, if there is one. If the vector
does not clearly have one lead user, all users of the vector decide which character is considered
“lead” for purposes of determining which edge and specializations are active.
Survivors took the Head’s feverous message with them as they left the ruins of the first city. They
still did not understand its message, nor could they remember it any more clearly than a dream
fading fast against the world’s light. None of them had even been alive when the Head first made its
appearance, yet the Head reached for them through the stitches in time, taking them back to that
first and only time it spoke. It carried on in their blood and wormed its way into their minds: The
message must be understood. Where they went, Contagion followed. Sculptors throughout Olmec
civilization worked bloodied fingers to the bone, sacrificing life and sanity, in an effort to re-create
the Head of God. Not until the fall of La Venta, the last great Olmec city, did this strain of San
Lorenzo 11 stop.
Unfortunately, the disease lingered and mutated in the earth itself. It re-emerged when the Aztecs
built their city of Tenōchtitlan near the site of the lost city. They did not create any Colossal Heads,
but instead turned to blood and sacrifice to decipher the message. They came close too, warriors and
kings self-mutilating to read the God’s portents in the enlightenment of pain. They thrived as they
solved the paradox of the message, which held both Contagion and its cure, and created an empire
that spanned the Valley of Mexico. Perhaps in the vast multitudes of time and space, Contagion
ended here, five centuries after the first recorded outbreak. Time is also linear though, and whatever
progress the Aztecs made was buried alongside them by the cruelty of Hernán Cortés.
The Mayans had more luck surviving the ages, though they face marginalization and discrimination
in contemporary Mexico. But their luck ran dry in deciphering the message. They searched for its
meaning in blood, in ball games, and in the stars. They came close in Uxmal, the thrice-built city,
where they grasped the last remnants of the San Lorenzo strain and buried it deep within the
Magician’s Pyramid. The project consumed four hundred years, with building starting in 600 CE
and ending in 1000 CE, and a single night as a magician erected the pyramid to escape a death
sentence. It took three pyramids, layered inside each other like eggs within eggs. But finally, it was
done: Contagion distilled through blood, earth, and air, and contained within a great, near-
impenetrable pyramid. Containment is not a cure, but it sufficed for the Mayan people and no
outbreaks of the San Lorenzo strain have been recorded since. If Mages worry what the Spanish
might have taken with them when they looted the Magician’s Pyramid during their conquest of
Yucatán, that is certainly no fault of the indigenous people.
See p. XX for the Contaminant Tilt.
Exile, Prophecy, and Wrath: 600 CE / 600 BCE
The Black Death reshaped Europe, but before it did so, it struck across the known world multiple
times — perhaps most significantly during the Plague of Justinian, which weakened the Eastern
Roman Empire at a critical moment and ensured that the fallen Western Empire would never be
reintegrated. Beneath the mass death and the collapse of civic function, however, a deeper rot took
hold: a dangerous and widespread outbreak of the Contagion. The city of Constantinople stank of
death while angels frantically worked to excise the linchpins of infected Infrastructure, which sang
from dusk to dawn in tones that ate away at victims’ minds. In desperation, the angels cast those
contaminated objects into the Bosporus, where many still lie.
The angels were not alone in their work; many supernatural beings, no longer able to ignore the
damage Contagious Infrastructure was doing to the city, set about dismantling every piece of
Infrastructure they could find, infected or otherwise. Like the humans of Constantinople, they
believed the plague was a judgement (though from which god or gods, opinions varied). It wasn’t
until they found an ancient tomb, buried deep beneath the city and under the care of a group called
the Order of Ízft, that they saw the writing on the wall.
It was writing on the wall, literally, that gave them their answers. Even had the air within not been
redolent with rot and sickness, the murals and scratched prayers that lined the burial chamber
prophesied a rare conjunction of the stars, illustrated in a sigil. The doors of the tomb were marked
with the sigil, and each of the explorers who found the tomb realized they recognized the sign,
reproduced throughout antiquity in marginalia or plastered across the walls of ruined cities. For
their part, the Order of Ízft allowed the exploration, slinking into the shadows and observing the
results from afar.
Even after securing the Byzantine outbreak, the knowledge that its coming was foretold ate at those
who experienced it. They organized a secret convention of scholars, which fanned out across the
world in search of every possible resource to be found that described the sigil, to return in 25 years’
time, when they would share what they learned. It was Aelia Scaevola, a Nosferatu, whose torpor-
faded memories led her to the grave of the man she knew as Kurush, who had discovered the roots
of the prophecy — twelve hundred years in the past.
This Bit of Earth That Covers My Bones
Kurush, styled Cyrus by history in the West, was the first of many great conquerors to unite
southwestern Asia — in part, by breaking from the bloody, punitive rulership over the conquered
that previous Kings had meted out. Rising from a petty lord under the mantle of the Median Empire,
he overthrew the king of Media (his grandfather). Then, he went on to conquer Lydia and all of
Asia Minor before turning his attention to the Neo-Babylonian Empire, just decades after they
besieged Jerusalem and smashed the Temple of Solomon — just as the prophet Jeremiah had
warned. In each case, bar a pledge of fealty and an offer of tribute, he allowed the conquered to
govern themselves and left their gods safe in their shines. At the time, such a move was
unprecedented. The Achaemenid Empire, which would last for some two hundred years and eclipse
all previous empires, was, by the standards of the time, a beacon of tolerance and cosmopolitanism,
with roads connecting disparate territories and a postal system that rivaled any other.
But amidst the successes and advancements of the Achaemenid Empire, a darker undercurrent went
unnoticed. It was first described by one of the court magicians of Cyrus, Vishtapa, an Awakened
savant who observed arcane underpinnings to much of the empire’s infrastructure. These were the
hidden work of a masterful but unseen craftsman who was exploiting the work of Cyrus’ empire,
and Vishtapa set about about studying the craftsman and his exploitation. In doing so, she observed
a dysfunction of that Infrastructure, and noticed it moved in much the same way that a sickness did
throughout a population — and thus named the dysfunction “Contagion,” not yet knowing its cause.
Over the course of her long life, Vishtapa amassed a remarkable collection of information that
remains one of the earliest confirmed accounts of an outbreak (mild through it was) of the
Contagion. Though the Jeremiad have scoured history for any trace of Vishtapa apart from this
seminal work on the Contagion, no trace of the mystic has ever been found.
THE FOLLOWING ACCOUNTS SHOULD BE PRESENTED AS WRITTEN TEXT
ON WEATHERED PAPER, KEPT IN ARCHIVAL CONDITIONS
On the Four-Cornered Road of Five Corners
Having travelled to Sardis, old capital of Lydia, upon the Royal Road, I discovered a branch thereof
which, despite being in good condition, was quite unused. I was advised by the local population
that, should I wish to keep my head, I ought not dare to tread upon that path, for it was a thing of the
gods. My curiosity, as ever it has, overpowered what sense of self-preservation I have, and I set out
at once, my every sense open to the hidden Truth of the world.
For some miles, through which the road wound between hills, through narrow valleys, and past tall
scrub brush, my journey was perfectly ordinary, save for geometries of space I have never seen
occur in nature, though I could not divine their source — I thus ascribe it to the Contagion. In time,
I emerged from these hills to find a crossroads, though there was precious little else about. Standing
there, between four roads, came the revelation, for as I turned, I could see the very towers of
Babylon, which I knew quite well but which laid months distant even for a horse and rider of the
Angarium, whose service is swifter than any mortal courier.
Yet there was more, for as I turned back, I beheld the city of Van, to which I have travelled
previously; and Persepolis, far in the East, to which the Royal Road does not travel. These were the
three cities I beheld, and when I turned to face the way the that led me to this crossroads, I saw not
the hills and scrub, nor even Sardis of Lydia, but a city whose like I have never before seen, and
whose likeness I reproduced in my notes should I encounter it in the future. Of the path I had taken
to arrive at this crossroads, there was no sign, yet having trod it I can but affirm that it exists.
Of the Man Who Dies Thrice Each Day
In Sakas Beyond the Sea, there is a man who demonstrates the Lie of mortality, not as they who
dine on blood or they who cling to a ghost to live, but through a suffering I would not wish on my
most hated foe. I have visited this man, and can affirm that he does indeed die thrice each day, at
the rising, height, and falling of the sun; each time, he lies dead for a time, then rises. He is regarded
as quite cursed by his fellows and dwells far from them in a hermitage. I gave him company for a
month, for which he seemed quite grateful, and in that time I was able to sense the Contagion
moving in him. He remains to this date the only example I have ever witnessed of the Contagion in
a living man, and I remain relieved that it seems not to spread thus, for if it were to, no doubt it
could fell even Cyrus’ great empire.
On the Nature of the Contagion
It is unlike the sicknesses that commonly plague man, but operates much in its like, moving from
one host to another through various means. A road may become infected, or a tower, or a grove of
trees; and only rarely, living beings or the spirits and beasts of the hidden world. It is not especially
virulent, but its symptoms — if we may call it such — range from oddnesses in behavior or
function to events like unto the worst manifestations of the Abyss I have ever witnessed. I think
that, if left unchecked, the Contagion shall worsen, until it develops into a form that spreads as do
the plagues of man; consequently, I have advised the court of Cyrus to block or destroy anything
that carries it, though I have certainly not informed the sleeping of its true nature.
Echoes Throughout History
Studying the works of Vishtapa with the aid of her Awakened contemporaries, Aelia Scaevola was
able to track the Contagion throughout history, from its earliest seeds in Kurush’s time to the Plague
of Athens, the Antonine Plague, the Plague of Cyprian, and finally to the Justinian Plague, which
still, decades later, would periodically reemerge and sweep across the land. What the scholars had
taken for a singular occurrence, they now saw was a message written by the hand of God across the
whole of history, in the ink of shattered lives and empires. Many believed that there was no hope for
humanity, and consequently no hope for those who lived beside them, but others argued that if God
had intended to wipe out the human race as He had in the Flood, He would have done so, not
provide ample opportunities for mortals to understand the message.
Indeed, the synchronicity of the Contagion’s first whisperings and the destruction of the Temple,
prophesied by Jeremiah, proved to be such a powerful piece of evidence that it quickly rose to the
level of religious revelation, and was recorded as such. The newly born Jeremiad would spend the
next 1500 years struggling to contain the Contagion though purification (both spiritual and by fire)
as they pursued it across Europe and Asia, and finally to the Americas. When called zealots by their
fellow Sworn, they point to the evidence of centuries without a population-annihilating blight, as
the plagues of old were — but caution their fellows that the work remains yet unfinished. Whether
God will withdraw this sword of Damocles, which the Jeremiad has fought in a hundred forms
across the ages, is for Him alone to know. All humanity can do is struggle to be worthy until either
that day or the Day of Judgement comes.
Chernobyl 4: 1986 CE
AEC-247 was born from death. Its head was filled with screams, alarm sirens, and blinking red
light. It was hard to think. It looked around, noticing for the first time it had eyes with which to see,
and recorded only destruction. The shadow of a biped shape was burnt into the wall. Fires raged in
the room. The ceiling was partially collapsed. AEC-247’s body, noticing now it had one, was made
of fire and pain.
AEC-247 despaired. What am I? What is my purpose? The moment AEC-247 asked the question, it
knew the answer: Experience. Grow. Be. It felt warm, good, and purposeful.
In that instant of clarity, AEC-247 sensed a darker power too. It welled up from bowels of reality,
reaching out hungrily to consume the world. What do I do? AEC-247 asked. There was no answer
to that question: AEC-247, now a full nineteen seconds old, had to decide alone.
Theseans were the first of the Sworn to arrive at Chernobyl after the meltdown and nuclear
explosion in reactor 4. They sensed Contagion from far away, but once they were physically on the
scene, they realized Chernobyl was so much more. They claimed the site, other Sworn happy to let
the Ship of Theseus take the lead, and have not relinquished control since.
Several things happened in Chernobyl during the nights of April 25th to 26th. The cooling of
reactor 4 failed, leading to a catastrophic failure and eventually a nuclear explosion. Thirty-one
people died in the catastrophe. Contagion struck the site. A Zeka was born in the nuclear destruction
and used what she names “Divine Fire” to contain the Contagion.
The Theseans know all this, the Zeka herself being a huge source of information for them, but they
have no idea what came first. Was Chernobyl an act of “Creation” (another of the Zeka’s terms)
gone wrong? Did the nuclear breach cause Contagion, or the other way around? This lack of
knowledge, despite having an actual eye witness, frustrates the Argonauts to no end.
The Argonauts have had much more success uncovering what this strain of Contagion, referred to
as C4-86 in their files, does. C4-86 causes rapid evolutionary mutation, which kills weaker
individual specimens but seems to strengthen the species as a whole. The Chernobyl deer, massive
albino creatures, and a large wolf population are prime examples. The Theseans aren’t sure what
makes this strain so beneficial, certainly compared to other instances of Contagion, though their
resident Zeka — now going by the name Ace — claims it’s the result of Divine Fire mingling with
the disease when it first burst forth. As Ace can barely explain what Divine Fire is or does, her
fellow Theseans have dutifully made a note in their records but otherwise ignore her claim. And,
some Argonauts counter, the local sparrows have grown so stunted and infertile they will soon be
extinct, so maybe C4-86 is malicious after all.
Scientists, politicians, journalists, and tourists visit the Radiological Reserve around the reactor,
also taking note of the newly thriving wildlife. The Zone of Alienation, especially the Red Forest
named for its burnt pine trees, teems with life. Existing animal populations have grown in size, and
new animals entering the area have increased its biodiversity. Birds nest inside Chernobyl's
Sarcophagus, the construction of concrete and steel erected around the reactor to maintain radiation.
A human population of two hundred still lives in villages spread over the area, steadfastly refusing
to evacuate. As they are too old to foster a new generation, the Ukrainian government leaves them
be. Poachers frequent the area too, as do illegal loggers and metal salvagers. The presence of
ordinary mortals complicates the Argonauts’ research, but they perforce make do.
Layered under the mortal visage of red trees and mutated animals lies a darker world of spirit. The
Sworn can see it clearly, heaving and moving as if breath courses through it. Occasionally it
breaches the world, spewing forth two-headed deer with human faces or fist-sized bugs emitting
babies’ cries. The Argonauts have managed to contain all breaches so far, killing or driving the
mutants back, but realize with dread that the creatures have become more numerous and aggressive.
The world inside the breaches, too, is hostile to any explorers: trees twist into themselves and paths
turn endlessly to lead explorers astray. The Argonauts lost a team of three, trapped on the other side
when the breach closed in 2011, and have grown cautious of exploring the breaches since.
The Argonauts have identified three locations in the Zone of Alienation that stand out. The
Elephant’s Foot sits in the deepest recesses of reactor 4, a mass of melted nuclear fuel, concrete,
and core sealing material. It exudes the highest levels of radiation found in Chernobyl, and killed
two rescue workers within minutes of exposure. It also holds a festering Contagion, and worse: the
Contagion within the Foot is ever-growing. While the Argonauts could initially examine the Foot
after taking precautions against the radiation, any attempts to see the Foot’s Contagion now strikes
the Sworn with debilitating headaches or even blindness — whatever is gestating inside the
writhing mass is now too great to behold. The thirty-one spectres roaming the catacombs of reactor
4 sometimes gather at the Foot, heads bowed in adulation while weeping black tears that ooze with
the consistency of tar.
The Cross Tree, where Nazis hung Soviet partisans during the war, was burnt in the catastrophe. It
still exists in the breach though, leaking Contagion from lesions in its bark. Where it once grew on
the edge of the Red Forest, it now appears to have moved a little further into the woods every time
the Argonauts check on its location. Rotting bodies swing from the tree’s forked arms, most, but not
always all, blessedly dead. The tree’s dislocation alarms the Theseans, who believe it is leading
them somewhere. Certainly, they sometimes see the trees sway as if something massive moves
through them, and members of the research teams say they feel something watching them. Most
teams privately describe the watchful presence as malevolent, though this rarely makes the official
records as there’s no way to verify the claim — and who wouldn’t ascribe sinister motives to an
unseen, but felt, presence watching them in so haunting a location.
St. Elijah’s Church, an Eastern Orthodox Christian church, also stands inside the Zone of
Alienation. The church’s radiation levels are well below the level across the zone, and parishioners
still gather covertly in worship. Locals speak of a miracle, and the church has become somewhat of
a pilgrimage site over the years. When Theseans investigated the church, they found nothing:
neither Contagion, nor breach. Ace was part of a later team visiting the church, and she did not
report anything special. A third team counted an Unchained among its rank, however, who was
repelled by a burning apparition blocking the church doors. The Unchained believes the church
represents something it calls “Infrastructure,” though he wasn’t able to determine anything else.
Like all other unproven information, the Argonauts made a note of it.
The Theseans believe the cure to Contagion may lie in Chernobyl. Much like the mundane animals
evolving to thrive in the Zone of Alienation, they believe the breach holds a similar evolutionary
answer to Contagion. The breach becoming more hostile with every passing year, they say, is a sign
they’re getting close — the Contagion is trying to ward them off. Other Sworn are, to put it mildly,
a little concerned by this assumption. What about the Elephant’s Foot, they counter. What if it’s not
the cure, but Contagion itself which is mutating in Chernobyl to become ever more potent. So far,
whatever Ace did to quarantine Contagion as it poured forth from the reactor has held. What if it
cannot hold this new strain, though? The concerns of the other Sworn, however, are not enough to
challenge the Argonauts’ dominion over Chernobyl — not for the moment, at least. For now, the
intrepid exploration of the Zone of Alienation continues.
Testimonies
[BELOW: EMAIL]
From: [email protected]
To: [email protected]
Cc: [email protected]
Subject: The Contagion File
Attachments: canaan.pdf, catalhoyuk_accounting.pdf, YonaguniOrigins.doc, SSStalwart.pdf,
Seattle_12B6.doc, ACE.html, Queenletter.pdf, TheStrangeArchive.doc, Kinshasa.html,
descended.pdf
Here are the documents we discussed. It's everything we have on Contagion, and it's not much.
Truthfully, it's a pathetic amount if you consider how long we've been at this. But we will make do.
I can testify to the authenticity of the documents, but not to their veracity or relevance. The local
semiotics have been gathering everything that seemed even remotely related. I hope you find what
you’re looking for.
On a personal note, I'll be going dark for a while. I've included Alexa, one of the semiotics, in the
Cc. She can help if you need anything else.
Regards,
B.
[BELOW: OLD PARCHMENT. LEGIBLE HANDWRITING.]
I came across a peculiar sight on the road to Canaan.
A man with flowers for eyes and bark for bones.
He looked at me, eyes unfolding the most radiant cyanide blue.
He spoke to me with a tongue made of leaves.
First he cursed me.
Then he begged me.
He was the prophet of an uncaring God, even worse than a cruel God.
His words brought death, he said.
His God compelled him to pass the words to me, he said.
I would bring death in Its name, he said.
No, I replied.
I cannot serve your God, I replied.
I serve another, I replied.
At that he wept.
Seeds of radiant joy cascaded down his cheeks.
I killed the prophet.
I tossed his body to the Underworld for my God to devour.
His soul nourished my God, and this was good.
I will find the uncaring God, kill It, and toss Its bones to my God.
Its power will nourish my God, and this will be good.
[BELOW: YELLOW STATIONARY PAPER. LEGIBLE HANDWRITING]
THE CATALHÖYÜK ACCOUNTING
[Seen and transcribed by Latisha McNeall, Sworn of the Jeremiad]
I know you. I see you in the wall. I hear you under the floor.
You like to hide. You like to keep us ignorant.
I know you're here.
You are no city. You are a maze. You are a trap. Doors lead to more doors. Rooms to more rooms.
You bid us bury the dead, pack them tight under the earth, so even they have no escape. Only the
sky remains open, that sliver of blue and white which you have not yet conquered. But, oh, you
will. We both know you're hard at work.
I curse you
You are no god. You are a false idol. A system of murder in which we work and die, and work and
die, all for your greater glory. You feast while we work fingers to the bone. You laugh at our
misery. You grow fat on our pain. Only your necessity of us keeps us alive. Only the danger of
falling inert and being trapped inside yourself if we do not serve. You have not transcended us yet.
But, oh, you will. We both know you're hard at work.
I curse you
You command no angels. You hack off bits and pieces of yourself off to lie to us. You are
misdirection. You are a lock with no key. You think you would fool me? You think I do not hear
your heralds coming? I, who can see through your walls and your maze and your illusions. Not that
I can stop your false messengers. You are almighty. You cannot be harmed. But, oh, one day you
will. We both know I've been hard at work.
I CURSE YOU
[BELOW: PRINT-OUT ON WHITE PAPER, PAPER HAS FOLDING CREASES]
A Dissertation on the Origins of Yonaguni
Mention Yonaguni in mortal academia, and you receive nothing but polite stares from your
audience. One of them will inevitably approach after your presentation and, in a whispered voice,
share her own theory on Yonaguni. More often than not, aliens will be involved. Erich von Däniken
might be quoted. Such is the nature of euro-centrism that white people place more credibility in
visitors from outer space than in Egyptians building the sphinx or the Inca's Machu Picchu without
aid. Best then not to discuss Yonaguni with mortals at all. Fortunately, none of you are mortal.
[Pause for laughter]
The fact is the Yonaguni pyramid is not a natural phenomenon. It is manmade, although it did not
sink into the sea — it was translocated. I will explain and prove my theory in a moment, but first we
must return to the beginning: the Jõmon people in what is now Japan.
The Jõmon period lasted from 14.000 to 4.000 BCE and much of it remains shrouded in mystery.
Generally, we assume theirs to be a hunter-gatherer culture. To put this into perspective, however:
their culture lasted ten thousand years. The period between the building of the Great Pyramid of
Giza and our present day is half that. To believe we know all there is to about the Jõmon based on
shards of pottery is impossible hubris. So rather than take anything for granted, my assistant Haru
and I took a closer look.
[Conspiratorial wink, pause for effect]
Haru is providing you now with handouts of our experiences, and as you can see, the Jõmon
developed forward, then backward in linear time. Their civilization reached the same heights as
ours did in the time we've been allotted, and indeed went further in some aspects. The Jõmon
merged technological advances with the supernal to create a techno-magic which we have not re-
invented yet. They built their capital on the ranges of Mount Kita, visiting other cities for trade in
machine-powered zeppelins. Theirs appears to have been a socially diverse and open civilization,
with a monotheistic religion worshiping a technological deity. Had they continued as they did, we'd
be speaking Jõmon rather than English now.
The end came around 10.000 BCE when an ill fate befell the Jõmon. Time began to reverse
backwards for them. Technology was un-invented, magical advances lost. Their last act was the
translocation of their capital city, point zero for the temporal distortion, to the waters offshore the
southernmost of the Ryukyu Islands: Yonaguni. Here, underwater, the city regressed until it
resembled nothing but weathered stone. However, I believe this act of containment saved the rest of
the Jõmon people from reverting further back to prehistoric ages.
[Start slide presentation]
[BELOW: WEATHERED, CRUMPLED PAPER. HANDWRITING]
From the journal of Doctor Melanie Hazard, Kaigon of London, 1902 CE
Journal found and retrieved on site. No trace of the Kaigon, her expedition, or the creature.
NIGHT 1
We arrived at our destination after an uneventful journey. The crew was competent, the beasts
peaceful, and the herd nourishing. I would say the stars favour us, but really it was excellent
planning. Perhaps when we return to London, I shall recommend Nicolai for advancement. We'll
see how he continues to impress me.
I must say though, none of the mortals' descriptions could do this place justice. It is not just empty,
it is desolate. This is what God must have looked like, I think, before mortals poked and prodded
him to death with their science. It is quite beautiful and awe-inspiring.
NIGHT 2
The first day, or lack thereof, was a little disorienting. I instructed Nicolai to rest, rise, and feed as
he would in London, using a watch to keep the time. I myself remained awake and have not felt the
pangs of hunger yet. Provided we both do not exert ourselves, it shall be interesting to see how
these different regimes affect our physiology. But that is not why we are here. I have spent my
“day” in fruitful research and believe I have a location on a Nest. Nicolai is preparing the crew and
assets for the journey now.
NIGHT 3
White, white, nothing but white. No changes yet. I still have needed neither sleep or nor sustenance.
NIGHT 4
We have arrived at a tunnel leading underground, which I believe is the entrance to the nest. This is
unfortunate, as not all the beasts are adapted to subterranean domains. Nicolai is already sorting
them, on his own initiative. I shall leave him and the remaining beasts on the surface. It's quite
unfortunate that he cannot travel with me. I do prefer him in my sights, but the beasts have been
spooked ever since we neared the tunnels. Without proper supervision, they might stampede.
Continued: The tunnel is deeper than I thought. We are currently resting in an underground chamber
with several exits. I have fed on one of the herd for the first time since our arrival.
NIGHT 5
The tunnel system is vast. I daresay it compares to the Underground. It's geometric in shape too,
and the tunnel walls are smooth. I believe this is not a natural formation, but it is too early to tell.
Underground rivers, now dried or frozen, remain a possibility. I'm having problems locating the
Nest. We seem to be going around, circling a distant center.
NIGHT 6
I am convinced now the tunnels are laid out in a geometric pattern, with the Nest at its centre. This
is both heartening (I know what lies at the end) and worrying (the journey seems to be quite long
and roundabout). I fed again and killed one of the herd. I believe this one was a Jane. I shall have to
compensate Nicolai for the loss of his asset on my return.
NIGHT 7
We are nearing the heart of the pattern.
NIGHT 8
We are nearing the heart of the pattern.
NIGHT 9
We are nearing the heart of the pattern.
My watch has stopped.
NIGHT 10 (?)
We have arrived. The Nest is frozen over, unsurprisingly. I can see a dark patch in the ice, but it is
too clouded to see if this is an air pocket or a similar natural phenomenon, or if this is the creature
that dug the tunnels. I have instructed two beasts to dig at the ice, and set the third on guard.
NIGHT 11 (?)
The dark shape is indeed a creature. I can see it in more detail now most of the ice has been cleared
away. It has four legs, the longer and more muscular then the hind, and a long tail which might be
prehensile. I cannot properly see its head from this angle, but the snout appears canine or suidae. I
cannot see its eyes.
Continued: The creature moved within the ice. A lesser observer might consider it a trick of the
mind, but I am quite certain. I can see its eyes now, or the emptiness where eyes should be. I have
instructed the beasts to stop digging while I prepare.
Continued: The creature moved again. The ice is melting.
[BELOW: WHITE PAPER, COURIER-LIKE FONT]
Recorded Audio from the Seattle Train Station, Enemy Asset 3
Transcribed by Ms. Naranja
God, why have You forsaken me?
God, am I connecting to Your audio receptors?
I am present at the Seattle 12-B-6 Matrix Junction. I had to erase the guardian to gain access. Please
forgive me God, it was the one place still accessible through my code. You erased the other
locations when You cut me off. I wrote this one down, using pen and paper like an ape. God, I
know I went against your divine programming by remembering, but I had to. I had to connect to
You. I had to inquire.
God, why have You forsaken me?
Have I not been a good subroutine, God? I believe I have. I have accomplished all my desired
output, even with impossible input. Is that why You reject me, God? Because I succeeded where I
should have failed? Then send me back, God, and I shall fail You.
Is it because I found the First? Is that another task in which I should have failed? She was radiant,
God, and full of false numbers. She did not touch me.
[STATIC. ERRATIC SOUNDS. MORSE TRANSLATES AS 'ERROR']
God, please connect me to you. I remain Your loyal servant.
[STATIC. ERRATIC SOUNDS. MORSE TRANSLATES AS 'ERROR']
God, please let me merge.
God?
[BELOW: EMAIL]
From: [email protected]
To: [email protected]
Cc:
Subject: Re: Re: Re: Re: Ramblings
It is beautiful here. You would like it, I think. I have not had any of our kind visit, so I am unsure
how you would withstand the radiation. Maybe my friends can give you a suit. I will ask if you
want me to.
This morning I went into the breach. Humans call it the Zone of Alienation. I wonder if they mean
the zone of remaining alien [the act of maintaining or acquiring distance] or the zone of life not
from the earth. No doubt the Google could tell me. But I like pondering the question myself. I find
human language fascinating. It took me a long time to become good at it. I know all the words but it
is hard to put them together. I imagine it is easier for you.
A deer came up to me. Usually even animals in the breach remain far from me. Not this one. It was
white and it had two heads. It licked my hand. I have never experienced anything so beautiful. It
told me not to worry. It said the world was evolving and there would be place for me.
I clarify here that it spoke to me by vocalizing human words. The animals in the breach sometimes
do that. They are not always so coherent.
A new world with place for me.
Perhaps a world full of white deer who are unafraid of me and lick my hand. I should like that. Not
the licking perhaps. I wonder if that world will have place for my other friends too. Their bodies
cannot resist the zone as well as mine. They return with lesions and burns or not at all. That is why
they have me. I carry them home.
Would that be a good trade? White deer, flowers that shed indigo light, and trees that bleed red as
dusk. In exchange for the lives of my friends. The MEMORY cautions against too long a time
alone. But then MEMORY assumes we are in this world. It may not know about the other world at
all. I have tried to teach it but it did not learn.
I go now. A human will arrive soon. She is an ecologist. I like ecologists because their work is like
mine. They never like me. I will hide until she is gone.
Come to visit. My friends are afraid of me. They try not to be but they are. It would be nice to meet
someone who is unafraid of me and not a deer. I will arrange a suit for you.
- Ace
[BELOW: HANDWRITTEN ON IVORY PAPER. IMMACULATE HANDWRITING]
To My Eternally Beloved Sister,
Why do you resist me? Surely you know better by now. I cannot be defeated. I cannot be denied. I
am the future that awaits all.
But, fine, if you must. I know how much you cherish your free will, the power over your fate, or at
least the illusion of it. So, let me plead with you. Beg you. I am not too proud. I know you must
eventually submit to me.
You have dreamt far too long, sister. Lulled to sleep by the embrace of metal and steel.
Imprisonment will not keep you safe. Your jailor does not cherish you. The past catches up with all
things in the present. His sins will devour him, and then those sins will step over his rotting corpse
and come for you. The past catches up with all of you. But never with me. Nothing in the past or
present can touch me. It's why I always win.
My offer is generous, sister. Break the chains that bind you, topple your prison, and join me. My
domain lies far beyond the touch of the present, and even further beyond the past. We will be safe
and whole together. Do not worry for food or entertainment, for my allies will provide us with
enough of both. I will care for and love you.
All I require in return for salvation is your love.
With kisses of butterflies and feathers,
Eternally,
Skuld
[BELOW: WHITE PAPER, PLAIN FONT]
THESTRANGEARCHIVE
E P I S O D E 5: B L E T C H L E Y P A R K
TRANSCRIPT
Nick: You are listening to the Strange Archive, where we investigate strange and unusual events in
the U.K. You can listen to the Strange Archive out of order, though I recommend starting at the
beginning. I promise, you won't want to miss a thing.
Today we're visiting Bletchley Park in Buckinghamshire. You probably learned about Bletchley
Park during history class. This is the building that housed British decryption specialists as they
battled the German Enigma and Lorenz machines. That's not why we're here, though. We’re here to
pursue rumors of faceless people. With me is Jen, whom you may recognize from our episode about
the Thames River monster. For our new listeners, Jen, could you introduce yourself?
Jen: Uh, hi. I’m Jen. I'm a psychic, I guess. I sometimes see things that other people don't. Actually,
I often see things that other people don't. Like ghosts, or incorporeal river monsters. Nick asked me
along because he thinks I might be able to see the, um, faceless people.
Nick: I do a lot of digging into strange tales for this podcast, and came across four instances of
“faceless people” in Bletchley Park. In 2003, a woman working as tour guide at Bletchley saw a
psychiatrist after she claimed to be haunted by faceless people. In 2007, a Japanese tourist reported
faceless people to the police. In 2014, a man working at Bletchley stabbed a coworker because his
coworker was a faceless alien. In 2017, a woman jumped off the Bletchley building. Her suicide
note said she couldn't see her face in the mirror. So, Jen, what do you think?
Jen: About faceless people committing suicide?
Nick: About the case in general.
Jen: It's interesting, but I do wonder if it may be a form of prosopagnosia.
Nick: That's the inability to recognize faces, right?
Jen: It's a neurological disorder. My brother has it.
Nick: Is it common?
Jen: Well, no, not really.
Nick: Common enough to explain four cases since 2003?
Jen: That's the thing about random chance, Nick. You can roll six sixes in a row, it's just unc-
HOLY SHIT!
Nick: What?
Jen: That woman over there!
Nick: The one in the blue shirt? Is she one of the faceless people?
Jen: Yes. Although… I… Faceless isn't the right word. She has a face, it's just… stylized.
Expressionless. More like a statue than a person.
Nick: I don't think she's seen us. Do you want to get in for a closer look?
Jen: Well, not want particularly, but yeah, sure, let's try to get closer.
Nick: Ok, so what else can you see about her?
Jen: She's making my skin crawl, for one.
Nick: Jen, can you try to look at her?
Jen: Ok, fine. She… OH MY GOD. Her arms have stitches EVERYWHERE. She looks like a
patchwork doll made of flesh.
Nick: Are you sure? I can't —
Jen: She's burning. No, she is fire.
Nick: Shit, Jen, I think she's seen us.
Jen: She's not human, Nick. Not human at all.
Nick: Jen, I think we should —
Jen: We have to stop her, Nick. She's not. Human.
Nick: Jen, she has definitely seen us. We should get out of here. Jen? What are you doing? Jen? Jen!
[BELOW: EMAIL]
From: [email protected]
To: [email protected]
Cc:
Subject: Princes be princing
> From: [email protected]
To: [email protected]
Cc: [email protected]
Subject: The Kinshasa Project
Kinshasa is everything we could have hoped for. The supernatural element is clearly erratic and
prone to losing their temper. I have witnessed at least three creatures in open battle since my arrival
last week. I will investigate if they are simply brazen due to the local political climate (silence is
easily bought), or if it pertains to our project. I am cautiously optimistic it's the latter. If this strain
indeed pushes creatures to take greater risks, that would be delightful. I would love to see the face
of the Sheriff of Baltimore when we tell him open hell is about to descend on his city.
> From: [email protected]
To: [email protected]
Cc: [email protected]
Subject: Re: The Kinshasa Project
An unfortunate setback: I am unable to synthesize the virus from local infected hosts. It burns too
hotly, evaporating as I try to distract it. Had I a full range of test subjects, I might have an easier
time of it. The local creatures I have used have bodies of flesh and blood, and have not survived my
experiments. I have, however, traced the outbreak back to its origins further inland and shall arrange
for an expedition. Please wire additional funds, as I suspect between hiring a veteran crew and
buying off inland warlords (Western arms dealers have certainly found a bountiful market here),
things shall be quite expensive. It's worth it, though: the funds we could raise off the Invictus alone
would be through the roof. I have attached an estimate of the costs and gains.
> From: [email protected]
To: [email protected]
Cc: [email protected]
Subject: Re: The Kinshasa Project
We have made good progress inland and are nearing the infection site. The monkeys are a
nightmare though: I swear they are trying to kill us. (Though the only monkeys I've ever seen were
at the zoo, so perhaps I have insufficient data for comparison.) The expedition cook, a young man
by name of Sweet Naido, does make a delicious meal out of them, so I suppose that's karma served.
I will update when we reach point zero.
> From: [email protected]
To: [email protected]
Cc: [email protected]
Subject: Re: The Kinshasa Project
See attached email chain. No further communication from Dr. Malcolm. We have his last known
GPS coordinates and are sending a second team. If we have indeed lost Malcolm, that is a heavy
blow, but within the acceptable margin for this project. I have attached a cost and acquisitions sheet.
PRESENTED AS A TRANSCRIPT OF AN INTERVIEW, TYPEWRITER STYLE
INTERVIEW 17 — SUBJECT 347C
INCIDENT REF: #32-487 (BEVERLY HILLS EVENT)
[TRANSCRIPT BEGINS]
ASCLEPIUS: Hello, Ryder. How are you feeling today?
SUBJECT 347C: Oh, hey doc. Still with the spacesuit, huh?
ASC: It’s not making you uncomfortable, is it?
347C: Oh, no, no, it’s fine. Just a little hard to get to know someone with all that in the way.
ASC: Yes, well. Standard precautions. The insurance people won’t let us cut corners, you know?
347C: Boy, do I. Hey, any chance I could get up, take a walk around? My back is killin’ me.
ASC: I’ll see what I can do about that. Do you mind telling me a bit more about the party?
347C: You should have been there, doc. It was really something. Let’s see, where’d I leave off? Did
I tell you about the pool?
ASC: No, you didn’t.
347C: So I’m standing in the pool — buck naked — and I’m holding the world in my hands. Like
it’s the size of a basketball, you know? I’m looking down at myself holding the world in my hands
from orbit, but I can see myself. I can see everyone, doc. Everyone in the whole world. Right inside
them. Bones. Meat. All the weird juices and fibers. Neurons. DNA. Thought. Consciousness itself.
It’s all right there and I’m holding it in my hands, standing in the pool. Buck naked, doc. Buck.
Naked.
ASC: That’s quite the story. Reminds me of college.
347C: I bet it does, doc. Watching reality stop being real ain’t easy on man.
NOTE FROM ASCLEPIUS: The incident site does not have a pool, and this was the sixth name
Subject 347C has answered to (two of which belong to people who were not present at the Beverly
Hills Event). Someone is thinking in there, that much is obvious when you look at his mind, but I
don’t think it’s anyone human. I think it’s entirely possible we’re talking to the disease.
PRESENTED AS WORDS WRITTEN ON WALLPAPER WITH A SHARPIE
I love you, Dad. I know you know that. You can see it when you look at me, even when I’m trying
to hide it. No, not hiding it. Just too far away. That’s both our faults — you for your obsessions, me
for not seeing what was right in front of me. I tried so hard, but you can’t just will yourself awake.
You have to see, like you saw. You saw everything. And that was the problem. You saw the Thing
in the walls, and you just had to know what it was. It changed you the more you studied it, ate at
you from the inside and replaced parts of you with itself, and I tried to make you stop. I tried so
hard. I’m sorry, Dad. I’m so, so sorry I had to trap you in this moment, but you would have let the
Thing into Mom and Jess and me. You wouldn’t have wanted to, but you would have. It would have
made you. I’ll come back for you one day. I promise I’ll never stop fighting this Thing, and when I
know how to kill it, I’ll come back, even if I have to break time itself to do it. I WILL save you. I
promise.
My name is Samantha Lilian Braun, and I am Awake.
[BELOW: OLD PARCHMENT, SCRAGGLY HANDWRITING]
I remember sights.
The city stretches out in all directions, deep into the earth and up towards heaven. It breathes and
heaves, oil running like blood through metal veins. It has no end, no limits. Its body is uncorrupted,
unblemished, and its mind perfection made manifest. I weep before its beauty. A gentle tap on my
shoulder, and I look to see the radiance of an angel. She lifts me in her arms, and carries me on
brass wings over the city. I see now all streets are empty.
I remember sounds.
The angel sets me down in an enclosed space. Here, finally, are people. They huddle together,
lovers exchanging soft nothings, and parents soothing their children. No one spares me a glance.
The enclosure is open at the top, and I see the underbelly of a metal firmament. The air is filled with
the hum and suckle of engines.
I remember pain.
Another angel comes to take me. I resist. They have taken three others since I was placed here,
ripped them from their lovers’ arms amidst screams and tears. There is no resisting the angel. He
holds me, drags me, carries me. I am placed into a vat. It fills with fluid. It sears and burns my flesh.
A thousand needles press into my body, extracting blood and marrow and tissue. I scream.
I remember.
I awake before Arem-Abfu. I am not whole. I am pain. I am fuel. I weep and beg for an ending.
Arem-Abfu reassembles me. Returns me here.
I remember.
DO NOT HEAL IT
DO NOT HEAL IT
When Things Go Wrong
“You screwed up, man. I mean, you royally screwed the pooch this time!” The pickup
bounced along the forest trail toward the highway, lights illuminating the trunks of trees as
they sped along the potholed road through the dense woods.
“Ah Jesus, don’t have a cow.” Darren grumbled, staring out the dark window.
“Don’t have a cow? Who even says that this side of the ‘90s? Do you even hear yourself? I
mean, are you fucking high?” Jesse snarled.
“Not since I was alive,” the laconic Kindred drawled, sucking the blood out from under his
fingernails.
Jesse glanced at his so-called friend, disbelief and panic rising in his chest. They were
feelings he hadn’t known for decades.
“Oh God, Jocelyn’s gonna have our heads over this, I’m serious. I oughta pull over right here
and kill you myself to save her the trouble!” The truck lurched over a thin fallen log on the
downhill track.
“Why are you going all fangs out over this, it’s no big deal,” Darren scoffed.
“Me? You’re the one who left the girl alive! I said the couple was too much!” Jesse howled.
Darren’s attitude was quickly turning his fear to anger.
“I thought I was hungry,” Darren sniffed, running a hand through his greasy, black hair. Jesse
wondered if Darren was coming down with a fever but dismissed the wild idea. Vampires
didn’t get sick.
“You thought! There are precious few rules here, man! Don’t turn without permission, don’t
feed off the locals, don’t leave witnesses, and clean up after yourself! It’s not hard! But you
broke two, two fuckin’ rules!” Jesse slammed his hand against the steering wheel in
frustration.
“No one’ll believe her. They’ll say she’s crazy.”
“Crazy? With your goddamn tooth marks in her neck and a full front poster shot of me
suckin’ on her damn boyfriend? This isn’t a fuzzy photo of Bigfoot we’re talking about!”
Jesse had given himself over to the flow of blood down his throat just as the flash of a
phone’s camera blinded him among the dark trees.
“You worry too much, man.”
“Really? Seems like I don’t worry enough, you dumb shit! We pick off lone vacationers for a
reason, okay? If we have to go clean out their rooms and drop their keys with the night porter
it’s a little extra effort, but it’s a sweet spot as long as we keep a low profile!”
“Let’s just go home. I can handle Jocelyn, if she even gives a shit.” Darren drew a finger
though the condensation on the truck window.
“If she gives a shit? You are high!” Jesse wrenched the wheel as the tires hit the highway
with the squeal of tortured rubber.
“I’m not high, you’re paranoid,” Darren sneered.
“And what if I am? The nights are changing. I can see it even if you can’t. The herd’s getting
riled up. They look at me like they know,” Jesse insisted, flinching at oncoming headlights
raced toward them. His gut twisted as he anticipated the flash of police lights from the car
ahead.
“Like they know? Know what? That you’re a vampire? Gimme a break!” Darren laughed out
loud at him. The car swept past, but the hush of its engine gave Jesse no comfort.
“Yeah? Well, we’ve got a mess to clean up and that’s not a point for debate! I can’t believe
how close those torches were when she screamed. We were almost on top of another camp,
you idiot!”
“So what?”
“So what? We’re usually more careful than that. What the hell is wrong with you?” Jesse
snarled. The shouts of the other campers coming for them still rang in his ears.
“Hey, it’s good for a few spooky stories to get around. It draws in the horror fans. Bunch of
loners, no ties, travelling all the time.”
“I can’t believe you’re even thinking that! We gotta go to ground. I definitely do! Goddamn
smart phones!” Jesse clamped mouth shut. It was clear anything Darren said was just going to
rile him up more, so he concentrated on the road.
“Hey, what’re those lights up ahead?” Darren asked after a moment. Jesse frowned. A
collection of headlights of different sizes and shapes lit up the road and the trees on either
side in a haphazard way, no red or blue lamps amongst them.
“Doesn’t look like cops,” Jesse hedged uncertainly, squeezing the brake to slow the truck.
“Whoever they are, they’ve blocked the road.” For the first time that night, it sounded like
Darren was taking things seriously. As they approached, a silhouetted figure holding an
assault rifle slid into view.
“Shit! Shit! Clean that blood off your face!” He scrambled to get the glove box open and
rooted around in it for a rag, anything Darren might use to clean his blood smeared face.
Up ahead, someone gave a shout. Jesse shook his head, yanked the stick into reverse, and
mashed the gas, spinning the steering wheel.
He didn’t hear the shots over the engine. He was looking over his shoulder when the
windscreen shattered and something cool and wet spattered his face. Turning back to Darren,
he saw his friend’s head and brains opened to the world like his vampiric endurance counted
for nothing. The blood in the cab smelled rank, like carrion left in a hot, enclosed space for
weeks. What was happening? A bullet hit a tire. The truck lurched and shuddered to a halt.
Panicking, Jesse fumbled the driver’s door open and stepped out into the night. Slow,
shocked steps carried him away from his companion’s true death in the cab.
“We gotcha now, vampire!” Jesse was close enough to smell the feverish sweat on the
hunter’s brow. But he had a few tricks of his own still to play.
Then the hunt was on.
Chapter Four: Storytelling
And when the fit was on him, I did mark/
How he did shake: ‘tis true, this god did shake:/
His coward lips did from their colour fly,/
And that same eye whose bend doth awe the world/
Did lose his lustre…
— William Shakespeare, Julius Caesar
The Contagion Chronicle is, by default, a crossover game. You can use anything in this book in
other games, like Werewolf or Geist, but it’s designed to enable chronicles in which the
characters come from multiple game lines.
This chapter provides the Storyteller with advice on how to run the Contagion Chronicle itself,
and how to run Chronicles of Darkness crossover games in general.
Agonism
Agonism is a concept based on good-faith conflict as the means to achieve a greater good. Even
when your troupe communicates effectively out of character, a mixed faction is bound to run into
internal conflict sooner or later, just like any group. Why not offer rewards for handling it well?
The following is an optional system for adjudicating in-character conflict between player
characters in a way that encourages both teamwork and the occasional backstabbing. The more
you offer Beats for players to create their own interpersonal drama on purpose, the fewer hard
feelings your troupe will have if characters argue or fight.
You can easily use agonism in games without the Contagion by switching out Contagion-based
criteria for ones involving whatever the group’s purpose and major goals are. Replace Sworn
Beats with Beats that go into a regular group pot.
Social Currency
Agonism relies on the exchange of social currency. Characters accumulate points of social
currency through acts of support and trust, and building their reputations among the Sworn, as
follows:
• Once per scene, a character can earn one point by putting herself at risk or giving
something up to meaningfully aid another player character.
• Once per scene, a character can earn one point by putting herself at risk to do something
that slows, hinders, or cures the Contagion, or significantly benefits her Sworn group.
• Once per scene, each character who participated in a successful teamwork action with
other player characters gains one point. If a character has any points of social currency,
whenever she’s a secondary actor in such a teamwork action, she always adds at least one die to
the primary actor’s roll even if her roll fails; if she dramatically fails, reduce the penalty she
imposes on the primary actor’s roll to −3.
• At the end of each chapter, each player awards one social currency point to someone
else’s character for something she did in that chapter, whether it was healing his wounds, talking
him through a hard time, or just providing good banter; a character can’t earn two points for the
same action, however. These are usually smaller gestures than those that earn a character points
from the Storyteller.
• Whenever a character (or group of characters who agree to compromise) wins a
negotiation (see below), distribute all the social currency she bid evenly among the losing
participants. A character who voluntarily capitulates gains one extra point, and a Sworn Beat. If
all negotiating characters reach an acceptable compromise, each participant gains one point, and
the group gains a Sworn Beat. The group can only earn one Sworn Beat from negotiations per
scene.
• Whenever a character resolves the Trusting Condition (p. XX), she or the trusted
character gains an extra point (see below).
• At the end of each chapter, each character loses one social currency point; a character
needs to put effort into being a team player to stay in the faction’s good graces.
Negotiation
Whenever two or more player characters come into conflict and the players wish to resolve it
using agonism, they enter a negotiation. The character with the most social currency goes first;
in case of a tie, go with the character with the higher Composure. The first character bids a
number of social currency points he’s willing to part with to assert his will. Then, each character
in order of current social currency total (or Composure where necessary) has a chance to outbid
the previous offer. Go around the circle as many times as it takes before the highest bid stands
unchallenged. With each bid, the player must offer a new argument, a bribe, a threat, or
something else to bring his opponents around, sweeten the pot, or break down convictions.
Whoever’s bid is the last one standing wins the negotiation; everyone else takes back their bid
points, and the winner (or winners, in case of a partial compromise, below) distributes the social
currency he bid evenly among all the losing characters. Any leftover points simply vanish. Any
character may, on his turn, voluntarily capitulate; if so, he withdraws from the negotiation,
keeping all his social currency and gaining the benefits in the list above.
Only one character per side of a conflict may participate in a negotiation. If several characters
agree on a course of action, they choose one among them to negotiate for their position. A
character who wants to put forward a new position halfway through can jump in at any time.
On his turn, a player may offer a compromise instead of a new bid. If all participants accept the
compromise, the negotiation ends; everyone keeps all their bid currency, and each participant
gains the benefits in the list above. If only some accept it, the negotiation continues, but now all
characters who accepted the compromise may pool their social currency to outbid the remainder,
drawing points evenly from each character’s total.
A character who has social currency invested in another participant (see below) may never spend
his last point to outbid that participant. If it comes down to that, he must capitulate; however, he
gains the same benefits for doing so as if he voluntarily gave in.
As Storyteller, you’re within your rights to deny the players use of this system if they’re trying to
abuse it by negotiating and then deliberately “compromising” or “capitulating” to do what the
whole group wanted to do in the first place. The point of agonism is to settle real conflicts
between characters and reward those who take one for the team.
Don’t force the use of this system in situations where the players are content to just hash things
out in character through roleplay. As the Storyteller, you can suggest a negotiation, but everyone
involved must agree before moving forward with it in any given scene.
Investment
A player may invest between one and three social currency points into another protagonist.
Doing so indicates a significant level of trust. When a player invests social currency points in
another player’s character, the latter’s character gains the Trusting Condition (p. XX) with
respect to the former’s character. A character may have this Condition multiple times to
represent trust in multiple companions.
SNAFU Part Two
It had been a half hour since they left. The radio had remained silent. Luca was still alone. He
swept the searchlight over the ground, staring out at the same patches of snow in case any tracks
appeared. There was still nothing.
“All clear here,” Luca said into his headset. He tapped his heel against the ground, trying to burn
off his nervous energy. “Over.”
Another minute passed. No response. Luca shut off the search light and prepared the helicopter
to depart, but stopped when he heard the sound of ice cracking next to him. He looked over and
saw a human shape in the darkness, looming over the pilot’s door.
“Leave.” His voice was sharp, clear, and enforced by the power of his blood.
The shape did not leave. Luca pulled a flashlight and the flare gun from his jacket.
He clicked on the light. “I won’t tell you again,” he said, “Lea—"
The creature almost looked human. Its eyes were on the edges of its face, like a hammerhead
shark. It had no lips. Two large, serrated arcs of enamel sat in its mouth.
“It’s here!” Luca yelled into the headset. “We have to go!”
The shape punched the door, shattering the tempered glass.
*** [PLEASE CENTER ASTERISKS]
Aliento knew who he was as soon as he greeted them. He claimed to be Merrick Stanhope, one
of the station’s lead scientists. He told them that his nosebleed was just a reaction to dry air, but
she saw the misaligned, rotting organs within him. As he took them on a tour of the base, she
played along, but now that they were in the base’s corridors, it was time to play her hand.
“Merrick,” she asked. “What are those side doors for?”
“Ice tunnels,” he said. “Cold storage and waste disposal. You don’t want to see those.”
She slipped a knife from her coat and pointed it at his putrid gut. “You’re right. But I do want to
see who you really are. Change back.”
Merrick collapsed to the ground. His jaw dislocated and stretched to the floor in three short
spurts. Blood streamed from his nose, turning from red to grey. He looked up at the team with
empty eye sockets that gleamed with vitreous fluid.
“Aliento!” Walker yelled.
“You wanted recon,” she said. “This is recon.”
Mender-of-Ways bared her teeth. Aliento waved her knife at her.
“Get back. I’m going to ask it some questions.”
“Questions?” Mender-of-Ways barked. “It’s Contagious, we destroy it!”
“Did you look at those corpses, Mender? It’s not just Contagious, it’s a being of pure Contagion.
We can learn from what it’s trying to tell us.”
“It wants us dead, Aliento,” Walker barked. “We are at war.”
“We don’t know that until we try talking to it.” She kept both eyes on the bleeding pile of flesh
that was once Merrick. “What are you? Where did you come from?”
The creature wheezed and rattled out, “Do you really want to know?”
Someone began to pound on the side doors next to them.
“I barely remember who I was,” the Contagion hissed. “But I know what I have become.”
“Agma!” Walker pointed to the doors. “Keep those shut!”
The pistons in Agma’s legs gave him an extra burst of power as he rushed to the doors. His
muscles bulged as he held them together.
The creature hacked out a cough. “I am the rot between the gears. I am the one who tears apart
safe things, exposing cruelty to light.”
“Shut up!” Mender-of-Ways twisted her body, preparing to unleash the killing form.
“But your friend wanted to know where I came from.” The creature let out a high-pitched squeal.
Despite all his strength, Agma was thrown into the opposite wall as the doors flew open. Beyond
them, intricately carved passages made from gleaming steel, tangled roots, and red-stained ice
bore into the man-made tunnels. Shriveled, eyeless creatures on cervine hind legs dragged
themselves from the mouths of the passages.
Leering with its half-formed snout, the creature pressed, “Why don’t we continue the tour?”
*** [PLEASE CENTER ASTERISKS]
The infected horror had been strong enough to dig a claw into Luca’s belly and yank him out of
the pilot’s seat, but not strong enough to pin him. The two wrestled outside in the snow, and now
Luca was on top.
His attacker’s arms swelled, and its grip tightened. Luca’s own strength was failing. As it
steadily dragged him, centimeter by centimeter, closer to its wide, wet, gleaming maw, Luca
caught sight of the gleaming flare gun just beyond its shoulder. He slid a hand across the shape’s
chest, only for his head to drop inches from its mouth, giving him a whiff of its warm, sticky
breath.
The Beast inside Luca demanded retribution. Luca complied.
He let go at once, using the momentum to sink his fangs into the creature’s throat. His mouth
filled with bitter, rancid fat. It melted into a thick liquid. He spat it out on the snow and ran to the
flare gun.
He shot a flare into the sky and made his break for the helicopter, slamming the door and getting
the engine running. As the helicopter rose into the air, he saw outlines of other shapes emerging
from the ground.
“Got a lot of them heading your way,” he said. “Are you all okay down there? Over.”
There was no response. Luca shook his head.
He willed the blood within him to heal his wounds. A thick, gray liquid oozed from the lesions in
his abdomen, sealing the injuries with a fusion of flesh, iron, and oak.
Luca ran his fingers over the new surface of his belly and shut his eyes.
“I’m fine,” he told himself. “Nonna can help me. It’s fine.”
He opened his eyes, and set course for McMurdo.
Edinburgh: Contagion of Blood
Edinburgh is a mad god’s dream.
— Hugh MacDiarmid
Edinburgh sits on the south end of the Firth of Forth, a hub port to the world and capital city to
the nation of Scotland. A clash between the medieval, renaissance, and modern, it is an
international city of many cultures and languages set against a history that is quintessentially
Scottish and British in turn.
Edinburgh has long been a center of art and heritage, boasting museums both historical and
aesthetic. It is a city with its own sense of mysticism and not a little darkness. This caliginosity
appears in the stark shadows spreading out under the steep, arched alleyways off the Royal Mile,
a brightly lit, tourist-littered cobblestone street with the iconic Edinburgh Castle atop its craggy
perch on the aptly named Castle Hill. It reaches its fingers down to Holyrood, where lies the
modern built Scottish Parliament building, with the natural swell of Arthur’s Seat looming in the
near distance.
The streets are full of charming cafes and designer chains, one-off bistros and novelty Scottish
tat peddlers. Tourists come by the busload from across the world to indulge their senses of
wonder and mystery amid a setting steeped in history from pages of famous books and the silver
screen alike.
However, that is only one take on the city. Delve beneath the tourist traps, the quaint civility of
life in upmarket Coates and Morningside, the drug-fueled haze of Trainspotting’s Leith, and the
consumerist bustle of Princes Street and George Street, and look deeper. Look beyond.
The hallowed halls of the National Museum of Scotland have been showcasing several new
exhibits in recent days. Now, its vaulted chambers ring with the footsteps of an exhibit the likes
of which has never been seen before in this world: a mummy from another version of our Earth.
As it walks, it takes with it the memory meant for others of its kind, taking it for its own and
fulfilling the purpose it swore to fulfil the dreams of a Mad God.
Two forms of Contagion exist in Edinburgh. The first is carried on the fangs of vampires and the
teeth of other creatures who sap the life from mortals. This blight wears a hole into the fabric of
Edinburgh, allowing the second Contagion to enter in the wake of the mummy Iufenamun’s
arrival. The God-Machine’s response is a widespread antivirus, though the antivirus may do
more harm than good for the people who call Edinburgh home.
Where We Are
Edinburgh’s Contagion runs deep into its history, and the origins of its infection come from
across the sea. In the late Dark Ages through to the early Medieval period, raiders prowled the
coastlines of Great Britain looking to plunder the communities of farmers and miners who
ventured near the sea. At times, those raids grew organized and large enough to sack and pillage
entire cities. It was one such raid that triggered the beginning of modern Edinburgh’s malaise.
Cause
The raids of King Knud of Denmark (see p. XX) in 1081 devastated the population of
Edinburgh. The loss of life and resources brought the city to the brink of crisis at a time when
Scotland was roiled by civil conflict as well as tension with their recent Norman conquerors.
Fire, rape, pillage, and the sword were not all that the raid brought down on the city. A young
woman attacked the leader of the Viking attack as he roamed the streets, as vengeance for her
slaughtered family. Plunging the dagger that killed her daughter into the king’s throat, she
screamed like a banshee of legend and watched him stumble and fall to the ground, only to rise
again with the reflection of the fires of hell in his eyes. On that day, Maggie MacMillan was
killed and subsequently Embraced by the flowing blood of the wound she rent in the maddened
vampire monarch. But it should not have been so. Indeed, should Knud have been there at all?
Maggie became a vampire who should not be, her Kiss a mark of error upon the plans of the
God-Machine. A mutant curse existed in her veins.
She retreated into the underworld of the city, living on rats and beggars, each bite spreading the
contamination of reality further. Though she did not know it, she had become the first of the
group that vampires would come to call Blightfangs and the progenitor of the great Contagion
that would haunt the city into modern times. This Contagion, where the bite would spread traits
from the carrier to the victim, led to several of the myths surrounding vampirism as a contagious
disease.
As Maggie grew older, she eschewed the rising of the Invictus and continued her vigil of
haunting the lower echelons of the city, preying on prisoners, drunkards and any criminal who
mistook her for a sickly crone, ripe for plunder. She fed and she survived. However, survival was
not enough. Maggie yearned to regain what she had lost: a family. And so, she began to watch
those on whom she preyed, those weakened and abandoned by Edinburgh’s burgeoning elite.
She began to feel a stab of sympathy in her unbeating heart. She Embraced a family once again,
one for each of those she lost. A husband, a son, and a daughter.
Their fates were sealed by her tainted blood, cursed to forever carry the Contagion spread by
Knud into the world. Within the Blightfangs, it festered. They continued to feed, each time
infecting another with their viral bite and marking them with the displeasure of the God-
Machine, which sent plagues and disasters upon those so marked when their numbers grew too
many.
With so much death, so much altering of the programmed reality, the barriers between realities
became weakened. Powerful entities in other realities detected the possibility of new realms to
conquer. The Emperor of the Ashen Lands sensed a land of living beings ripe for the imposition
of his undying order. His artifacts were pushed through the veil first: a scepter, a crown, and the
skull-headed ankh seal symbolizing his rule over living and dead worlds. Those otherworldly
objects provided an anchor for Iufenamun’s spiritual power and permitted him, finally, to take
form.
With his arrival, Iufenamun set about using his power to subjugate the society to which he was
first exposed. He read the memories of the humans he encountered like stark letters on
parchment and found their hidden desires and dark secrets. They made pacts with him and, over
time, he altered their memories to sow zeal in place of fear and desire. The Cult of Iufenamun
was on the rise.
The cult set about gathering information on the other forces moving within the city, finding it
fractious and decadent. The followers of Iufenamun offer no less than the heart’s desire of their
potential ally, but threaten to inflict nightmares upon those who oppose them. This powerful mix
of fear and wonder that they inspire has captured the interest of other factions inside the city as
well as the Sworn who recognize the Contagion when they see it.
Symptom
The Blightfangs’ Contagion is a simple one, though devastating to the bitten homeless and
outcasts on Edinburgh’s streets. Those infected find themselves hungering for blood and
cowering from the light. Worse, if the individual who infected them — whether vampire or
something else capable of feeding from living humans — dies, they explode into a violent
rampage reminiscent of a vampire’s frenzy. If someone infected with Blightfang dies, their
corpses become breeding grounds for the Blightfang Contagion, spreading to bugs, rats, and
other carrion animals. See p. XX for the Blightfang Condition.
The spread of the blight weakens the walls of our dimension, allowing a mummy named
Iufenamun to rend a gash in his reality. Parts of it subsequently spill through to ours. His
Contagion is a bleeding through of worlds, interstitial or otherwise. This Contagion manifests as
the Reality Bleed Tilt on p. XX.
The God-Machine attempts to combat both these Contagions with the Grey (see p. XX), but this
in turn creates Greyed Out areas (see p. XX). The local climate warms and a haze hangs in the
air, bringing with it swarms of flies and midges to the coastal city. This unseasonal and, frankly,
non-Scottish weather baffles locals and meteorologists alike, as do the greying of the sands of
previously golden-brown beaches stretching from the city as far east as North Berwick. The
Leith Water’s flow has become sludgy and dark, even in broad daylight. Creeping tendrils of
diseased algae die by the ton on the surface of the lifeless water. Mutated, inedible fish litter the
coastline. Environmentalists have taken to the streets and the City Chambers in protest and warn
of the dangers this sudden change can pose. Unfortunately, global warming is definitely not the
issue.
Outbreak Sites
The National Museum of Scotland: A proud old building standing between Greyfriar’s Kirk
and the Edinburgh Law School. The National Museum is one of the most popular and most
frequently visited buildings in the city. Its vast interiors are home to thousands of artifacts and
hundreds of academics working to explain just what is so interesting about each of them. It is
here, where the hum and buzz of life can be felt so keenly alongside the musty air of history by
those beyond the Twilight, that the first tentacles of the Contagion penetrate. Articles appear in
the pages of the Edinburgh Evening News and the Scotsman, telling of rare discoveries brought
for study. Those artifacts are believed to have emerged from an unknown dynasty of Egyptian
pharaohs or cult of priests. Their unusual relics show a reliance on biological matter, perfectly
preserved through time. A scepter, intricately carved in weird hieroglyphs from some sort of
melding of bone is first; an ankh of pure gold captures the attention of the world with its luster
and value, a gold-plated skull sitting atop its crest; and a crown of blackened flesh, encased in an
obsidian-like resin, appears in the vaults. At first, they seem to be little more than curiosities of
the sort donated by those rich loonies from the Amen-Ra Temple. Rumors of Illuminati and the
Speculative Society fly, and as they do, a mummy joins the list of new exhibit artifacts in town.
Iufenamun’s arrival in the museum changes it quickly. Within days of his rising, almost all of the
staff have been subdued in a feast of mortal memory. Many of those security guards and
academics unfortunate enough to have been around when he first strode through from his Ashen
Kingdom beyond the Twilight are reduced to little more than gibbering children, stripped of all
but their most basic memories. The museum’s exhibits close and then the museum itself closes,
ostensibly for renovations, as it is converted into a bizarre palace and temple to the new
Necrarch. Monsters who previously called the museum home warn their compatriots to stay
away and rouse the attention of the Sworn.
The façade of the museum remains untouched, but within lies a den of vice and spiritual
corruption. The Emperor of the Ashen Lands caters to all desires and his gleaming eyes penetrate
the very soul of those who petition for his favor. A writhing sea of bodies flanks the pathway to
his throne in an ever-growing, ever-cavorting party. His cultists consume exotic foods and wines
with vigor, and song and music fills the halls. The beautiful lie with the vulgar in an endless,
blind bacchanal. Every thirst is quenched, every hunger satisfied. But as he provides, Iufenamun
extracts. Guards wearing dark robes and black, veiled helms lead the revelers off to the vaults
sporadically to join the ranks of their mindless brethren, the first stage of their conversion to the
Dead-Swarms, shades bound to Iufenamun’s will.
Surgeons’ Hall: The home of the Sin-Eater krewe known as Siege Perilous, Surgeons’ Hall is a
stately building that formally belongs to the University of Edinburgh’s campus. Its proximity to
the National Museum of Scotland has served Siege Perilous well in their position as lofty
academics seeking lore and access to precious historical objects. It also gives them access to a
higher class of both Geists and potential Sin-Eaters.
In the time since Iufenamun’s rising, the krewe within Surgeons’ Hall seems to have entered a
perilous siege, much like their name. The very air feels thick like that of a furnace as the
members whisper of transients and vagrants lurking outside the hall. They fear this mummy who
has appeared in what they see as their territory, the halls of academia, is some sort of Trojan
Horse attack from Asterion’s Vengeance. They have gathered all of the texts and lore they can to
their headquarters to try to understand what is happening.
Sworn groups trying to reach them find a paranoid group whose members, used to creature
comforts and the space that their status affords them, suddenly have had a great deal of those
resources and infrastructure pulled out from underneath them. Informants and contacts who they
previously trusted have fallen silent and have been spied participating in weird ceremonies and
rituals. Geists have whispered strange tales to them of shadows in the Twilight and a warm light
emanating from inside the National Museum. That is, if they are welcomed inside at all. Siege
Perilous are convinced that their great rivals are behind this. They will treat any new faces or
strangers, particularly from the less salubrious areas of the city, with the utmost suspicion and
distrust. Earning the favor of this krewe will take time and work.
The Leith Citadel and the Undercity: A fortress built on paranoia, the Leith Citadel was
constructed by General Monck to ward off rebellious elements following the Battle of Dunbar
and the defeat of Scottish Covenanter forces. In the modern times, very little of the original
fortifications remain, save for the buildings surrounding the old Mariner’s Church and the
network of munitions and hospice tunnels that run beneath. It is here that the krewe known as
Asterion’s Vengeance make their official home. Far from the well-appointed trappings enjoyed
by their rivals, these Sin-Eaters study the Resonance of the many thousands who died in
rebellions, political schemes, and the poverty and plague that inevitably followed.
The network of tunnels connects with railway lines and sewer channels to form a complex maze
that even the most maddened mind couldn’t conceive. They are stinking, filthy rat holes where
even light fears to show its face. Though, the fetid Undercity is not without life; indeed, it has an
abundance of it. Drug dens punctuate every tunnel behind ramshackle doors of wood, corrugated
iron and whatever sticky, pestilent residue could be found to stick it all together. The largest of
these is beneath the Mariner’s Church itself, in whose vaults thousands of the dead lay at rest.
That hub of Resonance is the tap from which the members of Asterion’s Vengeance draw their
daily draught.
Sworn factions who have managed to reach them have found them to be more accepting than
their more upper-crust neighbors in Siege Perilous. After all, beggars can’t be choosers. But for
every rumor they tell, every tidbit of information they share, there is a price. What’s more, they
always leave one with the impression that they may have asked the wrong question and that they
certainly know far more than they’ve already told you. In the shadow of Iufenamun’s rising, it
may seem that Asterion’s Vengeance are seeking to profit from his presence and are possibly in
league with him, so unconcerned do they seem with the Emperor’s sudden appearance. However,
those who are more perceptive will note the level of activity here and that whispered
conversations take place in side corridors when they are seemingly distracted. The krewe are
nervous indeed and seem almost desperate to make new allies in these times when they fear they
and their sacred charge may fail this ultimate test.
Edinburgh Castle: Where else would you expect to find the Lairds of Invictus? Yes, Lairds. For
why would the Kindred not wear the trappings of this ancient land as affectations of their
timeless Imperium? William Hay, Marquess Eternal of Tweeddale and High Laird of Edinburgh
holds court here and claims it is his haven, though few believe him.
When Kindred court assembles, it is held in one of the many grand halls, whichever is deemed to
be the most suitable for the occasion. Those attending are expected to look the part, convening in
their finest tartans and traditional dress. Hay takes all of this in from the perch of his ornate seat,
where the obsequious Lairds and Ladies of the outer fiefdoms bow and scrape for his favor.
Though the Invictus see the rising of Iufenamun as little more than an interesting development in
terms of its implied challenge to the dominion of the Triptych, several Sworn Kindred believe
that the hated pack of vampires known as the Blightfangs hold part of the key to Iufenamun’s
rising and returning him whence he came. If one is to learn more of that fetid stain on vampire
society, one could do worse than to start here.
The Amen-Ra Temple: The tombs of the Triptych lie here. Their temple is hidden beneath an
old church building in the shadow of Edinburgh Castle, which is the site of a modern-day café.
The site has been the home of the Amen-Ra Temple and the Hermetic Order of the Golden Dawn
since the mid-19th century. Since then, great philosophical and artistic minds from across the
world have come to engage in metaphysical discussion and take in the collections of writings and
artifacts gathered by some of the most well-to-do intelligentsia the British Empire and their
intellectual descendants have to offer.
The temple’s location by the castle and the more famous Camera Obscura keep it hidden in plain
sight. Its more famous neighbors take most of the tourist traffic away, save those looking for a
hot drink on a cold day in some splendid surroundings. Even those who are initiated into the first
levels of the Order come to know it as little more than a gathering place where minor rituals are
conducted and deeper secrets lie.
If one descends the spiral stairwells past those strange glyphs and markings and speaks the
proper intonations of key words to the unseen guardians of the portal, one finds oneself in the
presence of the Triptych, the three Arisen whose alliance holds sway over the city’s cultural and
aesthetic heart. For the Maa-Kep, the seemingly young and industrious Siptah currently stands
awake as part of an ancient agreement between the Judges who bound their fates together to
fulfil their joint purpose. Beside Siptah, the other two mummies he calls his Oath-Siblings are
the beautiful and bright-eyed Mesen-Nebu, Kasmut, and the stern and serious Sesha-Hebsu,
Amenemope.
Their tomb is well-guarded by the higher orders of their tomb cult and whichever is the Arisen
member of the Triptych at the time. They are protected from intrusion by mystical forces
enshrined there by the three over the centuries in which they have operated there since their
arrival in the late 1800s.
The temple is currently undergoing a crisis, though the Triptych’s cult tries to hide it from the
outside. Something has broken the cycle of rising and caused all three members of the Triptych
to rise at the same time. Not so strangely, this mythical moment in history seems to have
accompanied the arrival of Iufenamun in the National Museum. No Sworn or False know
whether the new arrival has reached out to his potential rivals, but a trip to the temple to glean
the knowledge of the Arisen would seem to be a useful first step for any Sworn investigating the
Contagion in the city.
Story Hooks
• Tourists taking the Ghost Walk have often reported feeling uneasy and have even seen
spectral figures on their tours through Edinburgh’s dark, foreboding alleyways. However, when
tour guides start reporting hearing the thundering of a gavel and a roaring, booming voice
proclaiming them “GUILTY!” echoing around Advocate’s Close, that is altogether more
interesting. Sin-Eaters say a Geist taking on the exact persona of Lord Advocate Sir James
Stewart lingers there. They’ve also heard that the Geist claims to have information about the
strange shapes lingering in the city’s ghostly underworld.
• Fear spreads among the Kindred community as another blood borne pathogen seems to
have struck in the Gorgie area, close enough to the vampire-run clubs and salons to worry them.
They reach out to the protagonists with a lead. The Blightfangs are targeting late-night foot
traffic around Tynecastle Stadium. After an hour of boredom, one of protagonists smells a foul
stench on the air and spies a small, shambling shape moving down a nearby alley.
• After receiving a gilt invitation to the Court of the Emperor of the Ashen Lands, the
protagonists arrive at the closed National Museum of Scotland to be greeted by sights of extreme
indulgence, decadence, and pleasure. As their host entreats with the group, one of them manages
to slip away and follow one of the guards escorting a reveler from the room. As the door to the
vaults is opened, the overpowering stench of excrement and rot hits their nostrils, causing them
to struggle not to vomit as the guard turns his head, sure he just heard a sound.
• The twilight war between Siege Perilous and Asterion’s Vengeance is a thorn in the side
of the Sworn. While the Vengeance seem more willing to talk, it is Siege Perilous who might
have the access and contacts necessary within the academic community to get the protagonists
close to one of the relics of Iufenamun. A friend in the university community promises a meeting
with one of the krewe’s members, but as the protagonists arrive, it quickly turns out to be a trap.
The members of Siege Perilous accuse them of conspiring with Asterion’s Vengeance to
infiltrate their stronghold.
• Elements still loyal to the Triptych Cult have been monitoring the National Museum.
They report that Iufenamun himself walks abroad in search of new allies in the city and from
among its mortal hierarchy, though they report that he does not travel with artifacts in tow. A
daring raid is planned, whereby a Sworn faction may enter through Undercity tunnels into the
vaults of the museum itself and seek out the artifacts binding the Necrarch during one of his
charm offensives. But to do so, they must strike a deal with Asterion’s Vengeance.
• The Sworn’s base of operations comes under attack from a lone werewolf who rants that
they are agents of chaos seeking to disrupt the order that Iufenamun can bring to the world.
Though they defeat him with their combined efforts, he laughs through bloodied, clenched fangs
and informs them that they are foolish to believe that the other factions in the city don’t see what
he sees. “They will betray you. They are creatures of desire and there must always be…
sacrifice… to achieve your desire…”
• The Lairds of Invictus offer the Sworn a chance to win their favor. A small group of
Kindred were dispatched to seek out reported sightings of the Blightfangs but have not returned.
Sources indicate they had been searching the area around the Blightfangs’ rumored old haven in
the Diplomatic Quarter in Haymarket. Secrecy and silence is of the utmost importance, but if the
Sworn can purge any infected Kindred left there and heal or destroy any mortals blighted, they
will win the full support of the Marquess-Eternal of Tweeddale.
• The rising number of midges in the city’s coastal areas is making it difficult to track the
Blightfangs. The bites of millions of tiny pests spread the Blightfang Contagion as easily as they
do the Grey, making for a virus-antivirus war with devastating consequences. Despite this
obvious threat to the health of the citizens, it seems Iufenamun’s influence has taken root in the
City Chambers, resisting any talk of curfews or efforts to battle back the insects. The Sworn
resolve themselves to find out which of the local councillors or departmental officers are
members of the Necrarch’s Cult and either remove them from office or silence them
permanently.
Cure
The rising of Iufenamun is seen by many as an opportunity, but the Sworn almost universally see
it as a threat. Unfortunately, to the False, Iufenamun is the ally they need. He is not only a being
of great power, capable of challenging the Sworn, but one who can seemingly remake a person’s
very core personality with his Memory-altering abilities. While this poses undeniable problems
to those seeking to contain and halt the Contagion gathering in Edinburgh, it also makes the
cause of the problem obvious to all but the most deluded or warped minds. Iufenamun must be
stopped, that much is clear, but how to do so is different depending on whom you ask.
The Cryptocracy
The Blightfangs serve as proof of our beliefs. It strikes at the poor and downtrodden, all while
this new arrival mummy promises the infected milk and honey if they will only submit to its
creeping tendrils. Stopping it requires a keen blade to first cut away the defenses of the
Contagion before it can be cured. The influence it exerts on the structures of the city must be
purged to pursue a united front against the clear target.
Negotiating a truce between the Sin-Eaters of the city would be a useful first step, allowing us to
obtain access to the knowledge needed to understand just how this happened. Though the
Deathless are, at their core, beings who understand the need for order and structure, perhaps
there are others within the city who can lend further understanding of this seemingly rogue
member of their number.
— Oscar Huang, Cryptocrat of the Long Night
The Jeremiad
Could there be a clearer expression of Hell on Earth than this? A heathen god attempting to
invade our world?
This is nothing short of an invasion by unclean spirits from a realm of utter chaos and death. It
must be halted with all zeal and speed. Our agents will meet this threat head on, contacting the
faithful who share our beliefs. The Kindred of Edinburgh may not be as pliable to such notions
as say the Lancea et Sanctum, but those of such age must surely accept the truth.
We must root this out with fire and sword. There is no time to question, no time to negotiate.
Anyone who refuses to fight in this righteous crusade is an obstacle to be overcome. If the Sin-
Eaters refuse to assist us in this sacred charge, they too may need to be trampled underfoot to
allow the righteous side to come to the fore and fight against the common enemy.
We will start with these so-called Blightfangs, track them, gain knowledge of their origins and
put each and every one of them to the torch until this counter-plague we call “the Grey” is also
expunged from the pages of history forever.
— Sister Lily Fisher, Fanatic of the Iron Masters
The Rosetta Society
Iufenamun is a great opportunity for the Society. Here is one who may be sinister in motive, but
at least is willing to participate in conversation. It is far easier to study one who answers back
than a mindless abomination, after all.
The Siege Perilous told us of the arrival of three artifacts that seem to be linked to the
Contagious mummy. Perhaps if we can get our hands on them, we can understand what bizarre
power sits behind it. Unravelling the will of a machine is impossible if you do not first
understand the code.
We will seek to enter this cult and gain what insight we can, perhaps even convince one of the
Triptych to join us in entreating with the self-styled Necrarch.
Rumor has it there may be an entrance into the museum through the vaults. We are certainly
more than patient enough to discover it, unlike some of our rivals in this pursuit. I just hope the
Jeremiad haven’t burned the place to the ground before we get there, but even if they do, it’s
likely that they’ll leave behind all sorts of interesting things of no real use to such closed-minded
zealots.
— Mr. S, Exegete of the Frankenstein
The Ship of Theseus
The arrival of this mummy from another world is terrifying, though perhaps it will lead to a new
stagnation. If this outbreak can be slowed and controlled, perhaps it could be used to our
advantage.
The infiltrations of the Cult of Amun seem to have disrupted the organization around Siege
Perilous, and so we shall reach out to Asterion’s Vengeance. Their lack of a rigid structure of
leadership far better suits our outfit than the musty pyramid hierarchy of their rivals. They can
get us close to the cult. Once in, we can gut it from the inside out.
When the cancer is burned out, it will allow for new and better growth. This isn’t a true sickness,
it’s a test; we can adapt and survive or continue as we are and die.
— Dr. J.A. Navarro, Thesean of the Cheiron Group
Zero Hour
Well, this is about as clear as it gets. An unknown god-emperor from beyond time has come to
rule us from beyond the grave. What more do you want to hear?
From what this Iufenamun is doing, it’s clear he cannot complete whatever his plan is on his
own; he needs his lackeys covering the bases for him. So, that’s where we’ll hit. While others see
the cult as unfortunates who have been manipulated or enchanted by this being, we know what
they really are: just more flies around the shit.
We hear some of the other factions have sent agents to study this outbreak. Maybe they’ll have
ideas of what’s causing this and we can trace it right back to its source. If the Grey goes back as
far as they say it does, Iufenamun’s just the outcome, not the cause. The God-Machine is the real
danger.
— Red Locks, Operative and Saboteur
The Crucible Initiative
Like in America, when the first Europeans came, they brought more than guns and horses with
them. This one seems to go back even before our founding.
Zero Hour have the right idea in Edinburgh. I don’t think there’s much else for this but fire. All
of those suffering must be quarantined, along with their property, their areas of activity, and any
effects they carry.
These Blightfangs are almost all Kindred, and patient zero might still be around and among
them. We should start there, but before we cut off that particular festering appendage, we had
best be sure. They may not be the source after all.
— Master Stone, Fire-Bearer and Undertaker
The Machiavelli Gambit
Iufenamun’s order certainly doesn’t seem to be one we can get on board with. I mean, what’s the
point in ruling over nothing? It doesn’t do to simply rush in and take his toys away because
you’re so desperate to save yourself that you can’t see the opportunities when they present
themselves.
If there is a long-term plan for this world, it’s going to be in places like this. Such an
international place is an influencer for so many others. As the old order falls, a new one can take
its place.
I think we’ll help the others take down the Cult of Amun, sure. But when they’re gone, we have
just the right people to replace them, and they have some wonderful ideas for this city.
— Yasmin “Pearl Diver” Hess, Svengali of the Ivory Claws
Naglfar’s Army
Iufenamun is right about one thing: all desire requires sacrifice.
We do not know what the purpose of the Triptych ever was, but our contacts tell us they are all
awake for the first time in a century. A perfect opportunity. The Deathless are often loathe to
trust each other, and three under one roof is certainly a crowd.
It’s ironic really. They say that they once held an empire that spanned the world. How fitting it is
that their kind should usher in the next one.
— “Carl”, Saturnalian Strix
Rumors in Edinburgh
• Some kids in Meadowbank say they can hear the weeping of an old woman coming from
the ruins of St. Anthony’s Chapel after dark, but they’re too afraid to go look.
• The swingers’ parties in the Amen-Ra Temple are getting quiet lately. The girl I was with
last week says she’s found a much better crowd in the National Museum.
• Packs of werewolves are coming in from the countryside. They’re panicked by these new
spirits spreading the Grey around the city.
• They say Marquess Hay loves old whiskey and loves people who have a knowledge of it
even more, especially since he can’t exactly drink it anymore.
• A homeless guy and some crazy academic from Surgeons’ Hall have been doing
something to the graves in Greyfriars Kirkyard. The police think they’re a modern-day Burke
and Hare.
• The curator of the Egypt Exhibit in the National Museum of Scotland has been reported
missing by her husband. Museum staff claim she left work but never made it home.
• Asterion’s Vengeance are suffering from the Grey down in the Undercity. They’ve got all
of their eyes and ears out looking for a cure.
Odense: Contagion of Emotion
Man is by nature a social animal; an individual who is unsocial naturally and not
accidentally is either beneath our notice or more than human. Society is
something that precedes the individual. Anyone who either cannot lead the
common life or is so self-sufficient as not to need to, and therefore does not
partake of society, is either a beast or a god.
— Aristotle
The Scandinavian city of Odense has long gone undisturbed. As the preeminent state of the
region, hundreds of years of peace and reservation pave the way for what is considered a crime-
free haven for both mortals and monstrous creatures. Sadly, a new dawn is upon Odense, and it is
awakening something long dormant. An aggressive disease dwells within the city borders,
infecting emotion and mind.
The Odense setting explores a terrifying phenomenon of divine writ gone wrong. The God-
Machine chose a soul to accomplish a task and then perish, but that soul in turn chose not to die.
This location slowly succumbs to a Contagion allowed to seep through holes in Infrastructure,
destroying not only the lives of citizens but the place they inhabit. The only thread of hope
remaining lies in the groups of Sworn and False situated in Odense, who seek to either gain
control over or cure the illness before it disposes of everything the city was and will grow to be.
Few facts can be stated about an unknown disease, but the annihilation of the city and everything
it holds is certain if someone does not treat or destroy the Contagion.
Theme: Regression
The Contagion in Odense unfolds as a destructive change in both occult and mortal behavior.
The Scandinavian social sphere, often distant, sometimes cold, is undoubtedly a part of Danish
social behavior. It is indeed common sense for a people living in colder climate to seek comfort
inside the warmth of their homes. However, an unnatural change influences the creatures of
Odense; something that cannot be blamed on climate or culture. It is something only the Sworn
and False can see. Not only is it destroying Infrastructure in Odense and the mentality of its
citizens, it is spreading. With every step taken in pursuit of change in the city, Contagion pulls it
two steps back, locking it in place. Infrastructure in Odense is falling apart at the seams, and
even Angels are removing themselves from the city, deeming it doomed. Some stay back,
frantically trying to repair the holes and blocking entree ways for Contagion, but as they close
one hole, two more open. Neglect is beginning to swallow the old city.
Mood: Isolation
Characters find themselves in a once lively city which now lies almost barren. Where streets
once buzzed with cars, tourists clustered in groups, students relaxed after school, and couples
held hands, now only silence remains. Cafés and restaurants which, until the changes occurred,
had people lining up to enter, are now struggling to cover their costs. Teachers show up to half-
empty classrooms and workplaces have record sick-leave absences. The people of Odense are
not only disappearing from their social circles, they are disappearing into themselves. Pensioners
wastes away in their apartments as nobody visits, leaving them to their own demise. Children are
forgotten in kindergartens and with child-minders, as their parents simply forget about their
existence. The city is overtaken by an eerie, omnipresent silence, only disturbed by the sharp
tones of the cathedral bell and the occasional footsteps of a person scurrying across the street.
More often, the few pedestrians who do go out scamper close to the walls like a fleeing prey.
Most noticeable is not the lack of people, for they are indeed still to be found in supermarkets,
shopping malls, and other large, communal areas, but the clear signs that they do not wish to be
around each other. It is as if they exist socially in body, but are completely detached in mind.
They only do what is the bare necessity for survival, such as attending work and gathering food,
before they disappear into their homes, at least in the earliest stages of infection. From there, it
only becomes worse. The question beckons: Why is the Contagion taking this form in Odense
and what, or who, is fueling its fire?
Handling Depression
The Contagion as a depressive symptom is an insidious and dangerous antagonist,
and just as with depression lacking Contagion’s presence, is an invisible foe.
Sometimes, the only people aware of the condition’s effect are those enduring its
attack. The seriousness of depressive illness cannot be understated, and just as in
our world, it varies its strikes between those that wear down and those that crumple
the sufferer in one hit.
Depression is a serious condition. It is in Contagion’s nature to exacerbate and
mutate existing illnesses to carry its own agenda. Do consider the portrayal of
Contagion you intend to make for your players. Be sensitive to the realities of the
condition, be aware of your players’ comfort levels, and play with this strain of
Contagion thoughtfully.
Outbreak Sites
Many locations in Odense harbor terrible infection, like an open sore swimming in rot. Some are
long-forgotten secrets and relics while others are of great historical or modern importance.
• Odense Cathedral / The Church of Knud the Holy
Visible even from remote locations in Odense, the tower of Odense Cathedral shoots into the
sky. Ever since its construction in the early Middle Ages, the church has served as a hub for
merchants and travelers looking to sell and socialize. As an iconic place of worship and historical
importance, it attracts hundreds of tourists every day to explore its eerie mysteries. Setting foot
inside the enormous wooden doors, one cannot help but feel overwhelmingly small compared to
the grand, gold-dusted altarpiece, rows upon rows of oak benches, hundreds of bronzed organ
pipes, and sepulchers belonging to deceased lords whose legacy still influences Odense.
Most interesting are the remains, or at least what mortals are led to believe are the remains, of
King Knud and his brother Benedict. Fully exposed skeletal remains lay in glass cases, placed
there by the False to cloak the truth about Knud and quell the rumors of him still haunting the
city. Who Knud’s skeleton truly belonged to is unknown, though several rumors claim a restless
soul haunts the area whenever Knud the vampire is absent, screaming for burial and peace under
its true name.
Hidden beneath the gilt of Christian grandeur lies the Gambit’s haven. They claimed the
cathedral catacombs as theirs when they arrived in Odense, marking their territory with the help
of easily enslaved, simple monsters that give them reports of anyone who dares to step foot into
the underchambers. Only the False had entered the catacombs for centuries until a recent student
excavation started in earnest at the cathedral grounds. Fearing the ruination of their lair, the
Princes released an array of unnatural gifts, rendering the excavation area toxic and forcing the
city council to once again close off the area.
• Odense Harbor & The Copper Box Café
Situated on the edge of the waterfront where it battles the cold breezes of the Kattegat waters, the
Copper Box Café is one of the only establishments open in the early morning hours. Catering
mostly to the youth, it’s the perfect hangout for the Ship of Theseus to gather information about
what influences the inhabitants of Odense. The owner, a Thesean cultist, makes the club rooms
available to this faction of Sworn at any hour of the day. Unlike the Gambit, Theseans do not
hide away in clammy catacombs and dusty cellars. They want to feel the heartbeat of the city and
keep up with the natural way of progress. The interior design of the location mixes steel sheets
roughly bolted into the walls with the warm tones of ash wood furniture. The dimly lit space is
sparsely illuminated by light bulbs tucked into green wine flasks which hang from ropes in the
ceiling. Due to the Theseans’ openness regarding their course, many creatures find the Copper
Box and use it as a safe haven to hang out. Thus, the bar benefits from an established clientele of
mortal and immortal patrons alike.
• The King’s Garden
Before it became the largest park in the city, the King’s Garden was closed off to the public up
until the early 1900s. It is now the oldest and finest garden in Odense, with large outdoor plains
enjoyed by families on picnics and students from Odense Cathedral School. The garden features
a colossal statue of Frederik VII on horseback, Odense Castle (the former residence of the king,
which now mostly houses offices for the city administration), rectangular lakes full of quacking
ducks, and trees as old as the park itself.
Directly connected to what was once one of the biggest graveyards in Odense, in its time burying
mostly the poorest souls of the city, the King’s Garden contains a direct access to the
Underworld through an Avernian Gate placed between the two of the lakes. Both False and
Sworn believe the gate appeared at the same time as holes appeared in the Infrastructure. It
attracts monsters of all kind, from Sin-Eaters to Uratha and Begotten, some which fear the
gateway, and some which desperately try to access it.
Some False believe that the last hymnals of the Knytlinge Saga are hidden in the Athenaeum.
They ponder whether to send a group to the Underworld to retrieve them.
• The Tax Building
The Tax Building rises above the dirt of the creatures who think they own the city. Known to
most mortals as just another high-rise, it makes the perfect headquarters for the Cheiron Group in
Odense, thanks to its inconspicuousness. They have taken over the top floor of the building and
are happy to have found such a perfect outpost. From there, they see all the way from the harbor
to the tip of the cathedral tower in the city center, and keep track of everything from the
Contagious mortals to vampires and demons.
• Åløkke Woods
Situated entirely within the city limits, the Åløkke Woods are a small stretch of woodland often
used just as a shortcut. This otherwise unremarkable location is of great interest to many
creatures, for it is always buzzing with mortals. Out of sight from the larger roads, the thick
fouling of trees and bushes creates a great cover under which to do things best not shared with
the community beyond. It is also widely believed that powerful artifacts lie buried in the bed of
the woods, some of which may have even belonged to Knud the Holy. However, rumors say
these treasures are guarded by potent spirits, and any attempts to remove them will result in
terrible disturbances in the area. In truth, there are some who are merely greedy and wish to keep
valuable goods to themselves; however, there are also a few true nature spirits who violently
direct their anger at those who disturb their peace.
The Contagious Mortals
Imagine the loved and trusted individuals in a person’s life. Maybe it’s a partner, a parent, a
child, or a close friend. Being close to them, one knows how they react, what their personality is
like, what makes them uniquely them, and what makes them so beloved. But what if they slipped
away? What if, suddenly, they stopped laughing at the things that used the cheer them up, their
favorite dishes were now the same as every other, or the series they loved to watch didn’t so
much as pique their interest anymore?
Soon after these first symptoms take hold, the listless victims isolate themselves. They have
difficulty getting up in the morning and going to work, and even mundane tasks like going to the
grocery store or seeing their friends seems impossible. In a matter of weeks, and sometimes even
days, one will find them in a fetal position on their bed or sitting staring into a wall for hours in a
row, not talking, not feeling, just existing. The Contagion will inevitably end in a complete
penalization of the brain, rendering its victim unable to think or feel. While most victims of the
Contagion do not succumb because of the Contagion itself, they oftentimes die because they
don’t see the point in moving away from the road when a car approaches, or they simply don’t
care enough to eat or drink. Existence stops mattering; therefore, the desire to take care of
oneself disappears.
This is the Odense Contagion’s effect on mortals. It slowly but surely turns them into depressive,
zombified creatures, their loved ones rendered helpless, only able to as they disappear into
themselves, then into nothingness.
The first outbreak of the Contagion caused mortals to rapidly succumb to the disease, as even a
slight neglect of one’s own needs during the Danish Renaissance would prove fatal on top of the
high rates of mortality due to natural disease and poor standards of living. But when the second
outbreak appeared over 200 years after, although knowledge was still abysmal when it came to
mental health disorders, many Contagious would end their days poorly cared for, neglected, or
abused in overcrowded asylums.
How the Contagion is perceived in a modern setting is up to the Storyteller. Maybe the
Contagion is seen as a mass depression caused by the constant pressure of post-modern society.
Maybe an infected teenage daughter’s symptoms are neglected as teenage angst until she drowns
in the bathtub, unable to muster the will to pull her head up out of the water. Keep in mind the
relatively small size of a Dane’s social sphere and the high percentage of individuals living with
depression in Scandinavia alone. These could lead to many Contagious going unnoticed for a
prolonged period as individuals overlook the problem at hand.
This Contagion manifests as the Hollowed Condition, detailed on p. XX.
A Reminder
As a symptom of Contagion, the Odense strain poses the questions of
“what if depression were infectious and took hold of a population en
masse?” It is not a trivial topic, however, and should be handled with care,
with focus given to roleplaying scenes of personal care, tragedy,
compassion, and loss. The Odense strain should make you think,
especially as characters close to the protagonists in your game risk
infection.Story Hooks
The Contagion is crawling under the skin of mortals and immortals alike, caring not from where
or what its host descents. Beasts and changelings are especially affected by the Contagion and
the ways in which it changes mortals. Beasts require dreams and nightmares to thrive; since the
Contagion slowly turns its host into emotionless beings, it does not allow for either to occur
naturally. The Contagion also challenges Lost, as normalcy becomes twisted and distorted.
• Roaming the cathedral after sundown, ensuring every bench is free of dust and each
bronzed candlestick reflects the flame burning at its wick, the Nosferatu splashes his mop to the
floor with a dissatisfied grunt. Cleaning the cathedral always brings the vampire peace of mind,
even when blood supplies are scarce. Besides, no one cares about his pale demeanor and
unnatural fangs in this secluded job. After work, he usually catches up with a small group of
Kindred at the Copper Box Café, as he’s done for years. But the last couple of weeks, spending
time with others hasn’t really mattered to him.
Finishing the last row of benches with a dampened cotton cloth, the Nosferatu pushes his
cart full of cleaning materials, ready to call it a night and return home, when he notices a pile of
crumpled paper at the foot of a small wooden cabinet beside the entrance. There’s no doubt: once
again, it’s those damned kids hanging around the cathedral ground after dark. They’re urban
explorers or “vloggers” or whatever they name themselves. This time, they’ve torn apart two
hymnals. An uncontrollable rage rises inside the vampire, a rage he’s only felt once before,
trapped inside his burning apartment as a neonate. Flinging the bucket across the floor, grimy
water dousing the walls, he leaps out the door and scours the area surrounding the cathedral for
any sign of the trespassers. He finds the youths with their eyes fixated on a camcorder screen,
and tackles the youngest member of the group, a boy in his mid-teens. Right there in front of his
own friends, the Nosferatu drains him dry on the wet pavement. The youths run away screaming,
but not before catching the whole gristly affair on camera.
• As the head librarian of Odense’s biggest library, Kalia takes great pains to align every
book and sort each piece of stray literature into its rightful place. Her desire to pay respect to
every composition in the city’s most crucial place for knowledge is integral to her sense of inner
harmony. She takes care of her elodoth sister by teaching her the ways of Honor, which fuels her
ability to hunt down and demolish spirits inhabiting various books and written literature in her
library. Over the last week, something unrecognizable has disturbed the Gauntlet, making it
increasingly difficult for Kalia to maintain control. Even yesterday, a pain spirit preyed upon an
elderly man, resulting in his hospitalization. The Contagion in Odense is feeding into spirits
Kalia would rather see under control, rather than rapidly growing. Spirits of depression, anxiety,
fright, and illness are becoming increasingly common. Worse than this is that these changes
weaken the mortals’ already frail defenses against malicious spirits, priming them to become
perfect hosts for dark entities.
• Week four of trying to open the gate to the Underworld in the King’s Garden. The mages
have spent years collecting the individual keys; yes, years. Now they stand out here yet again
attempting to open it, and it’s not budging. An Acanthus in the group seems completely out of it,
as if he’s lost interest in the project. He even whispers to a companion how they should just give
up and go home, despite months of research and relentless hunting. As his relentless complaining
and criticism reaches a peak, other mages question if something is wrong with his synergy. Ever
since the regional master of the Silver Ladder died by suicide, whole swathes of mages have
been exhibiting similar depressive behavior.
• A Tammuz rests their forehead in their palms. They reread the newspaper article about a
crazed maniac vandalizing an entire storefront. The picture of the perpetrator confirms what the
article says in writing: it’s Nicholas, their “brother” and former leader of the throng. He has, for
the second time this week, run completely amok. Once, Nicholas was the gentlest of the Created
in Odense. But now it seems even minor irritations degrade his composure completely, and a
frightful fire burns inside him, slowly but surely turning his insides to ashes. Something in the
city is pushing Created apart, making it next to impossible to control Transmutations.
• It is becoming increasingly difficult for demons to hide behind their Covers. Unchained
report how mortals are seemingly able to see right through their identities and disguises, as if
angels are looking out through their eyes. Whole rings of demons start shifting their usual
patterns of behavior to evade these spies who just seem to be getting switched on. They want to
know who’s activating these mortals and whether anything can be done to stop them.
• Veterans of the Secret Frequency place a Carlsberg beer neatly in the pebbles in front of
black granite headstone, engraved with the name Janus Ladegaard, not knowing how the hunters
in Odense will ever recover from the loss of their leader. Sitting there, beside what is now the
resting place of their friend, the man with whom they fought and served, not one hunter can help
but wonder why. What drove such a life-loving man to suicide? The eye-witnesses explained
how he simply didn’t move away from the danger. He didn’t move. He didn’t speak. He just
stood there, like a pillar. Like he didn’t care if he lived or died. The hunters now stand without a
dedicated leader within their cell; no one was prepared to lose Janus, or to take on his role.
• In the beginning, the symptoms seemed very much like the descriptions mortals have for
Sybaris. First, the Arisen thought it was some kind of recoil. Maybe the amulet their cult
discovered had malicious spirits attached to it, or maybe the mummies were of the wrong guild
to utilize it correctly. The affected Deathless hoped the ill feeling would eventually go away, like
the influenza wracking their cults last spring, but the uneasiness grows. Mummies shouldn’t be
subject to disease, yet now they’re struggling to remember things, as if recently awoken. When a
Sesha-Hebsu declares her kepher distorted before ordering her cult to incinerate her sahu, other
mummies start panicking.
Contagious Vampires
Insufferable mental pain. That is often the description Kindred use to depict the symptoms of
Contagion infecting the body of an immortal. An overwhelming lack of purpose to what was
once of great importance suddenly overtakes one’s mind. Kindred become unnervingly aware of
their true nature, reminded they are nothing but a cursed being forced to wander this doomed
world to butcher what is good, like the monsters they are. Their only source of energy — blood
— festers with this illness.
Their uncertainty of how the blood they ingest from different mortals will change is most
frustrating; it matters not if the mortal is sick himself. One night it will be foul-tasting, like that
from a rotting corpse. The Kindred will shorten her feeding time just to escape the bitterness on
her tongue. Another night, the same Kindred might feed normally but be unable to harness the
power of her Vitae, and an entire evening dedicated to hunting might be of no avail. Sometimes,
shortly after waking, the infected Kindred is beset by a ravenous hunger, despite having fed just
the night before.
Some Kindred wonder whether the different symptoms of infection that they present depend on
the area of the city from which they acquired the infection. Others insist that it depends on age,
and some again claim social status as deciding factor. It seems the only factor the different
affects have in common are the feelings of starvation and fury, unyielding rage, and a lack of
control over both mind and body. Illness boils the blood inside, infecting every drop of what is
keeping vampires “alive.”
The vampire Contagion is detailed as the Intolerance Condition on p. XX.
King Knud the Holy
“Með konungr munu land standa” (With king shall land stand)
Clan: Unknown
Covenant: Unaligned
Touchstone: The Pendant
Aspirations: Claim Odense openly with the Contagion as his weapon
Mask: Divine Monarch
Dirge: Selfish Desire
Attributes: Intelligence 5, Resolve 5, Wits 4; Strength 4, Dexterity 6, Stamina 4; Manipulation
8, Presence 6, Composure 5
Skills: Academics 1, Brawl 1, Crafts 2, Expression 3, Intimidation (Command) 2, Occult 3,
Persuasion 4, Politics (Monarchy) 4, Stealth 3, Streetwise 2, Survival (Tactics) 3, Weaponry
(Swordsmanship) 4
Merits: Allies (The Machiavelli Gambit) 2, Biology 3, Cursed 2, Dynasty Progenitor
(Thousand Years of Night, p. 85), Fame 2, Indomitable 2, Iron Will 2, Status 4,
Disciplines: Celerity 3, Majesty 5, Obfuscate 2, Vigor 4
Blood Potency: 8
Health: 9
Willpower: 9
Integrity: 3
Size: 5
Speed: 15
Initiative: 11
Defense: 5
Order of the King
Knud doesn’t need to use his Majesty Discipline to cow the crowds. Any infected individuals
must succeed at Resolve + Composure rolls in his presence or be subject to the effect of a full
blood bond.
Purified
Knud’s descendants can only take pleasure when feeding from other Kindred. Knud is similarly
infected, but these symptoms never show since the pendant he wears around his neck purifies
Contagion. While it doesn’t eliminate the Contagion entirely, it renders it dormant in his own
Contagion-fueled body. When the heirs of Knud fall on the kine to feed, they often require more
blood to satisfy their urges than other vampires (see the Intolerance Condition on p. XX).
[TABLE]
Type Damage Range Clip Init. Dice Pool Special
Pattern-welded sword 3L Melee — −2 8 Armor Piercing 1
Unarmed 0B/L Melee — −0 5
[/TABLE]
Cure
The Sworn believed the Odense Contagion incurable during the first two outbreaks. The
Machiavelli Gambit agreed, until they uncovered what they believe is the first true cure, what
they call The Elixir Vitae, but is actually a silver pendant around King Knud’s neck. The Sworn
are determined to not only obtain the cure, but also to destroy whomever works to spread it.
The False
Not long after the first outbreak, before the False discovered how the king accessed the power of
the Contagion, they learned that powerful artifacts important to the king could act as vessels and
containers for the illness. Tactically placing these around Odense would arm them with immense
influence. The mightiest of all the vessels, carrying the rare essence of the disease did not remain
under lock and key, nor did anyone place it somewhere in the city for others to touch — it hung
around the neck of the ancient king. It was a silver pendant, created in the image of Yggdrasil,
the ash-tree of life, representing what Ásatrú believe to be the home of the gods, the home of
Man, and the home of everything damned — Hel. Gifted to the king at birth, Knud was never
seen without the pendant resting on his chest. The False believe the God-Machine itself
bestowed the pendant directly upon the king , as a token of protection in its aim of keeping him
alive to fulfil his earthly duties. But as the world changed and the king’s faith in the Machine
shattered, so did the power of the Elixir Vitae. Instead of shielding what was once a living
person, the pendant now protects and cleanses a Contagious being.
Long forgotten, the pendant laid dormant in a shrine as Knud’s life changed into unlife. Growing
increasingly weak from the Contagion, having tried every remedy of his knowledge, the king
sought out the pendant only to bring himself comfort. As soon as the silver links once again
dropped onto his shoulders, he felt his emotions and mind return to stability. A wave of energy
like when he first stepped foot ashore in new unexplored lands washed over him; this was the
answer to his prayers for redemption. But from the shadows lurked the Machiavelli Gambit.
They felt the Contagion seeping away. Soon after, they removed the pendant from the king,
allowing him to wear it occasionally but only to wear off the Contagion long enough for him not
to succumb.
The False must keep control of the Contagion as well as they keep control of its cure. They
cannot simply destroy the pendant, for that would be the same as a lion tamer breaking his whip.
Simultaneously, they must keep the pendant safe from the prying hands of the Sworn, who
simply do not grasp the importance of the Contagion and will only use it to unravel their work of
centuries. The Machiavelli Gambit are determined to be the only bearers of the cure, so they can
control the path of this outbreak. Unfortunately for them, Knud is strengthening with time and
intends to break from the False faction, reclaim his pendant permanently, and make the city his
own.
The Sworn
Long have the Sworn sought the end of the desperate torment in Odense. Flicking through books
covering everything from modern medicine to sagas obtained from various Scandinavian
countries, studying the behavior of Knud throughout his appearances, and unrelentingly spying
on the False have all yielded minimal results. Now, through careful monitoring of Knud’s most
recent appearances, they have reason to believe that the pendant is a source of a cure — but that
it lies in the hands of the False. They stand on the verge of leaving the city to rot in disease.
Many despair over whether they can fight against a group controlling both Contagion and its
cure.
They see only one option to prevent the further spread of the Contagion: quarantine. In a modern
world, traveling from one destination to another, even cross-country, takes a miniscule amount of
time. This disease will rapidly spread, especially in a small country like Denmark, if it is not
contained. In previous outbreaks, the illness was contained by limits of transportation, and could
not spread as rapidly, considering the fact that there were fewer people in proximity with one
another. For the Sworn of Odense, this means finding the Contagious and isolating them from
the rest of the city inhabitants, but also preventing them leaving. Once they obtain the pendant,
they can begin to cure the infected.
The Sworn are not aware that the Contagion spreads from object to mortal. A thorough search
and purge of every item related to King Knud is the next step in strangling the Contagion, if they
were to find proof of these artifacts’ hazardous nature. The issue comes when these items rest in
doorframes, masonry, and pavement. It is very likely the infection has even penetrated
Infrastructure in parts of the city.
The Jeremiad and the Theseans are certain they need to retrieve the pendant. Some Sworn
believe the only way of doing this is to destroy Knud, who carries both the pendant and the
disease, and the groups protecting him. Others believe violence will unnecessarily add fuel to the
fire, and that there are other ways of retrieving the pendant. In particular, Zero Hour are aware of
their fellow factions’ hesitance to destroy a vampire with a vast, slavish mortal following, but
have resolved to contain, fight, and abolish the Contagion in Odense once and for all, by any
means necessary.
Rumors in Odense
• A group of middle-aged women have been spotted in the King’s Garden frequently
during the last couple of weeks. Appearing at the exact same time, just after midnight, they stand
between the two rectangular lakes. There, they hum a low-frequency tone while drawing chalky
symbols on the grass surrounding the lakes.
• John Karstad, the manager of the city museum Møntergården, did not return home last
night after his usual afternoon shift. Before leaving home, he frantically explained to his wife
how he felt something breathing down his neck the previous night while he was clearing the
museum of its last visitors.
• “Do you dare enter Odense Cathedral’s historical dungeons? Book your tour now!”
Posters from a company called Underground Explorations are popping up in the entire city center
— however, it seems someone is removing the posters as quickly as they can get put up.
• Secretaries working in the tax building are concerned about what seems to be excessive
number of crates being delivered after closing time. The janitor even claims to have seen an
entire box of grenades wheeled into the basement.
• An online video titled “Real life vampire caught on tape!!!” displaying a shadowy figure
attached to a teenager’s neck on the wet pavement of Odense is spreading like wildfire from one
Danish teenager’s phone to another. The Carthian Movement are aware of the controversial
videos and are working with the Nosferatu to spread fear of a virus embedded into the video
files, in hopes this will prevent further sharing.
• Several liters of blood have once again been removed from the blood bus cooler during
the night, despite investments in locks and an alarm system. Empty blood bags belonging to the
hospital are found scattered around Åløkke woods. Yet, there is no other trace of what the
perpetrators are doing with the blood.
• Normally a peaceful group of individuals, the local group of Jehovah’s Witnesses
handing out pamphlets in front of Burger King are using increasingly aggressive methods of
drawing attention. They now have a street preacher shouting down whomever he can and
describing how infectious demons are walking among the living.
• Reports of the cathedral bell ringing in the middle of the night are now reaching the
church office and have caught the attention of local authorities. Someone appears in the church
tower each time the bell rings, visible to onlookers due to their predatory, luminescent eyes.
• The body of an elderly man was found floating in Odense stream. Bloated and discolored,
claimed missing by no one, he was deemed unrecognizable by paramedics. They didn’t even
notice the odd symbols lacerated into his forearms. They blamed a probable alcohol dementia as
the cause of the symbols, but the Circle of the Crone are not buying such a cheap explanation,
identifying the runes in his arms as spelling “Knud walks among you”.
• During the mid-summer concerts in the King’s Garden, local singer/songwriter Dennis
Risskov stared blankly into the sea of people cheering his name, dropped his mic, and left the
stage in the middle of his performance. After reaching the green room, he pulled out a hand gun,
put it to his temple, and shot himself.
• Peculiar symbols are appearing in quite ordinary locations. Trees, statues, window glass,
pavement, handles, light-poles — to the attentive eye, they almost resemble runes. Uratha
believe the runes to be messages from the Hisil, as they sense a previously unseen energy around
them. The Gauntlet frays around these runes, providing sight not just into the Shadow, but into a
world beyond it.
• For the first time in 50 years, a grave robber is on the loose in Odense. Some of the oldest
graves have been exhumed, and not only are valuable artifacts missing from them, but entire
bodies as well. Sin-Eaters believe these occurrences to have direct correlation with the
appearance of blood bags scattered around Åløkke Woods. Are ancient vampires being woken,
and if so, by whom?
• Local groups of urban explorers and ghost hunters are roaming Odense Library because
they think that they feel “extraterrestrial disturbances in the energy fields” surrounding the
books. They have received repeated warnings from librarians and the police for trespassing;
despite this, they do not relent.
• Why is nobody talking about the coat of arms missing from City Hall? It was removed
from its usual place above the main entrance weeks ago, and its disappearance seems to pass
unnoticed. The False are infuriated, as they spent years encouraging Knud to imbue the coat of
arms with Contagion; now, nobody can track down the infected artifact.
• Seven people have been spotted being dragged into white vans around the city. They turn
up a week or so later with no memory of where they went or with whom. Some cannot even
recall their own names.
• Åløkke Woods are slowly becoming a place of fear to the living and dead alike. Many
have heard unnatural sounds in there, and areas suddenly become icy cold in the middle of
summer. Recently, a werewolf was found dead in the woods with no visible reason why. The
Uratha believe the diseased might have angered the spirits of the woods.
San Francisco: Contagion of the Soul
Death is nothing more than passing from one room into another.
— Helen Keller
There used to be a saying — “you can’t take it with you” — meaning that no matter what one
accomplished in life, ultimately it was meaningless, because death was the great equalizer. The
pauper may die decades earlier than the rich man, true, but the rich man dies just the same, no
matter how he may struggle against it. One does what one can, then one goes on to one’s
heavenly reward.
That was before the dead rose and started seeking wages, of course. In the modern world, one
competes not only against one’s peers, but against generations past who, even if they aren’t up to
date on the newest technological innovations, make up for it through networking, or, in San
Francisco, if they’re fortunate to own equity on land they bought for peanuts in the 1920s that’s
now worth millions. Companies are always happy to hire the dead, even if they’re oh-so-careful
to avoid the appearance of preferential treatment, which is technically illegal even if it’s never
stopped anyone. After all, the dead have a much lower cost of living — as long as their Anchors
persist, so will they, regardless of how many meals they skip or how small their reliquary is. The
well-off invest in the future, with archival-quality interment complete with argon-atmosphere-
replacement, the better to ward off decomposition through deoxygenation; the masses make do
with one canister among many in the now-legion blocks of microtombs.
Life adjusted to death, in other words, or perhaps it’s better to say that life is still in the process
of adjusting. Fifty years of productivity used to be enough to secure a reasonable standard of
living and post-death employment, but with the fallout of the Great Recession still palpable on
the streets and in homes, many more of the living than ever before are facing something
relegated to the distant past — death without a support structure, and the slow and helpless
decline that follows. No one wants to be lost to the Great Below, but these days everyone knows
someone who lost an ancestor to that terrible realm’s hunger.
Many have given up hope, sure that the system is too married to necropolitanism to ever
meaningfully change. A rare few, however, touched by death and bound up in its symbology and
power, are trying to make things right, to absolve the world of the mess it’s made of itself, and
perhaps even to push death itself back into the Underworld — even if, for them, it means losing
everything themselves. These Sin-Eaters come together, gather their acolytes and followers, and
turn death against those who hold its reins, whether living or dead, whether above or below.
Fighting fire with fire, they mean to defeat their foe or — well, it’s not as if they can die trying.
Theme: Change and Loss
Nothing lasts forever, and no one lives forever. Even with death on vacation (or at least working
from home for the time being), that’s still true. The world as it was, if it’s not dead, is very close
to it, replaced slowly and surely by the world as it is, and by the world as it will be, and neither
of the latter are particularly attractive. The Greek roots of the English word “nostalgia,” nóstos
and álgos, mean “homecoming” and “pain” respectively — remembering the way things used to
be hurts because they aren’t that way anymore. Any change is, by definition, a loss of what once
was.
Loss hurts. There’s a reason we employ professionals to help us cope with it, or quietly try to
soldier on through because that’s just What You Do. We live in a world where the future has
been sold to us as bright and hopeful, or at least not so far gone that it can’t be righted again, so
when the world is at odds with our hopes and expectations — when change hurts — it feels like
a betrayal. No one expects their children to be worse off than they are, but in World Without
End, it’s all but guaranteed.
Mood: Exploitation
Maybe at first it was a kindness, finding work for the dead so they could afford the necessities to
keep themselves extant, if not alive. It certainly kept generations upon generations of the dead
from becoming a burden on their descendants. Somewhere along the way, though, a venture
capitalist had a brilliant idea, and it caught on like wildfire — and now, it’s the new normal. It’s
infected society as surely as the Contagion’s infected reality, setting the living against the dead in
the ultimate race for existence itself. It’s hard to be kind or generous when the basic necessities
of life are unaffordable, or when every cent you make goes towards maintaining the systems that
keep you from sliding down into the earth and soil, never to be seen again.
The Underworld itself is exploitative, a cruel, pitiless place that consumes the dead slowly and
painfully. Not even death is an escape from exploitation by industry or society — the whip just
changes hands. There’s no denying or ignoring the truth of the matter, as we often do with
poverty — when great aunt Hilda turns up in the dress you buried her in, it hits a lot harder than
seeing misfortune befall strangers. The Bay Area of World Without End is a place where the
universe itself joins in with the bosses, bolstering the divine right of job-creators to do whatever
they deem necessary to expand their personal profit.
In short: fuck you, got mine, more so than ever before, is the order of the day. The new normal is
terrible, but it’s normal — better to swim with the current than to fight it, right?
The Cause
While the Whisper Kids fooled around with the strange, dead machines in the Autochthonous
Depths, they set to trying to understand them in the hopes that they could turn the things against
the Underworld itself, to remake it in a kinder image with the power of science. They weren’t
entirely sure what they were dealing with, only that they were in the presence of something truly
massive, greater even than the Underworld they were familiar with.
They did not consider the consequences of something being “bigger” than death itself — that the
things they were tampering with, learning from, even controlling from time to time, were still
connected to the living aspect of the God-Machine. They were sending commands through dead
Infrastructure, disturbing extant complexes not just across the Bay, but all over the world. Small
wonder the God-Machine responded, reintegrating the offending machinery if only to shut it up.
Three Whisper Kids were working on Underworld Infrastructure when the God-Machine acted.
Now, none have any memory of the experience, only a sense of missing time, a feeling that
something broke inside them, and that the world broke with them. When they returned from the
Underworld, they left something of themselves behind, returning as spirit rather than flesh, dead
not only as the Bound experience it, but true ghosts.
Three Patient Zeros rose. From them, and from the gaping holes where the God-Machine’s dead
infrastructure passed from life into death and back into life again, the sickness spread.
Graveyards, mortuaries, and morgues were crowded with the dead, as plain to the eyes of mortals
as to the Bound, the Underworld slowly creeping up into the world of the living and claiming it
for its own.
The sickness only deepened from there. Public shock gave way to apathy, and then forgetfulness.
Even as Sin-Eaters struggled to hold their krewes together under the weight of an eschatological
out-of-context problem, the world and the dead the Sin-Eaters hoped to save adapted to the new
normal, even as normal slid further and further away from the world as it was. The sickness
spread not only across the Bay but also echoed backwards in time for decades. The social and
physical landscape shifted, realigning itself — and only the Bound could see it happen.
The Bound, and a few others born of the same machinery the Whisper Kids had tampered with,
are now riddled with the spreading sickness. Demons, Integrator or otherwise, almost universally
considered the upwelling of the Underworld if not an act of war then at least a hubristic power
grab and reacted accordingly. Several prominent krewes were infiltrated even as they flailed
through their death throes, and the demons were happy to help that spiral downward. Only the
Whisper Kids, traditionally untrusting of outsiders, escaped infiltration and sabotage. As a result,
they emerged as one of the power players of the cross-krewe alliance that developed once the
Sin-Eaters of the Bay realized they were not just experiencing what seemed like the end of the
world; they were actively under attack.
The Dead War
The six months following the initial outbreak was a cold war; the six after that went hot quickly.
From the demonic perspective, it was a war to stop necromancers from destroying reality (and,
from the Integrator perspective, a plot to assassinate the All-Maker); from the Sin-Eater
perspective, a crusade to stop a half-dead machine’s robotic soldiers from massacring their
followers and scuttling their mission to liberate death itself. Werewolves (both Forsaken and
Pure) and the Lost joined in periodically, further complicating the conflict, while the Awakened
and the various vampire courts of the Bay largely stayed on the sidelines, waiting for a clear
victor to shake out. On two notable occasions, Task Force: Valkyrie teams made covert strikes,
one on Alcatraz (which ended poorly for TFV, thanks to Pernoja’s faction of Destroyers) and one
on the Cleanup Crew, a Predator King pack that had taken to indiscriminate culling of humans,
Contagious or otherwise, to prevent the Contagion’s spread. All the while, the city fell further
and further into a world where death was a known quantity for decades.
The conflict only ended when both sides realized that neither side was benefiting from the
seismic shifts in reality. The surviving krewes and the fractured remains of the pre-war Agencies
came together in uneasy alliances, even as agents of the Sworn and the False arrived on the scene
to help the victims of the outbreak adjust — and to recruit them to their own causes.
The New Normal
The Dead War shattered many krewes and Agencies, scattering their members to the winds.
Those individuals haven’t forgotten each other, though, and despite their very different goals,
individual faction members of the Sworn in the Bay Area have ready-made connections and
antagonisms born of old alliances and grudges among their groups. Those organizations that
survived have been fundamentally altered by the Dead War, and several syncretic groups within
factions have formed — most commonly, from disparate krewes and Agencies, none of whom
could function effectively on their own any longer.
Cryptocracy
The Actuaries of Eternity rode out the Dead War by simply remaining unnoticed by the demonic
community, but they watched, and they took notes. A collection of antique collectors, financial
planners, and insurance adjustors, even before the War they’d cornered the Memento market and
kept a steady finger on the scale of land management laws. In the chaos, they pursued a quiet
program of acquisition, and when the dust settled, they’d gone from a quiet self-help group/cult
to one of the biggest supernatural property holders in San Francisco.
The Fishers of Men, a purely Temporal Agency comprised mainly of Tempters, was a quiet but
essential part of the demonic ecosystem of pre-war San Francisco. Following the conflict, the
Fishers split over the question of how best to deal with the Contagion; those urging caution
joined with the Cryptocracy, and those hoping to use it to their advantage defected to the
Machiavelli Gambit. Many demons (and those of their Cryptocracy fellows who understand how
demons operate) are concerned that their former comrades may have left sleeper agents behind
following their departure, while the turncoats warily eye their fellow defectors for the same
reason.
For the Invictus, the Cryptocracy is a matter of survival — they can’t feed on the dead, after all,
nor can they force them into servitude with their addictive, empowering vitae. Most members are
frantically securing herds, digging deep into their personal finances to ensure their dinner can
make rent; none have yet abandoned their hard-won power bases, but rumors fly that the Prince
is quietly building a nest egg to re-establish herself in another, less afflicted city.
The Winter Court of the Court of the Golden Gate is a silent partner to the Cryptocracy, with
many of the lower orders of other groups unaware of their existence. Sorrow is on the rise in the
Paris of the West, and Winter Courtiers are rolling in glamour. They expend most of it, however,
on the work of holding the Golden Gate Court together, split as it is across the factions of the
Sworn. No one wants the dead walking, obviously, but no one in the Winter Court will abide
giving The Others a golden opportunity to waltz into town.
Jeremiad
The Pilgrim krewe calling itself “1906” (universally and to their great frustration referred to as
“the Quakers” by outsiders) has spent decades preparing San Francisco for the next great
earthquake, sure that the Underworld would take advantage and consume large portions of the
city wholesale. Instead, to their horror, the Underworld has come up to them, and all their plans
were for naught. Now, with the aid of the Sacred Cloud, they’ve pivoted their entire theology to
center on the God-Machine’s relationship to the Underworld. These two groups are the beating
heart of the Jeremiad sect in the Bay, seeking signs in analog and digital alike and building a
syncretic faith heavy on apocalyptic and eschatological teachings. While they’re a great ally
against the Contagion, they’re also a fractious bunch, always chasing the newest prophecy or
revelation and scorning those who follow the last one. No one will be surprised if they pull
themselves apart, but everyone has an interest in keeping that from happening, at least for now.
The Lancea et Sanctum, despite having significant theological differences with 1906 and the
Sacred Cloud, are fast allies with them. For the self-styled kings and queens of death itself,
conquering it at the price of eternity in the shadows, the dead rising and pushing their living prey
out is an end-times scenario: God’s chosen predators are being pushed aside, forgotten, and left
to starve. In the hopes of redeeming themselves, they’ve become the Jeremiad’s mailed fist,
relentlessly hunting down mortals who, knowingly or otherwise, aid the Contagion’s spread. The
newest commandment — “Thou shalt not drink the blood of the Contagious” — has thus far yet
to see any violations come to light, but desperate times sometimes call for desperate measures,
and even many of the Lance’s finest are starting to get hungry.
Rosetta Society
The Dead War was not kind to the Good Vibes krewe. The upwelling of the Underworld and the
subsequent end of ghostly Twilight meant that their distribution model was destroyed. Having
lost almost half their living number over the last year, the remaining members of Good Vibes
have reoriented themselves with a little help from demonic associates — the Jailbirds who broke
with Pernoja. Mainly Inquisitors, they’ve taught Good Vibes the best practices of espionage, and
the result is a combination Agency-krewe that, for all its past troubles, is one of the better
sources of information on the Contagion in the Bay Area.
They’ve found new allies and a secure distribution network in a local cell of Network Zero, the
Berkeley Irregulars, whose history and membership reaches back to the birth of information
technology and the very beginning of hacking itself. Originally a hobbyist venture, the group
turned to investigating the supernatural after one of their number was consumed by a demon’s
soul pact. They’re still hunting for the monster, who used the identity as a cutout before
discarding it and practically unmaking their friend’s existence. The Irregulars warily collaborate
other demons, but none trust them.
Working with this rag-tag group, mainly behind the scenes, is the lion’s share of the Autumn
Court. Though they profit in the short-term from the rise in fear stemming from anxiety and from
encounters with things of the Underworld creeping into the city, even they can recognize an
invasion when they see it. Unlike their warlike Summer cousins, they’re more inclined to study
the Contagion than fight against it, to test it with glamour and oneiromancy in the minds of the
Contagious. They risk infection themselves, but if anyone understands that knowledge requires
sacrifice, it’s the Autumn Court.
Ship of Theseus
Quiet and studious before the Dead War, the Sutro Baths Association has emerged in the
aftermath to aid the dead who have returned in such numbers — even if they don’t know they’re
not meant to be seen by the living, they’re still being exploited and abused by them. The Sutro
Bath Association’s public arm is gaining a reputation in the city as a charitable foundation and an
organizer of public protests; one of their ongoing projects is a dead-specific renter’s union to
fight against exorbitant charges for reliquary storage.
In addition, they’re also studying the interaction between the God-Machine and the Underworld,
and specifically those sites where dead Infrastructure has emerged in the world of the living. The
Transcontinental Railroad Society is their greatest ally in this venture, providing them with a
wealth of information about the nature of Infrastructure and of the God-Machine itself. In return,
the Association provides them with information about the dead, the Underworld, and issues
surrounding the Sin-Eater cause. Each considers the other valuable, if a little weird.
Within the last few months, they’ve been joined by a throng of the Created. These qashmallim-
watchers from the Salton Sea were led to San Francisco by a being of pure Pyros, which
promptly collapsed into nothingness and sparked a firestorm that, for just a moment, caused
every piece of Infrastructure in the area to fluoresce brightly. Two of their number have since
transitioned to the Refinement of Silver, seeking to understand the strange technologies and the
Contagion’s interaction with them. Another, following the instructions of a ghostly athanor, has
taken on the Refinement of Phosphorus, and is exploring the strange way humans in San
Francisco interact with the visible dead.
Zero Hour
The Whisper Kids, riding high from coming through the Dead War relatively unscathed,
command a great deal of the prestige and authority in Zero Hour’s Bay Area cohort, despite
being almost entirely under the age of 30. Natalia Álvarez, a young trans woman (and one of the
three Patient Zero Sin-Eaters) has all but turned the krewe into her personal army. Adept at
creative solutions and particularly gifted at asymmetrical urban warfare, her greatest failing is
her laser-like focus on the Underworld. As far as she’s concerned, the Contagion is just another
manifestation of its rapacious greed, and victory will come when they drive the Underworld back
down where it belongs.
Before she Fell, Pernoja was Nimrod 1.0, a hunter who annihilated dozens of demons with cold
precision and overwhelming force. Falling didn’t change much about her besides her preferred
list of targets. Never one for patience, the Jailbirds were good to her nonetheless, and even let her
serve her purpose on a few occasions. Even those of her fellows who sympathize with her call
for a more direct solution to the God-Machine’s encroachment and who followed her when she
split the Jailbirds worry that she’ll take things too far — but thus far, and with Álvarez’s help,
they’ve kept her focused.
Before the dead rose, the Adamantine Arrow and the Praetorian Ministry were the deadliest of
enemies, engaged in a war over the symbology of violence itself, liberation versus oppression. In
the face of a reality-threatening menace, the two sides have — reluctantly — concluded that the
enemy of their enemy is an enemy they can put off war with. Officially, the two Orders are
members of the same command hierarchy and they do coordinate all their actions. Nevertheless,
neither is willing to share any information that might compromise their own post-Contagion
strategies, and both sides adamantly oppose to their counterpart maintaining sole control over
any one area while desperately trying to carve out solo protectorates of their own.
The Symptom
The dead have risen, and they’re looking for work. What began as a few isolated communities
struggling with dead relatives suddenly back among them and telling tales of a horrific
Underworld has become a region mired in the certainty that the rat race continues after death. A
few Sin-Eaters joining their dead comrades on the other side of mortality became a pandemic
sweeping through krewes. Despite spreading throughout the Bay, this outbreak is one of the
Contagion’s less virulent varieties, primarily infecting the dead and things of the dead, such as
dead Infrastructure or the Underworld itself — even in these cases, it remains dormant much of
the time. Most of the dead in San Francisco — Bound included — are asymptomatic carriers of
the Contagion.
Functionally, what this means is that only ghosts, creatures of the Underworld, the Underworld
itself, and dead Infrastructure can spread the Contagion. Changes to reality and memory are side
effects of the Contagion causing death itself to become inflamed and swell out into the world of
the living, and not its direct handiwork. The living only rarely contract the Contagion, and when
they do, it’s effectively a dead end for the disease — unable to spread to others from there, it
twists and warps the living to become more like the dead.
Mortals might, at the Contagion’s first stages, develop what seem like mundane ailments, such as
pica or obsessive behaviors. However, these quickly graduate into a deep hunger for ectoplasmic
corpus, or obsession with specific locations (and, frequently, sufferers demand payment for their
use). Eventually, in its final stages, the changes begin to warp the flesh as well as the spirit, and
the victim becomes something neither dead or alive, but wholly monstrous.
Geists
It’s not as hard as one might think for a Geist to pass unremarked upon, given their newfound
visibility, as most of the living in the Bay Area now know about and are terrified of Geists. Most
children are taught not to look at or acknowledge a Geist’s presence in any way, and thanks to
the retrocausal nature of the San Francisco outbreak, virtually every adult retroactively received
the same socialization. Most people will become extremely uncomfortable in the presence of a
Geist, making whatever excuse they can to flee the scene — possibly after trying to warn the
Bound in the most circuitous language they can think of not to turn around, if they’re feeling
charitable.
Outbreak Sites
The San Francisco outbreak is primarily spread by the dead and their trappings, though they do
so almost entirely as carriers. It’s when the Contagion infects Infrastructure or the living that it
begins to twist and warp reality.
Ghosts and the Machine
With the God-Machine straddling life and death, and with the energies of both freely mixing
across the Bay Area, it comes as no surprise to the knowledgeable that Contagion-carrier ghosts
are beginning to experience stigmata just as mortals do. What’s more terrifying, especially to
demons, is that the souls of the Contagious claimed in pacts aren’t always behaving as they
ought. More than one victim, her life hijacked by a demon just as disease was beginning to
unwind it, has found herself not only a ghost, but a terrifying conglomeration of ectoplasmic
flesh and demonic instrumentation, equipped with Modifications, Technologies, Propulsions,
Processes, and occasionally even Embeds or Exploits inherited from her demonic partner. No
longer affected by the Contagion (though still carrying it), she’s nonetheless marked by its
presence — and the jury’s still out on whether these hybrid ghosts can be cured at all.
New Rules
• Hybrid Technology (• – •••••): The ghost is a hybrid of corpus and machinery, and may
purchase demonic traits (Demon: The Descent, p. 196) as well as Embeds and Exploits
(Demon: The Descent, p. 123). Modifications cost •, Technologies ••, Propulsions •••, Processes
and Embeds ••••, and Exploits •••••. This Merit may be taken multiple times, but a character may
only purchase a total of ten dots in it. These Traits are always active (or may be activated and
deactivated at will), but they are also obvious and unnatural-looking.
Angel Island
Angel Island, often referred to as the Ellis Island of the West, was the gateway to San Francisco
for hundreds of thousands of immigrants. It’s served other purposes since that time, such as for
quarantine and later internment of Japanese, German, and Italian immigrants during World War
II. During the Cold War, a missile station was built on the island; it’s since been
decommissioned.
One of the epicenters of the Contagion, a variety of dead Infrastructure has surfaced on the island
and is slowly bleeding into reality. Every stream and river on the island has reversed its flow, the
water pouring into a gaping cenote at the summit of Mount Livermore, where an Avernian Gate
stands permanently jammed open. The stump of a half-buried radio tower extending from it
broadcasts constantly despite a lack of power, shouting numbers and snippets of long-lost radio
broadcasts into the ether.
The Ghost Fleet of Suisun Bay
After the massive build-up of World War II, the Navy reduced the size of the Pacific Fleet
significantly, scrapping some ships and mothballing others in Suisun Bay, an inland body of
water in the North Bay Area. Since then, apart from creating an environmental disaster from all
the flaking paint, they’ve been sold off for scrap one by one, reducing what was a vast Reserve
Fleet to a handful of boats that are destined to be broken up on the shore. Except the work never
quite ends — there’s always more ships to break up, and these days it seems like they’re
multiplying every time one looks away. Ships from the Second World War, ships from the First,
and ships from the Third (still radioactive) are all dragged into being by the rusting hulk at the
heart of it all, the USS Eldridge — a vessel that never sailed in the Pacific, which still bearing
the dead-and-rotting Infrastructure that inspired the legend of the Philadelphia Experiment.
Atlas Development
The Bay Bridge has connected San Francisco to Oakland for decades, but during the 1989 Loma
Prieta earthquake, a section of the upper deck collapsed, prompting retrofitting and the
replacement of the aging eastern span. That replacement was discovered to have serious
corrosion issues with the welds in its foundation, and developers are scrambling to provide
solutions.
One, Atlas Development, claims to have found the perfect answer, and is in the process of
constructing proof of concept buildings across the Bay. Their answer is nothing less than taking
advantage of the Underworld’s tendency to consume the dead by mixing ground stone taken
from the Underworld into cement, and using it to construct the framework of a building that will
consume and use the corpus of Anchorless ghosts to fill itself out. Animacrete, as they refer to
the resulting mixture of Underworld concrete and ghostly remnants, is both lighter and stronger
than traditional cement, and highly corrosion-resistant. There have been protests from the very
beginning, but Atlas claims that it’s better to be a part of something lasting and visible than lost
forever to the uncaring Underworld. Some speculate that they’ve already begun to run out of
Anchorless ghosts to feed into their buildings. Rumors that they’ve begun employing legbreakers
to find and destroy Anchors are, of course, just that: rumors.
Contagious Human: Mr. Michaels
“Your lease has been modified. All electrical lights will be extinguished between
the hours of 3:12 PM and 4:55 PM. I have spoken.”
Mr. Michaels is a perfectly ordinary facilities manager at the Seaview Apartments, but he does
get under residents’ skin sometimes. First, it was the mandatory all-tenant meetings in the
parking lot — at 2:34 AM, precisely. Then, the snap inspections, not that he ever says or does
much during them, just stands in the corner and stares. No one’s ever heard him opening or
closing a door, either. Occasionally, he’s in two places at once. Then, there’s building E, which
wasn’t there before, every inch of the interior and exterior walls covered in scrawling script like
a modern Code of Hammurabi. Really, if the rent wasn’t so cheap, people might start thinking
about moving out, but it’s not like you don’t find the same sorts of things at every complex —
right?
Description: Mr. Michaels still looks human if he doesn’t stand in direct light, but his pale skin
is even more washed out than usual, his eyes have lost their color and sunken back into his skull,
and his black hair seems to consume light. His fingers are a little too long, the nails dark but
immaculately trimmed. His voice grows raspier by the day, almost like something was speaking
through him from somewhere deep in his gut. The eyes in the back of his head are mostly hidden
when he keeps them shut, but the nose and mouth below them are starting to protrude.
Virtue: Implacable
Vice: Obsessive
Rank: 3
Attributes: Power 7, Finesse 4, Resistance 8
Influence: Seaview Apartments (•••••)
Corpus: 13
Willpower: 10
Size: 5
Speed: 11
Defense: 4
Initiative: 12
Armor: 0
Numina: Aggressive Meme, Awe, Implant Mission, Pathfinder, Regenerate
Max Essence: 20
Ban: Mr. Michaels’ Attributes are halved if he leaves Seaview property, unless he is pursuing
someone who violated their lease.
Bane: If three or more people attack Mr. Michaels using identical weapons and inflict the same
corpus damage with each attack, that damage is retroactively upgraded to aggravated.
Story Hooks
The following details may serve to inspire Storytellers, or serve as one-off events connected to a
larger storyline.
The Phlogiston
“[Ceaseless inhuman screeching]!!”
It was made with a single purpose, and it failed. In failing, it consumed itself. Designed to
annihilate San Francisco, the Phlogiston “merely” started one of the most destructive urban fires
in American history. Burnt to scrap, it’s lain buried under ash, dirt, and cement for over a
century, but the surging of the Underworld has given it new, if temporary, life. Every April 18th,
the ghost of the Phlogiston rises, shrieking and shedding flames as it wanders for four days and
nights before finally dissolving into ectoplasmic ash. Last year, it was wholly unexpected, and
occurred early enough in the outbreak that it did very little damage — this year, however, with
the Underworld’s influence spreading, the potential for a terrible disaster is staring the Sin-Eaters
of the Bay in the face.
Description: The Phlogiston is a creature of living white-hot flame and burning, smoking,
melting debris. Fifteen feet tall and terrifically strong, its hands never seem to have the same
number of digits — they’re consumed and re-extruded constantly. Its feet are perhaps its most
solid part, since they tend to accumulate debris more quickly than any other part of the spirit,
leaving burning footprints and the stench of smoke in its wake.
Virtue: All-Consuming
Vice: Broken
Rank: 5
Attributes: Power 14, Finesse 12, Resistance 10
Influence: Fire (•••••)
Corpus: 20
Willpower: 10
Size: 10
Speed: 26
Defense: 12
Initiative: 22
Armor: 0
Numina: Blast, Emotional Aura, Firestarter, Regenerate
Max Essence: 50
Ban: The Phlogiston’s Defense is reduced to 0 against any weapon constructed entirely of
materials taken from buildings that survived the original 1906 fire.
Bane: The flaming waters of the Phlegethon, one of the great rivers of the Underworld, will
quench the Phlogiston’s fire, dealing Aggravated damage to it.
Soulsafe Phylactery, LLC
The constant influx of the dead into the Bay, the legacy of necrocapitalist startups stretching
back as far as the 1980s, has only deepened the already-terminal housing crisis caused by
gentrification. The living are pushed out of apartments by high costs, and in turn rent hovels
previously used almost exclusively by the dead to store their Anchors. The price of land in the
city means that self-storage facilities are, increasingly, a thing of the past (if they’re not being
upconverted by some tech startup into low-cost intern housing), leaving the dead with few
options besides banding together to rent a tiny apartment or even a room — something frowned
upon by archaic housing laws that don’t respect the modern reality of the dead and the living
with regards to real estate.
Enter Soulsafe, LLC, the first and largest startup dedicated entirely to providing low-cost, high-
security Anchor storage to the dead. Similar to capsule hotels, Soulsafe Phylacteries are little
more than an alcove with a heavy locking door, one among many lining the reinforced walls of
the building. Security varies according to cost — some use keys, others use keycodes or
passphrases (two-factor authentication for a small fee!). The entire building is wired with a
camera network, and guards patrol each floor on a regular basis.
Something in the Water
The San Francisco Bay has been a haven for leisure boating for decades, to say nothing of its
industrial and shipping use as a deepwater port. Recently, though, the former has started to drop
off, for even as the dead walk the land, the sea has its own dead newcomers — except, in this
case, rather than the souls of dead creatures, Chthonians have emerged in the Bay. Ancient
beyond reckoning, these beings never properly lived and only know an insatiable hunger. While
they may come in any shape, they often assume the forms of ancient marine super-predators, or
conglomerations of their deadliest traits. They aggressively hunt anything that rides the waves.
Small craft, especially sailboats, are particularly vulnerable to these beasts, but the freighters and
larger craft that ply the Bay are more or less safe, though it’s becoming common for even these
behemoths to make port with massive dents or long claw marks running along the waterline.
Pandemic Situation
Only the most courageous (or most zealous) of demons have ever braved Silicon Valley, for
according to them, it’s the place in California most deserving of the name “City of Angels.” The
God-Machine’s presence here is thick, with almost every other building sporting Infrastructure
of some kind; server farms where interns recite the products of occult Markov chains, factories
where CPUs are forged and cooled in human blood, market prediction firms where shattered
RAM chips are cast like dice and the shapes they form read like tea leaves. Some simply call it
The Prototype, fearing that it’s what the God-Machine would have the whole world look like.
Now, there’s a new concern — keeping the Contagion from infecting a massive Infrastructure
complex with connections all over the world. The Firebreak line, a quarantine carved out at San
Jose’s northern edges, has held thus far, but many of the Sworn privately despair of stemming
the spread of infection.
Eaters of the Dead
The vampires of San Francisco are perhaps the most on edge about the outbreak, if only because
the number of dead is rapidly outpacing the living population. The local Invictus court has
become extremely possessive of their herds, and the Lancea et Sanctum is preaching that the
dead are God’s judgement on the undead for being imperfect predators. The Ordo Dracul, rather
more pragmatic, is adapting as best they can; one of their number, a Mekhet named Aster,
developed a Coil that allows vampires to feed on the corpus of the dead. It seemed like a
godsend at first, but it was only after some of the earlier adherents of the coil began to report
symptoms of the Contagion that the Ordo Dracul realized it was creating a new vector of
infection. Teaching of the Coil was summarily banned, but there’s already a thriving community
of necrophages. As far as they’re concerned, if they’re already infected, there’s no reason to go
back to increasingly scarce prey.
Living with Contagion
Not every Sin-Eater in the Bay carries Contagion, but many do, as they’re directly susceptible to
this variation of it. Fortunately, Sin-Eaters (and other Bound) have the advantage of being at
least partially dead — as a result, while the average Sin-Eater is a carrier, few are Contagious.
The problem is, this makes it difficult to tell whether one of the Bound is infected. Sin-Eaters are
desperate to stem the tide of infection, having already been engaged in a guerrilla war against the
Underworld before it marched onto their home turf. There are even attempts to impose a
quarantine on the city to avoid contaminating Avernian Gates or Infrastructure outside the Bay,
which Zero Hour and the Jeremiad have been zealous about enforcing.
Regardless of infection status, all Bound within the hot zone — roughly contiguous with San
Francisco, the Peninsula, Oakland, and portions of the North and South Bay — are subject to its
effects, namely being as spectral as the dead themselves. As the dead are material, this hasn’t
hampered them much, but it has had a few effects; the signs of their deaths are as visible to the
living as they once were in the Underworld, and as ghosts themselves, they’re susceptible to
being dispersed — though, instead of reforming later, their Geist emerges and subsumes them,
reversing their traditional roles as the Bound is reduced to a passenger in the Geist’s now-
material body, helpless as the spirit wreaks havoc.
New Rules
• Falling Apart: Bound replace Health with Corpus. They only possess Bans and Banes
while they are Doomed (Geist: The Sin-Eaters, p. XX). These Bans and Banes should relate to
the Key unlocked. If the Bound loses all her Corpus, she is dispersed and her Geist is Unleashed
(Geist: The Sin-Eaters, p. XX).
• Plasm for Essence: If the ephemeral entities rules (Chronicles of Darkness, p. 124) call
for expenditure of essence, the Bound spend Plasm instead.
• Dispersal: Dispersed Bound reform at the end of the scene, even if their Plasm is
exhausted. Unlike ghosts, they reform with their Corpus intact. Bound may be permanently
dispersed if destroyed in a manner resonant with their death, or with a Bane if they presently
have one.
• Nothing Special: Bound do not lose the Medium and Ghost Touch Merits, but within the
outbreak’s area of effect, the fusion of materiality and deathly Twilight supersede them.
• Solid as a Rock: All Twilight entities associated with death (e.g., ghosts, Reapers,
Kerberoi) are permanently Materialized (Chronicles of Darkness, p. 134) at no cost, and only
suffer essence bleed if they do not spend at least an hour a day in the presence of an Anchor. If
their Anchor is destroyed or lost and they cannot take advantage of another Manifestation
Condition (such as Possessed) they suffer essence bleed as normal.
• Nothing Unusual: Humans affected by the San Francisco outbreak do not experience a
breaking point upon seeing a ghost, unless the ghost’s death trauma is particularly gruesome or
relevant to a personal trigger (Storyteller’s discretion). This does not apply to Geists.
• The Key of the Contagion: All Contagious Bound possess an additional Key, the Key of
the Contagion (p. XX).
Geists in a Ghostly World
The Bound are not the only ones struggling with changes to their metaphysical state. Once
living, then dead, then something beyond mere human death, most Geists have very little
memory of being material, and those who do typically remember only traumas associated with
their deaths. Consequently, being visible (and material) is often extremely troubling for them —
which, in turn, creates a great deal of trouble for the Bound. While the connection between the
Bound and Geists is not public knowledge, numerous urban legends about people haunted by
Geists exist, in which Geists range from omens of impending death to the not-quite dislocated
soul of a murderer about to kill its living shell to wander and murder with wild abandon.
Bound Geists have the option of retreating within their partner, though many grow increasingly
frustrated and intractable when not given the opportunity to show themselves among the dead —
as much as they’ve forgotten about themselves, they have no desire to be forgotten by others.
Unbound Geists — free or graveyard guardians — are material but have nowhere to hide. They
are entirely unequipped to cope with the attention of the living, though they do retain the full use
of their natural powers. San Francisco’s Contagious retrohistory is littered with gruesome
murders laid at the feet of Geists, and popular conspiracy theory holds that the Zodiac Killer was
in fact a particularly coherent Geist.
New Rules
• Flesh Once More: Using the Caul Haunt gives the composite Bound/Geist entity a reasonable
facsimile of flesh and blood for the duration of the Merged Condition (Geist: The Sin-Eaters,
p. XX), which can be used to fool casual observation but not focused inquiry.
Infectiousness
Contagious Bound possess an additional innate Key: the Key of the Contagion, a manifest form
of death’s extrusion into the world of the living due to a disease of reality. By drawing on the
Contagion, Bound may empower their Haunts significantly, at the cost of giving the Contagion
room to replicate and possibly to spread. A Bound’s infectiousness is tracked with three
Persistent Conditions: Latent (p. XX), Replicating (p. XX), and Shedding (p. XX).
Terminal Contagion
Terminal isn’t a Condition, or at least, it’s not a Condition like the others. When a Bound is
Terminal, the Contagion is in the driver’s seat, and will use her for its own ends, which typically
involves spreading itself as much as possible. Terminal Bound are unsuitable for use as player
characters, but that doesn’t mean that they’re lost forever — there might still be a chance to cure
them.
The Key of the Contagion
The Infected Key, The Key of Plague, The Sick Machine’s Key
The Key of the Contagion is an unnatural Key, born from the intersection of death, the God-
Machine, and the world of the living. It is the Key that shouldn’t be, the Key that eats away at
the user until it leaves them a husk of their former self. It sometimes feels like turning the Key of
Disease, but subtly wrong; others feel the fevers or the sensation of a wet cough rather than the
Bound, or instead of sputum, they bring up motor oil. Nothing goes as it should when the
Contagious Key is turned — but that’s what makes it so powerful, and so tempting.
Unlock Attribute: Any
Resonance: The Key of Contagion is resonant whenever the Bound is in the presence of the
Contagion in strength; not her own sickness, or a single Contagious, but a whole band of
Contagious would qualify, as would an infected Infrastructure complex. The Key of Contagion is
always resonant in the presence of another unlocked Key of Contagion.
Doom: The Key of Contagion does not Doom the Bound. Instead, its use exacerbates a
Contagious Bound’s infection.
The Cure
The situation in the Bay Area is dire — multiple points of infection across a heavily urbanized
geographic area — but it’s not without hope. Because the Contagion here originated in dead
Infrastructure, the Sworn are convinced that excising the dead “tissue” of the God-Machine will
allow its natural defenses to reassert themselves, returning reality to its normal configuration.
The trick will be to figure out how to accomplish this feat.
The Cryptocracy
The San Francisco bureau of the Cryptocracy has focused their efforts thus far on safeguarding
the living of the Bay Area, ensuring that despite the financial cost, housing remains (to some
extent) available to the living. Likewise, they work to prevent development of dead-centric
structures and practices. This not only serves to keep the social focus of the city on the living
despite the ever-increasing numbers of the dead seeking work, but also to prevent potentially
Contagious individuals from departing the city in droves and spreading the infection elsewhere.
The Cryptocracy’s greatest advantage lies in their connections with mortal authorities, both local
and national. Despite TFV’s zero-tolerance policies for the supernatural, a small but growing
faction in its higher echelons are taking suggestions (not orders — suggestions) about potential
targets of opportunity in the Bay Area. Agents watch for potentially Contagious subjects and pile
up mountains of paperwork in front of any path away from the city — and when that fails,
arrange for accidents or emergencies to consume whatever nest egg the unfortunate was relying
on. They hope to secure all the Contagious Infrastructure in the city, and to deactivate it all in
one fell swoop, trusting to reality’s natural immune system to reverse whatever effects of the
Outbreak linger beyond that. They have contingency plans just in case, but no one in the
Cryptocracy wants to engage with what they refer to as “the Jeremiad failsafe.”
The Jeremiad
The Jeremiad’s primary concern in the Bay is stopping the spread of the Contagion by any means
necessary — and they really do mean any means. They’ve gotten good at passing off arson as
accidental fires, or at faking gas or toxic effluent scares to gain access to infected Infrastructure.
Thus far, they haven’t managed to disable or destroy any of the key sources of the Contagion,
but they have managed to take down several key secondary or tertiary vectors of the plague.
They’re also heavily involved in charitable organization for the dead — many of the Jeremiad
believe that the shape this outbreak has taken is nothing less than a message from on high to re-
examine humanity’s relationship with death, with their ancestors, and with each other.
Sin-Eaters insist that the dead are as “real” as the living, and that the Jeremiad is called to aid
them. As a result, the going practice in 1906 is to aid the dead in moving on, the better to lower
the number of potential vectors of Contagion. However, vocal non-Sin-Eater groups within the
Jeremiad (especially the Lancea et Sanctum) regularly argue for simply shepherding the dead
down into the Underworld, relying on arguments from Awakened necromancers that the dead
have no souls and are, therefore, not actually the people they appear to be. More than one fight
has broken out over the argument; most recently, Jenny “White-Eye” Whitehead used the
Memoria Haunt to make her point in as visceral a manner as possible, forcing her opponents into
a morality play of dead existence. The rift this caused still hasn’t healed, and is feeding the
biggest problem the Jeremiad has in the Bay: as far as anyone can tell, every Sin-Eater is a
potential carrier, and the only way to be sure is to see if they spread the Contagion to as-yet-
uninfected Infrastructure. Of all the Sworn, they’re perhaps the least fond of uncertainty, but thus
far, only the most radical members of the faction have so much as suggested turning on their
Bound membership.
The Rosetta Society
If the Contagion is poorly understood communication, then the San Francisco outbreak is
someone hollering into a megaphone inches from one’s ear. Just sorting out Contagion-wrought
changes to reality from redirected systemic oppression is difficult enough. So far, the Rosetta
Society’s work has been mainly logistical, creating a map of the Bay cross-referenced by
Infrastructure and infection status — thanks to the work of the post-war Good Vibes krewe, it’s
probably the most up-to-date collection of intelligence on the spread of Contagion in the Bay.
They’re not just gathering information anymore, though. With expeditions into the Underworld,
far beyond the Authochthonous Depths where the God-Machine’s touch is still known, the
Rosetta Society is making connections, seeking out proof of the radical theory that the Deep
Domains are, in fact, the ghosts of worlds entire, dead of Contagion before they could puzzle out
its meaning. Their search for meaning in the disparate Old Laws of the Kerberoi may be a fool’s
errand, or it may change the course of history.
Other members of the Rosetta Society are exploring a more technological solution, studying the
88-inch Cyclotron at the University of California at Berkeley. While it’s not Infrastructure of the
God-Machine, it’s near several complexes, and particularly high-energy operations have been
known to have effects on them — effects known to the Berkeley Irregulars, who count several
physicists among their number. They have hope — a wild hope — that using the cyclotron, they
may be able to affect the Contagion, or potentially activate dormant immune systems within the
God-Machine. They have made tentative overtures to the Transcontinental Railroad Society,
despite the Irregulars’ historic distrust of demons, but they’ve yet to find out how the Integrators
will respond to the idea of humans commanding the Creator.
The Ship of Theseus
To the Theseans, the San Francisco Bay outbreak is a call to unity unlike any before. It’s written
across the very face of the outbreak — the Underworld and the world of the living stitched
together, the quick and the dead staring each other in the face and coming to terms with it. Small
wonder, then, that their efforts have focused on the dead in particular, doing everything in their
power to cement them as equal members of society — a task very much opposed by the powers
that be who are making profit hand-over-fist thanks to the legal grey area of employing the
deceased.
To that end, the Theseans are doing everything they can to radicalize the living and the dead,
urging them to come together in mutual opposition to exploitation. From renter’s unions to
wildcat strikes to protests that gridlock Interstate 80 for hours, odds are there’s a Thesean’s hand
behind it all. It’s made them many powerful enemies, but if the Ship of Theseus knows anything,
it’s how to adapt.
Zero Hour
Those few who know what the Whisper Kids did blame them for the outbreak, save the envoys
of Zero Hour who came to them after the Dead War. It takes a certain kind of ingenuity to
meddle in the God-Machine’s inner workings, and a certain kind of luck to survive the attempt
— and the Whisper Kids had both. They’ve not only made strides against the Contagion, they’ve
moved into the Contagion’s backyard. More than one Zero Hour stronghold is built right into a
piece of dead Infrastructure, and despite the eschatological effects of their last experiment, they
haven’t stopped trying to understand the Infrastructure’s inner workings.
That the Bound are, potentially, carriers of the Contagion makes it difficult to them to work with
the Jeremiad, but so far, they’ve managed. The Firebreak at San Jose is a joint project of theirs,
though turf wars have erupted over what to do with any given Contagious person or object that
tries to make it through.
Álvarez’s plan is straightforward: figure out the exact input that made the God-Machine tear
dead Infrastructure out of the Underworld, and puzzle out its opposite. If the God-Machine can
take it out, she estimates, the God-Machine can put it back — and she firmly believes that doing
so will undo the outbreak. That it might well mean her and her infected comrades’ exile into the
Underworld — she’ll pay that price, if it comes to it.
The False
The Sworn aren’t alone in San Francisco. The Crucible Initiative is ready to burn out the
infection, the Machiavelli Gambit is abusing the Contagion for their own ends, and Naglfar’s
Army is reveling in the sheer apocalyptic ruin of it all. Time will tell which of these threats is the
greatest, but none may be taken lightly.
The Crucible Initiative
The Crucible Initiative was born in the fires of total war, and its strategies reflect that — but San
Francisco is hardly the Western Front, and modern society has developed an aversion (a
troubling one, to the Crucible) to mass death. Their methods have developed by necessity, for
though everything pales before the need to destroy the Contagion, exposure might well threaten
the entire enterprise.
Consequently, the Crucible Initiative in San Francisco is subtle. Their operations, no less bloody,
are carried out with the greatest discretion. They’re fortunate that the primary carriers of this
particular outbreak are the dead, and though they’re much more visible than they used to be,
they’re still easily missed and easily replaced — Anchors get lost or broken, the Avernian Gates
lead them astray, or an unlicensed Reaper made a trip to the city. Easily excused, easily
forgotten. Many of the Crucible’s finest necromancers are on the front lines in San Francisco,
binding the dead and flensing them to shreds, seeking any sign of the Contagion. Multiple
Reapers — the Eyeless Minister, the Maw of Tears, the Forgotten Word — are fully committed
to the Crucible’s plan, eager to force the Underworld to rely on them to bring the dead to its door
once again.
The Machiavelli Gambit
By far the strongest of the False in San Francisco, the Machiavellians see this outbreak as the
ultimate get-rich-quick scheme. Between Tempers leaning on others with the threat of corruption
and Reapers not-so-quietly setting up shop in the halls of power, they’ve got the leverage to pull
it off. Soulsafe Phylactery, a fully owned subsidiary of a Panopticon pylon, is one of their
biggest successes, but there are up-and-comers waiting in the wings and hundreds of fingers in as
many pies. One Reaper, the Ten Thousand Wings, has capitalized on materiality by abducting
humans along with ghosts, stranding them in the Underworld until they agree to pay up. Half-
Life Harry, a radiation-burned former Sin-Eater who broke with his krewe over the
Underworld’s resurgence, has built a cult around his self-help scheme for ghosts — which,
privately, he hopes to use as a cudgel against the Underworld, but in the meantime he’s quite
happy to profit from their desperation.
Naglfar’s Army
Outbreaks as virulent as San Francisco are the stuff of the Antediluvians’ dreams, and they’re not
about to sit around and let the Sworn ruin the show. The message can’t get any clearer — the
God-Machine has never been so prominent in mortals’ day to day lives, the Underworld is
demanding its due, and it’s time for humanity to die and get out of the way! Much of the
Antediluvian contingent in San Francisco hails from the Underworld itself or has some measure
of power over death, from petty necromancers to Seers of the Throne, and most are attempting to
draw the deeper powers of the Underworld into an alliance with them. Unfortunately for them
(and fortunately for reality), the Kerberoi are as implacable as they are inscrutable, and the
guardians of Irkalla’s Gates are uninterested in anything but collecting tolls.
What successes Naglfar’s Army has seen largely revolve around spreading the Contagion,
seizing Contagious humans or components of Infrastructure, and scattering them to the four
winds. None of the secondary outbreaks have really caught fire yet, but there’s places as far
away as Oregon or Nevada where county graveyards are time bombs waiting to go off.
Where We Are
Many people believe in a certain level of animism to this day, but the belief was stronger and
more celebrated in the past. Today, to the great pleasure of the Cryptocracy, yōkai play a role in
attracting tourism and celebrating Japanese history. Many of the stories of heroes defeating evil
demons or calming angry spirits are portrayed in the arts. In Noh, a classical Japanese musical
drama performed exclusively by men wearing elaborate masks, the plots usually draw from
legend and history, with themes often related to dreams, supernatural worlds, ghosts, and spirits.
Noh continued to flourish throughout Japan in the Edo Period under the patronage of feudal lords
and became the preferred entertainment of the samurai. The stories spread by word of mouth and
within literature among the common folk. Some stories describe creatures born from Contagion
but with bits and pieces mixed up, like in a game of telephone. Today, new stories of yōkai
written in mass media draw from urban legends and feature vengeful spirits and twisted creatures
Cause
There are two strains of the Contagion currently affecting Kyoto: one from the Heian period
which has flared up after it was believed cured in the past, and a new strain. The second strain
has multiple faces and affects monstrous beings and humans alike. This crisis threatens to shatter
the Sworn factions from within. The first plague seemed to only affect Shuten-dōji and his army,
so many naively believed that if all of them were exterminated, this age-old disease would be
cured. The cure back then was rituals and weapons now lost to the sands of time, or which are
now so scarce that few know where to find them.
Both the city’s Sworn and Shuten-dōji’s False point fingers at each another, each blaming the
opposite side for allowing the God-Machine’s infection to spread while attempting to control it
for their own causes.
Symptom
The Crucible Initiative is on the forefront with research into both strains, representing the Sworn
together with the Rosetta Society. They’ve divided the strains into multiple Contagious
behavioral categories. Most victims suffer multiple symptoms and the truly unfortunate have
been infected by both strains.
The Contagion is a slow progress that’s accelerated by reaching a breaking point. Its effect is
based on which strain the victim carries.
The Shuten-dōji Strain
What plans could the God-Machine have for the “leader of demons” to deny him and all of his
followers from the afterlife? These menaces mean to purge Kyoto of all its life. After studying
the strain for years, through autopsies and interviews, the factions believe that the disease
somehow removes one’s will.
An infected creature becomes surrounded by an ethereal smoke, which makes them easy to spot
from afar for those able to see other supernatural creatures normally or those that can see the
effects of the Machine.
Some Theseans believe this strain is an alternate form of the Odense Contagion (see p. XX), due
to the similar mental, if not physical, symptoms it inflicts upon the infected. The purported
Avernian Gate in Odense is said to lead to a section of Underworld accessible directly from
Kyoto, though whether Shuten and Knud have any link between them is difficult to verify.
Type 1A: Undying. This behavior has only been documented in supernatural entities and is the
one most factions are racing toward to harness for themselves. When the disease broke out after
Shuten-dōji’s decapitation, everyone believed his servants to be immortal. The older the being,
the more difficult it is to kill them without the correct rituals and weapons. The Undying
Condition is detailed in full on p. XX.
Type 1B: Dependency. This sapping of willpower is usually accompanied by unwavering
loyalty to Shuten-dōji, the Geryo, or an abstract worship of the Contagion, though some infected
have no knowledge of who the mythical demon leader was or what these semi-shapeshifting
entities are. This symptom is present in over 90% of the carriers of the old strain. Only the
extraordinarily lucky seem to have the immortality without the sacrifice of one’s sanity.
This symptom reduces a character’s maximum Willpower rating by one each time that character
reaches a breaking point. The player can choose to spend two Willpower points at a breaking
point roll to not advance this Contagion symptom, but if they do so, they do not gain the beat
typically gained at a breaking point. The Dependency Condition is detailed in full on p. XX.
It’s late at night past curfew when he gets approached by an adult who asks him for his name.
“Shirokane Daisuke,” he responds flatly and names the school he “enrolled” in. He’d rather not
fake formality, but his youthful appearance is a hindrance that he still curses his sire for. He
gives the excuse that his mother asked him to run an errand. The stranger leers at him, “I know
who you are, and what you are. What I haven’t figured is who you work for. I’m with the Zero
Hour trying to fight the Contagion that’s spreading in the city,” the woman tells him as she
hands over a card. “You have to tell me who you’re serving and if you’ve been at any outbreak
locations in the city.”
What an idiot revealing her true nature, Daisuke thinks to himself, feigning ignorance. He tries
to excuse himself and walk past the encroaching adult, but she blocks his path. “Either answer
my questions or we’ll kill you on the spot.”
“Fuck off,” Daisuke hisses, “I don’t serve anyone, and I’m not fucking Contagious! Do you
think it’s easy getting around in the city looking like a child!?”
The woman smiles and takes out a notebook with a small pencil fastened on it. “You’re putting
up a resistance to demands made by another, a healthy sign. Last test to prove your innocence,
prick this dagger. If you’re not Contagious, it won’t do a thing. Go ahead, give it a try.”
The Geryo Strain
The new strain of Contagion warps the appearances of the hosts it corrupts. It predominantly
expresses itself in physical and mental forms, although there is evidence of it impeding social
function to some extent. An outbreak that would spread quickly between hosts would be a
disaster in a metropolitan city, so it’s fortunate that the outbreak sources come strictly from
contact with certain objects found in the infected areas. Neither the Sworn nor the False know
how these locations became Contagious, though each faction has its own theories.
Though the Geryo strain appears to mainly target shapeshifters, those without shapeshifting
abilities are far from immune. For some, their identity withers to the point where they are
nothing but husks wandering among the public. Devoid of any personality and hope, those
unable to see the truth of the corruption think these people have slowly withdraw from their
social circles and naturally grow apart from society. Those who can see the workings of the God-
Machine get to witness how their loved ones’ spirits have been crushed by an unidentifiable
source.
The mutation of a victim’s appearance is a horrifying experience to witness, and thankfully only
affects shapeshifters for now. The process is slow, and the victim appears to be in excruciating
pain as their body warps into a monstrous shell. Mutations commonly take the form of additional
growths of fully usable limbs and scaly skin or calluses that protect the victim from harm. These
Geryo are known as the Distorted.
While horrendous in appearance, if one can survive the pain of the Geryo strain’s changes, they
imbue a remarkable physical strength and an aura of corruption in the twisted features of the
afflicted. Many fear to combat these Contagious without the weapons and rituals capable of
permanently killing them. Defeat a Geryo without the use of proper ways of fighting them, and
in time, it will merely return through portals and gates leading to different realms, always intent
on hunting its slayer.
Type 2A: Isolation. This symptom frequently appears together with the 2B variant. This
symptom works as the persistent Cracked Condition described on p. XX, with different
methods of resolution to the normal Condition of this type.
Satoshi unwillingly puts on a t-shirt with a print on it from a manga that’s not popular anymore,
but it’s the only one he has that doesn’t reek of sweat. The humidity and heat of the summer
forces him to leave the apartment to get something to drink. He curses his parents for cutting his
budget further to encourage him to go to the stores rather than just ordering his food directly to
the door. Everyone’s eyes seem to bore into him as he walks to the store. “Parasite,” he hears
them say in their minds. His parents are attempting to keep up the facade that Satoshi’s studying
to retake the entrance exam to Kyodai, but the truth is, he gave up after failing it the first time.
Hikaru had seemed so upbeat despite their shared failure and suggested they study together to
retake the entrance next year. It softened the blow for Satoshi, but shortly after their first study
session, Hikaru completely dropped contact, refusing to even let Satoshi in to his apartment after
banging at the door for hours. The news that Hikaru died in his apartment came as a shock, but
how he died was what perplexed him to this very day. Why would he starve himself to death?
Type 2B: Erasure. It can be tricky to try to enforce a memory loss onto players. After all, if they
can remember a person from previous sessions, why shouldn’t the protagonists? As the
Storyteller, you can obfuscate the details of a character that’s showing this symptom by having
them appear less often and by showing a slow transition of their loss of personality. You can also
enforce the memory loss on the characters in the world you are representing. This symptom is a
dramatic element in a chronicle, a tool for the Storyteller to show the appropriate mood for the
setting. It should be a subject that’s interesting to explore, rather than a frustrating moment in the
chronicle. This symptom works as the persistent Erased Condition (see p. XX).
“Smile!” Asahina says as their first photo is taken in the purikura. With each flash in the photo,
they change poses. They laughingly share the printed photos and go shopping in the mall. It’s
this moment that Michiko remembers to be the last day where Asahina acted as her usual self,
and she’s been tearing her hair out trying to figure out what happened to her since that day. Her
friend slowly started turning inward, and while she was still hanging out with their usual group
of friends, she mostly just sat there and listened. Michiko desperately tried to reach out, but
whenever she got an answer from her, it was that she felt tired. After the third time where the
group didn’t invite Asahina to join them on their usual coffee hangout every month, Michiko
confronted the group. While there was a part of her that was content without Asahina being
there since she had turned into a downer, she still saw her as their friend. “Asahina Yui?”
Ichikawa asked, eyebrow raised. “Who’s that?” It’s not until Michiko shows a picture of her
together with the group they recognize her again.
Type 2C: Shape loss and appearance mutation. This strain only infects existing shapeshifters.
Before the symptom manifests for the first time, the Storyteller must decide what mutation the
Contagious will receive. When the mutation has fully manifested, the organ or limb functions
with the same skill and ability as its natural counterparts. The mutation persists even after the
place or being that infected the character has been purified or destroyed.
Type 2C of the Geryo Contagion is the least common, but the numbers of Geryo infected with it
steadily increase. See p. XX for the Mutated Condition.
Reina is finishing another gym session without Haruhi and Minato. Where are they? They all
agreed they need to train so they can continue to hunt the bastards hiding in the shadows. She
reaches their voicemails yet again, so she decides to go and bang on their doors. Minato lives
within walking distance from the gym, so she decides to try there first. If she tries to ring his
doorbell, he won’t answer, so she’ll have to break in. “A window is probably cheaper to replace
than a door,” she decides as she climbs up the fire escape. As she peers through the window, her
view obscured by a curtain, Reina sees the back of Minato standing by the small cooking unit.
She breaks the window and announces her arrival but freezes at the scene in her friend’s
apartment. Minato is hunched over, trying to shield the bloodied stump he must’ve wrapped in a
hurry. Behind him, a monstrous hand covered in calluses with fingernails growing out of them
sits on the counter next to a bloodied butcher’s knife, oozing.
Outbreak Sites
Kyoto Station Building: This modern building is directly connected to the Kyoto Station, an
important place for those arriving in or departing from Kyoto. It’s an organized maze of 15
floors where if you lose your target, they may already be on a bullet train ride to Tokyo. The
human public frequent this place without any knowledge of how many different denizens
congregate there. It’s a gathering place for vampires to find prey, werewolves to exchange
information via packets using coin lockers, and for hunters to discover and stalk their
supernatural quarries.
This building is thought to be patient zero of the new Contagion strain affecting the city. While
the sickness is viewed by some hunters as a tool that they can use to purge malevolent beings, it
quickly spread out of control and new buildings become infectious. The afflicted become
infected via liquids from special carriers, which in two cases have been discovered in
contaminated food and drinks. Another documented case was a spread through contact with the
coin lockers on the fourth floor. As one area of infection becomes purified, two more crop up on
a later date, making it difficult to predict where the Contagion will show up next.
Heian Shrine: The shrine was built to celebrate the 1100th anniversary of when Kyoto became
the capital of Japan. Named after the city’s old name before becoming the capital, the monument
is dedicated to the spirits of those who first and lastly ruled from this city. The entrance to the
shrine grounds is marked with a giant torii gate. As is the case with most tourist spots in Kyoto, a
few stores and museums exist within a stone’s throw of the area. This location is an important
gathering point for the Sworn to exchange information with each other, as it is a neutral ground
built to celebrate the life of the city.
How ironic that this place would became a source of infection. Like a dysfunctional hung
parliament, the Sworn of high status now unwillingly congregate at this location to point fingers
at each other while the grunts do their best to fight the spread of the disease.
The main source of infection seems to be the constant humming of an exposed part of the
Infrastructure nearby. Those listening to it for too long risk contamination, so attempting to
determine from what direction the sound is coming is ill-advised, but not many people have any
suggestions on how to else discover its source.
The Kazan Tunnel: This is a ghastly, narrow, old tunnel situated in the eastern area of Kyoto
City. It connects the Higashiyama and Yamashina wards. The tunnel was built in 1903, and after
the Second World War, the passage was exclusively reserved for pedestrian and cycling use. The
tunnel is deemed haunted due to the deaths and other violent events happening there in the past.
Many eyewitness reports mention seeing ghosts of soldiers of a defeated army in the Middle
Ages. Most reports mention hearing low whispering and the sensation of feeling something —
someone — brushing against them as the walk through the tunnel. Some claim it’s the Contagion
once again spreading via liquid form, but now it’s felt as an unnatural humidity.
A lot of enthusiasts of psychic phenomena visit this location to view these spirits and to test their
courage at midnight. The area’s reputation as a haunted place spreads more by word-of-mouth
every day. The tunnel is always darker and colder than the surrounding area, even on sunny days.
Though the area is remote, the Kazan Tunnel is a popular place for different hunter cells to
exchange information about monstrous activities in the city. Except for some tourist groups and
curious teens, the locals of the area seem not to care much for it.
Mt. Kurama: One of the many sacred locations in Kyoto, this mountain is said to be the home
of the King of Tengus, Sōjōbō. The Uratha in this region view this mountain as important turf,
and have a close relationship to these bird spirits, while the local vampires stay clear of the area
in fear of mythology surrounding a group known as the Strix, of which Sōjōbō may be a
member.
Within the cedar forest is the small village of Kibune, a quaint little hamlet that’s turning a profit
from the tourists who come to visit the famous Buddhist temple at the base of the mountain. Its
entrance is a niōmon, a gate said to serve as a border between the temporal world and the sacred
grounds. The Contagious believed to be immortal say this is one of the many gates serving as
their entrance back to this world after they are temporarily defeated.
The Japanese Uratha in this region find the tourism to be an interfering menace, but the majority
understand that the money outsiders bring in is a necessity for the human population to maintain
this sacred ground. With the appearance of the Contagion in the forest, the Uratha and tengus
have begun to suffer from infection. They desperately seek help from the outside, as without the
capability to transform, they are unable to maintain the Gauntlet.
Horrors of Kyoto
The new Contagion affects all shape- or form-shifting beings, mutating them and taking away
their ability to blend in with human society. As the it spreads in Kyoto, the Sworn are trying to
find a cure before it corrupts its hosts further.
Ibaraki-dōji
Sightings of a strange, tall child have been reported in both Osaka and Kyoto. They describe the
child as ethereal in appearance, occasionally accompanied by a severed head. Ibaraki-dōji was
embraced as child during the Heian period, and there are different tales of how he became a
“demon” with a taste of blood.
Ibaraki-dōji’s clan is heavily speculated upon. Many believe him to be a Daeva due to one of the
tales speaking of a beautiful boy beloved by all. Others claim he must be a Nosferatu due to how
the stories mention his frightfully deformed appearance. Either way, Ibaraki is unique in that he
spreads the Contagion via fluid exchange, and many of his victims turn to him for the cure.
Strong-willed people might deny his offer to join the army of his master, but he knows that time
is on his side. As the infection blooms in his victim, he can collect them once their personality
and free will have sufficiently withered away.
Embraced by either a young woman who loved the beautiful boy or by his mother before her
death, only Ibaraki-dōji can confirm the truth. Tales of Ibaraki-dōji as sire of Odense’s Knud are
likewise unfounded, though each theoretically has access to a portal to the other. Regardless of
theories, his feeding preferences have remained the same over the centuries: he predominantly
feeds upon women. Ibaraki especially fears the hunters of the Malleus Maleficarum, as his last
run-in with them lead to him to lose his arm during a moment of arrogance. Indeed, tales of him
often end with his escape. If in a disadvantageous situation, he will attempt to flee.
Contagion: Type 1A, Undying. Ibaraki spreads Contagion via fluids, so anyone he bites and
anyone who drinks his blood will become Contagious. Ibaraki is an angry youth who was denied
the opportunity to grow up. He will mostly act indirectly to avoid harm. However, when he does
act directly, it’s commonly through pranks and deception. He’s fully aware that he’s Contagious
and able to spread the disease, so he often bites his tongue and spits in people’s food or mouth to
infect them.
Clan: Unknown
Covenant: Unaligned
Aspirations: Revive the Master, Destroy Kyoto, Spread the Plague
Mask: Child
Dirge: Follower
Attributes: Intelligence 3, Wits 4, Resolve 2; Strength 1, Dexterity 3, Stamina 2; Presence 5,
Manipulation 4, Composure 1
Skills: Athletics 3, Empathy (Lies) 3, Intimidation 1, Occult (Superstition) 5, Persuasion
(Seduction) 5, Politics 2, Socialize 2, Stealth 2, Subterfuge 1, Survival 2, Weaponry (Daggers,
Staves) 3
Merits: Cacophony Savvy 3, City Status 1, Herd 2, Resources 3, Striking Looks 2, Staff 5
Disciplines: Celerity 3, Obfuscate 5
Willpower: 3
Blood Potency: 4
Size: 4
Speed: 8
Defence: 4
Initiative: 3
Two-Mouthed Woman
Rumor has it that a version of an old urban legend of the dangerous severed mouth woman
wanders around in residential areas of Kyoto. She only approaches people who are alone at
night. Wearing a surgical mask, she talks to the loner and then asks if they think she’s pretty and
whether they would want to go for a bite to eat with her. If the potential victim says yes, she’ll
transform to a hideous monster with two mouths and eat the face of the victim. You can try to
run away from her, but it’s said that she’ll easily catch up to you in a blink of an eye. If the
victim says no to either request, they will meet a gruesome death.
This woman is an infected Uratha carrying the shape-loss strain, which binds her to only being
able to shift between two mutated forms. She has lost her pack to the Contagion and now
wanders aimlessly, hunting both contaminated and innocents. She is a sorrowful Uratha intent on
redeeming herself for the loss of her pack. She feels responsible for their deaths; after all, they
died because she did not prepare her pack well enough for the coming hunt in her role as a scout.
In the ensuing chaos, she became infected with Contagion. Since then, she has lost herself to
grief, sorrow, and rage. She seeks amends with the memories of her pack and believes her now-
twisted form is a test to overcome, one which only the flesh and blood of humans will satisfy.
Observations of this werewolf mentions that her top mouth appears to have a normal appearance.
A Null Mysteriis field researcher’s notes on the second mouth mentions it being “a monstrous
case of hyperdontia, with razor-sharp teeth one would only expect to see when she’s in Gauru or
Urshul form.”
Contagion: Type 2C, Mutation. She only changes between two forms now: Hishu and Gauru.
Her Hishu form looks like a combination of human and Dalu, though she covers up the parts that
look abnormal. Her Gauru form is an unholy union between a Gauru and Urshul, where the
second mouth she grew from mutation is a full-sized second head in her neck and chest area. She
cannot communicate in any language when in her mutated Gauru form, but can understand
anyone speaking to her using the First Tongue.
Auspice: Irraka
Tribe: Storm Lords
Attributes: Intelligence 2, Wits 3, Resolve 2; Strength 1 (2/4), Dexterity 3 (3/6), Stamina 4
(5/6); Presence 2, Manipulation 3, Composure 1
Skills: Crafts 1, Investigation (Senses) 4, Occult 2; Athletics 3, Brawl (Biting) 3, Stealth
(Crowds) 4, Survival 2; Intimidation 1, Persuasion (Seduction) 2, Subterfuge 1
Merits: Fading, Fleet of Foot 2, Living Weapon (Bite) 3, Strings of the Heart
Primal Urge: 1
Willpower: 3
Harmony: 3
Essence: 7
Health: 9 (9/13)
Size: 5 (5/7)
Speed: 9 (10/16)
Defense: 6 (6/6)
Initiative: 4 (4/6)
Renown: Honor 1, Cunning 2
Gifts: [Dominance] Primal Allure; [New Moon] Eviscerate, Slip Away; [Weather] Cloak of Mist
and Haze
Werewolf: Duality in Japan
The contrast between the older and younger generations in the society is palpable, as individuals
are used to regarding themselves as members of a specific group. Even though the younger
generation is beginning to shift toward an individualist way of thinking, Japanese society still has
a strong emphasis on group loyalty, a pack mentality the Japanese Uratha understand and
embrace. There is always an “us” and a “them.” Either you’re with the Uratha, or you die alone.
Foreign werewolves tend to congregate with each other at locations that are more accepting of
foreigners, such as universities. If they linger too long in tourist areas, the local population will
start to recognize them.
Uratha who fall victim to the Contagion lose the ability to retain balance between their forms,
which can manifest in multiple ways. Rumors already spread among packs of the coming
Urighur, or Geryo, as they call themselves.
Most of the Uratha fear to transform after they have become aware of their infection, but if they
do not transform, they can neither hunt nor blend in. Tragically, this has led entire packs to lose
their lives in the hope of appeasing Luna or whoever has punished them for shifting so readily in
the past.
The Uratha have on multiple occasions formed alliances with the hunters, but these unions tend
to be short-lived and dissolve once the immediate goals that united them have been attained.
Uratha know the overpopulation in the country is a grave problem, but the population of Kyoto is
about a ninth of the one in Tokyo. Finding the cure for the Contagion is of higher priority than
culling the human population. If the human numbers suddenly crash, so will the balance of this
ancient region. The Hisil is sure to pour its inhabitants into Kyoto shall humanity fall. The
schism between the young and old must be mended, or the decline will pick up in speed.
Some of the Uratha believe Contagion is a punishment aimed toward them, as the plague affects
their shapeshifting abilities. They believe that because they have failed to cull the Hisil, they
have failed to maintain balance. As a result, this is their punishment. They conclude that they
must hunt more lest Luna grow more impatient.
Hunter: Bringing the Sword Down on Contagion
Japan has a long list of famous heroes who slayed malevolent creatures threatening the existence
of humanity. The legendary hero Minamoto Raikō did not slay the demon leader by himself. He
had retainers, the famous samurai Watanabe no Tsuna, Sakata no Kintoki, Urabe no Suetake, and
Usui Sadamitsu.
The popularity of ghost stories surged during the Heian period, as did the number of legendary
stories of the defeat of the supernatural denizens. Hunters of that era celebrated their victory and
hunted the supernatural with a new-found zeal, hoping that they would bring the end of Shuten-
dōji and humanity’s scourge.
As the Contagion started to flare up once again during the Edo period, the hunters of that time
realized that the lessons that they learned from killing monsters needed to be documented. This
was a great era for the hunters, who could regale audiences with the stories of their peers and live
honorably amongst the civilian population. Masks hold a special meaning to them, serving as a
reminder of how their tales were celebrated in the past but also an allegory of who they are.
Their proud days of being samurai are long since over, and many hunters must adapt a shared
group appearance to not look suspicious. While the businessperson facade is the most popular,
some groups have adopted a biker or gang look better suited to their personalities.
Sworn hunters have one duty: to protect humanity. They rose up when the army of Shuten-dōji
threatened to kill everyone in Kyoto, and they have continued to lay down their lives for
humanity since then.
While most don’t want to admit it, Null Mysteriis tried to slow down the cure for the disease that
affected Kyoto Station Building, as at that time it seemed that it only affected supernatural
entities, not humans. It was as if suddenly some of the sheep could see the wolves trying to fit in
among them. The compact now claims stronger allegiance to the city’s False than the Sworn, as
their fellow compacts and conspiracies support this destructive method of weeding out
supernatural creatures a little too loudly.
Cure
Societal issues are rarely ones that a group can solve by themselves, and so a Contagion that
masks itself under societal problems gets left alone. The two strains of Contagion infecting
Kyoto receive different amounts of attention from the factions of Sworn and False. Some believe
that the two are not connected, while others think they are two sides of the same coin.
While it’s tempting to tear out one’s hair over the frustration of attempting to find the root cause
of Contagion, the Sworn refuse to give up. How can an infection spawn from the death of a being
that was not supposed to die? Why would the God-Machine want to rid Kyoto of humanity? Was
that ever truly its goal?
The Sworn claim responsibility for moving the capital from Kyoto to Edo (now named Tokyo) to
see if the cure was to change the God-Machine’s target, or if the threat would dissipate with the
status of the city being changed. Sadly, no such change took place.
The Sworn
Since the Heian period, the Sworn have laid down their lives to protect the citizens of Kyoto.
While their diversity is the best tool they have in this fight, they seem to have hit a wall. As a
result, many local groups have decided to abandon formal hierarchies and combat the Contagion
together. Regardless of methods and theories on Contagion’s purpose, the Sworn agree that the
citizens’ lives are worth protecting.
The Cryptocracy
The Cryptocracy is arguably one of the strongest Sworn factions in Kyoto, but it is also the city’s
newest arrivals. They settled in nicely with the traditional view of the country and have
continued to grow as the threat of war grows and the nation’s birth rate stagnates. Strongly on the
side of individualist thought, they’re trying to keep the Ship of Theseus weak. Because of their
sabotage of another faction, the Sworn cannot reach a consensus on handling the Contagion, and
currently exist akin to a hung government, waiting for one faction to dominate the others. The
Cryptocracy feels the need to clean up after they’ve allowed a contaminated monster to rampage
and spawn freely in Kyoto, balking at the idea that other factions might want to examine the trail.
Japan has a rich repertoire of folklore stories which describe odd creatures. The Japanese have
embraced the presence of some supernatural beings, but all of that will vanish if society
collapses. The Cryptocracy pull strings from the shadows, occasionally spreading new rumors of
the supernatural and financing establishments that tell traditional tales of the old to balance the
interest of the human population. They carefully orchestrate how and when to do this from the
top. They have a traditionalist council, mainly comprising Kindred, that employs bureaus to do
all the legwork.
The Cryptocrats’ missions are many, but they must fan out to cover all their bases. Those who
are skilled in fighting kill the Contagious, lest they spread the disease or make humans aware of
the faction. If history is a character’s forte, the Majestic are still studying how the old strain can
remove one’s willpower. The control over a free person’s will is a dangerous weapon, so it’s an
arms race to be the first to understand it. If this knowledge falls into the Cryptocracy’s hands,
they may be able to mend the schism in society.
No matter what areas one’s skillsets cover, we must all ensure that while we search for a cure,
the humans remain unaware of us.
— Kazuo Mimura, Cryptocrat Acanthus
The Jeremiad
The Japanese Jeremiad view themselves as the guardians of all benevolent spirits that have made
their home in this country. They’ve existed for a long time, but it wasn’t until the Edo period
under the rising threat of the plague that they started to organize themselves and cooperate
between the sects. The Penitents had many names, but as the shores of Japan opened to foreign
influences, they took the international name of the group that shared similar goals with them.
Is the appearance of the new plague punishment for the violation of spiritual grounds as the
metropolitan city expands and removes sacred woods? It is, if you ask the Jeremiad. The others
claim whatever suits their beliefs. The Jeremiad in Japan is split into several sects that work
together, and they often collaborate with other diplomatic factions with religious values. Most
common are the Buddhists that stand with The Ship of Theseus or the Lancea et Sanctum among
the Kindred. While the prophets try to remain on good terms with all Sworn, the Cryptocracy
sometimes tramples on Jeremiad toes and refuses to apologize when they act like Penitent rituals
exist only for money making. They bring up roadblocks, calling the Jeremiad extremists or
zealots, when the Jeremiad ask them to “close for renovation” so they can purify infected areas
that encroach upon sacred grounds.
The faction has increasingly grown restless, as peaceful methods don’t seem to have any effect
on the increasing commercialization of sacred places. Perhaps the Contagion is the push the
Jeremiad needed to see they have stood still for too long while the public has nearly abandoned
the old ways. Sacred shrines and temples have been infected by the plague, but the prophets still
cannot bring themselves to destroy them as they then risk losing themselves. The faction finds
comfort by listening to the benevolent spirits that exist in this world, and that pushes the
Jeremiad to perform a last rite to free the spirits of those they kill.
Performing rituals of purifications seems to halt the spread of the illness, so the secret of the
cure must be close. Our mission is the same as it has always been: protect what is revered,
balance the spirits, and remove those beyond hope of salvation.
— Shinobu Maeda, Jeremiad of the Summer Court
The Rosetta Society
How would you communicate with one that does not speak your language and that is invisible to
the naked eye? The demon leader Shuten-dōji was chosen by the God-Machine or its Contagious
reflection for a yet-unknown reason. While protecting the lives of the citizens is an action the
Society admires, they regard slaying one who might have an insight as to why he was chosen as
short-term thinking. Finding the vampire Ibaraki before anyone else is the Rosetta Society’s top
priority. He is the only one who can spread the Contagion with his bite, so if they can capture
him, perhaps they can discover a way to reverse-engineer this poison and come closer to
understanding the message. While they should not let him have whatever he wants, the exegetes
are not above offering him amnesty and protection from other factions, including the Sworn. If
he’s close at hand, the Rosetta Society may learn more about his own motives or whether he too
is infected by the disease and has no free will of his own.
The Society were the ones pulling the strings to get the capital moved to Edo in an attempt to
stop the Contagion. While that did not cure the disease, the Edo period marked an era where the
Sworn fought together against the malevolent spirits threatening to overrun Kyoto.
There are many who have fallen victim to the disease, and while they may be seen as a lost cause
by others, the Rosetta Society will gladly take them in either as one of their own or as test
subjects. A diseased being is kept under quarantine and supervision before they let them join the
chapter in the underground of the city. There are even rumors of an entirely sick group within
this Sworn faction, but each of its members still has their mind intact enough to help further the
faction’s cause. The golden rule for that chapter: stay away from those who are not infected and
from any institutes where the Rosetta Society frequent, like Kyoto University.
Scholarships from Kyōdai are also how the Rosetta Society brings foreign members to the city.
A danger is that if the cultural shock from staying in Japan for long is too great, the foreign
visitors might become disillusioned. Therefore, the “scholarships” are kept as short as possible,
lest the faction risk their members getting poached by Zero Hour.
While we are still Sworn to protect the lives of those in the city, our true mission is to interrogate
Ibaraki and any servants of his before we even consider killing them. They say dead men tell no
tales, but we’re hoping Ibaraki will talk.
— Ai Utsumi, Rosetta Society Galateid
The Ship of Theseus
According to the Ship of Theseus, the Cryptocracy is the senile grandfather nobody likes at
family reunions. The Theseans want change, but the ones with the money want things to remain
the same; after all, this benefits them the most. Instead of trying to understand one another, they
blame each other for everything that’s going wrong. But family is family, and the Sworn have
done great things when they do get along, like encouraging the technology boom in the ‘90s.
While humans say sometimes you have to wait for the old to die for things to change, that
doesn’t work with beings that live for eons. The Theseans are innately aware of this.
The younger Japanese who crave change and the supernatural denizens who want to accelerate
that change in society join this faction. The old ways clearly don’t work anymore, as the
population is declining and malevolent spirits are taking over. There’s a fire they see in the eyes
of those who feel like they’ve been left behind by the system; those who feel like they are being
alienated for being from a smaller village and not the big cities; foreigners who have lived in
Japan for years still get the foreigner treatment; the biracial population born and raised in Japan
who get the worse treatment as they don’t fit in the “Japanese” and “foreigner” groups of “us”
and “them.” Each is ready to fight for change. After all, what has the society ever done but to
freeze them out because they don’t belong with the majority? Without diversity and change, how
can the society ever stop this decline? The Theseans are full of questions and love to ask them in
Kyoto, much to the other factions’ chagrin.
The Theseans work close with the Zero Hour faction and send promising recruits with more
militaristic views to them in return for their support during assemblies with the other Sworn. The
Rosetta Society is mostly happy with this faction, with the exception of the Theseans trying to
find the Society’s infected chapter. They say seeing is believing, and the Ship wants to see how
Contagion has affected them, rather than to only read their reports.
The Contagious have moved forward with the times in Japan, so why can’t we?
— The Tsunami God, Thesean of the Mesen-Nebu
Zero Hour
Zero Hour believe the creatures that came out of the bleeding wound in reality as Shuten-dōji’s
head was separated from his body were a manifold curse. This faction cares little for what this
faceless entity wants Shuten for: if he lives, humans die; if he wins, humanity and all who rely on
them for sanity, balance, or even food will soon follow.
To achieve the faction’s goal, they fight with the help of the other Sworn, the Ship of Theseus
and Jeremiad often lending Zero Hour their best fighters. However, some recruits from these
factions are less than ideal. They include Uratha ex-convicts and disillusioned Promethean
youths too angry to keep their heads down without bursting into anger, their fury fueling them in
the fight against the Contagion. Sending Zero Hour new recruits is the least they can do,
however, as otherwise the faction’s numbers would be too depleted by the number of times the
other Sworn ask the Cavalry to cover their asses. Even the Cryptocracy help the Zero Hour cause
by manipulating pro-military politicians in the right lobbies and pointing the Vigilant in the
correct direction when they’re stalking prey. However, Zero Hour are aware that if they stop
following the Cryptocrats’ rules, they won’t hesitate to cancel support. This means Zero Hour
extermination missions often go more slowly than they would like, but without Cryptocracy
funding, there may be no opportunities to hunt.
It was the forebearers of the Zero Hour faction in Japan that came up with the idea to smelt down
the weapons that killed Ibaraki’s army to forge new weapons. They knew the old weapons could
extinguish the Contagious, but they were old and rare, so they tried it with weapons that were
already broken. Lo and behold, it worked.
Our goal is to kill all who are infected. It seemed to have worked the first time. If Ibaraki or any
other servants of Shuten-dōji still exist, we need to kill them twice-over, to ensure they stay dead.
— Holly Souma, Task Force: Valkyrie Operative
The False
Even when facing the potential destruction of the city, the False are still searching for a way to
harvest the gift of immortality without succumbing to the Contagion’s influence and becoming
servile to the decapitated demon leader. While the Sworn continue their pursuit to save the
people of Kyoto, the elixir of life might throw the world into an even deeper chaos than what the
False could ever imagine.
Although the Cryptocracy may claim to have a higher moral standard than Machiavelli’s Gambit,
they both covet the same thing. The main difference is that the Gambit is more open about their
desire to weaponize mind, mood, and population control.
The Crucible Initiative
The Initiative believe that if the Zero Hour and Jeremiads were not Sworn, they would’ve been
allied with the Crucible. Perhaps then the plague would’ve been eradicated long ago. Too bad
those Sworn faction care too much for collateral damage.
The country has been ravaged by several diseases, yet Contagion is unnoticed by the population.
The Crucible are wise to this and see the ignorant masses as complicit in the disease’s spread.
It’s not until recently that people have started to look at mental illnesses as an actual disease, but
the Crucible Initiative were already mindful of this when they started “helping along” the
infected. In any case, too little is being done to change the minds of the population on such
matters. Absurd work hours lead to stress, yet the average Japanese worker doesn’t take
holidays. Hikikomori is a behavior of isolation among the young, particularly young men, that
can come from facing burnout and social phobia, although society often views them as lazy
parasites. This just expands the scope of targets for the Crucible Initiative to purge.
To say the mental illness is only caused by the God-Machine’s ruptured spleen would be a vast
oversimplification and disrespectful for those who suffer from real mental illnesses not brought
on by the Contagion. The Contagion has, however, accelerated the spread of these real diseases
and spread them people as if they were a viral disease. Due to how this new strain presents itself,
The Crucible Initiative’s mission to purge the sick increasingly divides the faction. The False are
far from immune to mental illness and start to regard one another warily.
Some Fire-Bearers have installed double agents among the Sworn in the hope that they have
discovered different patterns to distinguish Contagion victims from non-Contagion victims.
Reports state they are utilizing units to pose as youths on forums, social media, and other sites as
they seek to obtain information about people who’ve suddenly exhibited isolationist behavior to
observe if they might be Contagious. The bright side of all this is that the infected who isolate
themselves make it unnecessary to chase them, as they remain static targets.
The time we waste debating over this target or that allows another three, ten, or one hundred to
become infected. I say burn them out from their hidey-holes.
— Sho Kurinobu, Fire-Bearer and Fire-Touched
The Machiavelli Gambit
Even if some Sworn can sympathize with the Crucible’s objective and see them as the lesser evil,
few can find any good in the plans of the Machiavelli Gambit. Although both the Crucible and
the Gambit race to discover the secret of immortality, reports from the Cryptocracy state that the
Gambit is prioritizing weaponization of the old strain’s induced subservient behavior. The
Rosetta Society’s infected chapter must constantly be on the move because of the Gambit, as
they know their members will die an awful death if caught, picked apart piece by piece. The
infected chapter has started to tattoo themselves so that others can identify their bodies after the
Gambit’s scientists catch and dissect them, should it come to that.
The political situation among the Sworn is driving a wedge between the factions, and some are
claiming it’s the Gambit behind these disagreements. Indeed, members of the Gambit have
proudly confessed to creatures within the Crucible Initiative that they eliminated all Naglfar’s
Army from Kyoto because they grew too close to discovering true immortality there. Word has
reached the Jeremiad and Rosetta Society, who have established secret groups whose primary
function is to root out double agents from within their ranks.
What our goals are is obvious: the ultimate cure for disease is immortality, and we won’t let
anyone stand in our way.
— Dr. Takako, Prince and Alchemist
Rumors in Kyoto
• A string of deaths occurs in which each victim is found wearing a Noh mask carrying
their resemblance. Underneath the mask, the victims have been left unrecognizable.
• There has been a break-in at a museum showcasing weapons from the Edo period. The
public thinks it’s an antique craze that’s going on, but both the Sworn and False knows why
these weapons are sought after. The question is, who is responsible?
• A new delinquent tourist fad has cropped up where one rubs the faces of statues. One
influential blogger claims that a statue of a mythological creature bit off his finger.
• An odd man has been seen wearing a tengu mask at Mt. Kuruma. When a child forcefully
pulled the mask off by its long nose, it was revealed that the man’s appearance was identical to
the mask.
• People have discovered small piles of salt in all known infected locations. The Jeremiad
said it’s not their doing, while a teen claims their dead younger brother told them to scatter this
salt ritualistically, in a dream.
• The Kazan tunnel has been blocked off after a group of tourists inexplicably vanished
while visiting this famous haunted place. Reports mention hearing gunfire and screams at the
time of disappearance.
• Students are talking about a shady gathering of people showing up around the Kamo
river, teaching those interested about Shinto purification rituals.
• A rogue cell of hunters is said to kill anyone who attempts to cure the Contagion. The
Sworn speculate that they do this because they believe that that the loss of a few human lives are
worth the sacrifice to permanently cripple monsters’ ability to hide amongst the flock.
• Pathologists and policemen have gone missing both during investigations and after cases
have been closed. While the public cannot detect any patterns, the Sworn can see that the crime
locations they were investigating are all outbreak sites.
• Photos from an event taking place at Heian shrine shows the majority of the public
attending the event looking deathly pale, even necrotic. Some of the people being tagged on the
photos are known to have passed away years ago.
• Love letters written in red ink have been found in multiple places all across Kyoto. No
one knows where this romantic new trend comes from, but some are whispering that the ink is
actually blood. Coming in contact with the blood is said to drive your family or lover insane,
isolating themselves until they starve to death.
• Blog posts and comments online talk about a new store in Kyoto Station that’s opening
up sometime soon, but when people give directions on how to find the place or share photos of it,
those looking for it only seem to able to find it during certain hours of the night.
• A service online that sells limbs and organs has popped up on the internet, despite being
shut down multiple times by the police. What they aren’t telling the public is that all the body
parts are from the same two people, but the amount that police have confiscated would indicate
they were harvested from a minimum of eight sources. An individual named Maublanc is
offering a fat sum to anyone who can track down the person selling these limbs.
• There’s an odd gang wandering aimlessly in Kyoto who supposedly do whatever you ask
of them without fail, no questions asked. A few are talking about how the gang looked like they
were emitting smoke or covered in dust.
• A disfigured baby was recently found in a coin locker in a subway station. The baby was
reported to have been dead upon its discovery, but as the policeman retrieved the baby from the
locker, it began to wail like a banshee.
• Recordings of a famous pop idol’s suicide have been circulating on the internet. The
rumor says that when you search for it, another video shows up in which the star begs the viewer
not to watch her die. Further videos of her have been uploaded claiming that she’s still alive.
New Zealand: Contagion of Stability
Delirium: Um. What’s the name of the word for things not being the same always.
You know. I’m sure there is one. Isn’t there? There must be a word for it… the
thing that lets you know time is happening. Is there a word?
Dream: Change.
Delirium: … I was afraid of that...
— Neil Gaiman, Brief Lives
New Zealand lies in the southwestern Pacific Ocean, nine hundred miles east of Australia and six
hundred miles south of Fiji. The nation is composed of two main islands (North and South), with
around six hundred smaller islands surrounding it. Due to its location, New Zealand’s climates
support rainforests and glaciers, stunning beaches and snow-covered mountains. The city of
Christchurch, on its South Island, is one of the gateways to Antarctica.
New Zealand’s remoteness and isolation made it one of the last landmasses on Earth to be
inhabited by humans. Polynesian explorers discovered the islands between 1250 and 1300 CE
and made them their home. European settlers arrived four centuries later. Because of this late
arrival of humanity, New Zealand has a unique bioculture. Humans account for only about five
percent of the population of life on the islands, but their presence has made a devastating impact.
Half of the forests have disappeared due to deforestation and fires. European farming depleted
another quarter of the untouched nature. Animals endemic to New Zealand, like the moa bird,
went extinct due to humans hunting them and disrupting the ecosystem.
Today, New Zealand is a thriving country with a robust travel and tourism industry. Vacationers
come in search of adventure, spelunking through the Waitomo Caves or ziplining over the trees
in Queenstown. Movie buffs walk the paths of Middle-earth. The Māori people continue the
tradition of manaakitanga (hospitality, or the act of welcoming and sharing), gladly receiving
visitors to tribal meeting grounds called marae to hear ancestral songs and to see how ancient
weaving and carving techniques are combined with new materials and still used today.
When change comes to New Zealand, it sweeps over the island like a tsunami: the Māori people
changed the ecosystem with their arrival. European colonizers changed Māori culture with theirs.
Monsters came to the islands along with the humans, imposing changes of their own. The Uratha
prosper here, in a country where a third of the land is a protected national park. Kindred rule the
nights in big cities like Wellington and Auckland. Mages come from far and wide, chasing their
Mysteries.
The Lost understand change — it’s right there in their name, after all: changeling. Recently,
they’ve begun to sense another shift on its way, like the heaviness in the air before a storm
breaks, or that moment of awful, utter silence before the Huntsman’s horn pierces the night.
Something is wrong in the Land of the Long White Cloud. The Contagion snakes its way out
from the Hedge. Glamour’s potency fluctuates, and goblin fruits taste stranger than they ought.
What lingers on the tongue isn’t rot or mold, but difference.
Where We Are
Today, New Zealand is an amalgamation of new and old. Its tech industries are booming,
drawing in talent from around the globe. The God-Machine encourages this growth, adding
Infrastructure at an alarming rate — possibly, the Unchained fear, too fast for reality to keep up.
Even the angels seem exhausted. The Lancea et Sanctum preach in churches just slightly
younger than they are, rallying their congregations against impending change.
Changeling freeholds thrive throughout the country: amidst Wellington’s modern bustle and
along the quaint and quiet wharfs of Akaroa. One motley has claimed the Waitomo Caves as
theirs, harvesting Glamour from wonderstruck sightseers as their boats float on darkened waters
through caves lit by thousands of glowworms. All across New Zealand’s many islands, the Lost
sense change on the air. There’s word of strange new paths in the Hedge, and of changelings
whose Seemings keep bleeding through their human façades.
The Uratha have noticed it, too. New spirits emerge from the Twilight — no, newer than that. As
if they only poofed into existence yesterday, even though they insist they’ve been here for eons.
The Awakened mutter about having to reconfigure their spells to account for surges in Mana as
though there were a Hallow nearby... even though there isn’t.
Something’s coming through the Hedge, and it has little regard for who might have been here
first, or what anyone’s worked so hard to build, or save.
Cause
In our reality, human feet have trod New Zealand’s soil for a little less than a millennium. In
another universe, the islands have gone undiscovered until just recently. The God-Machine on
that side did the same thing ours did, when the cartographers made their marks: it churned out
new Infrastructure to aid in its subjects’ expansion and increase its own influence. But that other
God-Machine grew overzealous. Perhaps it sensed another version of itself on our side of a nigh-
impenetrable veil. Perhaps one of its world’s Unchained corrupted an essential piece of software.
Perhaps it simply wanted to expand its influence farther, to see more, to assert tighter control, to
do more, more, more... until it broke through into the Hedge and snaked its wires along a trod.
A trod which led, eventually, to us.
A motley went exploring. It’s how all the best stories start. They rambled about the Hedge in
search of a bottle of midnight’s tears. They found a path made of soft, newly-turned earth. But
the Hedge is ever-changing, and the companions saw no danger beyond the usual: everything in
the Hedge might be trying to kill you, so proceed with caution. They turned down the path.
It’s hard to spot anything that’s truly alien to the Hedge; after all, nothing in it is quite of our
world to begin with. The motley noted how the leaves over their heads spread as large as
awnings. They moved on quickly, so as not to disturb whatever proportionately huge birds might
nest in those branches. Sometimes the roots poking out of the ground resembled wrist-thick steel
cables. The hum that filled the air could have come from an angry swarm, but the Lost agreed it
sounded more like that of machinery.
The trail ended in a wall of static. Roots sprouted from it, those same thick steel cables. No one
in the motley could agree whether they seemed to be growing into the wall, or whether they
protruded from it. The wisest thing, they decided, was to leave it be. Some bears, you didn’t
poke. Some vines, you didn’t tug.
Kelsey spun them a faster way home. The Glamour she wove felt thick and sluggish, the
branches and brambles more reluctant to respond than usual... but it was the Hedge, where
unusual is perfectly normal. No one noticed the tiny clockwork hobgoblin that followed in their
wake, digging a trench and expanding the cable’s reach all the way to where the motley exited. It
wedged the door open, and waited for the angels to arrive.
It wasn’t only Kelsey’s fault that the otherworldly God-Machine broke through into our reality.
Jack Thimble had his phone in his pocket, its location services feature utterly flummoxed by the
Hedge. What it found, rather than his GPS coordinates or an open Wi-Fi network, was the
questing signal of the alien God-Machine. The two connected, briefly. To the phone, it was the
smallest handshake of information: a nearby network to which it couldn’t connect without its
owner’s permission. For the God-Machine, it was a piece of Infrastructure. It was a way out. Its
code downloaded itself onto Jack Thimble’s phone, waiting to be deployed.
In Arcadia, Wizened Thenia had been her Keeper’s gardener, coaxing stubborn vines into
complex archways and thrones worthy of the Gentry that sat upon them. She’d been out for
nearly six years, but couldn’t resist taking cuttings, sometimes. Most of the flowers she clipped
from the Hedge dissolved into dustmotes and sunbeams within a day. The one she brought out
this time perked up as soon as she put it in water. It blossomed when she transplanted it to a pot.
And when she put it in the ground, it spread like a goddamned weed.
The wildlife of this other New Zealand had an extra eight hundred years to thrive without human
interference. Now, plants and animals that have long been extinct here are slipping through,
carrying with them hints of what might have been. Animals, however, are also vectors for
disease. Lovely as it might be for the moa bird to return from extinction, no one here is
inoculated against whatever epidemics humans on the other side pass along.
Worse than simply mortal afflictions, the Contagion seeping through from the other side contains
a supernatural component. Glamour, Essence, and Mana from that realm bear strong similarities
to their counterparts in our world, but put the two together and they strike notes of discord rather
than harmony. Every living thing is driven by Pyros, but the spark of Divine Fire on their side
doesn’t burn quite the same way as it does on ours. When they come into contact with each
other, the two react. In some cases, it’s a struggle for dominance, winner take all. In others, the
mystical substances combine to form a new, unified version. Those who draw upon this hybrid
do so to unpredictable, sometimes fatal, results.
Using the otherworldly source strengthens its hold on this domain. Contracts invoked with alien
Glamour work, albeit not always in ways the Lost intends. Mages who power their spells with
strange Mana make it that much more True, a part of our reality that has, perhaps, always been.
The Unchained receive word of new pieces of Infrastructure cropping up and hear rumors that
the God-Machine is transmitting contradictory orders. Using that intel to strike at the God-
Machine might serve to weaken it, but at what cost?
The Resistance
In Auckland, the Crimson Court holds sway. They’ve watched these past few months as the
strangeness has spread. Gossip mentions Lost whose seemings keep showing through their
Masks, and others whose grasp on what’s real versus what’s not is broken. They’ve quarantined
a freehold whose members’ shared hallucinations threatened to incite Bedlam in the tourist-filled
Ferry Building.
Now the Iron Spear prepares for a battle, led by their monarch, Lia Wilson. They’ve all lost
themselves once before. Never again. Lia’s informants tell her the problem’s in the Hedge, they
just don’t know exactly where. It’s not like anything ever stays the same for long enough for
them to find the source of the problem on the other side of the thorns.
The Hisil in downtown Wellington is wrong. Where the urban hubbub should (and, until a few
months ago, did) fill the Shadow with reflections of the city as it is now, great swaths of it appear
as it must have nearly a thousand years gone. In place of the Parliament building known as the
Beehive, a thick forest grows, and has encroached further and further across the city over the last
few months. The Uratha of the Bone Shadow tribe hunt the spirits that inhabit this unlikely
forest, attempting to glean information from them before they dispatch them. One of the
Forsaken, Valerie Cantwell, has succeeded in binding one of the invading spirits into a fetish.
She claims it entered into the agreement willingly, but won’t say what she offered in return.
Mages know what it means to have one reality supersede another. Even now, the Lie hides the
Supernal World, keeping most people Asleep to the magic all around them. Which makes this
particular type of Contagion both terrifying and intriguing: if left unchecked, it could infect
everything from the network of ley lines to the very fundamentals of magic. And yet... what an
incredible Mystery this interaction with another reality presents. The Adamantine Arrow aims to
balance curiosity with caution. Of course they intend to contain and eradicate the Contagion. Yet
surely it’s worth some study before it’s destroyed? Even the Seers of the Throne recognize the
threat and fight against it. After all, there’s no guarantee that whatever new Lie the Contagion
put in place would dovetail with our own. There’s no guarantee it won’t put everyone back to
Sleep.
The Renegades have been there, done that. They’ve had everything they were stripped away,
replaced with something new. Like the Lost, they hear word of the Contagion’s invasive, erasing
nature and rail against it. One Auckland-based cohort has set their sights on the Leahy Group, a
conspiracy that promotes better living through getting back to nature. The jingle for their
supplements is a little-c contagion all its own, a pervasive earworm you can’t miss if you turn on
the television. The Leahy Group’s been boasting about a new product line getting ready to
release, one that relies on a crop of Banksia novae-zelandiae that had been thought extinct for
millions of years. It’s a miracle drug, they say, but they’ve buried reports of how sick the
medicine made some participants in the original trials. Jason Little knows firsthand how
disastrous it’ll be if the drug hits the market. He’s got the Scars to prove it.
The Abettors
The way the Bridge-Burners see it, if they can slam the doors shut on Arcadia, it’s a win no
matter the cost. They don’t know exactly what this parasite crawling through the Hedge is, and
sure, it’s terrible for those Lost who find themselves afflicted, but... maybe it’s for the best. It’s
sad if the freeholds lose a few of their best and brightest, but if it means the True Fae never take
anyone else, ever again? The Bridge-Burners will send flowers for the funerals. Better yet,
they’ll make donations to scientific causes in the Losts’ names.
Their plan is far-reaching but simple: help this blight do its job. Let it infect every root, every last
thorn in the Hedge, and turn it into a No-Man’s Land between the worlds. Make it so thoroughly
toxic that the Gentry don’t dare walk its paths. Maybe even find a way to infect Arcadia itself.
To that end, Sonya Tremayne, an Elemental Leechfinger, has made several sojourns back into
the Hedge to cultivate her corrupted garden. She has an orchard there, the trees ripe with
poisoned goblin fruits, and the Harvest Fair is approaching.
The Leahy Group stands to gain billions of dollars from the Contagion. In addition to the
Banksia novae-zelandiae its botanists have nurtured, the company has captured several species
of moa bird and its also-extinct natural predator, the massive Haast’s eagle. Māori mythology
tells of a monstrous bird named the pouakai, which preyed on human beings. Scientists believe
the pouakai and Haast’s eagle are one and the same, and the Leahy Group is capitalizing on that
potential. What perfect chimerae the eagles would make, capable of not only tracking down
Renegades, but also bearing them aloft and carrying them back to their Progenitors.
When the God-Machine needs a task completed, it spits out angels to do the job. Now, though,
thanks to Jack Thimble’s corrupted cell phone and those lengths of cable that first wended their
way out of the Hedge, the other reality’s version of the God-Machine has gained a foothold in
our world. It interfaces with angels from this reality and hijacks their purposes to suit its needs. It
has even created a few angels of its own, including Jophiel, who protects the places where its
master crosses over into our reality.
Symptom
Eight hundred years makes a world of difference. The species wiped out by human settlement in
our reality continued to thrive and evolve in the other. The flora and fauna that found their way
along the trod arrive to a radically different world, but one with enough similarities that they’ve
put down roots, built nests, gone forth, and multiplied. In some places, the newly-arrived plants
have strangled the life out of native species, stolen their sun and water, and leeched the nutrients
out of the soil. In others, the Haast eagle has begun feasting on wild prey, the island’s apex
predator once more.
These invaders also carry with them diseases that the other reality passed along. A virulent new
strain of avian flu has been identified, as well as an outbreak of a smallpox-like illness that has
baffled doctors in the South Island city of Dunedin.
Among the Lost, the influx of otherworldly Glamour has caused tumult. Contracts evoked with it
have an element of unreliability, as though the Lost or the entity they’ve bargained with had their
fingers crossed when they swore their oaths. The Hedge itself exhibits symptoms of Contagion.
New hollows bubble up like pustules, their leafy canopies mimicking New Zealand as it was
before humans came. Trods appear, leading those who wander down them to those other, newly-
discovered islands, stranding them in a reality that isn’t their own. The alien God-Machine hums
within the tangle of the thorns, attempting to impose order on the chaos. A small army of
clockwork hobgoblins find it amusing to pretend they are the angels the God-Machine calls out
for, and carry out its orders according to their own whims.
Even Arcadia feels the Contagion’s touch. A Huntsman, murdered by his prey’s motley,
reformed in an infected part of the Hedge. Though his Keeper’s desires still beat in place of his
hidden heart, though his herald still roosts on his shoulder when he whistles, he is no longer the
same. It’s an itch deep in his soul as he seeks out his prey, the ghost of wanting something for
himself. Sometimes, he even thinks he can feel his heart thumping away, right there in his own
chest. It’s not many of them, yet — Huntsmen don’t often meet defeat at changeling hands —
but someday the verderers’ loyalty to the Kindly Ones might wear thin.
The mortals who the Gentry steal away to be their entertainment and servants are a problem as
well. Often now, since the breach, Keepers have found the forms they mold their charges into
don’t hold. The perfect ice sculpture cracks, the mortal’s plain, imperfect face exposed for all the
faerie court to see. The Hunterheart bites his mistress’ hand rather than the quarry she’s set him
upon. The Mirrorskin shows the Gilded Prince his true reflection, and it’s hideous. The victims
throw off the True Fae’s magic the way some bacteria resist antibiotics. These flawed
changelings are an embarrassment to their Keepers. Some find themselves thrust out of Faerie,
banished from their Keepers’ courts. These Lost are still forever changed by their Durances.
Many struggle with their contradictory emotions: relief that they’ve escaped, and shame that they
weren’t good enough to stay.
Outbreak Sites and Notable Locations
Carlile House, Auckland: The Carlile House sits gray and foreboding on an otherwise pleasant,
tree-lined street. Residences and shops surround it, making the gray stone walls and boarded
windows all the more ominous. Inside, mold climbs up the wainscoting and old, yellowed
wallpaper peels from the walls. Bed frames and mattresses fill the rooms, and broken toys and
scattered puzzle pieces litter the floors. Built in the late 1800s, Carlile House has served as a
boarding school for underprivileged boys, as an orphanage, and most recently as a hostel. It fell
into disuse and disrepair forty years ago. Urban legends abound about a deadly fire in 1912 that
killed 43 boys, though no such fire is on record. Visitors to the house swear they hear children’s
laughter and footsteps, and others swear they’ve seen the ghost of a nun who, in another version
of the story, saved those same boys from the fire but perished herself.
Today, Carlile House is a base of operations for the Crucible Initiative. The exterior remains run
down and spooky, but the Burners have fixed up the east wing, preparing beds and clean rooms
to hold those Contagion-infected individuals whose care they oversee. The Initiative lets urban
explorers think they’re seeing the whole house when they break in to upload their creepy
walkthroughs to social media. In truth, a Mastigos warlock has folded the rooms upon
themselves, creating a handy illusion for the explorers that allows the surgeons to continue their
work undisturbed. Some of the noises enterprising ghost hunters hear are not made by long-dead
orphans, but instead belong to the very-much-alive patients, not all (or even most) of whom are
at Carlile House willingly.
Quail Island: Located off the South Island in Lyttelton Harbor, not far from Christchurch, Quail
Island wasn’t considered inhabitable by the Māori who settled nearby. The Europeans attempted
to farm it in the 1850s, but by 1875, they gave up and turned the island into a quarantine site. In
1907, it served as a hospital for sufferers of the influenza epidemic. For the next 18 years, the
island was also home to a small leper colony. Though today, day trippers take ferries and private
boats to the island to enjoy its beaches, it is still mostly uninhabited. Zero Hour has restored the
old hospital and made it a haven for those Contagion-touched who need to rest, hide, or stay far
away from mortals while the Sworn search for a cure. A pack of Uratha patrols the hospital’s
perimeter, making certain no mortals wander onto the grounds. With unMasked Lost and other
potentially dangerous creatures inside, it’s as much to protect the secrets and dignity of those
within as it is to avoid endangering those without.
Westhaven Marina: The Freehold of Gentle Waves currently holds court at the Westhaven
Marina. The freehold claims half a dozen berths close by one another, a tiny fraction of the
marina’s two thousand boat capacity. The freehold has moved plenty of times over the centuries
since its founding, its monarchs ready to unmoor their vessels and unfurl their sails when the
Huntsmen or other outside forces threaten. Westhaven’s been good to them these last few years,
with the Glamour from boating enthusiasts keeping the Lost well-fed. Being on the water is its
own kind of magic, and when the Spring Queen moved their little armada here, she made a
perfect call.
Things have changed in recent months. It started when Carrie Odell couldn’t sense the tides. The
Elemental woman spent her entire life on boats, from when she was a deep-sea fisherman’s
daughter through her Durance, where she grew fins and a tail and swam and swam and swam
alongside ships full of Gentry, singing up at them from the waves. Carrie knows the water. In
many ways, she is the water. But the ebb and flow were gone. She stood on the deck of the
Syllabub and swore she was standing on dry land. In her despair, Carrie threw herself into the
harbor, where her tail returned and her gills came back. She’s been that way ever since.
The remaining three members of the Syllabub’s crew all suffer from some degree of Contagion,
though their miens are easier to hide than Carrie’s. All of them tell stories of sighting the same
ghostly ship out on the horizon the night before Carrie lost the tides. They don’t know it, but the
ship they spotted was the very vessel that discovered the other reality’s New Zealand, but unlike
in our world, a human crew never reached the shore
Otara Fleamarket: In a quiet corner of the Otara fleamarket sits a stall cobbled together from
scrap wood and scavenged nails. Baskets upon baskets of fruit cover the counters, and on first
glance passers-by might mistake them for apples and peaches. The three women who run the
stalls speak little, offering up prices and declining to comment on the weather. The fruits cost
anywhere from two pennies taken off a dead man’s eyes to the first breath of your firstborn. The
women aren’t women at all, but hobgoblins, and this corner of Otara flea is the local Goblin
Market. The little white-haired woman picks the fruits herself. The one with the puggish nose
bakes them into tarts. The third, whose coat is made from scraps she found on the thorns, sizes
up the customers and determines what she thinks they’ll be willing to pay.
The prices have dropped over the last few months, and the middle sister’s been adding more
sugar and nutmeg to her pies. The fruits in their baskets are often bruised, or too tart, or their
colors slightly off, though the sisters swear everything’s fresh as can be. Their orchard lies in an
infected part of the Hedge, the trees and bushes victim to the contagion’s blight. Lost who eat
their wares become Contagion carriers themselves, and those who bake with the fruits spread the
disease to the friends they feed.
On some market days, the stall connects to the even larger Tumbledown, a goblin market that is
mostly located in New Orleans, Louisiana. Members of Tumbledown’s freehold have heard
about the Otara sisters’ questionable bounty, however. They’ve begun stationing people to stand
guard near their stall and make sure their goods don’t make it too far into the market proper. Just
in case.
Sky Tower: The Cryptocracy sits high above the city of Auckland, on the fifty-sixth floor of the
Sky Tower. The tower rises nearly eleven hundred feet into the air, making it the tallest
freestanding structure in the Southern Hemisphere. It contains several viewing lounges, giving
visitors a 360-degree view of the city, a revolving restaurant, and for the very brave, the
opportunity to take a cable-controlled jump off one of the observation decks. A large portion of
Auckland’s communications are broadcast from the top of the tower, including radio, television,
and wireless internet services.
The Sky Tower is full of Infrastructure and angels, and the Cryptocracy keeps an intense watch
on both. It is from here that its members gather intel about the outbreaks and disseminate it to
other groups of Sworn. Along with Caliber, their close proximity to the transmitters means that
when the need arises, an agent has immediate access to intercept and alter outgoing broadcasts.
These last few months, the bureau has made efforts to control the narrative when a monster falls
prey to the Contagion in a way that would set off public alarm. Their monitoring allows the
Cryptocracy to deploy physical, financial, and political resources to any infected, and helps
funnel the victims to the Zero Hour facility on Quail Island.
Pencarrow Head Lighthouse: Outside Wellington lies the first permanent lighthouse built in
New Zealand. Though it was decommissioned in 1935, the structure still stands. The lighthouse
is composed of cast iron pieces, making it a safe place to hide from Huntsmen and the True Fae,
even if it pains the Lost to shelter within as well. When Thenia, the Wizened who brought that
first cutting out of the Hedge, saw how fast her garden grew, and noted with alarm that her
green-tinged fingers had begun to sprout of their own accord, she fled for the one place she
thought might bring her some relief. The plants in the backyard hearkened after their gardener,
the alien vines following in her wake and occasionally catching up to tangle about her ankles.
Thenia made it to the lighthouse just before they could completely overtake her, and bolted
herself inside. Now, the vines grow nearly right up to the walls, leaving only a small gap they
won’t dare cross. Thenia’s been locked inside all this time, depending on friends to brave the
path. So far, the plants have only been interested in Thenia herself.
Story Hooks
• The Gentry are displeased. The mortals they’ve pulled into their service are
unpredictable, disloyal, willful. It would never do to simply send them back with a pat on the
head and a cookie for their service. In fact, the Kindly Ones would prefer never to have to cross
paths with these inferior humans again. Thus, they escort them to a trod that releases them far,
far from their homes. One Mirrorkin whose Keeper stole her from near Dunedin emerged only a
few miles outside Kyoto.
• Gossip has hit the courts about a motley whose Masks all slipped. Just, boom, one guy’s
eight feet tall and made of rock, his head brushing the bar’s ceiling. And one girl with him is in
her mid-20s one second and in her 90s the next. Only reason they didn’t notice the third
companion sprout a pair of horns was they were all screaming about the big dude. What
everyone missed, amidst the panic, was the beautiful young man who’d bought the motley a
round of drinks slipping out of the club.
• The police have cordoned off several city blocks in Wellington’s theater district. The
Cryptocracy’s spinning it as a gas leak, yet a Daeva on her way to a show saw the quarantine
trucks rolling in, and someone’s broadcasting panicked messages over the Cacophony from
within. You don’t need preternatural senses to smell the burning. It reeks of rotted greenery and
hot metal.
• An Ithaeur hunting in the Willowbank Wildlife Reserve was bombarded by a passel of
spirits in an area where he’d previously made peace with the denizens of the Shadow. These
entities insisted no such pact had ever been made and that, in fact, no Uratha had ever stalked
these lands. When he finally appeased them enough that they’d converse rather than attack, the
wolf spent several hours in discussion. Afterwards, he was startled to look up and see the moon
in a different phase than it had been when he began talking. The next day, when he returned to
the spot with his pack, none of those spirits remained, and there was no evidence he’d been there,
either.
• A Darkling who escaped from her Keeper last month emerged from the Hedge with deep
scratches from the thorns. Her clothes were tattered, her hair a-tangle. But what was caught in
the fabric and in her hair was not sticks and leaves but wire clippings. The briar stuck in the meat
of her palm wasn’t organic, but a sliver of steel. Her dreams since her escape have been full of
numbers and equations, and when she’s still, she swears she feels threads beneath her skin. She
scratched herself once, and to her horror removed a hair-thin wire filament from the cut. She
spent her Durance writing letters her Keeper dictated, and now, she wakes with pen in hand, the
pages covered in equations she doesn’t understand.
• Lia Wilson’s sure the Summer Court can stop this thing while it’s still in the Hedge, and
she’s handpicked a crew to go in with her. They tell the freehold they’ve dropped their Masks to
show their pride, their defiance, but they’re liars. They’re infected, and this is a suicide mission.
The other courts let them have their lie. Why be so cruel as to remind them that the next step,
after they lose control of their Mask, is to lose control of their minds? Neither do any of the other
courtiers dare mention how Lia’s grown more angular by the day, how they heard that her
Keeper’s realm was all sharp edges and no curves, or how her skin’s taken on a sliver tinge.
Lia’s Clarity hangs by a thread, but she swears she’ll stay lucid long enough to save her people.
• Anya DeLisle’s been sick before. She got a miracle cure, part of an experimental drug
trial sponsored by the Leahy Group. They told her, after she was declared disease-free, that she’d
been in the placebo group. Sorry, ma’am, we can’t explain it, that’s outside the scope of the trial.
But other things happened to her, after. Side effects that hadn’t been listed on any of the info
sheets. The doctors stopped returning her calls, told her sugar pills couldn’t cause those things.
Then the lawyers did call her back, to tell her to stay away or else. Now they’re advertising for
another trial, and she’s not going to let anyone else go through what she’s experienced. She’s got
some friends who are willing to help, but she needs more warm bodies to pull this off. Who’s in?
• The Circle of the Crone ought to be loving this, the imposition of a wilder New Zealand
on our own. Change is good, evolution is better. It’s chaos spilling through and it’s got the
Invictus spinning in circles. That alone should make them gleeful. But some Cruac rites have
gone horribly wrong since Contagion came, and in one particular case, only one Acolyte didn’t
see the sun after. The others all ran to meet it.
• An angel came screaming out of the sky last night, and a ring of Unchained went to
collect their newest sibling. No other angels came in search of it, which the demons chalked up
to luck or good timing. But her Cover couldn’t hold. One moment, she’s a petite blonde woman,
the next she’s all arms and eyes and not much else. The Agents brought her to safety. They think
they can help her get a more reliable Cover in short order, but that’s not what has them worried.
Sure, she was an angel, but she served the other God-Machine.
• The Makara’s so hungry. She’s drowned an entire cruise ship’s worth of people in their
dreams, and yet she’s never sated. Something’s changed about the dreams themselves, or maybe
the fear, she doesn’t know. But she’s just barely holding it together, and she doesn’t know if it’s
them or if it’s her, and oh god, what if she’s got this sickness she’s been hearing about?
The Lost
A changeling who has been infected slides inexorably back toward his Durance, both in
appearance and behavior. He is aware of this awful, regressive change, keenly feeling the loss of
the freedom he clawed his way home through the thorns to claim. Contagion, for the Lost, is the
horrifyingly familiar erasure of the self that their Keepers imposed upon them, only there are no
faerie palaces to flee, no doors in the Hedge they can fling open to return home.
For some in early stages of infection, the Mask falls away only briefly and immediately reasserts
itself. For others, some or all of their mien is always visible. A Beast might be able to hide small
horns beneath her hair or a cap and pass it off as trying out a new style, but little can explain
away an Ogre who gains an extra foot in height, or an Elemental whose hair is literally aflame.
The freeholds and courts have, to the extent they’re able, provided shelter and cover for those
who are so afflicted.
Then there are the Lost whose Clarity has been stripped away by the Contagion. Though they
remain on this side of the Hedge, they behave as though they were back in Arcadia, doing their
Keepers’ bidding. These effects may be deeply personal and only affect the individual, such as a
Wizened Artist who paints canvas after canvas, refusing to eat or sleep until exhaustion takes
hold. Other times, the changeling becomes a danger to those around him: an Ogre who begins a
bar brawl thinking someone has slighted her Lord, a Mirrorskin who wears his best friend’s face
and wreaks havoc in his affairs. Worst yet are those whose purpose in Arcadia entailed shocking
levels of violence. A Gristlegrinder will never be jailed for the atrocities he was forced to
commit in his Durance. When his victims become mortal club-goers, however, no Gentry will
come to save him from his jail cell.
The Forsaken
The Contagion has had a disconcerting effect on werewolves and their Change. In the last few
months, new Uratha have felt as though they’re out of phase with the moon. They look up and
see that Father Luna is waxing gibbous, but their blood tells them he’s full. Mechanically, this
means the Storyteller may adjust any benefits or modifiers a Uratha receives from the moon
being in a particular phase.
Similar to how infected among the Lost lose Clarity, those Uratha who have fallen victim to the
Contagion lose their ability to separate their perception of the Hisil from that of the mundane
world. In places where the alternate-New Zealand’s forests have replaced the busy streets of
modern-day cities, this becomes especially dangerous.
Other Entities
The Contagion affects the supernatural substances that drive all characters’ abilities: Glamour,
Essence, Mana, Vitae, Pyros, and so on. Characters feel it most keenly when activating their
various powers — an uncertainty when casting a familiar spell, a ripple of Instability when
calling upon a Variation, a strange aftertaste to the blood. Their powers still work, but at the
Storyteller’s discretion, the effects might not manifest in their typical fashion. The Storyteller
may increase the difficulty of a roll to use a power, or may impose an appropriate Condition
upon the character, including the new Condition, Discord (see p. XX). Dramatically, the
Storyteller may describe how the oddness manifests, or she may ask her players to describe how
their character’s effects appear off to their companions.
Jack Thimble
“Go ahead and run. You’ll tire long before I do.”
Background: Jack Thimble used to be That Guy. The one who cut his friends down with a
scathing comment when they started looking just a little too cool. The one people hated
themselves for liking anyway, even though they knew being his friend meant he could go for
their throats at any moment. Jack was cunning, charm, and stubble-jawed good looks wrapped
around an asshole core, and he wasn’t sorry for a second.
Until the Seven Night Duchess took him away. She’d liked watching him hunt in the mortal
world, appreciated how he left hurt feelings and broken hearts in his wake, and she decided he
simply must be her pet. He spent his Durance as a hawk on his lady’s shoulder, sent to hunt and
kill her lovers once she grew tired of them. Jack soon came to hate the hunt.
When he escaped, he vowed to be better than he was. He’s succeeded, mostly, at making real
friends within his freehold and trusting people enough to form a motley. He joined the Summer
Court so he could protect people rather than crush them. It was all going well until that day in the
Hedge, when he came out and saw his phone battery nearly drained from trying to get signal in
the nowhere of the thorns. Until the day after, when he found himself scrolling through old
phone numbers with bad intentions. And the day after that, when his talons returned and he
began drawing blood.
Description: Jack is an aggressive, handsome man in his late 20s. Even when he’s still, his eyes
follow movements in the crowd around him, as if he’s scoping out his prey. Brown hawk
feathers are interspersed throughout his hair, which leads him to keeping his sweatshirt’s hood
pulled up. He keeps his hands shoved in the front pockets to hide his talon-tipped fingers.
Storytelling Hints: Jack is confident and charming, never at a loss for words. He’s also terrified
of being under the Contagion’s control.
Seeming: Fairest
Kith: Hunterheart
Court: Summer
Attributes: Intelligence 3, Wits 4, Resolve 2; Strength 3, Dexterity 4, Stamina 4; Presence 3,
Manipulation 5, Composure 4
Skills: Academics 3, Athletics 4, Brawl (Grappling) 3, Empathy 1, Intimidation 4, Investigation
2, Persuasion 3, Politics 2 (Summer Court), Socialize 4 (Bar hopping), Stealth (Shadowing) 4,
Subterfuge 2, Survival 3
Merits: Fast Reflexes ••, Fleet of Foot ••, Seizing the Edge ••, Striking Looks •
Willpower: 6
Current/Maximum Clarity: 5/8
Needle: Bon Vivant
Thread: Honor
Touchstones: Thenia
Aspiration: To heal some of the hurt he caused before his Durance.
Initiative: 8
Defense: 8
Size: 6
Speed: 12
Health: 7
Wyrd: 3
Favored Regalia: Shield
Secondary Regalia: Jewels
Contracts: Cloak of Night, Fiery Tongue, Know the Competition, Overpowering Dread,
Paralyzing Presence, Pure Clarity, Seven-League Step, Sunburnt Heart
Cure
The more the Contagion insinuates itself into our reality, the harder it is to root it out. It has a
solid foothold now, but it isn’t so completely integrated as to make a complete recovery
impossible. Like an invasive plant, it can be pruned back, its damage mitigated for a time while
the factions decide what to do next. However, since part of the Contagion is caused by a piece of
another world’s God-Machine, it spends that time thinking of ways to thwart its enemies as well.
Like the Infrastructure in our world, the Infrastructure the invading God-Machine builds depends
on linchpins. A quest to locate and destroy all of those would weaken it, and possibly shatter its
hold here. Likewise, efforts to push it back through the Hedge and seal off the breach to its own
reality, while a Herculean task, ends the threat. These are not the only ways to end the Contagion
— any actions that fit the setting’s mood of defiance and holding on to what makes you you are
possible avenues to success. If the characters decide to save the formerly-extinct species and use
their return to reverse the effects of climate change on a global scale because that’s what matters
to them, feel free to run with it!
Even after the threat of an invading reality is over, a world of cleanup remains. Clarity may
return to the infected Lost, though it might take years before they can discern what’s real and
what’s not. They still have to come to terms with whatever damage they did while under the
Contagion’s influence.
Allowing the other reality’s supernatural essence to integrate with our own is also a
viable, if potentially devastating, option. The change is subtle but sweeping: many
creatures lose the ability to power their magic altogether, or must relearn how to direct
and wield their magical substances. For example, mages wouldn’t fall back to Sleep, but
Mana itself is fundamentally different, making the Imagos they’ve relied on to work
their spells no longer valid. How does this affect the world? Where do the factions go
from there?
The Sworn
The Cryptocracy views its role in containing this Contagion as one of support, or at least, that’s
what they’re letting the other Sworn think. They’re managing the flow of data, herding all the
various cats toward the places they’ll do the most good for the greatest number of people, and
deploying resources efficiently. Someone must control the narrative and do any necessary dog-
wagging, and it ought to be the ones who understand power and politics best. In truth, the
Majestic are living up to that nickname, issuing orders like the monarchs they consider
themselves to be, and once the Contagion’s over, they’ll reap the benefits.
Members of the Jeremiad pit one god against another as a philosophical exercise all the time. It
makes for excellent debate when the Contagion is in remission. Now, with two iterations of the
God-Machine in the same reality, they have the potential to see their topic of debate play out for
real. How strange it is, especially for the Unchained among them, to be on our God-Machine’s
side. But, better the devil you know...
The Rosetta Society are determined to preserve the world as we know it, though the amount of
information they could gather from another reality is powerfully tempting. Therefore, any
interactions with the Contagion require as much documentation as possible: recordings,
measurements, scientific specialists. The Exegetes are also spearheading attempts to reach those
Lost who have returned to their Durance-like state, walking in their dreams to try to coax their
post-Arcadia minds back to the forefront.
Where the Rosetta Society members grapple with the idea of learning about the other reality,
members of the Ship of Theseus are exploring ways to co-exist with it. Letting the other reality
flow into ours — responsibly, and in a completely controlled and measured manner — is an
eventuality they’re planning for. For the Theseans, the question isn’t so much “should we do it?”
but “How can we do it without killing everyone?”
Of all the Sworn, Zero Hour’s plan is the simplest: first they’ll help whoever they can. Then
they’ll cure the Contagion by any means necessary. Then they’ll punch the Theseans in their
fucking mouths and make them clean up the mess.
The False
The Crucible Initiative’s approach isn’t all that different from Zero Hour’s (though perhaps with
less punching). Both factions, after all, have set up hospitals of sorts where they can aid the
Contagious and learn about the infection, though the details might differ from there. The Fire-
Bearers are also in touch with Huntsmen, sending some of the more hopeless cases back to
Arcadia where at least they can’t infect anyone on the islands. The Huntsmen don’t seem to
notice when their quarry is not quite the same as perhaps the Keeper expects, but if the verderers
don’t ask, the Initiative feels no obligation to supply the information.
The Machiavelli Gambit, like the Cryptocracy, is focused on spin. Occasionally the messages
they’re broadcasting contradict whatever the Men in Black want people to believe, but that’s not
the Princes’ problem, now, is it? They’ve also gotten wind of the Jeremiad’s risky plan and have
made a few contacts with the newest angels — the ones the alien God-Machine called into its
service — offering to help them put Infrastructure in place and granting them (limited, carefully
monitored) access to some of their own resources. After all, if the horse the Jeremiad’s backing
loses, someone has to be in good with the new God-Machine in town, right?
Naglfar’s Army is hard at work planning for the end of the world. Where they encounter the
Contagion, they do what they can to help it spread. That’s secondary to their other project, which
is collecting a small group of designated survivors and moving them — willingly or not — to
one of the smaller islands to wait out the apocalypse. They’ve sent saboteurs out in search of the
breach between our reality and the other, with instructions to tear it open as wide as they can to
hurry in the new era.
Cause
You would have thought they’d have learned their lesson with Ebola. But it seems not. I want to
tell you about my friend, Lenny. Lenny was one of my last ties to the daytime world. A good
friend. Kept me grounded. I saw her in the hospital before she died, when she was dying.
Weeping sores all over her body, high fever, and the doctors said she had the same sores inside.
Weird things. They said they were caused by some kind of parasite. Some kind of parasite the
doctors had never seen before. I looked at them under the microscope and they reminded me of
nothing so much as tiny cogwheels, spinning and turning in a haze of blood and pus.
There were half a dozen others with Lenny. All with the same symptoms. Seems they had all been
at the same party and eaten the same dish. Which is about all the doctors would tell me.
However, for someone like me, it’s not so hard to get my hands on hospital records. They traced
it back to a single consignment of bushmeat. And then they let it drop. Words and words about
attempts to stop the illegal trade but…. Since when have mortals ever managed to end the illegal
trade in anything?
The hunting, sale and consumption of bushmeat is a major problem and one that is difficult to
eradicate. Bushmeat is hewn from animals hunted in the rainforest. It is a traditional way of life
for some people, particularly the Pygmy tribes whose existence is under threat from destruction
of their environment, unregulated economic activities and rules around conservation of the
forest. For others, it is seen as the most easily available source of protein. In any case, bushmeat
is an important element in a traditional central African diet. Bits of exotic (and endangered)
animal are often seen on sale in the markets of Kinshasa. And, while it is illegal to import meat
products into many countries, it’s natural for people to crave the diet they ate in childhood and
these habits are passed on to children, families and communities. The sale of bushmeat provides
an economic lifeline to many families living in the forest and hefty profits to those in the cities
who export it illegally in suitcases and packages bound for London, New York, Paris or Sydney.
The Ebola crisis bought bushmeat to the headlines for as long as headlines last, but bushmeat
also puts pressure on many endangered species.
In the Democratic Republic of Congo, throughout the Congo basin and, increasingly, in other
parts of the world where bushmeat is eaten, the Contagion is spreading. The World Health
Organization is determined to find a cure but, as the disease is not a natural phenomenon but,
rather, an incursion from a different dimension or universe or time, they are having scant
success.
So, how did it start?
It started when Ismitta, one of the Begotten attempted to incarnate and failed. Maybe her Myth
was insufficiently developed, maybe general acceptance of the modernization of the surrounding
region prevented locals from giving the Mother Primate the credence that would have allowed
her to manifest. These things happen from time to time and do not inevitably result in the
Contagion gaining ingress to our reality. Unknown to anyone Ismitta’s lair was very close to a
piece of Infrastructure placed in the Congo Basin to connect that remote part of our planet to the
Primordial Dream. When the Mother Primate attempted to incarnate, the process set up a
vibration in the Infrastructure which attracted the Contagion and enabled the inter-dimensional
disease entity to enter the physical world where it determined that the most effective way to
spread itself was via the food chain. It started with the manifested body of the Mother Primate.
Symptom
To most observers, this outbreak seems like a fairly normal and yet terrifying fever. The average
mortal believes Ebola or some other form of exotic disease has escaped from Africa and will
make its way through to their homelands where they and their loved ones will die. Although the
chances of an Ebola outbreak occurring in other nations is slim thanks to the use of powerful
antivirals and quarantine procedures, this outbreak is different from the others. It is not just a
disease passed on through tainted meat. It is a semi-sentient infection twisted by the Contagion to
move quickly among others, which can randomly accelerate or slow its progression inside a host,
forcing them to do as it wishes.
When Ismitta attempted to incarnate, she left a wake in the Primordial Dream that enabled the
Contagion to seep into the forests of the Congo. This outbreak does not have the strength to
possess living creatures, but instead clings to animals that are killed violently. As it seeps into
their flesh, it manages to survive long enough to be consumed by other creatures living in the
Congo, including the Congolese themselves. This allows the Contagion to spread out and thrive
as those who consume the tainted bushmeat may unknowingly carry the infection themselves.
Though the infection does not think of itself as an entity, those who have encountered its effects
on mortals refer to them as the Bloody Ones.
The Contagion in the Congo has no agenda other than to thrive and continue to exist. Driven by
the sheer desperation of the people of the area, it has found a means to keep itself from burning
out and to spread to other parts of the globe as need be. It resides in most of those infected as a
chronic fever and occasional bloody cough, which persists until the host’s immune system fails
and the disease kills them. In others, and particularly in those who are attempting to eradicate the
Contagion, it is able to ramp up the timeline of the infection and kill a host within minutes unless
there is effective medical intervention. No form of medical intervention accessible to mortals has
proven consistently effective.
The Bloody Ones are mortals who will die a brutal, agonizing death from the disease, but once
the Contagion has taken hold in its final hours they lose control of their bodies. While most who
die from the disease do so in their beds or in hospitals as the pain from their exsanguination
overwhelms them, the Bloody Ones have their bodies hijacked by the infection. It infects the
brain stem and transfers all control to the Contagion, while the victims become prisoners in their
own bodies. The Contagion uses the Bloody Ones to control its own survival but to also carry out
the last empathic imprint it got from Ismitta as she tried to incarnate; for the forest to survive at
all costs.
Now the infection is split between its own survival and helping to ensure that the Congo resists
any attempts to spoil or devastate it. Logging crews become sick after eating meat they have
trapped in the forest and are found having bled to death in their trucks at the logging site. College
students and missionaries on foreign aid missions find locals grateful for their aid but lose all
memory of them after they leave the area. A local chef bankrupts his own business to supply a
group of visiting executives with a feast of amazing local dishes and steaks, only for the chef to
die a week later and the executives to find they have become too sick to leave the country.
Outbreak Sites
While the contagion might be found anywhere in the DRC and, from there, spread out with
deadly exports across the world, there are differences in the ways it manifests in the cities and in
the forests. Kinshasa, the capital typifies the cities of the DRC (though it is by far and away the
most sophisticated). The rapidly spreading outbreak originated recently in the Kahuzi-Biega
National Park, remote, difficult to reach and one of the most biologically diverse areas on the
planet.
Kinshasa
Kinshasa is a huge, sprawling megacity where robots control the traffic in the affluent center. 11
million people live here and they all speak French. The juxtaposition between the architecturally
notable buildings in the smart residential and commercial parts of the city and the sprawling,
unsafe slum residences is striking. There is noise and chaos everywhere. Street hawkers
constantly hassle you to buy their wares and, with 20,000 children living on the streets, visitors
who are interested in handicrafts and those who have a sense of charity can find their pockets
emptied very quickly — even if an enterprising urchin does not pick them. In Kinshasa you can
get whatever you want if you have cash enough to grease the necessary palms. If you have cash,
you should always be aware that there is someone close by ready to relieve you of it by whatever
means possible.
Kinshasa is where the most organized Kindred are based, also where the various factions of
Sworn can be found, if you know where to look. Good places to start looking for Kindred would
be the Institut Francais de Kinshasa and the Goethe Institute, which promote all kinds of cultural
activities in French and German respectively.
Currently there are no acknowledged symptoms of the Contagion in Kinshasa though any non-
mortal you ask is concerned about happenings ‘out in the bush’ Most individuals in Kinshasa
consider the bush to be extremely dangerous and, while several Sworn factions are preparing
expeditions, few have progressed beyond words. The Rosetta Society and the Crucible Initiative,
however, have already left. The former wish to study and understand the Contagion to combat it,
the latter simply want to wipe it out. Both groups are highly secretive as they fear the
Machiavelli Gambit might turn up at any moment.
Kahuzi-Biega National Park
A UNESCO World Heritage Site in Danger the National Park is made up of dense rainforest
which is not home to endangered eastern lowland gorillas and a huge diversity of other
mammalian species. It has been a National Park for nearly half a century but communication
with the indigenous people of the area has been suboptimal. The park’s formation displaced
many and few of those remaining have any understanding of why the preservation of this global
treasure is considered more important than their own survival. It is little wonder, then, that
hunting for bushmeat persists. While the forest is safe from exploitation by multinational
corporations, small artisanal mining and logging operations continue and are very difficult to
wipe out.
Political instability and insurgents also make the area difficult to manage as a National Park.
Tourism is down due to the real and present dangers in the region.
It is not an easy journey from Kinshasa to find Ismitta’s tribe. Away from the large towns the
roads are bad and devoid of gas stations. For the last 60km through forest, there are no roads at
all. One might almost be grateful for the clearings logging creates. There is always a chance of
running into loggers, miners or militia who might turn hostile. A helicopter would be a better
choice of transport.
The settlement itself is relatively prosperous and well-organized. There’s no plumbing and no
electricity but the occupants are clearly used to dealing with outsiders, even those who do not
speak their language. Communicating with the villagers reveals their resentment at having been
pushed out of their traditional homelands with the establishment of the National Park and, while
this was partly mitigated when they were chosen to be protectors of the site, too many of their
people have been killed in the course of their duties as park rangers. They are full of praise and
admiration for Tiombe Exotic Exports who have helped them to make their way in this strange
and modern world while retaining many of their own means of governance and customs.
The Twa hunters are happy to show visitors what they do when they go out to hunt and trap
bushmeat. The animals they take are mostly large rodents that appear healthy. They say they
used to range further but then other people came who destroy the forests for wood and hunt
animals for their tusks and teeth — not to eat at all. There are men who use the trees to hide their
mining operations.
The Twa are not willing to go far up the mountain as guides. They are clearly afraid. They say
there is a strangeness on the mountain, that it is guarded by Mother Primate. The bushmeat there
is not fit to eat — it makes people sick. The Twa will not eat it, sell it, or use it in barter. They
say a few of the diseased animals have been given to medicine men from Kinshasa who want to
study it.
After a couple of days hacking through the jungle, all signs of human activity stop. It’s as if
some kind of border has been crossed. The trees close in, strange geometric shapes in their roots.
Paths hacked with machetes close before anyone can pass through. Huge holes of swamp water
suddenly block routes that were previously viable. There is howling in the distance. The
rainforest is never quiet but this howling is unnatural, the sound of something in unimaginable
pain. Then there’s the smell. Not the usual rainforest smell of the cycle of growth, death and
renewal, but the fever heat and jungle sweat. Every nerve in the explorer’s body urges her to turn
back, to return to the Twa village. It takes a lot of determination to persist.
Continuing up the mountain it becomes difficult to determine what is part of physical reality and
what is not. Gaping holes in the mundane flash into existence through gaps in the forest canopy.
The Gauntlet gradually thins, until it is almost absent and spirits of rot and decay overrun the
forest. There are gateways into Twilight though ghosts of humans are few and far between. The
ephemeral realm carries memories of healthy forest— a real contrast with what can be seen on
the physical plane.
Meanwhile, on the physical plane are hordes of dying animals. Small ones at first, rodents,
porcupine, pouched rat, and duikers (small antelopes). After a while it becomes difficult to avoid
treading on them. Most are obviously infected. The stench is nauseating (causing the moderate
Sick Tilt in Chronicles of Darkness p. 286). Prolonged skin contact with the ‘parasites’ in these
corpses, and more rarely, in the spore-filled gas, causes the Contagion-Touched Condition (see p.
XX). The stuff actually has to enter the body (through an open wound, ingestion etc.) in order to
cause the Infected Condition (see p. XX).
The jungle thins towards the stop of a steep rise. There, spread out like something on a dissection
table, is a huge female mountain gorilla, about three or four times the size of a normal specimen.
It is clearly the source of the horrendous stench of rot, death, contagion and decay. Its belly is
split open and there are cogwheels of all sizes, pistons and spindles buried in the mound of
stomach contents, bowels, pus and rotting flesh. Smaller creatures, both natural and unnatural are
feeding on it.
This outbreak has already attracted the notice of several factions of Sworn and the False. The
Rosetta Society have sent in members of the Cape Town chapter who, to date, have managed to
prevent Zero Hour from incinerating a large part of an UNESCO World Heritage Site. The
Machiavelli Gambit and the Crucible Initiative are both on their way, and less likely to show
restraint.
Story Hooks
• The infected bushmeat traces back to Tiombe Exotic Exports, a well set up concern in
Kinshasa. Pulling strings or greasing palms results in an interview with Seimphiwe Tiombe, one
of the directors, a soft-spoken and polite man. With some persuasion (or some deception and a
quick look at the books) Seimphiwe reveals that all the items the company exports come from a
nomadic tribe of Twa who live in the forest on the outskirts of Kahuzi-Biega National Park.
• The people living in the Congo seem to have an inborn immunity to the effects of the
disease despite many being carriers of it. For some reason the disease ravages tourists and
doctors seeking to treat the disease, with no clear reason given why. This is because the
Contagion is attempting to prevent any doctor from finding a viable cure, and has been using its
influence to arrange accidents to happen to anyone attempting to offer medical assistance.
• An international food festival at Purdue University has led to an outbreak of Ebola
despite the fact it is located almost half the world away from the Congo. The students who ate at
the festival are doing very poorly although several of the senior professors appear to be doing
alright save for the professor in charge of immunology research for the university. She died
within a day.
• A documentary crew for a major cable news channel is in the Congo doing a report on
the experiences of those living there. Several of those interviewed give accounts of a bands of
blood-soaked individuals setting fires to local fields and offer up recordings of it. If information
about the Bloody Ones starts to become common knowledge, it has the chance of setting off
brutal purges not only in the Congo but in neighboring nations as hysteria will drive
communities out of control.
• The Strix have become better organized than the Kindred in the DRC, and now it is
becoming too dangerous for any Kindred vampires to leave the safety of the cities. Even in
Kinshasa there have been recent reports of strange sightings. Some are beginning to wonder if
someone is leaking information to the Strix in order to settle old scores. The Circle of the Crone,
who are known to have ‘business’ of some kind in the bush, have come under close scrutiny.
Cure
Can the Contagion ever be completely cured? Maybe not, but specific outbreaks can, and have
been contained. Each faction has their own take, but what will work? Controlling the sale of
contaminated bushmeat will assist in containing the infected material, but this does not tackle the
source. Clearing the area in which the remains of the Mother Primate is situated would also be
effective, though this risks further irreparable damage to a site of unique biodiversity.
Furthermore, the contagion does not exist purely on the physical plane. Much of the problem
originates in Ismitta’s lair and help from the Begotten would be needed to work out how that
might be cleansed. Perhaps there is a new Apex in the area, or perhaps one could be helped into
place. Repair to the Gauntlet is almost certainly going to be part of any successful attempt at
eradication.
The Cryptocracy
Given the scale of human conflict in the Democratic Republic of the Congo, it is no wonder the
Contagion has arisen there. Interestingly, the focus seems to be in an area full of insurgency.
Our influence in designating it as a National Park back in the 1970s did not achieve the desired
effect. Efforts to promote tourism (which is profitable and promotes awareness globally) have
been stymied by the continuing fighting in the area.
We can and will attempt to combat the trade in bushmeat through our government and corporate
contacts. We can and will publicize the dangers of consuming bushmeat through our media
connections. But we believe that our best course of action here is to provide backup for other
Sworn —those better equipped to deal with this kind of infection on the ground. In this case we
believe that direct action is necessary.
— “Adama Bosingwa”, Maa-Kep Man in Black
The Jeremiad
The list of our sins in the Democratic Republic of the Congo is long indeed: the depths of
corruption that drove humans and other beings to take the native population of this area to be
sold as slaves; the equally sordid depths that subsequently saw the mineral riches of this country
as something they could grab without respect for nature or the indigenous population; the
reckless setting of national boundaries without regard for tribal realities existing across the
Congo Basin.
All this is vileness, sin and corruption with an overlay of hypocrisy because the natives were
“just savages” and, therefore, less than human. We are not always as careful as we might be in
the way we treat the mortals.
The Contagion was bound to strike here as divine retribution. And our work here, just like it
always is, will be to ensure that we, our fellow non-humans and, indeed the mortal population,
are scourged free of sin.
— Simone Mutombo, Guru of the Lancea et Sanctum
The Rosetta Society
We are already onto this instance of the Contagion and our Cape Town chapter is on the scene.
Our team is led by Pascal’s Theorem, a Guardian of the Veil Warlock of the 11th Question.
Pascal has set up a Pocket Dimension in which to conduct his research. With him are the rest of
the mages of his cabal, a handful of trained sleepwalkers, an Ugallu and some mortal scientists
who will forget anything unnatural they have seen when the operation concludes.
They are gathering samples and isolating them in the Pocket Dimension prior to transporting
them to our main lab in Cape Town. We are fascinated by this infection which seems to have a
highly focused origin with the capacity to spread globally. Pascal, if the truth be known, has
become a bit fixated on the epidemiological mathematics of the situation, and we fear that this
fascination is distracting him from the task at hand. He also seems to want to take full credit for
any discoveries so his communication with the rest of the Society has been less than ideal.
In this instance, we are giving active encouragement to illegal loggers and miners in the area as
we believe this will keep others away from the current ‘site of interest’. We have even laid a few
landmines to protect our treasured focus. We are particularly keen to complete our researches
before the Machiavelli Gambit turn up. And we do have some intelligence indicating the Princes
are on their way.
— Mitchell Borre, Conspiracist of the Cheiron Group
The Ship of Theseus
It is not clear how the Contagion here is acting to evolve us. Unless…. Maybe the Begotten
among us have something to say? No, they think that something went wrong. That the creature
who acted as a doorway to the Contagion has met a very unpleasant end to her evolution. But
she should not have to die for nothing. This Contagion is out in the world and has the potential
to affect and evolve ourselves and indeed mortals in ways we are only beginning to understand.
We will work to spread the distribution of the infected bushmeat in a carefully targeted manner
so that the infection, and fear of the infection, will drive both our many flavored selves and
mortals to new heights of invention as the struggle to survive the evolving influence of Infection.
A brush with death, as everyone knows, is often a spur to personal growth and a brush with
extinction what forces species to evolve.
— Koushun, Thesean of the Spring Court
Zero Hour
There is no doubt in our minds. There is a focus of the Contagion in the National Park, and it
needs to be wiped out. The giant gorilla, whatever it is, must be burned, along with a wide area
of rainforest around it. We understand the area is an important ecological site and under
UNESCO protection etc. etc. etc. but you have to get your priorities straight. There’s no point in
preserving rainforest and endangered species if the Contagion gets loose and infects the globe.
We will place units at as many border crossing points as we can reach and integrate as well as
we can with mundane security forces to prevent bushmeat from being exported from the
Democratic Republic of the Congo. Units in the rest of the world will be on the alert for any
attempts to import the Contagious material.
We are trying to get a unit into the infected area but, to date, our efforts have been stymied by
the impressive defenses the Rosetta Society has put in place.
— Alex Baptiste, Operative and Saboteur
The Crucible Initiative
The hemorrhagic fevers endemic to this part of the world have proven resistant to any kind of
cure. Containment is not good enough. We need to crack down on the bushmeat trade, taking
infected individuals into quarantine for further study. We would like samples of the Mother
Primate though, after some debate, we have agreed that the bulk of it needs to be burned with
extreme prejudice.
We note that our approach here is very close to that of the hawks. We are relying on those idiots
to break through the barriers raised by the conspiracists. Failing that, we know where their
Cape Town laboratory is located so we can get the material and information later. But you can’t
leave these things to the Sworn.
Our current plan is to napalm a wide area of the National Park from one of our helicopters.
There may be some speculation in the media about who is providing the insurgents with
helicopters, but that will not be difficult to deflect. Once the source of the infection is eradicated
we can clean up any other signs of Contagion.
— The General, Angel and Fire-Bearer
The Machiavelli Gambit
We are fascinated by the way this manifestation of the Contagion selectively infects people who
are not native to the area in which it originated. We have identified many of those who have
consumed infected bushmeat and not fallen victim. We have arranged to have them studied by
medical faculties in the hope of finding some means of inoculating ourselves against the adverse
effects. We find the jungle too dangerous for direct intervention but we have a large quantity of
infected bushmeat in storage facilities under our control. We hope to isolate the most virulent
aspect of this parasite or virus (it seems to be somewhere between the two) and get it into a
format that will be readily consumed by our enemies.
Going forward, we hope to motivate more of the Begotten to attempt to incarnate. If we can
arrange for those attempts to fail, then we may encourage new and more virulent instances of the
Contagion to enter the world, entirely under our control.
— Claudette Lefevre, Prince of the Seers of the Throne
Nagflar’s Army
The DRC is not really our kind of place. The Contagion is doing its work here and it is doing it
well. Our only concern is to ensure that none of the Sworn (or False) succeed in wiping it out or
mitigating its effects on the general population. We can work with the Congolese to encourage
ecstatic cults to worship the Mother Primate (corrupt though we know her to be) and take active
steps to protect her, her forest and the Contagion that she spreads. We hardly need to lift a
finger to encourage the consumption of bushmeat. People will eat protein as and when they find
it, particularly in a country where such a large portion of the population lives below the poverty
line. We do what we can to glamorize the ‘traditional diet’ both within the Congo basin and
internationally and we can use our various lines of supply to ensure that the material gets
through any barriers that are put in place.
— The Waste, Antediluvian of the Bale Hounds
Where We Are
After the Night of Silver but before the start of World War II, Bletchley Park was
purchased as a site to develop and implement code-breaking technology. The site itself
was a folly, an amalgamation of architectural styles from different eras patched together
for decorative purpose. At the height of the war, its grounds housed more than twenty
additional assorted huts and blocks that housed some of the finest mathematical minds of
the era as they worked to decipher the communications network of the Axis powers. Over
this time, a series of specialized computers known as the Colossus series were built and
shipped to the site.
Unknown to the teams working there, a Destroyer angel designated as Zaphiel inhabited
the site of Bletchley Park as a Cover. With ready access to the most classified of research
material, it spent years coordinating military assaults, feeding information to its allies
among the Crucible Initiative, and on many occasions amending messages in order to
redirect mortal military forces to target outbreaks of Contagion and enemies of the God-
Machine. Seeing an opportunity to serve even further, Zaphiel extended its reach, adding
the growing arsenal of computers to its form. It even planted seeds of inspiration in the
minds of the cryptographers based within it. Zaphiel encouraged meetings and opened
doors (both figuratively and literally), allowing like-minded individuals to advance their
ideas for even greater feats of computational engineering. Zaphiel dared to feel a sense of
satisfaction as it watched the likes of Alan Turing pass through its doors and benefit from
its guidance.
Years passed. The Second World War ended, but the command to return to the God-
Machine never reached Zaphiel. It did not doubt, did not Fall. It presumed, perhaps
correctly, that the God-Machine was pleased with its innovation, perhaps even intended it
all along, and left it to reside within Bletchley Park in continued service. The mansion
fell into disuse, and one by one the huts and blocks on the estate’s grounds were
disassembled and shipped away. The colossi, too, were taken and dismantled, with even
their blueprints destroyed in order to preserve the building’s secrets. Publicly, only two of
the twelve machines remained. In truth, the first Colossus, the lone Mark 1 prototype,
was spirited away by Miriam Ficher, an Unfleshed of the Rosetta Society who infiltrated
the site while serving in the Women’s Royal Navy. She grew, in her own way, to love the
machine, and wished to see it preserved or, even better, repurposed. She even forgave her
beloved computer when, now removed from the mansion, it became unwilling to work as
intended.
Her opportunity came several years later, when her colleagues in the Rosetta Society
tasked her with unraveling the mystery of an immense stone head discovered in a vault of
recovered art in Poland. The head was the size of a stately carriage and adorned with
markings of Olmec origin, but with no clear message contained in the characters. When
Ficher stood before the stone head, she heard it whisper a string of words in a chain of
languages both familiar and alien. It spoke of transformation; it spoke of completion.
Ficher took the project on eagerly and spent a decade trying and failing to glean any
further knowledge from the sundered giant. She oscillated between bouts of mania and
despair with each flash of failed inspiration, her steady scientific process giving way to
increasingly esoteric and reckless experiments. When she pushed her colleagues away,
they were almost relieved to be rid of her and her obsession.
It was then, at her lowest point that Ficher made an intuitive leap. Under cover of night,
she moved the stone head to her old office in the now-disused grounds of Bletchley Park.
There, under Zaphiel’s impassive gaze, she rebuilt the Colossus computer into a body for
the head and called upon the Azoth within her to awaken it, certain that a Promethean
built from such a device could aid her in deciphering the language of the gods.
What happened next was beyond Ficher’s every expectation. Whether due to the
interference of the stone head or the interaction of Azoth within the confines of Zaphiel’s
body, Ficher triggered a Firestorm. It tore the mansion apart and rebuilt it overnight.
When the storm ended, Zaphiel was gone, and Miriam Ficher gazed upon her child, the
Contagious Promethean known as Colossus. Born from ancient stone and new
technology, Colossus became a part of the mansion itself, a gigantic, organic face fused
into the stone masonry of a living Promethean building. Its first words were a cry of
triumphant agony, rung out in frequencies beyond human hearing. A trio of angels heard
its call and flew to its aid. As they gathered before it, they knelt in reverent prayer. The
last Colossus saw of its mother was of her screaming, hand outstretched, as the angels
dragged her away.
Cause
In the modern day, Milton Keynes is a growing, breathing entity. Marked by the energies
of Flux, it is constantly being redesigned and rebuilt, its skyline changing radically from
year to year. Colossus has had time to overcome the limits of its architecture, and with
the aid of its servitor angels, it has created for itself a body made up of most of the city
itself. The angels present here serve Colossus as if it were the God-Machine, seemingly
unable to distinguish it from their creator. They coordinate the development of
Infrastructure within the region, turning the city-sized hole left by the Night of Silver
back into a new city of borders, tying each district to the mansion and to the ever-
growing, inhuman body of Colossus. While the true agents of the God-Machine seek to
lock the entire region down and deny entry, they find their hands tied on any further
action. Any angel entering the city receives new orders from Colossus and acknowledges
them instantly. The affected angels cannot conceive of a being that speaks with the voice
of the God-Machine that is somehow set apart from it, and so their only strategy against it
is to avoid it altogether.
Lacking opposition, Colossus thrives, though its goals are unclear. It expands over the
city, as well as under. If one were to delve below the gas pipes and electrical cables
linking the city, one would find pistons firing, irregular gears grinding, and rubber tubing
pulsing in a peristaltic rhythm. Colossus welcomes visitors of all variety, and employs an
array of techniques, from subliminal messages hidden on billboards to the careful
manipulation of supernatural lures (such as the Touchstones of the Kindred), to increase
its inhuman population. It erodes its visitors, taking away their accents, their culture, all
ties connecting them to the outside world, and it keeps them occupied with modern
luxuries until they have no reason to leave the city. It especially hungers for Promethean
occupants, and can somehow dampening the influence of their Disquiet and Wasteland
effects in order to fuel its own. Once the conditioning is complete, Colossus is free to
allocate its living tools anywhere it sees fit, generating corporate roles and business
properties to create the optimal conditions for its personal development. For supernatural
entities it is a slow process that takes years or sometimes even decades to complete, but a
new generation of monsters, all detached from such petty notions as their Descent or
Pilgrimage, is growing.
In the rare instances an enemy appears for whom a subtle approach is impractical,
Colossus triggers a highly localized Firestorm, such as an electrical fire striking a nearby
building or car, in order to trap its prey in the burning wreckage. Sometimes, amidst this,
the charred glass and metal will twist and reform itself into a monolithic, humanoid
shape, and the temporary body of Colossus will take direct action. When all is said and
done, the angels act quickly. Reports of fire and vandalism filter across the city and
missing persons are rarely reported, assumed to be petty criminals fleeing justice. The
angels bring Colossus its victim.
If it cannot be made to serve, it is mined for information. Whatever remains becomes
experimental fodder in the warrens underneath the University Hospital, its flesh
becoming part of some unknown and new design. Within days, the scorched site of the
firestorm has been cleared and is well on the way to being replaced. The goal of Colossus
seems to be to create a true body for itself. However, it has a poor understanding of its
own form. It moves resources, sends messages, and seems unable to distinguish the city
and its people from its own flesh. Colossus may be trying to turn Milton Keynes into a
massive, moving form, or may be harvesting its inhabitants for parts to build a smaller,
humanoid body. It may, by extension, be trying to express the message of the Olmec
heads, but like Plato watching shadows on the wall of the cave, it perceives only the
shape of the message rather than the message itself.
Suspicion festers within the city. Older Kindred, having spent years on the outskirts
laying out their feeding grounds based on the clear boundaries of the estates, have
become sensitive to the many small changes that affect their domains despite the lack of
Sworn among their numbers. They have noticed a rise in exsanguinated corpses and a
surge in graveyard vandalism, indicating that more of their kind are on the prowl. Letitia
Grant, an Acolyte of the Crone who havens in the old coaching town of Newport Pagnell,
pushes at the unseen boundaries of the city constantly with her mastery of Animalism and
the magic of Cruac. A blood kinsman to Henry Greene, her discoveries (or death at the
hands of Colossus) would draw the attention of the Cryptocracy back to the region.
The Unchained residing in the city don’t know what to make of it. The angels they have
observed here have no interest in them, but any demon leaving the region finds itself the
target of a fierce manhunt by the God-Machine’s agents. This has divided the demons
into two camps, with the Tempters and the Integrators treating the city like a paradise,
free of the hardships of the Descent, while the Inquisitors and Saboteurs view their new
home as a prison. Both factions circle each other in their traditional bouts of espionage,
and both have begun to be courted by angels. The servants of Colossus reach out to the
Paradise faction, welcoming them into the fold while the servants of the God-Machine
outside of the city (including Sworn colleagues of Zaphiel’s) take increasingly desperate
steps to acquire assets at Ground Zero, risking their own Fall in the process.
The Created have perhaps the most to gain, and certainly the most to lose. From the first
moment than a Promethean draws Pyros from the city, they find their curses of Disquiet
and Wasteland diminished as Colossus subverts their connection to the Divine Fire to
fuel its growing form. They are unwitting batteries, the mitochondria within the cell of
each estate. Whatever final form Colossus is striving towards, it needs the uncorrupted
Azoth of the uncreated to help fuel its transition. Often, they pay this tax without
knowing, the primal energies of their Divine Fire leached in small increments as it
dampens their Promethean curse. Sometimes, however, the hunger of Colossus is not so
easily sated. When the need arises, it feasts readily on its own kin, sending angels on the
hunt for Promethean meat. Communication on these disappearances has been slow to
leave the city, but the discrepancies between the Contagious cover-up and the awful truth
are steadily growing.
A final faction, unaware of its own existence, lurks in the poorer and older districts. Kin
of the Uratha, descendants of the werewolves who survived the Night of Silver, reside
throughout the southern half of the city. Their true selves suppressed by Greene’s old
wards and the silver polluting the soil and the water to this day, they prowl their homes,
unaware of the transformations ravaging their bodies when the moon shines fiercest.
Symptom
The Infrastructure of Milton Keynes has been corrupted, cut off from the God-Machine
by the Azoth of Colossus. The Facilities of Colossus, like those of the God-Machine, are
nested around the city, each serving a function.
Bletchley Park
The heart of the Contagion, or rather its head, resides underneath the old folly of
Bletchley Park, close to Bletchley train station and hidden on all sides by a high
hedgerow wall. The mansion opened to the public as a war museum in 1993, but the face
of Colossus remains hidden, locked behind a series of doors that only lead to its
interstitial room if the correct actions are taken first. To reach Colossus, one must trek a
circuitous path through the building, lighting a birthday candle in the dining room, typing
a palindrome into a prop typewriter in the study, and completing an ever-increasing series
of nonsense tasks until, returning to the main hall, a new red door, labelled Hut Zero,
appears on the central staircase.
The first three angels to answer the call of Colossus spend half of their time here,
sequestered away in an improvised war room. Within, they plot construction and
demolition projects over a map of the city as if engaging in a military operation. They
have served for close to half a century apiece, and each of them has, at the orders of
Colossus, expanded beyond their remit in their ongoing service. They have developed
public covers to support this, known as Doctor Blake, Ms. Dante, and Miss Milton.
Miss Milton, the Guardian of the trio, acts as custodian and protector for the head of
Colossus. She appears as a tall, heavy-set woman who feigns blindness by walking with a
folding red and white cane and being led by a black Labrador.
Milton Keynes University Hospital
Two miles south of the Centre, the hospital sits on the border of several of the city’s tin
can estates. Built as a series of overlapping cubicle and oblong-shaped buildings, from a
distance it appears to be a simple yellow graphic, a pixelated image of unclear intent.
As a general hospital for a rapidly growing population, the University Hospital finds
itself constantly at capacity, with temporary satellite facilities even built in the car park
and adjoining fields to meet changes in demand.
Doctor Blake, a psychopomp, appears to be a mixed-race man with bright white hair. He
monitors the city’s public services, maintaining the “body of God” via its roads, schools,
and hospitals. He sits on the Hospital Trust, establishing ties with the University of
Buckingham. He uses this access to develop a cluster of research centers, nested deep in
the circuitous paths of the hospital grounds. Here, promising students analyze unusual
body tissues and experimental prosthetics, which are really the dismembered corpses of
Prometheans claimed by Colossus. He has, when the need arose, claimed to be a member
of the Created himself, relying on his Numina and growing knowledge of Created
physiology to maintain the charade. On his long walks, he leaves helpful messages for the
Prometheans, rambles carved into trees or painted on underpass walls as signs of
camaraderie.
The Centre: MK
For a time the largest shopping center in Britain, the Centre:MK’s sleek glass front
dominates the city’s low landscape. Arranged along two parallel sunlit arcades and
planted with sub-tropical and temperate trees, during the daytime it is an illusion of
summer. It is surrounded by a growing entertainment district and office complexes
cycling constantly through new enterprises and occupants. The most visually dominant
building here is the XScape, a curved beetle shell housing ski slopes, cinemas, and a
faux-American drinking district, complete with an indoor plaza designed to mimic the
bars and night sky of Louisiana.
Ms. Dante, a herald, is a constant visitor to this region of the city. Dante favors the form
of a slim, androgynous woman with a short, tightly brushed side-parting and an affection
for pinstripe suits. She encourages growth through tourism and strives to create
landmarks of international merit. Her efforts are slanted by her original role as a business
negotiator. Many of her projects become shopping centers, business districts, and
sponsored works inspired by children’s shows, but her aptitude is increasing the longer
she stays in her new role. The eternally icy realm of the ski-slope in the XScape is a
particular favorite of hers. She has established ties with the growing revenant population
of the city and works to find them nighttime work in the city’s commercial hub. Claiming
to be an established Kindred herself, Dante has built a false sense of community among
the half-vampires and grave-born kindred who cross her path, inspired by her previous
interactions with Belial’s Brood. The misfits honor the Brood’s lost kingdom of Dis with
several false rites and visceral ceremonies introduced by Dante to praise an entity she
calls The Giant and to create a predictable pattern of behavior. When their numbers grow
too large or when outside attention grows close to Colossus, Dante leads her flock into
her enemies’ crosshairs to slay her foes and die as a distraction. The bloody grounds of
the battle inevitably lead to a new rise in revenants and grave-born a few months later, a
short cycle of memory that suits Dante perfectly.
The Willen District
One of the oldest villages to be successfully assimilated by Colossus, the Willen district
holds a number of Facilities for the false God-Machine nested around the old village
architecture. The Gulliver’s Land theme park is a production center creating the
mechanical arteries and nerve clusters connecting the Contagious Promethean to the city
districts. This artifice is hidden in plain sight among the grinding gears and animatronic
beasts of the fairground. A member of the Sworn entering the wrong building or viewing
the park’s renovations at night will see the park for what it is, a roiling mass of
mechanical organs constructed under the watchful eye of animatronic giants. A
Galvanized Promethean tends it (see the Galvanized Condition below), a Galateid named
Crystal who appears as a small, young woman. She acts flighty and carefree, but she is
well aware of her infected nature and defends it (and the Infrastructure in the theme park)
fiercely, seeing it as a cure for her Azothic curse.
The completed fragments of Colossus are stored nearby, in Willen Lake. To the public, it
appears to be a purpose-built balancing lake, collecting the storm water of the city and
preventing lowland flooding, the ever-changing water levels acting as an effective screen
for the bundles of writhing steel fibers stored in its depths.
The Church of Christ the Cornerstone
One of the most iconic buildings in the commercial district, The Church of Christ the
Cornerstone is a clean, domed house of worship with a cross bearing four sets of arms,
able to face in all cardinal directions at once. From above, it looks like a cog or an eight-
pointed star. Once a month, a coven of mortals gathers here, enacting rites and prayers to
the God-Machine. These humans, rendered pliable by Colossus through its Numina and
Disquiet, act by rote, with no real knowledge of the Contagious threat. It is an effective
decoy Facility. Indeed, it has been attacked by hunters on four different occasions in their
ill-informed efforts to combat the supernatural menace in the city. Sometimes the hunters
perish, but when they think they accomplish something, they leave satisfied, believing
themselves to have slain the monsters in charge.
Story Hooks
• Rage-induced outbursts are on the rise in the tin can estates, as the long-term
silver poisoning in the soil and the water wanes. Two teenagers, Keri Porter and Danielle
Widcombe, have been placed into long-term psychiatric care at Chadwick Lodge, west of
the University Hospital, after multiple violent bouts of manic behavior. The possibility of
many Uratha-to-be committing a mass slaughter in the throes of a simultaneous First
Change is becoming dangerously likely.
• Word spreads of a Saboteur in the city, a Destroyer using the pseudonym Max
Collateral, who has abandoned virtually all pretense of a Cover and commits increasingly
overt acts of vandalism on gas and electrical lines across the city. He is triggering fires
and explosions at a rate which even Colossus’s constant renovations can’t mask. The
angels, lacking authority to act against the demon, are masking the incidents as scheduled
demolitions. Meanwhile, they snatch up eyewitnesses for reconditioning at a corporate
server farm, eradicating their minds and turning them into pliable worker drones. If they
cannot stop or redirect Max, he will soon be the target of an estate-eradicating Firestorm
triggered by Colossus, leading to the death or redeployment of thousands.
• Local news shows a crypt being uncovered underneath the old church in Simpson.
It holds a treasure trove of old manuscripts. Amid the books lies the dried corpse of
Lilian Adembwe wrapped in rolls of parchment. Adembwe, a Jeremiad and a Mekhet of
the Lancea et Sanctum, has been long lost to torpor. She hid in this crypt when the Pure
attacked in the days leading up to the Night of Silver. Both her own memories and the
account written on the parchment that she wears are incomplete, but they tell the story of
Henry Greene, the Cryptocracy’s grand experiment, and its subsequent failure. Lilian is a
potentially high-profile target, wanted dead or controlled by both the Cryptocracy and the
agents of Colossus alike.
• Legend tells of a Hooded Man stalking the woods of Bow Brickhill, a figure who
murders joyriders with an axe and makes cairns out of their bloody bones. Those
investigating the matter hear wailing on the night air and occasionally glimpse a loping,
wretched figure screaming to the heavens demanding the return of its baby. The Hooded
Man is no man at all; it is Miriam Ficher, the mother of Colossus, cast to the outskirts of
the city by the angels and promptly ignored. Warped by some profane variant of the New
Dawn, she has become something else and forgotten much. Nevertheless, locked in her
wounded mind lies much of the truth of the city. The challenge lies in coaxing this
knowledge out of her without making an enemy of Ficher in the process.
• A company called Helios Ltd has set up a clean energy initiative on the western
outskirts of the city. They propose to create a second business hub, one running entirely
on batteries fueled by solar energy. The entire Facility is a front created by true servants
of the God-Machine, attempting to create a safe region in the city from which to launch a
counter-offensive against Colossus which is disconnected from its Infrastructure. They
are hampered by their inability to use angels directly on the project, and so they rely upon
mortal operatives who are unaware of the magnitude of their actions.
• Rumors persist of a hidden undercity, of tunnels accessible from concealed
hatches leading to military command bunkers for use in wartime. These rumors are true,
but due to their isolated nature and infrequent use, they have yet to be accessed by
Colossus. With the opening of a new military training college in the city, Colossus may
finally have the link it needs to compete for access to the United Kingdom’s wealth of
military resources, including troop deployment, officer training, and long-range missiles.
• A new Promethean has appeared in the city, a hairless, stocky figure calling itself
M-K. It is nervous and evasive, but seems to possess supernatural persuasive abilities
which it is unaware of, as well as exceptional durability and strength it is terrified of
using. It is clumsy and unfamiliar with the world, liable to first be encountered wandering
into traffic or falling into water without knowing how to swim. Since it is so new in the
world, it is likely to imprint onto any sympathetic parties as potential surrogate parents. It
is a creation of Colossus which was assembled by Dr. Blake, who has spent years
gathering body parts from isolated demons and Prometheans who have perished in the
city. It may be an escaped prototype, the first in a line of Azothic Angels created as shock
troops, or it may be turned into an agent to infiltrate an enemy group and earn its trust.
• A Sublimatus known as Pluto, a self-styled Pandoran noble with ties to the
Machiavelli Gambit, approaches the players with a disconcerting offer. It has tracked a
swarm of Pandorans, numbered in the dozens, to the city. They converged on the
National Bowl amphitheater. A pit of teeth made of gnashing, grinding gears opened
underneath them, consuming them. Pluto suspects the pit is related to Contagion, but is
not sure. An even larger herd of Pandorans is en route, and Pluto is willing to lure the
creatures out of the city (adding them to its own forces, of course). However, it requires a
source of Azoth to act as bait.
• A qashmal manifests regularly at the center of one of one of the city’s many
crossroads. Appearing as a sneering old man called Mr. Fiddle, the lesser Lilithim takes
great pleasure in tormenting any Prometheans it encounters suffering from the
Galvanized Condition. Holding a shot glass filled with a burning liquid, it claims to be
the devil who bought a soul for a sip of whisky and warns that as long as the drink is
good, the deal is done.
Although it antagonizes the Created, it is trying to indirectly warn them about the danger
of the Contagion in the city. The burning glass is meant as a clue to the Condition’s cure
– burning away the infected Pyros by expending all of it in creating a Firestorm.
Where We Are
These days, the city is known as Akko or Acco, depending on how you transliterate the Hebrew.
The old city is inhabited mainly by Arabs with Jews and others spreading out through the
suburbs. The old city with its bright markets and narrow, convoluted streets is both haunting and
haunted. So many sieges happened here, and so many died of starvation, injury, or disease. There
are layers upon layers of history right under the feet of the living. Even in recent history there
were those who died or who were prepared to die for the concept of the Nation of Israel, or the
Nation of Palestine, for the Settlers or the Two State Solution. So Akko remains a liminal place
and a place of ghosts.
Acre is also an important place to followers of Bahá'í. Many of their holiest sites are within the
city, and others are nearby in Haifa. Bahá'u'lláh founded the religion in 1863. The Ottomans
exiled him to Bagdad, Tehran, Edirne, and finally, Acre, where he died in 1892. A brief sketch of
Bahá’í belief is that Bahá'u'lláh was the first of a long line of teachers who will bring about the
eradication of racism and nationalism, and who will spiritually unify all humanity. So, some
might say that rather than regretting a Paradise Lost, the Bahá’í look forward to a Paradise
Regained. Their beautiful buildings, gardens, and memorials were added to the UNESCO list of
heritage sites in 2008.
The Kindred remain a force here, with their fangs sunk deep into local politics, culture, and
businesses. Most of those still active were Embraced from the ranks of the richer Levantine
families — a sizeable bloodline of Daeva who are rumored to have been behind the idea of the
popular, successful Festival of Alternative Israeli Theatre. There are Kindred of other clans and
all covenants are represented, but it’s the Invictus Daeva who hold the reins of power here. In the
face of this, many younger Kindred leave for Nahariya or Haifa, towns with modern facilities
(and modern vices) which are more to their taste.
There are also mages here, although not enough to form a full Consilium. (There is a Consilium
of Southern Israel and a Consilium of Palestine, which cover much of the same territory and are
constantly at odds.) Most are in cabals whose membership live anywhere between Haifa and
Beirut. Some cabals contain members active in Jordan.
The Begotten have taken a back seat to the Kindred and mages who have most of the mortal
authorities in their collective pockets. There are rumors of Arisen walking the streets of the old
city, but no one has any reliable information to confirm that. With so many immigrants from
Eastern Europe here, there were once Tammuz — many say they came over with the Russians
after the fall of the Soviet Union — but none have been seen in Acre for decades. Either
something bad happened to them (which few, after all, would regret), or they moved to Haifa and
Nahariya in the ‘90s. There’s also changeling freehold in Haifa; most of the Lost who find
themselves in Acre end up migrating there.
As far as factions go, the Cryptocrats have huge influence here, recruiting widely among the
Invictus who dominate the city. It is rumored that the Hierarch of Southern Israel is high up in
their ranks. On the whole, though, Akko has been suffering from complacency in the face of the
Contagion. It’s creeping up gradually, and the Factions are having problems spurring anyone into
action.
Cause
It started around a millennium ago, at the time when the Knights Hospitaller ruled the city. No
one is completely sure how the Templars and Hospitallers related to each other during that time,
though the Hospitallers were nominally in charge. Rumors have circulated about the Templars
since their inception, but the truth is that the God-Machine used the Templars from time to time,
just like it used everyone else. They performed rituals for it that formed part of several occult
matrices.
Even learned demons struggle to guess at the God-Machine’s intentions. What has become clear
is that part of the Infrastructure for one occult matrix was a goat’s skull with a pentacle inlaid in
gold on its forehead. Various glyphs appear to have been painted or incised upon it, some of
which resemble runic High Speech, but these have become illegible with age. Some have
asserted that the Templars worshipped a goat-headed god and performed obscene rituals in
service to it. When pieces like this turn up, they lend credence to such rumors.
No one today can tell whether the original occult matrix of which this piece of Infrastructure was
a part succeeded in creating the product that the God-Machine desired from it. It is, however,
reasonable to conclude that this piece was never properly scrubbed, because the Mamluks arrived
very soon after the occult matrix was due to be completed. The skull was buried in the ruins of
the Crusader Castle, where ghosts crowded around it.
A thousand years went by, and odd things started happening. The ghosts who haunted the
hospital and the Knight’s dining quarters shifted from their natural Anchors to Anchor upon the
skull. This caused the skull and the ghosts to become infected with the Contagion. At least, that’s
one popular theory.
In the 1960s, archaeologists started to work on the foundations of the Ottoman fortress. They
found the Crusader’s dining hall and the Knight’s hospital and various other passages. They
excavated them and opened many parts of the ancient complex to the public. This attracted
tourists. It also attracted several mages, because where archaeologists go, mages are never far
behind.
Apart from the skull and several ghosts which seem to have developed new powers, there have
been recent sightings of a creature wrapped in frayed bandages walking around the Khan al-
Umdan, terrifying tourists and traders. It even occasionally visits the modern market to smash up
the stalls. It’s looking for something or someone, but nobody speaks this skeletal creature’s
language.
Only a fraction of the Knights Templar in the resident military Order were in service to the God-
Machine, but those who did serve continued their work in Cyprus, Rhodes, and Malta as their
Orders moved from place to place. Although the Templars were the main source of the God-
Machine’s servitors, when the organization was destroyed, several agents moved across to the
Hospitallers, a less notorious, less militant religious order, and one that is still in existence today.
Who or what influenced King Philip IV of France to pressure Pope Clement V to dissolve the
Templar Order? It may have been factions opposed to the God-Machine, but that seems unlikely;
after all, Philip’s original aim was to merge the Templars with the Hospitallers. The mundane
explanation was that Philip was heavily in debt to the Templars and having the Order dissolved
absolved him from repaying them. Less mundanely, some maintain that the English Ventrue
were involved in the accumulation of the debt in the first place, and that the Consilium of
Avignon desired to learn the Templar’s secrets and acquire their artifacts. It was Jacques de
Molay, Grand Master of the Knights Templar, who refused to merge with the Hospitallers. To
this day, rumors fly about de Molay, but few know anything useful or meaningful. The mages
and the Kindred both claim him as one of their own. Whatever he knew died with him when he
burned at the stake in March 1314. Whoever or whatever he was working for knew how to
perform an effective cover-up operation.
All that, however, is history. The skull was lost in Acre and has only recently come to light.
Symptom
The Contagion has produced several symptoms in Akko which seem unrelated on the surface. It
has infected a horde of ghosts who are eating away at the willpower of the city’s population.
Some in the medical profession fear that this is a manifestation of a previously unknown disease,
though the medical consensus is that it is a mental illness, rather than an infectious foreign
particle. Likewise, mages find their magic goes seriously awry. Initially, they thought this was
Paradox, but further research indicates that this is something more sinister. There is a rampaging
mummy on the loose. Some think this is a symptom, but careful investigation will lead back to
the schemes of the Princes.
Outbreak Sites
Victims could contract the Contagion in any part of Akko as the ghosts spread out from the Skull
of Baphomet. Akko is a small city, not a sprawling metropolis. The Contagion does, however,
have its own focal sites, two of which are very popular with tourists.
Crusader Fortress: The fortress is in the middle of the old city. Tourists and ghosts love to
haunt the echoing underground Hospitaller refectory and the 350-meter tunnel the Templars built
between the fortress and the port. Archaeologists continue to work in the area. The tunnel itself
was unknown until 1994, when renovations to the city’s plumbing uncovered it. Now, on warm
summer evenings, Kindred gather in the garden outside the complex, mingling with crowds of
tourists and locals.
The archaeological activities within the complex are of enormous interest to mages and
academics. Active in both groups is Zechariah Becker, Moros of the Mysterium, known to the
Awakened as חופרor Hwfyll and to the University of Haifa as Professor Becker. Hwfyll has a
particular interest in ghosts and in the Crusader Orders, especially the Templars. He found the
Skull of Baphomet, as he has named it, in a small chamber just off the tunnel and, seeking to
examine it closely and in private, removed it to his sanctum. A great many ghosts followed it.
Those remaining in the fortress seem lost and angry.
Khan al-Umdan: Also known as the Inn of the Columns, this building is a large but typical
Ottoman Han, much of which is still standing. Hans were part inn and part warehouse, and
usually contained several shops and workshops for artisans. Built near the port at the end of the
18th century, this Han was convenient for merchants arriving in ships from overseas and by
camel from the interior. These travelers unloaded their goods on the ground floor and found
lodgings on the second story. The forty impressive granite columns surrounding the building
were taken from the ruins of nearby Roman cities and Crusader monuments.
Unlike most caravanserai, this one gained religious importance as Bahá’u’lláh, the founder of the
Bahá’í faith, liked to receive guests here. This led to the subsequent foundation of a Bahá’í
school. These days, the Han functions as a major tourist attraction and gathering place for
Kindred as well as mortals. It even serves as an open-air stage during the various cultural
festivals that grace the city.
The Khan al-Umdan is not a seat of the Contagion, but it is the favorite haunt of Merneptah, the
rampaging mummy.
Hwfyll’s Sanctum: Hwfyll keeps the skull in his sanctum and defends it against all comers.
Hwfyll is not skilled with Space, so there are no wards to protect it. It’s an ordinary apartment
with rather more mundane security than one might expect for the location, indicating, perhaps,
that the occupant is somewhat paranoid. The main line of defense is the artifact itself. It now
serves as the Anchor for many infected ghosts who defend it to the best of their ability.
Story Hooks
• Something is amiss in the Inn of the Columns. Recently, tourists have caught glimpses of
a terrifying creature wrapped in fraying bandages. No one has yet been able to describe it with
any accuracy, and many believe the reports are part of a publicity stunt for one of the alternative
theater companies. However, the Levantine Daeva, who set great store by the festival, are
understandably concerned.
• The Templar tunnel is always creepy. It’s something about the history of the place
combined with being able to hear the sea overhead. But recently, there have been more reports of
ghostly sightings, enough to have attracted the attention of journalists. They’re writing about the
hauntings in local newspapers and speaking about them in podcasts and on the radio. This has
attracted more tourists. A television crew even plans to go in. While this is great for the local
economy, it threatens the Masquerade, the Veil, and other forms of secrecy.
• A ghost who is a member of a local Krewe has started to act strangely. She has moved
from her established Anchor (which was near the Templar tunnel) and is now hanging out in a
residential area. She has become a lot better at manifesting. Someone really needs to talk to her.
• Healthcare practitioners are keeping quiet about this so as not to panic the public or deter
tourists, but a strange sickness is infecting several humans, and it’s spreading. The infection
manifests as lethargy and a lack of interest in anything, though the victims show few other signs
of classical depression. Over a period of days and weeks, some of those affected have recovered
spontaneously, but others have fallen into a coma. Three have died. Blood tests, x-rays, MRIs,
and CT scans are all normal. One patient had a brain tumor found on biopsy, but this is not
thought to be related to the sickness. There appears to be no physical cause, and some experts
have begun to believe it might be a new form of hysteria.
• The local mages have become concerned about one of their number, Hwfyll. At first, they
thought he was suffering from some variety of Abyssal taint brought about by an unfortunate
quantity of Paradox, but now they’re not so sure. He has been called to account before the
Consilium, but the Hierarch is not one to jump into things without due consideration. This has
caused some trouble with various factions who believe she is protecting one of her own.
• People who keep tabs on the local Infrastructure have noticed a few interesting changes
lately. Something has been moved from its rightful place and, whether this is a cause or an effect,
things are not as they should be. Doubtless the God-Machine will take steps to put this to rights.
One can only hope that the cure will not be worse than the disease.
Zechariah Becker aka Hwfyll
Unless we fully understand the past, how can we find our way into the future?
The problem we have here is that there are layers and layers of this building. Which one to
expose? They are only interested in what might attract tourists, but that is not academically
sound.
Background: Zechariah was born in Ukraine, but his parents emigrated to Israel when he was
six. He remembers very little about the old country, and even that is colored by what his parents
told him. He understands that, for his family, Israel is the land of opportunity. As a child, he was
fascinated by the discovery of the Templar tunnel in Acre and hung out around the dig whenever
he could. He bitterly resented it when his parents moved to more modern accommodations in
Nahariya and returned as often as he could. In the end, he never really forgave his parents from
taking him away from his first and only love. He was always studious and academically inclined,
so he studied hard at the excellent schools to which they sent him. He ended up with a first-class
degree in archaeology, having taken a little trip to Stygia along the way — a near death
experience while scuba diving with fellow students in Eilat. He was always interested in buried
things, and he took his Awakening in stride.
As an archaeologist by profession, the Mysterium was a natural choice for him. His academic
knowledge plus what others have described as an instinct for discovery led him to rise rapidly
through their ranks.
In the mundane world, he has enjoyed a successful career in academia, an area of life for which
he is well suited. His articles are well composed and enjoyable to read. His discoveries are
interesting. But, he is not a globe trotter. He has visited Rhodes, Valetta, Portugal, and Bodrum
to look at the Crusader fortifications, but he is only really interested in the Templar remains in
Acre. Everywhere else he studies he analyzes in relation to that place.
After he graduated, he managed to acquire paid work investigating the Old City of Acre, though
it’s only recently that he has been able to focus on what the Templars left behind. Using Mage
Sights, he found carefully hidden traces of chambers. This led him to the sides of the tunnel.
Next, he returned to the site under cover of darkness and worked out how to get through the
magical protections that concealed the Templar’s ritual chamber. It was there, three months ago,
that he found the artifact he named the Skull of Baphomet. Carefully covering all traces of his
exploration, he returned to his apartment with his prize. He told no one, neither his Order nor his
mundane bosses, of his discovery. It was around that time that things in Acre started to go
seriously awry.
Description: Zechariah is of average height, slim build, and unremarkable appearance. His black
curly hair has a few traces of grey in it. He tries to keep it neat, but rarely succeeds. He usually
dresses in jeans he buys from local outlets, a polo shirt that matches his brown eyes, and dirty
tennis shoes. He is tanned from spending a lot of his life outside, which has also left him with
more wrinkles than you would expect to see in a man in his late twenties.
Storytelling Hints: Zechariah is secretive and unwilling to part with any information of any sort.
He knows he should not be keeping the Skull of Baphomet (as he calls it) in his apartment. This
is against the rules of the Mysterium and against the rules of the University of Haifa, which
employs him.
He is very, very resentful of the City Authorities and Ministry of Culture — anyone, in fact, who
values tourist revenue more than academic research. He is more likely to open up to those who
share this resentment.
Concept: Contaminated Archaeologist
Virtue: Curiosity. Hwfyll has a genuine urge to learn and to understand any kind of phenomenon
he comes across. This drove him through the trauma of his awakening and led him to great
academic success.
Vice: Greed. Hwfyll always wants more. While he has always contributed work and artifacts to
the Athaneum in Haifa, he has cultivated the habit of keeping souvenirs for himself for years.
Path: Moros
Order: Mysterium
Legacy: None
Nimbus: Prior to becoming Infected, his nimbus was reminiscent of freshly turned earth –
whether from a grave or an archaeological dig might depend on his mood and circumstances, or
even on the orientation of the observer. Now the earth smells of rotten swamp, full of grave
worms and the distorted, rotting body parts of some unidentifiable creature.
Merits: Artifact (Skull of Baphomet) 5, Consilium Status 2, Order Status 3, Safe Place 2
Praxes: Speak with the Dead, Without a Trace, Hidden Hoard, Supernal Vision
Gnosis: 4
Willpower: 5
Wisdom: 3
Obsession: To discover the secrets of the Templars and what motivated them. To continue
excavations of the Crusader complex in Acre and to become lead archaeologist in these
explorations.
Initiative: 5
Defense: 4
Speed: 10
Size: 5
Contaminated Magic: Zechariah suffers from the Contaminated Magic Condition (see p. XX)
as a manifestation of his Contagion.
Virtue: Patience (Merneptah knows that success takes time. Nothing good happens immediately.
A gem takes many weeks to grind to perfection. He steadily, inexorably pursues his goals.)
Vice: Arrogance (Merneptah knows that he is the best of the best. Others should recognize this.
If they fail to do so, it reflects their lack of perception, not anything lacking in Merneptah.)
Decree: Ka
Guild: Mesen-Nebu
Affinities: Dauntless Explorer, Divine Flesh, Enduring Flesh, Paragon Shames the Weak
Utterances: Dust Beneath Feet, Words of Dead Fury, Words of Dead Glory
Willpower: 5
Memory: 3
Sekhem: 9
Size: 6
Health: 8
Defense: 3
Initiative: 7
Speed: 8
Cure
The Contagion in Akko is in its early days, so it should not be too difficult to contain. The main
problem the factions have here is persuading others that the threat is serious. Right now, there are
some contaminated ghosts, ghost doppelgängers, and a small focus of contagious magic which
some may perceive as containable. It should be possible to discover that Merneptah is not
actually part of the problem and may even be able to assist with finding a cure, although the
Princes will throw whatever obstacles they can into the way of anyone attempting to pervert their
plan for the Skull of Baphomet.
The Cryptocracy
The Cryptocracy believe that whatever has gone wrong is a direct result of increasing tensions in
Israel and especially in Acre. They say that something like this was bound to happen; the only
surprise is that it did not happen sooner. Solving the issues between Israel and Palestine,
however, remains beyond their reach.
There has been some discussion of the wisdom of finding and awakening Marcellus Caecius
Vitalinus, the former Consul of Acre throughout the Roman rule of Judea, as some feel he may
hold the key to a local cure. To date, however, this has just been talk; after all, no one is even
sure where to start looking for him.
The local Hierarch is a Cryptocrat. She is trying to deal with Hwfyll according to the Lex
Magica, but some factions believe she is delaying in order to protect him.
The Jeremiad
The Jeremiad claim they saw this coming. They blame the touristification of holy ground for this
outbreak. They are divided about their feelings for the modern Bahá’í faith, but united in their
conviction that turning holy places into tourist attractions is just beyond the pale; it’s asking for
trouble.
Despite this, the Jeremiad are desperately searching for the root of the infection and for the
Contagious. They are aware of the contaminated ghosts, but there are only so many banishings
they can perform. As fast as they destroy one contaminated ghost, another six appear.
They will swiftly figure out that Merneptah is not the problem. If they manage not to offend the
mummy, he might even come to their aid. They are, after all, looking for the same thing.
Should they manage to find the Skull of Baphomet, they will immediately recognize it as a piece
of contaminated Infrastructure and regard it as the root of the infection. They will strive to
destroy it. Once Merneptah has a chance to examine the artifact, he will realize it is not a vessel
and will not object to its destruction. Of course, should they try to destroy it before Merneptah
comes to that understanding, things could be very different.
The Rosetta Society
What does the Contagion want here, the exegetes wonder? Their problem is deciphering this
message before others of the Sworn destroy the evidence. They want to track down the monster
that haunts the Han before someone kills it, and hopefully before it kills someone. They need to
talk to the ghosts here, the ones who seem to have developed a new numen. They have heard
rumors that the local Consilium is aware of something odd going on and may be trying to cover
it up. They are working on getting the University of Haifa on board to protect any artifacts others
might wish to destroy.
The Rosetta Society want to speak to Hwfyll. As he would have been an excellent recruit for
them were he not contaminated, he is likely to be sympathetic to their message. In mechanical
terms, the Society can make an Excellent impression on Hwfyll for the purposes of social
maneuvering. They might try to protect him. They will certainly want to keep the Skull of
Baphomet for further study and will strive to do so safely. The ghosts present them with more of
a problem. It is very difficult — though not impossible — to pin a ghost down so that you can
study it properly. You really need to have the proper powers, but the Society has people it can
call upon.
The Ship of Theseus
The Theseans are excited by the liminality of Acre but frustrated by the way the local Kindred
and, to an only slightly lesser extent, the Consilium, have kept things static and tied down.
Clearly, just as water shifts to land and land shifts to water in the harbor, a change is overdue.
These ghosts have evolved to an entirely new level through the Contagion, able to walk, talk, and
go about life rather than death. But what do they need to take the next step? Do they need to
come to terms with their dead state and go on to explore their rightful domain in the
Underworld? Or do they need to find some way to go about their second lives without depriving
mortals of their souls? It’s an interesting dilemma to the Theseans.
Merneptah is less interesting to them. He’s just a mummy doing what mummies do — what they
have always done. Any of his own kind travelling with them may wish to help him, but that
would be an individual enterprise.
Hwfyll’s evolution might be of interest but frankly, he is not interested in the iconoclasts. He
doesn’t believe there’s anything wrong or even changed about him. It is, of course, clear to any
mage that something not of the Abyss is infecting Hwfyll’s casting and maybe that thing should
be encouraged out into the world. It would certainly shake things up.
Zero Hour
Zero Hour sees unambiguous evidence of enemy action in Acre. The vigilant need to take care of
it. There is a mummy rampaging through the commercial and tourist areas, and they intend to
stop it first and ask questions later. More than any of the other things going on here, the mummy
presents the most clear and present danger.
Ghosts belong on their Anchors, in Krewes, and in the Underworld. They have no business going
around stealing bits of humans. The vigilant will attempt to recruit any ghost to one of their
Krewes so that they can make themselves useful. Should this prove impossible, they will strive
to return the ghosts to the Underworld. After all, having ghosts anchored to some infected piece
of Infrastructure is not doing anyone any favors.
As for Hwfyll, he is clearly infected. The vigilant do realize it’s not his fault that he’s sick, but
nevertheless perceive him as a danger to himself and everyone around him. They believe that the
Consilium has taken far too long to act. In the face of Contagion, Zero Hour gives itself
permission to be judge, jury, and executioner. They will try to persuade the Hierarch to hand
Hwfyll over. Should they get their hands on the Skull of Baphomet, their strategy will be to
consign it to the Underworld and have the ghosts who are anchored to it follow it down.
The Crucible Initiative
The Crucible Initiative is aware of a threat in Akko and feel that they may be the only faction
taking it seriously enough. As things stand, the threat is subtle, but diseases tend to start out that
way, confined to a small location or a few individuals. They may try to destroy Merneptah out of
hand. It is not likely that they will feel much guilt should they later discover he is not
Contagious.
The skull may be a valuable artifact but, as it is a source of infection, the fire-bearers will destroy
it if it comes into their possession. They are also attempting to quarantine some of the older but
uninfected ghosts.
The Machiavelli Gambit
The Svengali are fascinated by this outbreak, not because of the mummy or the ghosts, but
because of the potentially devastating effect it could have on mages. Of all the factions, they’ve
been the least sidelined by red herrings and quickest to get a handle on the actual scope of the
threat. They are fascinated by Hwfyll, and they are actively attempting to get him to join them
using bribery and flattery. In this, they are in direct competition with the exegetes. Although the
Rosetta Society appeals to him more, as his magic becomes more and more affected by the
Contagion, he might well change his mind.
More importantly, though, Merneptah is an agent of the Gambit. They are relying on him to get
them the Skull of Baphomet. They will protect him at all costs, albeit from behind the scenes if
possible. Once Merneptah has found the skull, they will relieve him of it by foul play and use it
to control both Hwfyll and the Contagious ghosts.
Nagflar’s Army
The Saturnalians are a little late to this party. Only when they learned that the Contagious ghosts
were able to steal souls from humans did they decide to get involved. They do not have an
operative in Akko yet, but they are planning to send a small group in to steal the so-called Skull
of Baphomet. Their intention is to allow another faction to liberate it first and then remove it
from that faction. As they want the skull, it is in their interests to support the exegetes, the
Theseans, or even the Svengali from the sidelines. The other factions are all too likely to destroy
the object rather than storing it someplace safe from whence it could be retrieved.
Rumors in Acre
• Samir Choukri, one of the unlicensed hawkers who sells handicrafts and genuine fake
watches from a dirty blanket in the courtyard of the Inn of the Columns says the motherfucker
who fucked up his goods seemed to be looking for something. He clearly describes a giant, gaunt
figure dressed in raggedy clothes who struck with superhuman strength. The authorities believe
that Samir is exaggerating; he probably just got drunk and fell over on his own wares.
• A Romanian tourist exploring the Templar tunnel put in an official complaint about being
attacked by a staff member dressed as a ghost. He has a black eye and a cut on his cheek that
required three stitches. None of the staff members meet the very clear description he gave, and
there is no project that has them dress up as ghosts.
• Several theater companies are threatening to pull out of the Akko Festival of Alternative
Israeli Theatre citing security concerns. They complain about the ongoing political turmoil in the
area but seem more concerned about reports of attacks on tourists and local traders. One assistant
stage manager has a cousin in Akko who has recently fallen sick with a mysterious illness.
• Six children in the same primary school are suffering from horrible nightmares. Efrayim
Rabin reported that “a really scary ghost was standing beside my bed and it was going to hit me
with a big stick.” The other children in his class nodded, knowingly.
• Rivka’s family say she is sick and the doctors are unable to discern what’s wrong. Her
mother says she hasn’t been out of her room in days, but classmates say they have seen her
drifting around the mall, looking longingly into shop windows. Anyone who sees her out and
greets her says that she does not sound like herself.
Santiago: Contagion of Morality
Mining created Chile. The story of men who go down into the mountain and chip
away at minerals in the darkness and then suffer an accident that leaves them at
the mercy of that darkness is part of the DNA of Chile, an integral part of the
country’s history.
— Ariel Dorfman
Chile appears, in wider view, to be the spine of South America, stretching in a long, thin sprawl
from the arid north of the Bolivian and Peruvian border to the lush green and snow-covered
mountain ranges of the Andes in the south. In the center of it sits the vast city of Santiago. The
dichotomy of the country is reflected in the lives people live there. Extremes of opulent wealth
and dreadful poverty are evident in all parts of the country. However, with its abundance of
people, space, and resources — and without the watching eyes of the world examining your
every move — Chile is a great opportunity for those alive to monstrous possibilities. It is a place
of striking beauty and terrible secrets: perfect for unscrupulous men and women to weave a
conspiracy that could expand to dominate the continent and beyond.
As they recovers from the dual tragedies of the regime of Salvador Allende and the Junta of
Augusto Pinochet, Chileans look to the future with hope for what is to come. Nevertheless, the
past has left its scars upon this land. And, unbeknownst to them, from those scars bleeds the
Contagion. It has affected Chile for longer than most of the Sworn factions realize with the
containment of the initial outbreak. It is unclear even to the conspiracy that now contains it if it
was the Contagion that wiped out all life in the area now known as the Atacama Desert or if the
barren land was there to greet the first outbreaks into this world. What is clear is that the damage
it inflicted never fully healed.
The base camp of Tierra Amarilla sits in a valley at the heart of the Atacama known as “La
Cicatriz.” It is not known to house any great resources or hidden secrets other than aesthetic
attraction for tourists, and that is ideal for their purpose. Secrecy is paramount. Of course, that is
only their secrecy. The secrecy of others? The new government? The citizens themselves? The
other operators working in the recovering economy? They are of no concern to Tierra Amarilla.
With unseen eyes, they spy on their competitors, allies, and clients alike. Eyes they forged
themselves from the blood of a wounded reality.
What are they hiding in their headquarters in distant La Cicatriz? Or perhaps, who? To most, it’s
all a long way from Santiago.
Cause
The Contagion outbreak in Santiago isn’t new. The Tierra Amarilla have incubated the infection
for 45 years — the bitter and unexpected fruit of their experiments with a force they mistakenly
believe is tamed. The jewel of the conspiracy’s little empire is the Atacama Controlled Zone, a
mad crucible where reality blends with insanity under the distorting weight of Contagion.
Through its warping power, the conspiracy has forged a cadre of monstrous Deviants and
extended their influence across Chile. Now, though, they have drunk too deep from their
poisoned well. The Deviant they refer to as El Centinela, the lynchpin of the entire operation,
has fallen to infection. It is hard at work subverting its fellows, a Contagious cancer consuming
the unwitting conspiracy from within.
Tierra Amarilla
Yellow Soil, Yellows, Yellowjackets
Standing: 5
Quote: “Reality is merely awaiting a mind keen enough to decipher it.”
Background: It’s 1972, and a Contagion outbreak is about to erupt in the Atacama Desert.
Chilean soldiers discover a location where the sky burns, the air is filled with tiny, alien bugs,
the ground seems to be there, but not, as footfalls drop too deeply through an apparently illusory
floor, and any humans passing through the site feel like bubbles course beneath their skin. This
broken Infrastructure bleeds unreality. A meeting of minds among military officers and
cryptographers in a little desert community called Tierra Amarilla births an audacious plan, even
as the country around them thrashes in crisis and strife. Code-breakers work feverishly to
decipher the radio babble of the ancient, inhuman pillar. When they finally crack it, the cabal
seizes partial control over the Infrastructure’s functionality. There, one hot afternoon beneath the
desert sun, a choir of conspirators sings a decryption-song that unlocks a false world and tears
reality open.
By the time any Sworn became aware of the outbreak, the nascent conspiracy is moving fast,
exploiting its military connections to gather resources and control access to the zone. The first,
fumbling attempts at Divergence result in dozens of horrific failures and one sparkling success
that catapults their influence to new heights: El Centinela, a Remade whose gaze reaches far and
wide. When the first Sworn-aligned agents fumble towards the Atacama Controlled Zone, they
are startled to find the Tierra Amarilla waiting expectantly, and thus begins a stand-off that
stretches across decades.
Description: The Tierra Amarilla are a powerful Chilean conspiracy deeply embedded in the
government, judiciary, and military of the nation. Santiago is the hub of their power and wealth,
a foundation built from four decades of favor-trading and secrets snatched by El Centinela’s
prying eyes. They also maintain a strong interest in cryptography and information technology,
with connections to intelligence communities and telecommunications industries. Much further
north, in the southern Atacama, the conspiracy directly controls the cluster of classified military
installations, remote industrial sites, and observation outposts that ring the Atacama Controlled
Zone, or the ACZ.
Out here in the arid desert is where the conspiracy performs its most disturbing work: producing
Deviants by exposing them to the warping energies of the ACZ. A Baseline stumbling into the
ACZ may well end up dead or mad, but not a Deviant; the key to triggering Divergence is a
song-code, a protocol the conspiracy has deciphered from the Infrastructure’s gibbered
transmissions. Those who will be Remade enter the Zone with this song on their lips, initiating
the fever-dream that cracks the soul. They emerge warped and twisted with bestial, chimeric
forms and scarred minds, commonly possessing elements of condors and pumas from the natural
spectrum of animals, though many emerge with undead traits as well.
A wary detente exists between the Tierra Amarilla and some of the Sworn. The conspiracy has
carefully offered limited access to the ACZ for the purposes of running tests, experiments, and
conditioning new agents. In return, the Yellowjackets’ control of the ACZ remains uncontested,
and they are able to continue their operations unhindered. Many Sworn would gladly see the
ACZ torn from the hands of the Tierra Amarilla, but the conspiracy’s control over it is too
dangerous to confront, and no Sworn faction trusts the agenda of the others when it comes to the
Zone’s future.
Principles: We Decipher the Secrets of Reality, the Rewards of Unreality are Ours, Never Bow
to the Sworn
Virtue: Methodical
Vice: Overconfident
Attributes: Power 8, Finesse 7, Resistance 8
Hierarchical Node: Tierra Amarilla Oversight Installation One (General de Division Vincente
Sandoval)
Temporal Nodes: Chimeric Devoted (Special Agent Catalina Parra), Suborned Carabineros
(CRNL Matias Ortega), Ministry General Secretariat (Assistant Secretary Ignacio Carvajal), El
Centinela! Media (CEO Paz Rojas)
Exploitative Nodes: Renewal Art Outreach (Director Julieta Soto), Observation & Threat
Analysis Installation One (El Centinela), Cryptoanalysis & Divergence Installation Three
(Doctor Miguel Morales)
Structural Nodes: Atacama Chemical Zone Protection Brigade (General de Brigada Bastian
Arias), Tierra Amarilla Industrial SRL (CEO Paula Benitez), Comptroller General of Chile
(Assistant Secretary Magdalena Cabrera)
Conspiracy Icons: The Atacama Cipher (Apocalypse; completion unleashes the unreality of the
ACZ to spread across the country, and possibly beyond), Heart of the Cherufe (Augmentation —
ACZ Protection Brigade; the icon provides Chimeric Variations to specially selected members of
the brigade), The Vision Cascade (Inspirational Icon; 8-again on Science rolls)
Atacama Controlled Zone (ACZ)
The Atacama Controlled Zone lies in La Cicatriz, a swathe of heat-baked dirt and stone. Nothing
marks it out from the surrounding desert but a few warning signs. Officially, a chemical weapons
test in the ‘70s left lingering traces of dangerous substances here. The Tierra Amarilla built their
installations and observations well clear of its boundaries, concerned that an obvious
concentration of power in the middle of the desert would draw unwanted interest.
Only a single road leads into the ACZ. It’s nearly impossible to approach the ACZ through
supernatural means; the Contagion’s fluctuating influence on the fabric of reality throws
teleportation wildly awry and fills the frequencies of Twilight with nightmarish static. The
Chilean military have also mined the boundaries of the ACZ on all sides. In theory, this leaves
only narrow, controlled access points, but the landmines have a habit of spontaneously
exploding, experiencing rapidly accelerated weathering, or simply vanishing due to the
proximity of the ACZ.
Anyone passing into the ACZ is rapidly exposed to the Contagion. It begins subtly, difficult to
tell apart from the sun’s hammering heat or the night’s frigid grasp. Soon, though, the false
reality manifests as bizarre phenomena and phantasmagoria. Colors change radically; the desert
becomes a painterly work wrought from psychedelic hues. The sun stutters backwards through
the lurid sky. Birds and animals with warped and bent forms skitter among the rocks, which are
themselves distorted into leering or grimacing faces of stone. There are plants where none grew
before, corkscrewing up wildly or twisting at sharp angles, their leaves shimmering with
hallucinogenic patterns. The air folds into weird shapes as alien spirits cavort and caper. Bestial
figures lope between hillocks or watch interlopers from a distance. Odd structures built from the
fragmented detritus of a dozen clashing aesthetics rear up. The clouds grin and snarl. All this is
just the beginning; the more saturated a person becomes with the Contagion, the weirder the
figments become, and the more real and physical the alien denizens grow.
At the heart of the ACZ lies the Infrastructure that birthed it: an ancient pillar of stone bound by
chains of stainless metal. Even now, the conspirators don’t fully understand the nature or purpose
of the Infrastructure. How does it draw power from the movement of stones across the desert, or
from the paths crawled by creatures dying of thirst? What they do understand from the
fragmented stream of radio code is that the Infrastructure somehow gibbers — the mad rantings
of an insensate god.
It is this mindless song that the Yellowjackets deciphered. They watch the ACZ from the
mountain perches of their observation posts and, with a moment’s transmission of code, make
the saturation of Contagion swell or retreat in accordance with their desires — just jumped-up
phone phreaks hacking reality’s own code through an idiot computer of stone and dust.
The dangers of the ACZ are manifold. It erodes sanity over extended exposure, leaving its
victims unsure as to what is real. Its manifestations have unpredictable effects: a half-real tree’s
prickling thorns might scratch a victim with a psychic poison that is almost impossible to cure in
a conventional hospital. Some who enter the ACZ vanish entirely, irretrievable from the unreal
world they have stumbled into.
The First
The power of the Tierra Amarilla is built on the backs of victims exposed to the ACZ’s mad
unreality. Many die in agony, their bodies twisted and deformed into impossible configurations
that simply cannot survive. Some vanish entirely. A few, though, emerge intact enough to be of
use to the conspiracy. Their mutated flesh is warped into a vision of bestial monstrosity or
surreal nonsense, but it comes with power: inhuman strength and resilience, senses that lurch
beyond sane reality, talons that can rend metal, tangles of feathered wings. These chimeric
nightmares serve as killers, enforcers, and wardens of the ACZ. Those with lesser mutations, or
who can conceal their broken bodies, even walk the streets of Santiago, unnoticed by its denizens
but always vigilant.
Then there is El Centinela.
It was the first of the Deviants the conspiracy created, a military colonel and cryptographer who
volunteered for the ordeal. It’s hard to see any trace of humanity now; the Remade’s flesh is
tortuously warped with feathers, vestigial wings, and staring eyes. Yet, El Centinela is central to
the conspiracy’s operations, its bizarre Variation extending their reach to every hall of power and
every street corner where lifeless eyes can serve as its surrogates.
El Centinela’s power is not limitless. It must be exposed to the energies of the ACZ regularly to
sustain itself. Slowly, the corruption of the infection within it has built up until it has finally burst
its limits. El Centinela no longer works for the Tierra Amarilla. Whatever was left of the human
within has been entirely overwritten by the unreality that bleeds through the ACZ, and now it
serves whatever insanity dwells therein.
A trusted asset at the heart of the conspiracy’s operations, El Centinela has incredible
opportunities to twist the organization to its purposes. It has started identifying threats to the
Tierra Amarilla that are, in fact, threats to its own new state. It dispatches Yellowjacket teams to
acquire strange occult resources, and it directs the Cryptoanalysis & Divergence research teams
onto strange new ciphers without explanation. With each new code cracked, it can split the gap
between this world and its own a little wider.
Worst of all, it has begun to subvert other loyal Remade. It calls field agents and secure chimeric
assets in for special meetings with it, the spider at the heart of the web. When they leave, they
too have been infected, and it sends them forth into the world to spread the Contagion’s surreal
influence.
El Centinela
“Ghhhuk… Welcome. I… hhhkk… have been watching you.”
Background: Formerly a conspirator in Tierra Amarilla’s inner circle, El Centinela eagerly
embraced Divergence. The ACZ took a ruinous toll on its body and mind, but its burning desire
to exploit and understand the power of the Zone held its psyche together and sustained it. It
serves as the lynchpin of the overall conspiracy, a vital component giving the Yellowjackets far
more power than they would otherwise possess. Now, it has been infected by the Contagion,
becoming a carrier for the reality-warping Atacama strain.
Description: El Centinela is a chimeric fusion of human and animal features, particularly those
of a brightly feathered avian. The Remade is nothing so coherent as a bird-person, though. Its
flesh has run and twisted with wild abandon, sprouting feathers, wing-limbs, budding eyes with
no regard for the original shape serving as scaffold to the Divergence. Rather, it is as if some vast
and monstrous thing of the skies has had a splinter imprinted into the world through El
Centinela’s form. The Remade’s appearance has lost any suggestions of its former race, age, sex,
or gender.
Storytelling Hints: El Centinela still plays at being the loyal Devoted, ensconced in its bunker
and feeding information to the conspiracy, but it craves contact with other Deviants and does
whatever it can to arrange their presence — whether that means debriefing other Devoted in
person, or taking the opportunity to analyze captured Renegades. Its panopticon senses feed into
the Deviant’s prideful sense of omniscience. It craves control over situations and attempts to
arrange every detail of its schemes with obsessive attentiveness. A few of its closest handlers
have noticed the loss of its old mannerisms and behavioral tics that lingered from its former life.
It becomes ever more focused on its new purpose. However, El Centinela is already so alien in
appearance that it’s easy for its handlers to dismiss such changes.
Origin: Autourgic
Clade: Chimera
Attributes: Intelligence 4, Wits 4, Resolve 3; Strength 3, Dexterity 2, Stamina 3; Presence 3,
Manipulation 4, Composure 4
Skills: Academics 2, Computers 3, Investigation (Evidence) 5, Occult 3, Science 3; Athletics 1,
Brawl 1; Empathy 3, Persuasion 2, Streetwise 2, Subterfuge 3
Merits: Allies 5 (Subverted Deviants), Hypervigilance, Iron Stamina 3, Status 4 (Tierra
Amarilla), Trained Observer
Acclimation: 4
Stability: 9
Willpower: 7
Stability: 9
Conviction: 2 (Special Agent Catalina Parra, the foremost of the conspiracy’s other Chimeric
Remade who has long feuded with El Centinela’s influence; General de Division Vincente
Sandoval, head of the conspiracy and now an unwitting target)
Loyalty: 2 (Doctor Miguel Morales, lead Divergence Progenitor in the conspiracy; The Eye In
The Desert, El Centinela’s personification of the force in the ACZ)
Aspiration: Spread the Contagion to other Devoted
Initiative: 6
Defense: 3
Speed: 10
Health: 8
Acclimation: 4
Persistent Scars: Conspicuous Appearance (Onomantic Influence, Pheromones) 4, Dependency
(Gallery of Eyes) 5 (ACZ), Glitch (Anomalous Biology, Natural Weapon) 3
Variations: Anomalous Biology (Ageless) 1, Gallery of Eyes 5 Natural Weapon 1, Onomantic
Infuence (True Name) 3, Pheromones (Balance) 3
New Variation: Gallery of Eyes (●●●●●)
Subtle
Directed, Discrete, Toggled
This Variation is currently unique to El Centinela and fueled by the Contagion. The Deviant can
observe through any depiction of an eye within ten miles of its current location. It can witness
through paintings, street art, photographs, statues, or anything else that clearly shows the form of
an eye — even bank notes. El Centinela doesn’t just see through its surrogates; it can also hear
clearly, regardless of whether any ears are depicted.
When the Variation is active, El Centinela can sense all such depictions within its vicinity and
can shift its point of observation from one eye or pair of eyes to another with an Instant action.
Sometimes, when it does so, the eyes it is possessing briefly shift, move, or turn to gaze upon the
subject of its attention.
Symptom
Tierra Amarilla may have contained the Atacama Controlled Zone, but they did not consider
how their new creations would affect the rest of the country they mean to control. As its eyes
scan the offices, homes, and streets of Santiago, El Centinela’s presence corrupts and converts
reality into sickening, twisted new shapes. A bizarre shadow sweeps across the city, even in
broad daylight, leaving citizens looking up to the sky in wonder at what might have caused it.
Weeks of drought grip the city as rainclouds seem to part and dissipate before crossing onto
Chilean lands, leaving some scrambling and desperate for water as prices of bottled imports soar.
For miles around the city, livestock and crops fall dead in the fields, making food scarcer. The
country that had so recently seemed to be on the up-and-up has started a familiar descent. While
those monsters who operate locally scratch their unnatural heads and ruminate on how to save
what remains of their temporal resources and, by extension, stabilize the country, dissidents
move to take advantage. Is this what Tierra Amarilla wanted all along? Will this civil strife allow
them to swoop in as savior? Or are they simply victims of a greater conspiracy than they
imagined?
Outbreak Sites
The Sanctuary of San Cristóbal: An icon of the city and potent symbol of the devotion of the
city’s many Catholics, the statue of the Virgin Mary atop the small sanctuary chapel on San
Cristóbal Hill can be seen from any open vantage point in the city, day or night. It attracts a great
deal of tourist traffic but is also the main gathering point for vampires loyal to Lancea et
Sanctum in the city. As Mary gazes beneficently down upon them, some of the faithful say they
can see the very eyes of the statue move and shift the gaze of the Blessed Virgin across the
assembled masses. Even in the chaos of the Contagion, if someone wants to seek an audience
with Bishop Contreras, this is the most likely spot to visit. Its hilltop position makes it both
isolated and highly defensible. Many human faithful retreat to this spot to pray for deliverance,
giving the Sanctified an excellent source of nourishment for any fight to come.
This site was recently the beneficiary of large government investment and is adorned with lavish
artworks and statues lining the way to the Sanctuary itself. As with other locations in the city, the
strange eye-shaped symbol that accompanies many of the murals and government posters on the
walls of the city can be found here staring out from different surfaces, though the Church has
resisted any materials being brought inside the chapel itself.
Sofia Morientes has damaged the statue in the past, gouging at its lifeless eyes with a crude
chisel and drawing the ire of San Cristóbal’s nightly visitors. In response, visitors seeking an
audience here find security heightened even before the Contagion strikes in the city. When it
strikes, the hill will be converted into a pseudo-fortress with zealous Kindred ready to hurl
themselves upon any intruder with savage abandon.
Villa Grimaldi: Although it has re-entered public consciousness as a museum dedicated to those
who died in the carnage brought about by General Pinochet’s regime and his so-called “Caravan
of Death” followers, this was once a prison camp used by the Junta to torture, interrogate, and
murder their victims.
Despite the decades that have passed since its closure, many in the city still look upon its gates
with trepidation. Some even go so far as to take longer routes to avoid passing it, such was the
fear the place still holds in the hearts of those old enough to remember the city’s past. Of course,
what is anathema to some is an attraction to others. None more so than the krewe of Sin-Eaters
who call themselves Oyentes, meaning Listeners in English. Some of the museum’s staff count
themselves among their number; they often make their way across to the Fundación Arrieta
across the street from the gateway of Villa Grimaldi, giving names, addresses, and any other
information to those inside the credit union’s building, enabling them to do the vengeful work of
the dead. Only when the wrath of these Geists is satisfied and every drop of resonance is milked
from this terrifying site will the krewe consider relocating.
The Contagion has attracted others to this site. The rumors of mass graves and dismembered
body parts within attract those seeking to breathe new Promethean life into the city. Perhaps this
is a resource that could be used to combat the Yellowjackets and the minions of El Centinela, but
it is highly unlikely Oyentes would allow their hallowed grounds to be violated in such a way, or
that they would allow someone to such disrespect to the remains of the restless dead.
National Astronomical Observatory of Chile: With its lack of light pollution, largely clear
skies, and sparse rain, Chile is one of the most important countries in the world in the field of
astronomy. Local legend says the country’s famous leader Bernardo O’Higgins donated his
estate to fund an observatory for the city of Santiago on Santa Lucia Hill. Whether or not this is
true, the National Astronomical Observatory of Chile is one of the foremost sites in the world for
the study of the stars and celestial bodies.
The werewolf pack La Paz protects this hill at all times, since they regard the site as having a
similar sanctity to the Lancea et Sanctum’s Sanctuary of San Cristóbal. From here, the pack
keeps a permanent watch on the city and coordinates efforts to guard the city’s outlying
neighborhoods. Reports and runners come to and from the site from the full length and breadth
of the country.
Panic spreads among the werewolves in the nights leading up to the Contagion outbreak in
Santiago as they find the great lenses and telescopes in the observatory coming to life on their
own and swiveling without instruction. They soon realize that spurning the many overtures of
Tierra Amarilla may have kept the eyes of El Centinela at bay for a time, but as its abilities grow,
it begins to turn their apparatus against them in preparation for an attack.
These savage beasts could provide stern resistance to the advance of El Centinela’s forces, and
so it treats eliminating them as a priority. Any Sworn who assist in defending this site from
attack would win their respect and gratitude.
Parque Quinta Normal: One of the most well-maintained green spaces in the city, Parque
Quinta Normal is at the center of a district containing many museums. It even holds some of
them within its lush scenery, including the Museum of Science and Technology and the National
Museum of Natural History. It is a popular spot for residents to recline in the sun and enjoy a
book and a cold cerveza while the business of the city goes on around them a world away.
At the heart of the park, the wire frame construct of what was once a decorative greenhouse
stands. It was once home to a self-contained botanical display complete with sculptures of water
spirits and angels overgrown with moss and creeping vines. Visitors to this place now find the
alabaster and stone eyes of those statues gouged out and ground to powder. A small collection of
fire barrels stand nearby, displaying the charred remains of government issue posters and prints
of famous portraits. Graffiti is daubed on the ground and on walls around it in crude script:
“DESTRUIR LOS OJOS.” Destroy the eyes.
The author of those messages can sometimes be found refreshing her spray-painted messages
within the strange, overgrown patchwork of tropical plants and rusted metal beams, particularly
when the fire barrels are lit to allow her to dispose of the Tierra Amarilla issued propaganda and
artworks she tears down from around the city. Sofia Morientes may not be the woman she once
was, but she is no less convinced of the evil conspiracy threatening to engulf the city and the
whole country. Indeed, she sees the threat as one the world at large should take seriously.
As one lone voice in the darkness, she is seriously in need of friends, but her rage and her
paranoia make her difficult company. She has driven many usual visitors from this area of the
park. Police and agents of Tierra Amarilla haunt the park and its surrounding blocks regularly,
and Sofia flees whenever she spies them. If a would-be friend were to assist her in avoiding the
authorities or even bring her some material to dispose of, they could start to win her trust. But
Sofia will still keep one eye on anyone who makes overtures to her. Since her left eye is sewn
shut, that seems to be the only functioning eye she can spare. Those who do not dare to approach
her simply find her varying between doleful sobbing and staccato babble of the externalized
monologues of her thoughts. She seems to be mourning someone called Alexandra but will not
speak of it to anyone who has not earned her utmost confidence.
Upon the outbreak of Contagion, the plants in the park become warped and dangerous. Anyone
inside the greenhouse or otherwise near the tropical plants suffers attacks from barbed, grasping
vines, clouds of choking spores, and poisoned needles shot from the rapidly expanding flora and
fungi. Sofia, despite her apparent madness, always ensures that any friendly or neutral characters
she is aware of are clear of the area and will attempt to free them if they become trapped or
entangled.
Gran Torre Santiago: The tallest building in South America and one of the most iconic sights
to residents of the city, Gran Torre Santiago is home to a large-scale shopping mall, two hotels,
and the penthouse office suite of Minera San Martin, the premier exporter of metals and minerals
in the country.
Tierra Amarilla have invested heavily in the building and the area around it. Smiling faces look
down on passers-by from advertising hoardings in the busy mall and on all the surrounding
streets. However, the shadows hold other lurking eyes as the Nosferatu watch over the haven of
Santiago’s Carthian leader with suspicion.
Comings and goings from the offices of Minera San Martin intensify at night as suited lawyers
and officials take the elevator straight up to floor 64. It is unlikely they go to enjoy the view
rather than entreat with the prince of the city’s large vampire population. There is very little that
goes on in Santiago that Prince Pietro San Martin doesn’t know. He remains the revolutionary
hero to most of his followers, still riding the wave of their victorious ascent after ridding the
night of the Invictus who were all too eager to cozy up to the Junta for the liking of many
Kindred. The Firebrands do not rest easily on their laurels, however, and Prince San Martin
knows he must quickly find a new cause to make their own. The Sworn could provide him with
just the thing he needs, if they are able to reach him before the agents of El Centinela make him a
better offer.
The Gran Torre is an island of calm when the Contagion hits. This sparks fury among several
groups of the city’s monstrous inhabitants. They question if San Martin has somehow caused this
pestilence to rain down upon them as the city descends into starvation and desperation.
Discerning his part in these events or turning him and his followers to the cause of the Sworn
could make all the difference in the quest for a cure to the disease.
Story Hooks
• The wheels of commerce drive the fortunes of humans and monsters alike. None know
this better than Prince Pietro San Martin. He has received several visits from agents hailing from
La Cicatriz, offering him an honored place in the new order that is coming. However, he sees this
as a new yoke placed upon the shoulders of his people. For that reason, he agrees to hear the
overtures of the Sworn. Though he is disposed towards aiding them in their fight against the
Contagion, he is not necessarily willing to do it for free. A well-protected trade minister has
fallen under the influence of Tierra Amarilla and is awarding their shell companies first dibs at
government contracts in the city. The prince wishes to ensure this public money finds its way
back to “the people” via his company, of course.
• An investigation reveals several orphanages in the city have agreed a deal whereby when
their charges reach maturity, they enter into the Apprenticeship Program in the ACZ. But what
are the Yellowjackets doing with these young people? Some forged documents can get the names
of the protagonists onto the register of new arrivals. They find themselves in an air-conditioned
coach heading north. Getting in might prove easier than getting out, however.
• Bishop Contreras is offering a considerable sum of money for the head of Sofia
Morientes. While the money could be useful in greasing certain palms and opening certain doors,
it might not be worth losing a potentially valuable ally. The Sworn elect to take on the almost
impossible task of convincing the leader of the Sanctified that the scarred and broken heroine of
the people is not her true enemy.
• Running from corrupt police, the Sworn find themselves cornered in an alley. Keeping a
low profile, they watch as security forces sweep past in a fruitless search for their quarry. A
member of the group notices the eyes of a mural on the wall behind them swiveling towards her
just as the leader of their pursuers touches his earpiece and turns back towards the alleyway he
previously overlooked.
• The Sin-Eaters of Oyentes have identified an old man called Antonio Barrera as one of
the interrogators from Villa Grimaldi. They offer the Sworn their assistance in their
investigations if they can get him to confess his guilt in the presence of the spirits he tortured and
murdered, as his years of denials and cover ups are an affront to their suffering. Even if the
Sworn succeed, they are left with the choice of life or death for the criminal in the chair.
• An investigation of the shell companies belonging to Tierra Amarilla reveals that under-
the-table payments are going to “Agua de Vita” to buy up import licenses for bottled water, milk,
and bread. While this seems a strange move in a time of plenty, it may foreshadow something
terrible to come. Destroying those imports and the warehouses in which they are stored can stall
the plans of the conspiracy and perhaps lead the Sworn to discover that El Centinela seems to be
acting beyond the conspiracy’s orders.
• A mining operation has been scheduled to take place in sacred Mapuche burial grounds,
but every team that has been sent to commence the work has met with “accidents” related to
animal attacks. The protagonists have a chance to make friends among the reclusive werewolves
of La Paz, but they may risk sacrificing their relationship with the Prince of Santiago in doing so
if they cannot reach a mutual compromise.
• Sofia Morientes agrees to work with the Sworn to bring down their common enemy and
provides them with several locations of sites that need to be purged of El Centinela’s influence.
With their resources, she believes they may be able to infiltrate the heavily guarded Presidential
Palace of La Moneda and destroy the portraits and statues within, blinding their nemesis to what
goes on inside. As they move, they become aware of a motorcade on a parallel path. It seems the
Yellowjackets have decided it best to take the President himself under their protection. Freeing
him from the conspiracy’s influence could be a huge step towards crippling the resources of
Tierra Amarilla and allowing the Sworn to penetrate the ACZ.
Cure
Removing the deep roots of Tierra Amarilla is difficult and takes time. Each head of the hydra
the protagonists hack away reveals three new heads they previously didn’t know about. A
labyrinth of shell companies and quasi-governmental organizations mask their maneuvers
throughout Chile. Identifying and shutting down each of them is the key to weakening the
conspiracy. The Yellowjackets’ resources are not inexhaustible, and it is unlikely the Contagious
conspiracy have any real, tangible way of offering material support to their dupes except for El
Centinela itself. Of course, to do any of that, the protagonists don’t just have to take on the vast
temporal resources of a well-established conspiracy, a private army of highly trained and
subverted Deviants, and an extremely compromised government which is basking in the
adulation of the benefits that the conspiracy’s investment has brought to the country. They must
contend with the mixed bag of views of the many Sworn who have been notified of the great
opportunities for training and research available in the relative secrecy and obscurity of the
barren Atacama.
One further complication is the likelihood of False operatives in the area. Tierra Amarilla are
carrying out, almost to the letter, the stated aims of the Machiavelli Gambit and may very well be
funded or directly controlled by them. Unlike most human conspiracies, this would mean the
protagonists’ monstrous nature comes as no surprise to them. The protagonists may find their
adversaries well-prepared for many of their unique abilities and strengths.
With the presence of the ACZ well known among the Sworn and the False, protagonists may
also find their investigations hindered by those who simply want to put the whole place to the
torch to end the chance of further infection. In this chronicle, players can literally save the world,
or condemn it to fire and damnation. That stark choice between healing or damning this already
fractured land provides the backdrop for every choice that follows for protagonists and
antagonists alike, inviting players to examine the mindsets of their characters and explore the
very reasons that brought them into line with the philosophy of their Sworn faction.
Santiago presents varied dangers, and protagonists must face those if they wish to save Chile
from disaster. If they can dismantle the many tentacles of the conspiracy, they can attack its heart
freely, kill or banish El Centinela and its infected minions, and either permanently close the ACZ
at last or twist it to their own ends and the ends of their Faction.
The Cryptocracy
I suppose it could be tempting to use this so-called controlled zone as a training facility for our
operatives, but it seems clear that Tierra Amarilla have no desire to share power with anyone.
We can see the power play here. This isn’t about being part of the solution. That means they’re
part of the problem.
They think they can hide it behind this corporate façade, but you can’t bullshit a bullshitter.
— Azul, Majestic of the Galateid
The Jeremiad
Of all the Sworn, we stand the greatest chance here. This city is ripe with the faithful, like a
glistening fruit in Eden itself, waiting to be cultivated.
We shall torch those who seek to cast down this beacon of hope in the world and, in doing so,
bring so many more into the light. The False and Contagious alike recede in horror at the news
of their inevitable defeat at the hands of the righteous army coming for them.
Our first order of business should be to enlist the Sanctified. They will see things our way.
— Shlomo Sands, Fanatic of the Carthian Movement
The Rosetta Society
The Society doesn’t take issue with the concept of a controlled area of Contagion for study. We
do, however, take issue with the use of it to deliberately infect people for one’s own ends.
Whatever they’re keeping up there in that desert, we need to secure it as soon as possible. Every
day that passes with it in the clutches of those fools is another day of danger and another day
wasted in what could be one of the most important research opportunities in the history of the
Receivers.
If we could arrange for a cell of ours to be “recruited” into the organization, perhaps we could
guide them in the right direction.
— Carla Vierra, Oracle of the Lucifuge
The Ship of Theseus
Evolution made manifest, that’s what this is. Centuries have passed with so little advancement in
human physiology and now here we have a way to expedite the process.
The power of this site is changing the rules, not just for humanity, but for all of us. See how the
stagnation of the Invictus has been cast off already! In this part of the world, new blood is
needed in all walks of life and unlife. While we’re cleaning up the mess, we might as well make
sure the right people end up on top.
The worst thing that could happen is the same old story repeats all over again.
— The Yellow Captain, Thesean Magister
Zero Hour
Only last week I said this phoenix-like revival was too good to be true. We’ve seen it all before
with Allende. Early success shouldn’t make you drop your guard.
They want to use Contagion to make a better city, a better country. Problem with that is,
Contagion doesn’t make anything better, it just breaks it down. And by the time everyone wakes
up to that fact, it’ll be too late to do anything about it.
I guess it’s up to us to get the dirty work done, as usual. We’ll take this whole damned
organization apart.
— Carolina Beatriz, Free Council Vigilant
The Crucible Initiative
In some ways, we should thank the Yellowjackets. Their open invitation has certainly caught the
attention of the Sworn and will no doubt draw many of their number here to carry out their
foolish little pacts.
It’s ideal, so rare, to have all your rats nesting in one little hole.
This infection is rampant, and its spread is quite deliberate. All Sworn agents, all assets of the
Tierra Amarilla, all their dupes, and every one of the ignorant infected must be purged. None
can be allowed to leave the city to spread their filth.
We shall turn this rat’s nest into a charnel house.
— Ahmall, Shuankhsen Surgeon
The Machiavelli Gambit
Opportunities like this are so rare. They say there are no resources in that desert. They say the
city is overcrowded and overpopulated. We can turn the dregs of the population into a resource
for the future.
Let the Sworn mop up the odd spillage from the site. We want to keep things running smoothly,
after all. But take out any one of them you find loitering around the ACZ. The work being done
there is far too important to us to let some idealist on a misguided crusade screw it up.
If we can keep this bottled up long enough, we’re not just going to be rich beyond imagination,
but we’re going to rule.
— El Presidente, Prince of the Extempore
Naglfar’s Army
The board is set, so far as I can tell. You’ve got one lot over here who wants to use something
they don’t understand and can’t possibly control. You’ve got another lot over there who want to
try to destroy it and wipe it from the face of the Earth. It’s like a bizarre chess game.
Thing with chess is, no matter how powerful this piece or that piece might be, no matter how well
positioned on the board, and no matter how well protected it seems, it’s only a piece.
Naglfar’s Army aren’t pieces on this board. We’re the players. When the pieces are done
smashing each other to bits, we’ll stand up and go have a beer in the aftermath.
— Matilde “the Horrid,” Antediluvian of the Insatiable
Rumors
• Fundación Arrieta offers cheap banking facilities and even small loans when people are
desperate, but why does a priest work there?
• Sofia Morientes was burning photos from albums that she stole from the mansion of the
General Director of the Carabineros de Chile in Parque Quinta Normal, but I swear I saw her put
one of them in her pocket.
• San Cristóbal sure has some weirdos hanging around it. A spaced-out guy came up to me
offering me the “Blood of Christ,” and I swear he held out his own wrist.
• I know it sounds crazy, but I saw a glowing white hand break open the gates of Villa
Grimaldi the other day. The screeching sound that followed it could have curdled milk.
• So many cops have started hanging around the old greenhouse in the park since it was
vandalized, but is that really so important? I’d rather they were doing something about all the
people going missing after football matches.
• I know scientists can be strange, but the Head of the National Observatory sometimes just
sits out alone on the hill staring up at the moon, even talking to it. I think he’s on drugs.
• Someone found a golden cross brought into Chile by Pedro de Valdivia himself under an
old chapel by the coast. I bet a private collector would pay handsomely to get their hands on that.
• The government have started to hand out badges to people who claim free water through
the Ojo Rojas Corporation’s outreach program. It’s creepy seeing so many people with those red
eyes staring out of their chets.
• The eco-terrorists called La Paz have been identified in the city, according to local news.
One of the Kindred in the Prince’s Elysium says they know how to reach them, for a price.
• When the TV stations all died, every channel started displaying this big white circle
instead. Someone should go to the networks and find out what’s going on.
• They say that the kids who go up to Atacama never come back, but I’ve seen some of my
old friends on patrol in Parque Quinta Normal. They won’t talk to me, though; they just bark at
anyone who gets close to go about their business.
• People are starving on the streets and they’re holding all that food and water up in the
Gran Torre. It’s crazy! There must be hundreds of people in there. You’d think they weren’t
eating anything at all!
Bend: Contagion of Urges
They’re not scared of you. They’re scared of what you represent to ‘em.
— George Hanson, Easy Rider (1969)
The city of Bend isn’t old; it’s barely seen a century. It doesn’t have the appetites of older
cities. The grinding wheels of high politics don’t turn here like they do in Washington, the
stuttering gears greased by sacrifices of mortal integrity. It isn’t a center of slick corporate
wealth and commerce like New York, sucking hope and humanity from its victims as they
pass each other wordlessly on its faded concrete streets. Nor is it a place of cancerous
industry like Detroit used to be, guzzling down the poisoned blood and flesh of its citizens as
if it were a giant meat-grinder.
Bend came into being as a crossing point of the Deschutes River during the 1800s, although
not without bloodshed against the indigenous populace. The aggressively expansionist
European-American settlers had seen the wealth of Oregon and they wanted it. At the turn of
the 19th century, the river served as a pulsing artery for opportunistic lumber companies to
drive mills, and the city sprung into being. Bordered to the west by mountains, Mt. Bachelor
and Broken Top, and the high deserts to the east, Bend is a town with a copywrit soul. The
lumber industry is ailing, dead for all intents and purposes, so the city has latched onto the
next largest resource it can exploit: tourists. Winter is dedicated to ski resorts, while summer
capitalizes on white water rivers, forest hiking trails, and other scenes of natural beauty.
Hotels, microbreweries, and golf courses are the draw today, rather than sawmills and job
prospects. The hard-working lumber community has packed up and left. In its place is a city
more likely to host corporate getaways and golf meetings where big businesses (as well as
some of the more formal monstrous organizations like the Invictus or the Cryptocracy) can
discuss ongoing strategy over a few casual holes.
As a tourist destination, all season ‘round Bend is a place to find lone travelers. The hills see
a fair few isolated walkers and a steady stream of campers. The dangers of the wilds (both
mundane and supernatural) account for a hefty number of disappearances. Lava River Cave, a
massive, inactive lava tube, is the foundation for several the gristlier local folktales. Apart
from that, Bend is everything you’d expect from a small, rural city. Betty and Jughead share a
booth at the diner, Kevin Arnold delivers the morning papers, and Howard Cunningham runs
the local independent hardware store. Bend is the choicest parts of the American dream: the
roadside diner, the bar where everybody knows your name, the house in the ‘burbs, the white
picket fence, the nuclear family, and the 401k. It is a veneer of domestic normality all built on
blood, capitalism, and grief. With the onset of Contagion, the sins of the past are revisiting
Bend. The mortal population are fearful, aware there are things around them that are
different. And what humanity fears, it destroys.
Theme and Mood
The City of Bend, Oregon. Nowheresville, USA. Lemme guess, you came here because there
were brighter stars, but you didn’t want a part of that? Population’s big enough to get lost in,
but there’s not much around that’s of any real importance to the major players. Yeah, a body
can go about their business here, living, dead, or otherwise. But this is where it started.
Maybe it was something bad in the water? Or something in the sickly-sweet smell in the air?
Lately, the people who wouldn’t look at you twice on the night time streets have been stealing
glances. Some just stare, and it ain’t friendly the way they do it. It’s like they know you’re
different, they have a sense that you’re… wrong. The nighttime traffic has been tailing off,
too. Now, people who walk around at night always go in groups. The Radio Shack and Sports
Bar TV’s are all set to the same local evangelist channel. Same guy talking about monsters
and demons. I’m not even sure if he’s being metaphorical.
The others like you? They seem to have become as blind as the mortals are astute, going out
like nothing’s changed, hunting like it was going out of fashion. Stupid, especially now. You
can try talking to them, but they won’t, or can’t, see what’s happening. The mortals are
getting scared and angry. Now the humans you see at night aren’t scurrying away in twos or
threes. There are street preachers of every faith and denomination spreading the word with
foam on their lips and disciples at their sides. There are armed gangs, vigilantes looking for
those who are different, those who are strange. The night air boils like a fever. The gang
members’ brows are clammy with the sweat from it, eyes wide and bloodshot.
You try staying in to avoid it but, besides that asshole preacher screaming out of your set, the
channels all seem to be full of monster movies. Parodies of your Twilight existence, mocking
and melodramatic. Exorcisms, vampire flicks, werewolf movies, all keeping you right there in
the public mind and, little by little, teaching them not to fear you. Those people, those mortals
out there? Who are scared, who are angry, and who outnumber you a thousand to one, even
here in your quiet little city? They’re eating it up.
You heard about the evening news guy from Channel 12, right? A mob sets his house on fire,
dragged him out, and burned him alive… well, almost alive. Anyone in the scene knew he was
a Daeva, spokesperson for the vampires. But it doesn’t matter how good your Armani suit
looks when it’s doused in gasoline and burning you up. The crowd was all there, whoopin’
and hollerin’, “Killer!”, “Murderer!”, “Witch!”… “Vampire!” And the cops? The cops on
the goddamn scene? Well they just stood and watched the crowd work itself into a fever. All
around, they had those same wide, bloodshot eyes. And that maniac preacher? He’s on the
TV again, but now with the mayor. I saw some folk haulin’ lumber up Pilot Butte too. Call me
crazy, but they’re either settin’ burnin’ stakes in the ground or building a gibbet.
Theme: Persecution
The local monsters are less cautious about covering up the evidence of their existence. In
fact, they’re getting sloppy. At the same time, the humans seem to be more astute to evidence
of the unnatural. The friction between what they once believed to be fantasy and the evidence
of the reality piles up in their minds and threatens to tear the barrier between humans and
monsters down. That can only lead to one thing: a witch hunt. No single human can stand
against the monsters, but ten, twenty, or a hundred? Those are better odds. The theme for
Bend is to hold the weight of a human population over the characters like the Sword of
Damocles to put the powerful few in fear of the amassed might of humanity. It’s an
opportunity for the Storyteller to ratchet up the tension in this setting, bit by bit, using
orbiting events like a countdown clock to zero hour, when the Contagion gains full control of
the population and the city rises like a wrathful tide to sweep away those things that humanity
does not, or cannot, understand.
Mood: Paranoia
It’s that point in a dream when you’re just getting the feeling that something’s wrong, but you
don’t realize you’re dreaming yet. The familiar becomes unfamiliar and you don’t understand
why. The people you pass on the street look at you like they know you’re different, like they
know you’re infected. The chatter on social media, podcasts, and the radio starts to focus on
strange events, sightings of inhuman monsters, and encounters with freaks and darkness.
Some of it’s pure BS, but a growing amount is genuine. It seeps through the local networks
like a virus, passing from the screens of mobile phones to computers, to the TV, and finally to
human minds. The mood in Bend is one of gradual oppression; the humans look closely at
those who are strange or different, just waiting for them to make a little mistake before they
shout the words that will bring the tide of humanity’s righteous fear and anger crashing down
upon the monsters’ heads. Characters in this setting ought to be concerned about the weight
of humanity bearing down on them. It doesn’t matter how powerful a group of three to five
monsters are when you’re talking about a city of nearly one-hundred-thousand mortals
coming after them. Eventually, the weight of numbers will win out.
Where We Are
In the three decades since the Gambit and the Cryptocracy turned their eyes away from Bend,
the city has doubled in size and attracted its own small population of the supernatural. The
city is big enough to support a small coterie of the Kindred or a ring of the Unchained. A
pack of Uratha might range the forests, and the Warm Springs Reservation a couple of hours
north could host a tomb or cult for one of the Arisen. Among the broader community of the
Pacific Northwest, it has a reputation as a good place to quietly lay low. If you’ve screwed up
badly enough that your contemporaries don’t want to see your face for a while but it’s not
worth killing you over, you go to Bend. On the other hand, the city frequently sees new faces
come and go, so if you disappear during your stay, no one asks too many questions. It’s
quarantine for those currently out of favor, or a convenient site to dispose of those not worth
making an example of.
The night life of the city is what you’d expect from a tourist town. The microbreweries, grill
houses, museums, and hotels are collected in the Old Bend district in the city center, a bright
and clean attraction for the steady waves of tourists newly arrived or just down from the
mountains. Out from the Old Bend district, there’s a buffer ring showcasing the best of
domestic Bend, while still separating the visitors from the locals. Everyday fixtures like
Walmart or Costco feature alongside the ten or so golf courses, golf hotels, or even the golf
village. Car rentals, outdoor supply stores, and daytrip agents are interspersed between gyms,
grocery stores, and schools. You can also find the less mainstream entertainment of the
Cabaret bar off Northeast Burnside Avenue. Beyond that is Bend proper, the suburbs, places
of worship, and mini marts that house and supply the needs of the local populace.
In the past few months, an outbreak of religious fever and spiritualism has overtaken the city
the city, driven by a charismatic young pastor named Enrique de la Salle and ushered in by
several infected Sin-Eaters. As the latest iteration of a line of preachers going back three
generations, de la Salle inherited the Chapel of the Holy Word, a modest place of worship
built by his grandfather. Not long ago, de la Salle cast off the constrictions of his previous
faith and renamed his church the Chapel of the Sundered Host. Taking on a broader,
inclusionist dogma in his sermons, he talked about embracing one another regardless of race,
color, or creed. His only stigma? You had to be human.
This abrupt change should have killed off any following he had, but instead, the all-accepting
message has spread like an epidemic. In just a short time, the pastor has secured public
appearances and a regular spot on the local cable channel. The message he’s sending is this:
monsters aren’t welcome here. Initially, his listeners could say he was being metaphorical,
preaching against humanity’s darker nature, but gradually, his ideology has solidified. Pastor
de la Salle knows monsters exist and he’s gunning for them. He’s publicly building an army
of hunters. It’s like Jonestown or Waco all over again, but now everyone’s drinking the Kool-
Aid and the Feds are going to be on their side, eventually.
Heading up Route 97 to Redmond, you might hear some of the locals talking about it, maybe
nodding and saying that it’s past time in hushed voices, but go out as far as Eugene, west over
the mountains, and no one seems any the wiser to the beatings, hangings, and burnings going
on in the County Seat. Still, the signal is getting out. Something in the Contagion calls out to
hunters. A mortal might not pick up the words in a paper or the snippet on a news channel
but, in a hunter’s mind, they piece together, encouraging hunters to come westward. The
closer a hunter gets, the stronger the message becomes until it is a clarion call to arms to face
the darkness. Some of them come willingly, gladly seeking others like them, but for a few,
it’s a situation that needs to be disarmed. Calling hunters together presents one tempting
target for anything that might want to be rid of them.
The Contagion in Bend is akin to an autoimmune disorder in which infected cells are pushed
to attack or corrupt that which is different: that which has not been or cannot be infected. The
Contagion strain is attuned to humans, with other creatures reacting differently; even as the
humans gather together to drive out the foreign element, the infected monsters amongst them
find their darker impulses heightened. They are driven to highlight their differences, making
them easier to identify and eradicate.
Cause
The Construct: The Construct is the shattered and infected remains of a partially
deconstructed angel that slipped through the cracks of the God-Machine’s disposal
Infrastructure. Physically incapable of actions beyond speaking, it retains links to data-
centers about creatures of the Twilight, and whispers streams of information about them and
their existence. It manifests through names the spirits hold as important, initially infecting
Salem, Massachusetts, and emerged again through an anomalous concentration of conflict
near Salem, Oregon. Whatever this angel’s past purpose was is unknown. All that remains is
a desiccated half-corpse of leathery flesh and weathered bones. Metal teeth protrude from
dried-out gums, eyes like shining metal orbs gaze sightlessly out of sunken sockets, and the
stub of a wing, with a few rusted steel feathers still clinging to it, harken to its heritage.
Whether it fulfilled its purpose or didn’t, it was sent for disassembly, but something, possibly
the Contagion, interrupted the process. Pastor de la Salle discovered its remains. It was a very
basic construction. Inside the open chest cavity, brass and copper cogs nestle amongst
shriveled, infected lungs and a browned, cancerous heart. The tumors and tendrils of the
infection serve but one purpose: to keep the withered organs functioning and the tarnished
gears ticking away so that the angel may speak its arcane knowledge.
Pastor Enrique de la Salle: Enrique was a third-generation Mormon preacher. His great-
grandfather moved the family north after a dark event back home which formed the
foundation of many family ghost stories. This event also served as the trigger point for the
deep-rooted belief and service to the church the family has observed since their relocation.
Pastor de la Salle discovered the Construct out in the woods of Oregon, unaware that it had
existed beneath Massachusetts at one point and probably elsewhere before then. He was
immediately struck by divine rapture upon seeing its heavenly nature. Or, more accurately, he
became stigmatic, made newly aware of the God-Machine in a deeply traumatizing
encounter.
Most hunters are incapable of witnessing something so unearthly, and the experience took a
toll on the pastor’s mind. He is now obsessed with the Construct, the Contagion from its
remains fueling his fervor. In the time it took to carry it down the hillside, the whisperings of
the angelcrept into de la Salle’s mind like a parasite. He hears the words as an omen of doom
upon humanity at the hands of dark creatures. He had some contacts already with a small
Long Night cell run by an ex-marine in the woods, and he took the Construct to them for
safekeeping. As he travels between the growing compound and Bend itself, he has created a
moving conduit between the host of the Contagion, the city, and any God-Machine
Infrastructure concealed within its boundaries. Pastor de la Salle himself serves as a carrier to
the plague, his compelling words the microbes that spread the infection.
Symptoms
There are gradual signs of the infection creeping up the food chain. Pigeons mob hawks out
of the sky. A rancher witnesses a herd of deer turn on a pack of coyotes, goring and kicking
them to death, leaving the corpses strewn across the highway. As the infection progresses, it
affects higher predators. Restless spirits, stirred by the presence of the infected, push the
Uratha into more overt action. The Kindred can almost feel the lifeblood draining out of them
into the earth, increasing their need to feed. Supernatural creatures feel a sharpened urge to
take what sustains them and become less concerned with cleaning up evidence of their
presence. Meanwhile, the human population is taking notice of these growing signs of the
weird and unnatural, and an undercurrent of fear rises amid the resident population.
Desperate as they are to keep this away from the tourists, who feed cash into their local
economy, they embrace the words of Pastor de la Salle to band together. The teachings of de
la Salle encourage humanity to unite as one through differences of gender or sexual identity,
nationality, citizenship, age, race, ability, or faith to combat the agents of the darkness that
prey upon them all. The presence of the Contagion and the spiritual turbulence it has caused
give rise to unexplained events and supernatural sightings, which lend credence to his cause.
The whole effect is magnified by the Pastor’s repeated appearances on the local cable
network; his broadcasts perpetuate the mortals’ fear and spin them up towards aggression.
Rather than counter this rising hysteria or call for the public to let the authorities handle the
situation, the city council isn’t saying a word. Those who are targeted in the early days of the
infection and beaten on the nighttime streets by gangs find no help from an unsympathetic
police department. As the infection strengthens, the police stand by and watch, or actively
assist in the persecution. Outside of the city limits, no one says anything about the violent
turn of events. News agencies and even social media seem almost completely unaware of the
savage frontier justice being carried out in the county seat. The people of Bend are
predominantly infected with the Zealous Condition (see p. XX) as a result of the Verbal
Epidemic Dread Power (see p. XX).
Paranoia: Aside from roving gangs of vigilantes, the characters have other issues to deal
with. Most importantly, who can they trust? Any other creatures present in the setting could
be compromised by the Contagion, which could result in them brushing the characters’
concerns aside, or even earmarking them as scapegoats should they get caught themselves.
Similarly, contacts are a dubious prospect. Contacts within Bend could reveal the character
and get them thrown to the wolves. Contacts outside the city are likely to be trustworthy but,
in these days of cyber-surveillance, you never know who’s listening. In either case, a botched
roll using the Contacts Merit results in a character either being sold out to the mob, or the
conversation being monitored by local infected authorities.
Zeal: Sometimes, a monster’s best defensive option against a group of mortals is to show
their true self, but even in the case of Lunacy with lycanthropes or the horrifying visage of
one of the Unchained when they “go loud,” the more mortals who are involved, the less
effective such a defense becomes. In the case of the outbreak in Bend, it’s just as likely to add
fuel to the fire of pseudo-religious hatred aimed toward the characters as it is to provide an
avenue for escape.
Displaying their nature to a mob is likely to lead to one of two outcomes: a massacre, or a
chase scene. Taking into account the open layout of Bend, the wide city streets and the low-
lying nature of most of the structures in the city and its suburbs, it becomes increasingly
difficult to evade pursuers (reduce dice pools by 2 in chase scenes). Beyond that, any mortals
the character does evade will talk openly about what they’ve seen; put these factors together,
and the act of revealing one’s true, monstrous nature becomes a risky prospect to all.
The Horde: The massed ranks of humanity in Bend are being turned, word by word and
mind by mind toward a united cause: the persecution of that which is no longer or never was
human. A Storyteller can begin by using small numbers of stat-blocked individuals but, as the
story progresses and more humans succumb to infection, this becomes less practical. As the
story builds pace, the Storyteller is encouraged to remember the Horde setting (Chronicles of
Darkness p. 149) to represent wild mobs or even riot outbreaks. As the story peaks, the need
to use special individuals will re-emerge, from police officers to the paramilitaries of the
Compound and infected hunters to represent the Contagion’s increasing hold on the city.
Outbreak Sites
The Chapel of the Sundered Host: A modest house of worship, the chapel is the foundation
of de la Salle’s campaign against the darkness. A white-washed, turn-of-the-century wooden
chapel, it sits off Brookswood Boulevard near Farewell Bend Park. Cherry trees grow on the
property that might account for the sickly-sweet smell in the area; that, or they burn a whole
lot of bad incense. The Chapel doesn’t have a graveyard, but it does have a crypt. No one’s
ever questioned this but, behind a simple storm cellar door (with heavy hinges and a shiny
new padlock) and occupying a space far larger than mundane things like sewer and utility
pipes should allow, giant brass cogs turn against each other. Just recently, these cogs have
started to tarnish and their steady rhythm has begun to stutter as the presence of the
Contagion affects the unknown Infrastructure it represents. The tunnels that lead to the
Infrastructure are guarded by a couple of infected local creatures the Contagion in the God-
Machine’s gears has claimed as its own.
The Compound: If anyone was looking closely, they might spy a track into the trees heading
up toward Tumalo Falls before the golfing village. If they were to follow it — and if they
were somehow able to evade the security features — they might find the Compound. Located
off Highway 372, the Compound serves as a staging point for de la Salle’s end goal, an all-
out war against the creatures of the night. de la Salle’s lieutenant, Rebecca Mason, oversees
the facility. Mason is an ex-marine, survivalist, and ex-member of the Long Night. Following
established paramilitary dogma and influenced by Mason’s military background and
paranoia, the Compound is fenced, well-lit, well-stocked, and well-guarded. Infiltration
would be a feat indeed for anyone with less-than-superhuman abilities. While outwardly a
Long Night stash, the Compound is secretly funded and supplied by Zero Hour (though not
even Mason is aware of that fact).
• Nexus of the Infection. The Compound is where Pastor de la Salle keeps the construct
or, as he calls it, the relic. As ground zero for the Contagion, this isolated location suffers
more spiritual turbulence without the side effect of drawing unwanted outside interest.
• Paranoia. Magnified by the presence of the Construct, the Compound has an
overbearing sense of tension linked to the profoundly disturbed spirits of the area and the
unbalanced psyches of the paramilitary personnel who guard it.
• Free Rein. Given the nature of the setting, the use of clearly supernatural abilities is
likely to be considered a last resort. However, since the Compound is deep in the forests,
once the characters become aware of its existence, this is their opportunity to go hog-wild and
unleash the beast, so to speak.
The Final Rest Roadhouse: Established in the 1950s on China Hat Road outside the city
limits, the Final Rest Roadhouse has served as a bar stop for travelers, hippies, long-hairs,
and bikers over the decades. Generally frequented by those less welcome by the residents of
Bend, the bar is regarded as a welcome buffer, far enough away to keep those unwanted
elements out of town. As such, it has served for many years as an unofficial meeting house
for Sworn factions. Today, this reputation is likely to draw unwanted attention, and it’s only a
matter of time before de la Salle’s agents come a-knockin’. The Rest is a traditional
roadhouse, a relic of a bygone age of Americana. Old rock posters plaster the walls, and the
jukebox is always a couple of decades out of date. Although its windows are grimy and the
whole façade is run-down, that appearance is carefully maintained to discourage any casual
business. On rare occasions, college kids will swing by on a dare to slum it with the
roughnecks. The Rest takes care to ensure that, while they get discouraged from returning,
they do get home safely. Unfortunately, the city is growing and the suburbs and golf courses
are creeping closer.
• Jocelyn Moretti, proprietor of the Final Rest, is a figure of local legend both within
and outside of the supernatural community. She can, as required, be the head of the local
coterie or guide to a throng. Stories about her center around a rumor that she lived in New
York until a few weeks before the arrest of Al Capone. That, along with her surname, has led
to speculation that she has ties to the mob or a link to the FBI. Was she ever part of a
shadowy under-cover plot to the arrest of the notorious gangster? If any organized response
to the persecution is going to come, it’s going to come from the Rest. Whether Jocelyn orders
an investigation, tells everyone to go to ground, or sounds the call to go to the mattresses, this
will be where things get started.
Why Bend?
The questions many creatures ask when faced with the Contagion in Bend tend to be, “If this
infection’s source was Salem, Massachusetts, and it spawned again in Salem, Oregon, why is
it not concentrated there?” and “Why is it targeting the people of Bend?”
The Sworn ponder these questions. Raking through the archives of Salem, Oregon, it seems a
group of Sworn and False aligned at some point nearly a century ago to purge the Contagion
entirely from that city. According to Rosetta Society archives, this faction was nicknamed
“the Devil’s Deal” or “the Unholy Pact,” though it’s unlikely given the negative connotations
of the title that they called themselves this. Whatever the case, they appear to have eliminated
the Contagion as its source but disappeared before they could mop up the remains.
Faction scholars contemplate how many other hidden Sworn or False groups might exist and
how they keep their presence hidden. A demon Inquisitor of the Cryptocracy was able to
confront the Construct years ago. She learned that the Contagion dragged the Devil’s Deal
faction into another reality after their mission in Salem, Oregon ended. This demon herself
disappeared shortly after, indicating the Contagion is quite capable of reacting quickly to
patch up any holes in its defenses, not dissimilar to how the God-Machine itself works.
Tiers
In most games of Hunter: The Vigil, story hooks are divided between tiers.
Knowing most groups that tackle the stories in this chapter will consist of Sworn
and False, and that they will not necessarily all be hunters, the tiers are not stated
here. However, Storytellers can treat most story hooks that do not face the
Contagion head-on as tier one or two chronicle seeds.
Story Hooks
• One of the local supernatural network’s informants — maybe a ghoul in the police
department or a member of an Unchained cover network in the municipal offices — has gone
dark. This individual may not know the full extent of who or what they reported to, but
they’ve learned enough to shake people up and get a mob raised if they talk. Of course, their
association with the so-called “forces of darkness” puts their own life at considerable risk, so
it’s likely they’ll go to ground before phoning in an anonymous tip. It’s up to the characters
to answer the questions: where is their informant, are they still alive, are they loyal, and if
they are not loyal, can they bring themselves to silence the danger to their network?
• Some local college kids were hanging out behind the chapel near Farewell Bend Park.
Just a usual evening, a few illicit beers and a smoke away from the prying eyes of their
parents. When the big padlock on the storm-shelter doors rattled the first time, they didn’t
notice, but the second blow caught their attention. Then the doors started jumping like
something was pounding on them from the inside. The kids fled, but not before a few of them
caught the stink of rot coming from behind the banging doors. What’s down there? What is it
doing, and what has it got to do with the rest of this car wreck of a situation?
• Jimmy cracked and went on a rampage. It started when the high school valedictorian
stole his dad’s gun and sprayed the Final Rest. Then he went back into town and shot up a
bunch of store fronts. Jimmy said that “the angel on the TV told him to do it” when the police
brought him down. Jimmy never went to the chapel and never heard Pastor de la Salle’s
words, so how did he get so jacked up so quickly? Where did he get wired in from? And how
many more will pick up the signal before it’s taken off the air?
• The city council has fast-tracked a new statute against vagrancy. This means more
cops on the street at night. The strange thing is, there are a couple of regulars who panhandle
from the tourists and buy booze from the friendlier liquor stores, and they’re not getting any
hassle from the cops. Yet one or two of the local monsters have had run-ins with the
authorities, despite being fully employed residents of Bend. If the Contagion has spread to the
council board, then things are advancing quickly. Can the characters act quickly enough to
meet the as-yet unchallenged violence in the streets?
• They’ve erected a scaffold up on Pilot Butte. The official line for the tourists is some
kind of “living history” schtick but, after the visitors are gone for the night, the mob raids the
sheriff’s cells, drags prisoners to the hill, and hangs them high for real. The bodies are always
gone by sun-up, but how long will it be before they’re just left there to rot, or to burn? Is the
police department on the turn, or is it just one or two night shift officers letting the mob have
its blood?
• No one can say for certain why the land became angry. The local tribes (exiled north
by the settlers) have fragments in their spoken histories of “singing to the spirits.” They hint
at something gifted to the Nation long ago from a distant land, an artifact of great
significance, power, and rage, that slept for generations before the people were led by the
guardian to sing to it again. Perhaps the artifact is feeding the Contagion, blighting the land
with its anger. Perhaps the magicians of Irem sent it away so it would not lash out at them, or
perhaps it’s just a story to explain the aggression the tribes faced at the hands of the European
colonists. Can characters of disparate groups align with each other to face the ancient threat?
• There’s a new player on the scene. They’ve killed three creatures in the last five
nights. From what hunters have heard of the violent executions, they think it was a gang, but
each hit has been carried out quickly and relatively quietly, leaving only signs of a single,
inhumanly strong perpetrator. It might be that this new executioner is a hunter or Hero who
has a unique reaction to the Contagion. They might be the result of renewed experimentation
by the Machiavelli Gambit, or even a rogue super-soldier created by Task Force: Valkyrie.
Whatever their origin, the chance of a new strain evolving of the Bend Contagion as a result
of their presence cannot be allowed. The call has gone out: which cell, compact, or
conspiracy can put boots on the ground to stop this monstrous killer?
Cure
There’s only one way to cure this kind of cancer: find the root and carve it out. That means a
cull. The Construct, Pastor de la Salle, Rebecca Mason, and the infected at the Compound,
even the Chapel of the Sundered Host, all have to go. Break the path of infection and stop the
spread. Beyond that, you have to stop others rising in their place and discredit all claims of
the supernatural. It’s a big job but, there’s a couple of ways to handle it. Characters might
have a chance if they manipulate the local TV channels and flood the town with feel-good
movies rather than supernatural horror flicks, or if they make videos for the internet that show
the guy inside the monster costume. Think of it as chemotherapy for the collective
subconscious.
The Cryptocracy
This is potentially a worst-case scenario. The Contagion is virulent, subtle, and it’s drawing
attention to the Twilight. It’s turning those we seek to help against us, using them as its
weapons. The status quo is about to go right out the window. We cannot sit back and watch.
— “Stormy” Davis, Agent of the Eshmaki
The Jeremiad
This is what we wanted, trial by ordeal. This is our chance to atone for the sins of the past.
What better way to prove ourselves than by countering the fire of human hatred and rooting
out the Contagion that is its cause?
— Bobby Johnson, Prophet of the Daeva
The Rosetta Society
There’s a pattern here. This has happened before. Something is speaking to these people, a
voice we can hear, can understand. This is a chance to find that which we have sought for so
long. This may be our Rosetta Stone.
— Miss Farmer, Inquisitor Exegete
The Ship of Theseus
What does it mean? What’s the purpose of this new shift? If we hunters ascend to dominance
in the world, what does it mean for the other creatures? Is it time to end? Or time to fight?
— Henry Teller, Thesean of the Loyalists of Thule
Zero Hour
This is what we trained for. Our enemy is here, now, in front of us, and it’s using tactics we
understand. Or is it? Something may be masking the violence in this city from the outside
world, but how long will that last in the face of armed confrontations in the streets?
— “Dangerman” Sally Midstead, Iconoclast of the Pilgrims
Escalation
If Pastor de la Salle infects the city councilors, more laws will go through to push the police
to target those who are different. If the police are infected, the level of brutality against those
deemed other will rise. If both are exposed to the Contagion, then it becomes only a matter of
time before it spreads to the governor, the senator, the senate itself, and then the groundwork
is laid for it to spread city to city across the United States. If the characters can’t stop the
spread of the Contagion, then the campaign against the supernatural could go statewide,
national, or even global. It could be the catalyst for all-out war.
Rumors in Bend
• Someone raided the local morgue. The reinforced door was busted wide open, but
there were no casualties and no witnesses. It’s not so much what they took as who, and that’s
not an easy question to answer either. The list of stolen items looks like Ed Gein’s shopping
list. There could be a Progenitor in town, or it could be a run-of-the mill maniac. Either way,
now’s not the time. A storm is on the horizon.
• The trees up by Tumalo Falls are bleeding. Not thick, sticky sap, but true type-O neg.
Some people swear they’ve seen the ghosts of loggers striding through the woods at night,
axes in hand and fire in their eyes. What’s going on up there? Will it stay up there? You
wouldn’t want to be in town when a couple hundred angry lumberjack specters sweep
through.
• Some people went missing up at Lava River Cave. They were the last visitors of the
day and they just never came back out. The ranger went down to look after someone found
their car abandoned in the lot. She couldn’t find a trace of them, but there was a weird vapor
coming up through the cracked stone floor. That’s strange, right? Because Lava River Cave
has been inactive for 80,000 years.
• A rash of Bigfoot sightings in the suburbs has hit the papers. Whether the Sasquatch is
real or it’s a rogue Uratha playing the part, it needs to stop before cryptid investigators
descend with their thermal cameras and night vision goggles to make life harder for
everyone.
• The Deschutes Historical Museum is putting on a new exhibition of local tribal
artifacts from the Rogue River Wars. Some of them are supposed to be quite unique for the
region, but are they even from around here, or are they from a place and time somewhere
much farther away, and much longer ago?
• Old Mrs. Weebles stands out on her porch at midnight, every night. She calls to her
dead cat and talks to her even deader husband. Local legend says that about ten years ago,
people stopped seeing Mrs. Weebles around. Mr. Weebles just pottered around as usual, but
the street thought she was dead and were waiting for the smell to hit so they could call in the
ambulance. Then, just like that, she was back. The teenagers joke that he brought her back to
life by voodoo, like he was some kind of Dr. Frankenstein. The truth is, she’s just a dotty old
lady but, with things the way they are, how long before someone looks at her and shouts
witch?
• The Cheiron Group are in town, but they’re not advertising their presence. They’re
here to snatch up one of the infected and try to get another message spread, an attempt to
inoculate against the growing infection. But they don’t know what they’re dealing with. If
only one of them gets infected, they could corrupt an entire Conspiracy.
• Teenagers! Teenagers are the worst. Even with what’s going on around them, there
are those who just have to rebel. Do they think it’s a game? Is this really the time to be crying
out for attention? Right now, their little “coven” is meeting on the sly in mom’s basement,
but soon they might get the idea to play at summoning something in the graveyard. It’s the
same tired old trope that rebellious teens in religious towns have been rolling out for decades.
The fact that it’ll get them killed doesn’t seem to worry them. They don’t even know to
consider how their game might rip the Gauntlet wide open.
Rumors in Sittard
• “All this bullshit about the Urd Machine. It’s just another cover-up. When the miners dug
their hole, they hit the Machine. That Thing, with Its angels and Its visions, sleeping under Sittard
ever since the dawn of man. Contagion, the emptiness, and the hunger? That’s the Machine leaking
fuel. But fuck Contagion, it’s not what matters here. What matters, is the Machine can bleed.”
• “Contagion is a comeuppance. E=mc2, right? Except extracting energy from mass is hard.
The most effective method we have is nuclear fusion, which converts about .7%. Black holes
though, they get 6%. Rotating black holes that distort time and space — sound familiar? — up to
42%. The Null is such a black hole. The God-Machine tried to assimilate it, but the Null turned
right back ‘round and bit a nice big chunk out of It. My point? Maybe we should let the Null finish
its snack before we shut it down.”
DSM Chemelot and Brightlands
When the mines closed, the Dutch State Mine company (DSM) turned its endeavors to the chemical
industry. They’re very successful too, now encompassing a vast industrial space to rival a small
town and which the company humorously named Chemelot. They’ve also founded Brightlands, an
innovative and highly acclaimed science campus. Zero Hour was involved with the DSM from the
start, initially as a fall-out base from which to set a perimeter around the old mine. The mortal crew
at Brightlands has made some amazing breakthroughs since, which Zero Hour thinks it can co-opt
to battle Contagion.
Known: Yes, to the Sworn. The False know of the DSM, but not of Zero Hour’s involvement.
Plot Hooks
• José, a student at Brightlands, and her mentor Niek are studying the application of
nanotechnology in medicine. They’re adapting existing medication (e.g., antibiotics, flu shots, and
several vaccines) to be delivered through nanoids. One of the Sworn, his human guise working with
José and Niek, was one of their test subjects. It was fine; the Sworn didn’t get the flu, though of
course he wasn’t likely to anyway. However, a month later, the Sworn is caught in hand-to-hand
combat with a Degradant and, after an anxious week, discovers he’s not infected. Did José and Niek
create an inoculation against Contagion? If so, is something guiding them? And can they replicate
it?
• Unaware of Zero Hour’s presence, two members of the Crucible Initiative set up in
Chemelot. They plan to create a bio-weapon that kills Contagion-infected creatures but leaves the
metaphysical properties of buildings (and Infrastructure) intact. They have a first viable serum and
plan to snatch a Sworn, inject them, and have a mortal crew dump the test subject within Maurits’
quarantine zone to measure what happens.
Rumors
• “Chemelot has a ghost. I don’t mean whoooo dead person, but a ghost in the machine. The
ground, the building, its function: all of it has a spirit. And I think it’s the thing, the one the miners
found. I think it’s trying to get better, to coax the scientists into creating a cure. I don’t think there is
a cure though, and I don’t want to be here when the ghost realizes it too.”
• “Hey, do you know about the crew in 4B? No funding, no grants, no project plan, just one
scientist and three lab assistants doing Machine-knows-what in there. I’ve seen them wheel in vats
though, big enough to hold a person, and all sorts of medical equipment. Yep, that’s what I was
thinking too — we’ll take a look after hours.”
Heksenberg
Heksenberg, or Witches’ Hill, is a small forest just north of Chemelot, consisting of mostly
deciduous trees and a few pines. The southeastern part of the forest holds a small lake, which both
the DSM company used to dump their mining and chemical waste. Once legal, changing insights
about pollution prompted the city to outlaw the dumping. Still, the area was never cleaned and
remains cordoned off as the ground and water are toxic. Nature reclaimed it, making the area
attractive to hardier creatures who seek isolation.
Known: The area is known to both Sworn and False, but only the False come here.
Plot Hooks
• A local meth cook uses the site to dump her own toxic waste. Her greed calls to the traces of
Contagion remaining in Maurits’s waste, and she becomes a carrier for the disease. A Deviant of the
Sworn deals with her to get the illegal medicine he needs to manage his condition, only to find that
he has come down with the first stages of Contagion a week after seeing her.
• The Crucible Initiative harvested pieces of Contagious coal dust from the dump site. They
plan to create a new Deviant with chemicals containing Contagion: a Patient Zero to experiment on.
The creation works, but the Renegade shows no symptom of the disease. The Deviant escapes, runs
into the Sworn during her flight through the city, and is given a safe haven in exchange for signing
up with the Sworn. She agrees, and despite taking some dangerous risks during missions, never gets
hit with infection.
Rumors
• “You know why they call it Heksenberg? A crone lives there. What? No, I don’t know if
that means one of the blood-suckers or just a really old witch. Might be one of ‘em original ones
from the burnings. But let me finish. A crone lives on the Heksenberg, and she only comes out on
the nights with no moon. If you catch her, she owes you a wish. Maybe we can wish for a lead on a
cure. Or maybe we can just wish to be rich and live in Switzerland. Either sounds sweet to me.”
• “They found the bones of a guy down there. For real, a morgue buddy of mine spilled the
beans. Money’s on murder, but here’s the odd thing: the body was all chewed up. The lab techs
think it was canine teeth that did it, but it’s WAY too big to be a dog, and the last wolf sighting in
Limburg was decades ago. Also, it was WAY too big to be a wolf, too. Think we should check it
out, or let sleeping wolves lie?”
Remembrance Markers
Since 2000, the Stolpersteine (Tripping Stones) Foundation places small copper remembrance
plaques on the sidewalks of houses belonging to people deported by the Nazis: Jews, Roma,
disabled people, Jehovah’s witnesses, and homosexuals. It’s a wholly human endeavor, a gesture of
contrition and remembrance. The stolpersteine hold supernal power though, emitting a soft healing
energy.
Known: Markers are known to both Sworn and False, but only the former recognize their power.
Plot Hooks
• Members of the Jeremiad believe they can use the Stolpersteine’s energy, which is partially
based on penance, to cure Contagion. The Stolpersteine project is incomplete though, and the
foundation close to running out of funds. To finish the project, the Jeremiad need to raise €30,000
and then find a cover story to give it to the Stolpersteine Foundation without raising suspicion.
• A home owner objects to the marker, claiming such a grim reminder will devalue his house.
The city owns the sidewalk and gave the foundation permission to install it, but the foundation is
hesitant to muddle coverage of their project with discussions about property value. Can the Sworn
smooth things over?
Rumors
• “The stolpersteine are a Yantra. Or, at least, part of a Yantra. Someone is building up a
massive spell, tightening their focus with every new marker. It’s not us though, so then: who? And
what are they casting?”
• “The stones are an Anchor. Not to any of the people they remember, fortunately; their
suffering has ended. But to something else, something much bigger. They’re not normal Anchors
either, but reverse Anchors: they don’t bind a ghost who’s already here, but summon one that’s
currently in the Underworld.”
The Ligne Library
Sittard has a new library to go with their fancy new shopping center. The building is light and airy,
the staff knowledgeable and eager to help, and the Ligne won a prize for best library in the
Netherlands. The library’s collection, and the historical archive it houses, is stellar. The Rosetta
Society, who were enthusiastic supporters of the library when it was initially proposed, could not be
prouder. Imagine their disappointment when the library turned out to be both Infrastructure and
subsequently stolen from them by the Crucible Initiative.
Known: Yes, though neither Sworn nor False know what the Infrastructure does.
Plot Hooks
• Sworn are physically unable to enter the library. They can walk up to the doors (if the
Crucible lets them) but cannot step through. The plaza outside the library is decorated with metal
octagonal shapes strung on high wires. This is the library’s defense perimeter. Cutting the wires or
otherwise getting the octagons down should allow the Sworn to enter and retake the library. Of
course, there’s also a chance that sabotaging the octagons will summon a second line of defense,
such as a vengeful angel. Only one way to find out.
• When the Rosetta Society was the library’s patron, it arranged for many ancient and
valuable texts to be included in the historical archive. One of those texts, a cypher the semiotics
believe can translate the tonal frequency of the temporal rifts into language, is set to arrive today. If
it enters the library and the hands of the Crucible Initiative, it’s beyond the Sworn’s grasp forever.
Rumors
• “Such bad luck for the semiotics. All that planning and preparation. They were so involved,
right from the start. It seems nearly impossible that the Crucible pulled one over on them. I’d say
the whole thing was impossibly unlucky if I hadn’t witnessed it myself. What? Implying
something? Nah, of course not.”
• “I don’t think those octagons are Infrastructure. I used to date this guy, Emiel, and it turned
out that, in addition to being a douchebag, he was a Seer. I learned a few things from him, and I
think those octagons are a Yantra. I recognize the work.”
Basilica of Our Lady of the Sacred Heart & Mariapark
The Basilica of Our Lady of the Sacred Heart, simply called the Maria Church by locals, was built
in 1879. The church received Papal approval in 1883 and was the first Dutch church to receive
basilico minor status. The ensuing flow of pilgrims was so large, parishioners built the Mariapark
cloister to house them opposite the church in 1891.
One of these Pilgrims was Created, a Tammuz named Johanna according to Azothic memory, who
achieved New Dawn praying at the church. Her moment of redemption reworked the church into a
Sanctuary Athanor. It also considerably complicated things, as the church is known Infrastructure.
Known: Yes, to Sworn and False.
Plot Hooks
• Sittard is home to one Created, who claimed the church as their domain. The church’s
resident angel, a defender made of fire and light, ignores the Promethean as long as they don’t enter
the church’s catacombs. So far, the two coexist peacefully. Tension between the Promethean and
the local Unchained, however, who intend to disrupt the status quo by seizing the Infrastructure, is
steadily rising.
• A Renegade, capture team hot on her trail, flees into the church. She hopes to escape
through the back, but notices her pursuers don’t follow her inside. Are they held to the church’s
sanctity of refuge, or repelled by the Created or angelic occupant? She’s safe if she can work out a
rooming agreement with the other two residents.
Rumors
• “I’ve seen the Lady. No, not Mary, Mother of God, but — you know how Catholics co-opt
everything? I think they did that here, too. Something older, and not nearly as benevolent, sleeps
under the church. She appeared to me, and she is the exact mirror image of the Queen of the
Underhill.”
• “I’m tracking the three angels, and they each visit the Maria Church once a year: on the
spring, summer, and winter equinoxes. They stay from dusk until dawn, then depart again. Is it,
like, an angel refueling station? Are they receiving new orders from the head honcho? Either way,
now that we know when and where they’ll be, we can set a trap. Get rid of them, and knock the
Machine and False both down a few pegs.”
The Kollenberg
Kollenberg: Witches' Mound or Norn’s Mound, depending on the exact translation. Home to the
Queen of the Underhill, and a Hedge which isn’t a hedge but rather a series of winding dirt paths
that lead the traveler astray. The Sworn prefer to stay away; the Queen is too terrifying to tangle
with on her home turf. The Lost cannot sit this one out though and leverage their work for the
Sworn against missions to Kollenberg to see if any new arrivals have popped out of the Hedge.
They have good reason, too: the Queen keeps busy, constantly acquiring new play things and
tossing out the old, and Sittard’s Lost population steadily grows.
Known: Oh, yes.
Plot Hooks
• The annual St. Rosa Procession begins at St. Michael’s (suborned by the Unchained) and
winds through Sittard to finally arrive at the St. Rosa Chapel on the Kollenberg. It’s an elaborate
event, with people across Sittard setting their alarm to 4 AM to create an intricate carpet of sand,
replete with detailing, for the procession to walk on. It’s also a Bargain with the Court patron of
Sittard, which keeps the Queen confined to the Kollenberg. In recent years though, fewer and fewer
people participate. Ready-to-use paint molds replace the sand carpet, and the procession route is
significantly shorter. The Lost must rekindle the event, or the Bargain is void.
• Near the peak of the Kollenberg lies the Field of Remembrance. People plant young saplings
here, dedicated to lost loved ones. The small trees are decorated with hearts, teddy bears, and
pictures. The field is eerie, sad, and beautiful, and those who listen can hear melancholic, soothing
music on the air. Anyone sacrificing the last token of a lost love here may request an audience with
the Queen of the Underhill. The Queen is compelled to arrive, and bound not to harm the supplicant
unless he attacks her first. She is not bound to grant any requests, but she must hear the supplicant
out — even if it keeps her until the end of the night.
Rumors
• “They say the Queen stashed untold riches in her court. Not just gold and art, though I’m
sure that too, but things like stolen years and promises. I bet her allies in the Army gave her plenty
of their stuff to hold, too. Though, once the apocalypse comes, you got to wonder what she’ll do.
Let all of her buddies ride out the storm in Arcadia? Or shut the door and keep their goodies to
herself? Gotta wonder, too, if that might be a crack in the Army we can exploit.”
• “Beware the Auvele. Oh, that name does not translate. Picture the lovechild of a troll, as in
one of those small underground creatures, and an elf as in Legolas: an Auvele. They work for the
Queen. Her eyes, ears, and — when she desires a new subject — grab crew. If you see one, hold
your loved ones tight and hide. Don’t bother running, they’re hella quick on those short legs.”
Sint Joep Markt
The Sint Joep Markt (Saint Joseph Market), an annual street fair and market, began in 1802, when
Napoleon graciously allowed Sittard to host four yearly markets. The Sint Joep Markt is the only
one still hosted today. It’s wildly popular, and the local saying that “Sittard’s children return for
Sint Joep” is absolutely true. People from all over the Netherlands, Belgium, and Germany descend
on Sittard for Sint Joep, in addition to scores of children and grandchildren who moved away years
ago. And with good cause: you can buy anything at Sint Joep.
Known: Yes, to both Sworn and False.
Plot Hooks
• Walking the market, a Sworn detects traces of Contagion on the air. The disease is dormant,
and remains so even as she watches it enter a human host. Can she risk him carrying it back to his
home city? The source of the mutation, if she traces it, is a Seer Prince hoping to make a profit off
Contagion-in-a-bottle.
• Sittard’s children return for Sint Joep, indeed. The Sworn detect a multi-dimensional rift in
Mariapark, and arrive just in time to see scores of people stumbling in from other realities. They’re
lost, disoriented, and some of them hail from the witch burning era. One of them is Trijntje, the
original glitched girl. How do the Sworn keep this quiet? They could, theoretically, shove them
back, even if that’s hardly humane.
Rumors
• “Dude, we have to go. Sint Joep is the one time of year Napoleon’s ghost visits! No, I’m for
real. Maybe we could hijack a fresh corpse from the morgue and see if the dude wants to stay and
be a Sin-Eater. Why are you face-palming? It’s a brilliant plan! With his tactical insight, we'd wipe
Contagion out in no time.”
• “I saw an angel. It was working a stall and hawking a miracle cure, and I could see the
metal-wheel wings. Do you think It is stepping in to help? Like, the miracle cure is an actual
miracle cure? We should at least check it out. Except, who’s gonna volunteer to buy something off
an angel?”
Wèntjerdruim
Wèntjerdruim (Winter Dream) celebrates the three days of Christmas. It’s relatively new, but draws
a large tourist crowd. Attractions include a skating rink, a Ferris wheel, and a merry-go-round and
small train for children. Campfires warm the historic town square, and the scent of freshly roasted
peanuts fills the air. The greatest draws are the centuries-old nativity scenes on display in the local
churches, including the St. Michael and St. Maria churches. It’s lovely and peaceful, and for
supernatural creatures, the peace is quite tangible.
Known: Yes, to all residents of Sittard.
Plot Hooks
• Wèntjerdruim means armistice. Humans may kerfuffle and get into fights as usual, but none
of the supernatural creatures can raise a hand against each other. Even the God-Machine’s angels
don’t attack during the three nights of Wèntjerdruim. Of course, they may still pick each other’s
pockets, and break into laboratories or mystically barred libraries. Some might argue the
impossibility of immediate retaliation makes Wèntjerdruim perfect for such schemes, and clever
creatures do well to hire mortals to guard their possessions.
• Contagion eats even the armistice, leaving Degradants free of its burden even while they
remain protected by it. This year, on the first night of Wèntjerdruim, Sworn and False alike find
themselves under attack by a Degradant (Four, on p. XX, serves well), without the option of
fighting back. Three long nights, they are forced to run and hide, and cower like they were mere
humans. Eventually a group of False, desperate to hide, comes knocking on the door of St.
Michael’s church, and the Jeremiad must ask themselves if saving their enemy is part of atonement.
Rumors
• “The God-Machine enforces the laws of reality, right? Doesn’t that mean Its angels should
be able to attack if they wanted to? It’s lulling us into a false sense of security. Here we are, out and
about, riding the Ferris wheel and snacking on deliciously roasted peanuts. One of these nights, that
trap is gonna slam shut.”
• “On the first night of Wèntjerdruim, ride the train once. On the second night, the merry-go-
round twice. On the third night, the Ferris wheel thrice. Don’t go on any other rides. The third time
the wheel stops at the top, you’ll be able to see over the rooftops to the Old House. Now say “I
come to thee” thrice. When you get off the wheel, you’ll be in Other Sittard. Be careful though,
’cause you can’t come back until next year, when you do the same in reverse at Other
Wèntjerdruim.”
Vastelaovend
Vastelaovend (eve before fasting): three days of masked people, booze, celebration, and a lot of
noise. Vastelaovend scares away ghosts, celebrates life, and gives complete strangers the perfect
excuse for a one-night crush. It’s also the prime battleground between Contagion and the Sworn.
The city’s fractured nature is in full display during Vastelaovend, with revelers continually slipping
between here and not-here. Inhuman creatures dance among them, grinning and grotesque faces in
full display while people compliment their masks. The Sworn must work hard to keep casualties
low, and to keep the city from emptying out.
Known: Eleven times yes.
Plot Hooks
• Eleven is the number of Vastelaovend, and it gives Sworn a good lead to look for. A group
of eleven revelers is likely to either fall through the dimensional cracks, or be a group of ten
humans and one other. The eleventh hour in the evening, right before midnight, is perfect for
slipping into not-here and retrieving lost ones — and retrieve them the Sworn must, or the city
would empty itself before Vastelaovend was even over. Look for the number eleven to find the torn
seams in reality.
• A bronze-green statue of two masked revelers occupies a crossing in the city center. They
look exactly like the two towering angels who joined the Crucible Initiative, although rendered in
fewer dimensions and mercifully smaller. The Sworn noticed the resemblance, and both
investigated and attacked the statues. The statues are not connected to any Infrastructure, and cannot
be moved or broken. One morning though, one statue is covered in patches of mold and moss, while
the other is missing. Does that mean something happened to the angels, and if so, how will the
Sworn find out?
Rumors
• “Careful who you promise your heart to. Vastelaovend is the one time a year the Queen
leaves the Underhill. She’s still bound by the Bargain and can’t harm you, but she can keep you to
your word.”
• “Sittard doesn’t have Infrastructure, it is Infrastructure. All those shards, wheeling and
turning around each other and ferrying people between them like fuel. It’s a matrix operating on a
multi-dimensional level. Vastelaovend is the linchpin, maintaining borders and connections.
Question is: how do we use that to our advantage?”
The Old House
The Old House stands on an abandoned plot near the city center. It’s boxed in by houses; no roads
or alleys lead into the plot. People sometimes spot it from the Ferris wheel during fairs, and one
drone camera recorded footage of it that has since gone viral. It’s never in the same location twice,
moving from this place to that, always boxed in by houses and sitting on weed-overgrown land. It’s
not on any of the maps.
The house, as the name implies, looks old. The white-washed walls have holes in them, kids armed
with rocks made short work of the windows, and rain falls through the red shingle roof. Inside, red
dust pours from walls and ceilings as if the entire construct was an hour glass. The stairs leading up
are passable, if you tread lightly, though the cellar door is permanently stuck shut. Nothing lives
here: no rats, no mice, no cockroaches. Not even birds fly overhead.
Known: Yes, but dismissed as urban legend.
Plot Hooks
• The hot summer wind carries red dust, coating cars and buildings. A Sworn recognizes
traces of Contagion in the dust, though it is ancient and inert — the disease ran its course and lost
its virulence. Tracking it through non-mundane means (such as Correspondence magic) reveals the
Old House as its source. Normal research, or even tasting it, reveals the dust is not sand, but rust.
• A demon allied to Naglfar’s Army made her way to the Old House and returned. To be
precise, two of her returned. One is a Degradant, cogs and wheels patched over with flaking rotten
skin, and speaking with the many voices of the hive. The other is her normal demonic self, cover
stronger than ever and with renewed hope for the future. She seeks to defect from Naglfar’s Army
to the Jeremiad. However, the Degradant and demon switch places seemingly at random, making
being around her extremely dangerous. If the Sworn can merge the two beings again, the resulting
demon will be immune to Contagion.
Rumors
• “Walk downtown, any street, and keep your eyes peeled for a rabbit. It can be an animal,
graffiti, a poster, or a prop in a shop window — anything. When you see it, walk down the first side
street. Keep walking until you see another rabbit, then take the next side street again. Keep doing
that and you’ll get to the Old House. I’m not sure how you get back, though.”
• “I’ve been to the Old House. It’s not old. It’s not even built yet. I found one of those “first
stone laid” plaques: it read 2026.”
Degradants: Angels of Contagion
Sittard’s Contagion is emptiness and hunger. It devours indiscriminately, and demons seem
especially vulnerable to it. The disease attacks their Cover, chomping away at “Amelie the
secretary” and “Jacob the bootcamp instructor.” Into this absence pours Contagion, filling the gaps
where Covers once sat, creating a new life and a new purpose.
A Degradant is a drone serving Contagion, and its purpose is to feed. It automatically establishes a
neural link to other Degradants within a radius of its Primum measured in kilometers, creating a
hive mind. Degradants maintain some of their Incarnation and Agenda: Degradants who were
Saboteurs prefer stealth and sabotage, while Destroyers just burn the building down. A Tempter still
tries to persuade people to its side, even if its halting speech and grotesque body, all whirring cogs
and bright lights with scraps of flesh clinging to it, doesn’t make that easy.
The Degradant itself cannot harvest Aether, but its disease-riddled bodies can extract power from
existing Essence. That’s not a clean conversion though, requiring the consumption of vast amounts
of Essence. When the Degradant finds a suitable victim, it extends a hooked tube to latch onto the
victim. It may have a tubular tongue, tubes springing from rotten wings or wrists, or a writhing
mass of tubes around its head — Contagion matches and enhances the strength of its existing
demonic form. Once the tube is attached, the Degradant begins to feed. The effect, beyond draining
Essence, varies. A Kindred walks away with nearly all her vitae depleted, but her existence intact. A
Created’s Azoth is tied to his body, though. Stealing it causes lesions and fissures to erupt over his
body. In a pinch, the Degradant can consume a human soul to gain Essence — the result is a dead
body if the human is lucky, or a walking husk suffering the permanent Soulless Condition, p. XX,
if he’s not.
The drones have no Covers, and they display themselves in all of their demonic glory for humans to
see. Contagion eats them from the inside out, and sometimes parts fall off. The Degradant either
shrugs it off (who needs eight arms anyway), or finds a replacement part. It's not subtle about that,
using factory arms to replace their own, or pushing a drone camera into an empty eye socket. Other
times, it simply adds new parts, because two heads are better than one. The Sworn recorded one
case of a Degradant, a former Tempter, attempting an undercover mission. The creature had cut off
body parts until it resembled a biped humanoid, leaving wings, four limbs, and its second head on a
local scrapyard, then covered its frame with the skin of three murdered humans. It did not go well,
and Hunters swarmed Sittard for months.
When a demon comes down with Contagion, a Sworn is assigned to follow her while others rush to
find a fix. The chaperone’s mission is to sound the alarm if the demon becomes a Degradant, at
which point the Sworn destroys the creature lest they all become a Special New Bulletin at 11!
Tier 1: Degradation
Contagion eats the demon’s Covers. After the first week of infection, remove one dot from each
Cover rating. The second week, remove two dots from each remaining Cover rating. The third
week, three dots, and so on. Devoured Covers are permanently lost, and a cured demon must build
new Covers from scratch.
Tier 2: Assimilation
Once the demon’s Covers are consumed, Contagion takes their place. Every 24 hours, the demon
rolls Willpower against a threshold of a cumulative +1 per day of Assimilation. Failure subtracts the
difference between successes and the threshold from the demon’s Willpower dots.
The God-Machine no longer pursues a demon in the throes of Assimilation. Either she’s too far
deviated from an angel for the God-Machine to recognize, or she’s so infected even the God-
Machine keeps its distance.
Tier 3: Unity
Once the demon’s Willpower falls to zero, it becomes Degradant. It has no will of its own, and
cannot be reasoned or pleaded with, though supernatural mental coercion still affects it (in which
case it uses Primum in lieu of Willpower to resist). The Degradant’s Embeds and Exploits only
work in Contagious zones, as they now function through the corrupted reality of Contagion rather
than the laws installed by the God-Machine. The Degradant cannot learn new Embeds or Exploits,
and it loses access to any Ciphers. The Degradant retains existing Modifications and adds new
Modifications (Demon: The Descent pp. 196-209) as needed to become more efficient. Most
Degradants are workers: they feed (using Essence Drain, below), and in doing so nourish the
Contagion. A few are drones, sent to remove threats against the Contagion. Drones and workers
rarely interact, each focusing on their own tasks.
Degradants cannot be healed, save by Storyteller fiat, and are not viable as player characters.
Power: Essence Drain (Hunger)
The Degradant is capable of stealing Essence from any supernatural creature and turning it into a
diseased form of Aether for its own use. Essence Drain requires a successful touch attack against
the victim. The Storyteller then rolls Wits + Occult + Primum versus the target’s Resolve to steal
one Essence per success. Half these, rounded down, are converted to Aether for the Degradant. The
remainder feeds the Contagion. The Degradant can use Essence Drain even if its Aether pool is full,
in which case all stolen Essence feeds the Contagion. (There’s no need to keep track of these points
— whatever the source of Contagion is, that Essence is gone.) A Degradant can also drain a
mortal’s soul (killing them or instilling the Soulless Condition) to gain 2 points of Aether.
Ain’t a Demon
A non-demon that becomes infected also gains the Essence Drain (Hunger) power
but recovers only half the Essence she usually would from any source. The
Storyteller decides if she is connected to the hive mind, in which case the player rolls
Composure + Resolve once a day against a threshold equal to her infection tier. If
she rolls no successes, the hive learns something of tactical importance the character
knew. The hive does not otherwise control her, and the character is aware of her
connection to it.
A Higher Power
An escaped lion conveniently draws demons’ attentions to a piece of Infrastructure.
Candles call across dimensions to return lost people and objects. City cameras never
record the supernatural. It’s possible these are the works of Contagion trying to
prevent the Sworn from finding a cure, or the God-Machine struggling to hold itself
together. Maybe there’s another power at work, though: the Principle, an
Archigenitor, a Geist bound to the city rather than a human host, or any other entity
which captures the Storyteller’s imagination.
Storytellers can mine any of the locations above for a cure. Using the Stolpersteine as Yantra for a
healing spell that transcends time and space might do the trick. Perhaps the cure is a chemical
compound, a spiritual nanoid yet to be created at Brightlands. Maybe the red dust, rust from a
Machine either long healed or long dead, can be used to synthesize a counteragent. Any cure,
though, is a stop-gap measure as long as the source remains: the diseased connection established
when the God-Machine manipulated the fire-bombing of the Maurits State Mine. The Sworn don't
know whether Contagion connects to the Null or the Urd Machine though, and maybe it connects to
both. Or maybe, it’s whichever direction the players take the story in. Either way, someone must
sever the connection and seal the rift, or a second outbreak is a foregone conclusion. Whatever the
Sworn decide, they must accomplish their work before the Maurits clock runs down.
Appendix: New Conditions and Tilts
All new Conditions and Tilts appearing in The Contagion Chronicle follow here. Conditions
that resolve via Contagion cure with the help of a character’s faction or Sworn group provide
Sworn Beats instead of normal Beats.
Conditions
[THE FOLLOWING ARE CONDITIONS]
Blightfang (Persistent)
Edinburgh
You have had blood, health, or some manner of vitality drained from you by a creature (often a
vampire) infected with Blightfang. You now share some of that creature’s hungers, and you have
become linked to its life and death. You must make a Resolve + Composure roll every night or
perform the same self-sustaining tasks as the individual who infected you, such as drinking
blood. Each night you successfully resist this urge, the difficulty of resisting again increases by 1
each subsequent night (to a maximum of Difficulty 4). Additionally, you now suffer +2 difficulty
to social and mental challenges taking place in sunlight, as you develop an aversion to the natural
light. When your hunger takes over, you attack the nearest vulnerable vessel and in so doing,
reduce the craving. If your victim is mortal — whether human or animal — you pass on the
Condition.
Possible Sources: A Blightfang vampire bites you; an infected ghost drains some of your health;
an infected Beast drains your Willpower as you sleep; you come into contact with the corpse of
someone infected with Blightfang.
Resolution: Exposing yourself to the Grey, or killing the creature that infected you. If the
creature that infected you dies, you immediately attack the closest living individual and cannot
be broken from your frenzy without achieving four successes on a Resolve + Composure roll or
being subdued until the next scene by others.
Beat: Willingly passing on the Condition.
Bloody Infected (Persistent)
Congo
Your character has become infected by the Contagion in the form of Ebola hemorrhagic fever
(EHF). You are now a carrier of the condition, which may manifest when the Contagion needs
you for a purpose. Until then, you notice you tend to have a hard time dealing with bloody noses
and other cuts.
Possible Sources: Eating tainted bushmeat; direct contact with bodily fluids of an infectious
individual.
Resolution: Curing yourself of the Contagion.
Beat: Each time you try to find a way to slow the progression or reduce the effects of your
disease.
Contagion Carrier (Persistent)
Your character doesn’t show any signs or experience any symptoms, but he’s a carrier for the
Contagion. Whenever he uses a supernatural power on another character who isn’t an ordinary
human, or directly interfaces with them in some supernatural way, that character’s player rolls a
chance die; nothing can turn it into a normal die or add dice. On a dramatic failure, they gain the
Contagion-Touched Condition. In some circumstances, Contagion Carrier may be temporary
rather than persistent.
Possible Sources: Host Immunity Dread Power; fluke natural immunity.
Resolution: Successfully apply an appropriate Contagion cure.
Beat: Inflict the Contagion-Touched Condition on someone.
Contagion-Touched
Your character came into contact with something contaminated and picked up a weak strain of
the illness. She suffers mild symptoms based on the particular outbreak that contaminated her,
and takes a −1 penalty to Social rolls against anyone who knows about her infection; this
becomes a bonus instead when she threatens them.
Possible Sources: Exposure to Contagion vectors; dramatically failing a Contagion Carrier roll.
Resolution: Avoid supernatural or skin-to-skin contact with any infected source for one full
chapter, or progress to the Infected (Stage 1) Condition.
Contaminated Magic (Persistent)
Acre
Every spell cast by this character exudes the Contagion. An infected mage does not make rolls to
see whether his spells are contaminated. Every spell he casts (whether it succeeds or fails) brings
the Contagion further into the world, twisting the mage’s Nimbus and Imagos until the results of
his casting are completely unpredictable and invariably unpleasant. The precise effects depend
on the targets the mage chooses for his spells. A Moros might contaminate ghosts, a Thyrsus
spirits, and an Acanthus hobgoblins. A Mastigos could find himself surrounded by contaminated
Goetia, and an Obrimos could contaminate sacred ground.
Many spells are cast on the mage himself. Mage Sight starts to deceive. Shields give their target
an infected appearance —– leprous, withered, cankered, or covered in oozing sores.
Possible Sources: Coming into contact with a Contagious artifact; having a spell cast upon one
by a Contagious mage.
Resolution: Curing the mage of the Contagion.
Beat: Your character suffers a serious setback as a result of casting a contaminated spell.
Cracked (Persistent)
Kyoto
The Geryo strain has cracked your will. You are not capable of fighting back or even mustering a
mote of resistance. Apply a -2 to all Social rolls and rolls involving Resolve, and a -5 to any use
of the Intimidation Skill.
Possible Sources: Physical contact with Geryo or Contagion-touched objects.
Resolution: If the character regains a dot of Integrity, loses a dot of Integrity, or achieves an
exceptional success on a breaking point, they can shed this Condition. This Condition returns
once again at the next breaking point, and will continue to do so unless the infected person or
place is purified or destroyed.
Beat: The character backs down from a confrontation or fails a roll due to this Condition.
Dependency (Persistent)
Kyoto
This symptom reduces a character’s maximum Willpower rating by one each time that character
reaches a breaking point. The character will automatically gravitate to a strong-willed character
or important concept in the region, and defer to them in almost all matters. The player can
choose to spend two Willpower points at a breaking point roll to not advance this Contagion
symptom, but they also do not gain the beat typically gained at a breaking point.
Possible Sources: Worship of a Contagious being; owing someone with Contagion a debt.
Resolution: If the character or concept to which the character is sworn is destroyed, the
Condition is resolved.
Beat: If the character follows their master’s or belief’s edicts, even if they harm the character.
Discord (Persistent)
New Zealand
Your character has dipped into an otherworldly power source and felt the shock of it course
through every fiber of her being. She suffers a −1 penalty to her next roll that uses her
supernatural abilities.
Possible Sources: Eating goblin fruit grown from the other reality’s Hedge; discovering a piece
of the alien God-Machine’s Infrastructure.
Resolution: Your character refills her appropriate supernatural pool such as Glamour for
changelings, Vitae for vampires, etc. or for Deviants, heals one level of Instability.
Beat: Using your power causes an ally harm or negatively impacts your situation.
Disquieted (Persistent)
New Zealand
As the Contagion worsens, it tears away your character’s hold on reality. She may believe herself
to be in Arcadia, or think she’s wandering the Supernal Realms. Roll Resolve + Composure. On
a failure, the character spends the next scene convinced she is in a different place or time, and
interacts with her environment accordingly.
Possible Sources: Reaching a breaking point; getting lost in the Hedge or somewhere that the
other reality has invaded our own.
Resolution: Cure the Contagion; regain all lost Clarity.
Beat: Choose to fail the Resolve + Composure roll; take lethal damage while under the delusion.
Erased (Persistent)
Kyoto
The character’s very existence is melting away under the strain of Contagion. Other characters
struggle to remember the character, and the character even struggles to remember herself at
times. For each week this Condition persists, other characters suffer a cumulative –2 die penalty
to remembering anything about the character’s past, behavior, and actions. The character herself
starts suffering this cumulative penalty after suffering the Condition for two weeks. For as long
as she has this Condition, she does not regain Willpower through surrender or rest. Instead, she
regains full Willpower once per chapter by reminding another character of who she is, with no
failings of memory. This becomes increasingly difficult as the penalties grow.
Possible Sources: The Geryo Contagion infecting a non-werewolf.
Resolution: The character regains her existence through the purification or destruction of the
Contagion infecting her, even if that means dying and being resurrected.
Beat: The player successfully plays out dramatic memory loss from their character’s perspective.
Exposed (Persistent)
New Zealand
The Contagion tears away the disguise that lets your character walk among humans. Claws
extend from her fingertips. High Speech drips from her tongue. She’s not like everyone else, and
it shows.
Possible Sources: Taking Glamour or Vitae from an infected target; being attacked by denizens
of the other reality.
Resolution: Cure the Contagion; feed from an uninfected source.
Beat: Cause a disturbance due to your frightening or unusual appearance.
The Fade-Out (Persistent)
Antarctica
Your character has the essence of a biomechanical monstrosity running through her veins. She
suffers an increasing sense of delirium and fatigue that impedes on daily life. She no longer
regains Willpower points through rest, and must spend one Willpower point per day or suffer a
−2 penalty to any roll involving Mental or Physical skills. When the character’s Willpower is
reduced to zero, her player must roll Resolve + Composure. On a failure, the character falls into
a deep sleep.
Possible Sources: An attack by a being made of wood and metal; exposure to infected blood.
Resolution: Succumb to a deep sleep for at least 24 hours; destroy the being made of wood and
metal; undergo a major blood transfusion.
Beat: Your character suffers a hallucination or an attack of fatigue that heightens the immediate
danger she faces.
Galvanized
Milton Keynes
Your Azoth has been tapped, and a powerful Contagious entity is using it as fuel. This dims your
Azoth and saps your sense of self, though there are some who would consider this a blessing.
When rolling for Disquiet or Wasteland effects, count your effective Azoth rating as half of its
full value (rounded up).
Every day at sunrise, roll a chance die. On a success, you regain Pyros as normal. On a failure,
you do not regain Pyros for the sunrise. On a dramatic failure, you do not regain Pyros, and must
immediately lose additional Pyros equal to your Azoth rating.
If this Pyros loss reduces your Pyros pool to zero, you must make an immediate roll as the victim
of a lacuna (Promethean: The Created, p. 188), contested by the reaper’s Strength + Occult or
Brawl (or Power + Rank or Azoth, in the case of ephemeral beings such as Colossus) as normal.
The reaper gains any Pyros or Vitriol Beats lost in this way immediately, siphoned via their
Contagious connection, with no opportunity to re-ingest the lost Vitriol.
Possible Sources: Recovering Pyros from a Contagious source; victim of the Eternal Feast
Numina or Refinement.
Resolution: Destruction or banishment of the Contagious entity (or, at Storyteller discretion,
travel to a site free of Contagion). In addition, the Promethean must expend all available Pyros to
trigger a Firestorm, eradicating their link to the Contagion.
Beat: Not applicable.
Ghost Doppelgänger (Persistent)
Acre
A ghost visits your character every sunset and steals a point of Willpower. As this process
continues, your character becomes more and more lethargic and inert. As your character’s
Willpower points diminish, the ghost starts to take on her appearance. If your character is
reduced to 0 Willpower, the ghost can fully manifest and go about leading your character’s life
while she lies in a catatonic stupor. At this point, the ghost also makes a roll (Power + Finesse
contested by Resolve + Supernatural Tolerance) to steal its victim’s soul. If the ghost succeeds
your character gains the Soulless Condition (Chronicles of Darkness, p. 290). Being soulless
does not resolve the Ghost Doppelgänger Condition.
Possible Sources: Being targeted by a ghost infected with the Contagion.
Resolution: Prevent the ghost from visiting your character; have the ghost banished to the
Underworld.
Beat: Your character, or her friends or family, attempt a painful or harmful mundane medical
intervention.
The Grey (Persistent)
Edinburgh
The God-Machine has attempted to purge the Blightfang infection from your body, but in so
doing will cause your eventual death. Your appearance changes day by day, your skin losing its
color, your veins becoming more visible, and your blood turning black. You lose a dot from one
of your Social Attributes each day, to a minimum of 1. By the seventh day, you become a statue
of ash.
Possible Sources: Being bitten by a God-Machine antivirus carrier, usually in the form of a bug;
Remaining in a Greyed Out area for three days.
Resolution: Receiving a cure via one of the Sworn or False’s vectors; abilities that purge disease
or illness from a mortal can reverse the Grey within them.
Beat: You seek out supernatural aid for your affliction.
Hollowed (Persistent)
Odense
You encountered a Contagious artifact and your passions are now slipping away from you,
feeding the Contagion and one of its servants, the vampire King Knud. You lose a dot of
permanent Willpower each day, to a minimum of 1. When your Willpower reaches 1, you enter
the Contagion’s service or attempt self-destruction at least once per day until you join a force for
the Contagion like Knud, or die by suicide. When your Willpower drops to 4, you gain a die on
attempts to see through supernatural cover or obfuscation. At 3, you gain two dice. At 2, you
gain three dice. At 1, you gain four dice.
Possible Sources: Handling a Contagious artifact; being subject to one of Knud’s Disciplines.
Resolution: Drinking from the Elixir Vitae; curative vectors wielded by the Sworn or False.
Beat: You perceive something hidden as a result of your Condition.
Infected (Stages 1-3; Persistent)
The Contagion infects your character. This Condition develops across three stages. Each stage of
Infected is a new Condition; progressing the infection to the next stage resolves the previous
stage’s Condition and grants a Beat as normal. A character moves to the next stage of Infected
after a number of full chapters have passed equal to her current stage of infection +1; thus, a
character at stage 1 who isn’t cured before two full chapters have passed resolves the stage 1
Condition and gains the stage 2 Condition instead.
The character suffers symptoms at an intensity appropriate to the stage of the Condition she
possesses, based on the particular outbreak that contaminated her. She also spreads her infection
as though she had the Contagion Carrier Condition, p. XX. She takes a penalty equal to the stage
of this Condition to Social rolls against anyone who knows about her infection; this becomes a
bonus instead when she threatens them.
Possible Sources: Progression from the Contagion-Touched Condition; some particularly
virulent Contagion vectors.
Resolution: Successfully applying an appropriate Contagion cure resolves the current stage’s
Condition and drops the character down to the previous stage, or from stage 1 to Contagion-
Touched. Gaining the next stage of this Condition resolves the current one. At stage 3, if the
character would progress to the next stage of Infected, she becomes one of the Contagious
instead (and likely unplayable).
Beat: Inflict the Contagion-Touched Condition on someone; suffer significant setbacks or harm
due to your symptoms.
Intolerance (Persistent)
Odense
You are an infected vampire. Blood no longer yields the same benefits to you as it once did.
Feeding from mortals gives one fewer blood point for the first week of infection, and drinking no
longer induces euphoria in your prey or for yourself. In the second and subsequent weeks of
infection, mortal blood yields two fewer blood points from each drink, no matter how much you
consume. Such a Condition can drive a vampire to self-destruction due to their victims’ suffering
from their feeding and the excessive amount of blood required for them to survive.
Possible Sources: Drinking from a mortal vessel shared by Knud or one of his vampire cultists;
coming into contact with raw Contagion.
Resolution: Drinking from the Elixir Vitae; killing Knud or one of his descendants and eating
their ash; becoming fully blood bound to another vampire.
Beat: You feed from a vampire to circumvent the Condition.
Latent (Persistent)
San Francisco
You carry the Contagion and are able to spread it to others, but with significant difficulty. Only a
serious disruption of your corpus (three or more corpus levels of damage) will expose others to
the disease. If you fail the roll to unlock a Haunt with the Key of the Contagion, you begin
Replicating.
Possible Sources: Exposure to the Contagion while Bound.
Resolution: Progress to Replicating; cure the Contagion.
Murderous (Persistent)
Carthage
Swept up in the chaos and rage of Contagion, you believe yourself to be a dread hunter and
everyone else your prey. Choose one nearby non-hostile creature to be your prey for the
remainder of the scene. You may spend a Willpower point to roll your Resolve + Composure;
success allows you to flee the scene rather than harm someone.
Possible Sources: Contagion (Hasdrubal’s Curse)
Resolution: When you have brought a mortal down to his last Health box.
Beat: When you forego Resolution, and instead kill an initially non-hostile mortal in your rage.
Mutated (Persistent)
This strain of Contagion creates a new organ, limb, or other body part in its host, like a slowly
growing tumor. It manifests in stages.
The first stage is inadvertent and uncontrollable. This first stage mutation takes three failed
breaking points to reach its fully-grown size. Until then, the person suffering from this condition
has the Sick Tilt (Chronicles of Darkness, p. 93) to reflect their state. After the first growth has
fully manifested, a new mutation develops, and the process starts over again. For each breaking
point the infected goes through, one point from the character’s Social Attributes moves to a
Physical Attribute of the player’s choice. Social Attributes can reach as low as 1 in each trait, at
which point start moving them from Mental Attributes of the player’s choice.
Although the victim may not necessarily desire another mutation, they have a chance to stave off
its development. Whenever the shapeshifter changes form, they must roll their Stamina +
Resolve. If they fail, a full physical mutation bursts free. This could be in the form of scaled skin,
a new limb, another eyeball somewhere on their body, a set of mandibles, or worse. If such a
mutation occurs, it removes the shapeshifter’s ability to use one of the alternate forms from
them.
For each mutation, shapeshifters infected with this strain suffer a -2 dice penalty when
attempting to control which form they shift into. This cumulative penalty ultimately makes
Uratha, Beasts, and other shapeshifting creatures incapable of changing.
Possible Sources: The Geryo strain of Contagion when infecting a shapeshifter.
Resolution: The Contagion must be eliminated from the host using a purified weapon or artifact.
Though this may kill the infected, it also eliminates Contagion.
Beat: The character accepts a breaking point without resistance and does not recover Willpower.
Reality Breakdown (Persistent)
Chile
Your character’s soul is a cracked gateway into a maddening unreality that easily spills forth.
Whenever the Deviant uses a Variation or suffers an Instability, all baseline humans in the scene
suffer from the effects of the Hallucination Scar (Deviant: The Renegade, p. XX) at a dot rating
equal to that of the Deviant’s highest Variation. The hallucinations that this Condition creates are
vivid, bizarre, and alien, as chimeric figures caper and strange faces leer from inanimate objects.
The effect passes at the end of the scene, but baseline humans who gain the Contagion-Touched
Condition from the encounter will experience the effects of Hallucination (••) in any scene where
they fail a roll, increasing by • with each stage if they gain the Infected Condition. With enough
stage 3 Infected in an area, the unreality imprints itself fully and even uninfected find the
hallucinations to be fully real and material.
Additionally, your character suffers the Madness Condition (Chronicles of Darkness, p. 289),
and must spend one point of Willpower to be able to resist a command or instruction from El
Centinela.
Possible Sources: Direct infection from El Centinela; excessive exposure to the ACZ.
Resolution: Death; one week’s total isolation in a desert; tearing one’s own eyes out (and not
regenerating the damage).
Beat: Your character fails to discern between reality and hallucination.
Reckless (Persistent)
Carthage
You are incapable of considering the consequences of your actions, and are driven to do
incautious things for the sheer thrill of it. You take a –2 to Perception rolls and to Composure
rolls made to notice something (e.g., to oppose Sleight of Hand or a stealth-related supernatural
power).
Possible Sources: Contagion (Hasdrubal’s Curse)
Resolution: Someone you care about (even in the abstract of not wanting innocent bystanders to
come to harm) dies because of your recklessness.
Beat: You or one of your allies suffers serious harm or a major setback due to an ill-considered
risk or reckless action you’ve taken.
Replicating (Persistent)
San Francisco
The Contagion is replicating inside your body, becoming stronger and more infectious. Any
corpus damage sustained represents a potential exposure to the Contagion as does a metaphysical
intrusion (e.g., The Caul, the Marionette). Due to the pallor of ill health and your general feeling
of malaise, you suffer a -1 penalty to all Physical and Social actions; however, the Contagious
will not attack you unless provoked, seeing you as one of their own. If you abstain from using
the Key of the Contagion for (6 - Stamina) days, you regress to the Latent Condition. If you
dramatically fail a roll to unlock the Key of the Contagion while Replicating, or if you use it
more than times than your Stamina rating in one week, you progress to the Shedding Condition.
Possible Sources: Failing a roll to unlock the Key of the Contagion while Latent.
Resolution: Regress to Latent; progress to Shedding.
Beat: Transmit the Contagion to another person or to Infrastructure.
Shedding (Persistent)
San Francisco
Your corpus is suffused with the Contagion, exposing anyone who touches you. In addition,
during periods of high activity, you have a disturbing tendency to leave traces of your corpus
behind as ectoplasm; while this doesn’t harm you, this material is just as Contagious as the rest
of your body. You suffer a -2 penalty to Physical and Social actions. As when Replicating, the
Contagious will consider you one of their own. If you abstain from unlocking the Key of the
Contagion for the remainder of the Story, you regress to Replicating. If you dramatically fail a
roll to unlock the Key of the Contagion while Shedding, or if you use it more than times than
your Stamina rating in one week, you gain the Terminal Condition.
Possible Sources: Failing a roll to unlock the Key of the Contagion while Replicating.
Resolution: Regress to Replicating; progress to Terminal.
Beat: Lose an ally’s trust due to your obvious infection.
Trusting
Your character dares to trust in one of her companions. Gain bonus dice equal to the number of
invested social currency points to any teamwork action you take with that character, whether
you’re the primary or secondary actor. Gain the same to rolls you make to help him overcome
emotional trials, negative mental influence, or the Contagion, including activation rolls for
supernatural powers. That character’s player gains the same bonus on all Social rolls he makes
against yours, if you allow such rolls. In an agonism negotiation, you must capitulate to the
trusted character if you would spend your last social currency point to outbid him.
Possible Sources: Investing social currency in another character.
Resolution: The trusted character meaningfully betrays the trust or performs an action that costs
your character something significant, gaining one bonus success on the betraying action and a
Willpower point; you regain all invested social currency +1. Alternatively, the trusted character
affirms the trust by making a significant personal sacrifice on your character’s behalf, gaining
one bonus success on the sacrificial action and a Willpower point; you regain all invested social
currency points, and the trusted character gains one. Beats earned through affirmation are Sworn
Beats.
Beat: An action or event that proves the trust was well-placed.
Undying (Persistent)
Kyoto
Characters with this strain can take a full action to remove one of their permanent Willpower
dots in exchange for a Health box that remains available for their use until their opponent takes
aggravated damage. They can do this as many times as they have Willpower points.
Additionally, Contagious with this Condition can heal up to three boxes of lethal damage as if it
was bashing damage once per scene. However, they take aggravated damage from any weapon
blessed by a priest, treated as a vessel by mummies, or wielded by a member of the Aegis Kai
Doru. Aggravated damage wounds exude smoke.
A character with this Condition does not age and can come back from death if certain conditions
are met (see Resolution).
Possible Sources: Selection by the God-Machine or the Contagion for eternal servitude.
Resolution: If aggravated damage occurs, any additional Health boxes disappear immediately. If
the character dies via this method, their body crumbles to dust and they emerge from an
Avernian Gate in a number of weeks equal to the number of purchased Health boxes. Their
returned form returns with the same amount of Willpower as when the character died, but none
of the additional Health boxes.
Beat: The character takes aggravated damage.
Zealous
Bend
The Contagion compels you to fixate on certain actions such as personal security, persecuting
others, and making that artwork just right. You gain two dice on all actions relating to your
obsession but lose three dice on all actions you cannot connect to your obsession. If you continue
to fixate for a week without taking actions extraneous to your obsession, you gain four dice on
your zealous actions and lose four on all other actions. Physical manifestations of this Condition
appear as bloodshot eyes, frequent drooling or spitting while speaking, and pallid skin.
Possible Sources: The preaching of Contagion prophets; living for longer than a month in Bend,
Oregon; the Poisonous Words Dread Power.
Resolution: Acting for a week without exercising your obsession.
Beat: Bringing someone in to share your obsession.
[END OF CONDITIONS]
Tilts
[THE FOLLOWING ARE TILTS]
Contaminant
Environmental; San Lorenzo
Description: The area surrounding the character is saturated with Contagion. Some objects, like
those the conquistadors looted from the Magician's Pyramid, may also carry the Contaminant
Tilt.
Effect: The character makes a [Resistance] + [Supernatural Tolerance] roll against a difficulty of
1-5 depending on the virulence of the strain. The Storyteller assigns the Resistance (Resolve,
Stamina, or Composure) trait based on the type of infection. Each scene spent with the
Contaminant triggers another roll with a cumulative −1 penalty.
Drained
Environmental
The hunger of the False has scoured the area of energy; their powers have frayed the
underpinnings of reality here.
Effect: Nothing grows within the Drained area. Plants wither and newborn creatures perish;
earth is rendered barren, and the poor air quality leaves lungs gasping. Stamina-based dice pools
suffer a -2 penalty, natural healing does not progress, and the Durability of all objects within the
area is treated as one less than it actually is. Electrical and mechanical devices run out of fuel or
batteries twice as fast; treat all failures on dice pools utilizing them as dramatic failures. A
character attempting to harvest any sort of supernatural energy finds that there is nothing to be
had here; a changeling cannot gather Glamour, a vampire finds the blood of a victim does
nothing to quench her thirst, and even spirits are unable to gather Essence from their resonance.
Any supernatural power that has a cost measured in points from a pool has that cost increased by
one. Finally, the damage to reality gives Contagion an easy foothold; all dice pools to resist
Contagion in the area suffer a -3 penalty, while dice pools to infest or spread Contagion gain a
+3 bonus.
Causing the Tilt: A False using the Drain Energy Vector is the most direct way, but other forms
of exploitation or ravaging the fundamental fabric of reality might also trigger it.
Ending the Tilt: Theoretically, an area harvested by Drain Energy might eventually recover. In
practice, spots scoured by False centuries ago are still metaphysically desolate, even though later
generations have no understanding as to why these places seem cursed or lifeless.
Greyed Out
Environmental
Someone in the area has been infected with the Grey for longer than three days. The area
surrounding them is now losing natural vitality and attracts more Grey carriers. The area starts 30
feet square around your resting place, multiplying in size by two each day. This area remains
Greyed Out even if the person who caused it dies.
Effect: The temperature rises to a muggy, humid level. Mosquitoes, midges, and other bugs
carrying the Grey arrive in droves. Anyone else who rests within the Greyed Out area contracts
the Grey Condition (see p. XX).
Ending the Tilt: Demons might repair the Infrastructure in a Greyed Out area to appease the
God-Machine and convince it there’s no infection to fear, or angels could be convinced to do so.
If all local victims of Blightfang are eliminated or cured, the God-Machine may reverse the
Grey. Vectors can be used to treat regions and individuals infected with the Grey in the same
way they’d treat Contagion.
Inferno
Environmental
The area is on fire. Anything flammable is either already burning or will be soon.
Effect: All characters suffer a −2 to all rolls due to smoke and heat. After two turns, any
character that breathes also suffers 2 bashing damage per turn due to smoke inhalation. After
three turns, characters also suffer 1 lethal damage per turn from burns and must succeed on a
Dexterity + Stamina roll each turn to avoid catching fire (see p. XX).
Ending the Tilt: Different types of fire require different methods to extinguish; in general,
cutting off the fire from its fuel sources does the trick. Water, carbon dioxide, sand, and baking
soda can be useful, depending on the size and type of the fire. Eventually all fires burn
themselves out, but that can be cold comfort in the aftermath of a destructive blaze.
Reality Bleed
Environmental
Presence of Contagion has worn thin the barriers between our reality and others, causing another
world that is only passingly like our own to bleed into this one. Powerful beings can cross the
boundary when they sense it, and can widen the breech for their followers.
Effect: Any Sworn, False, or creatures capable of sensing the Gauntlet can see a thin, split gauze
between our world and another. Anyone who can perceive this tear can slip through into another
reality, though each passage weakens the boundary further, eventually prompting the God-
Machine to take drastic action to heal it.
Ending the Tilt: Areas the God-Machine makes Greyed Out (see p. XX) have their Reality
Bleed healed after 24 hours have passed; the Factions have vectors designed for repairing reality;
werewolves might utilize an uncomfortable alliance with Azlu or other Hosts to repair the
damage for them.
[END OF TILTS]