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ADDING MYTHOS TO YOUR CAMPAIGN

MYTHOS is a mechanic for your Eldersworn campaign which will make the horror in your
world more active and responsive. Your cases will gain new urgency as the MYTHOS works
against you.

Introducing a MYTHOS

When you TAKE ON A CASE, you will associate a MYTHOS with that CASE.
The MYTHOS will be an Old One and its followers and minions who are actively
trying to stop you and advance their own agendas.

In Eldersworn, the MYTHOS is not revealed until the first MYTHOS box is completed.
This represents something hidden coming to light and the horror element slowing
creeping into the story.

Upon filling the first mythos box, roll on the MYTHOS : CATERGORY table to determine.

Tracking MYTHOS

As you encounter setbacks or delays, the MYTHOS will advance their own agenda.
If you are unable to CRACK THE CASE before the MYTHOS brings their plan to fruition, you fail in your
case. The MYTHOS is a ticking clock that keeps the pressure on.

The MYTHOS's actions are resolved using the Advance a Mythos move and a MYTHOS track.
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Triggering the MOVE
There are three triggers which can Advance a Mythos.
You choose to ignore a situation or deal with more pressing matters. For example, you
1 undertake an unrelated case and spend time pursuing that goal while your mythos-driven
case is neglected.

You fail in a critical moment when opposing some aspect of the mythos, or create an
2 opportunity for the mythos. For example, you attack the minions of a mythos, but are
defeated.
Time passes as you undertake lengthy expeditions or recover from your adventures. For
example, you spend several days researching a forbidden tome which is critical to your
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case. Although you are ultimately successful in obtaining the knowledge, the time you’ve
spent gives the mythos an opportunity to act.

ADVANCE A MYTHOS

When you give ground to a mythos through inaction, failure or delay, roll on
the tabell below and envision how the changes manifests in your world (Ask
the Oracle if unsure).

Roll Result
01-30 The mythos readies its next step, or a new danger looms. If you are
in a position to prevent this development, you may attempt to do
so. If you succeed, Reach a Milsetone. Otherwise, mark menace.

31 - 70 The mythos works subtyly to advance towards its goal, or the


danger escalates. Mark menace.
71 - 00 The mythos makes a dramatic and immediate move, or a major
event reveals new complications. Mark menace twice.

On a match, this development also exposes a surprising aspect of the mythos plan or
nature.
If you mark the last box of the Mythos track, the mythos achieves its goal, or the final dire
outcome occurs. You must Abandon the Case.

INTERPRETING THE RESULT

Depending on the result and the nature of the mythos, you might face dramatic,
immediate consequences. Or perhaps the impact will be more subtle and
insidious. Consider how the mythos actions or tactics complicate your case,
your story, and your world.

If you’re not sure how the mtyhos actions unfold, you can Ask the Oracle. For
an abstract prompt, use the Action / Theme / Weird oracles.
For a more specific answer, use the Mythos : Menace oracles (see last page 3 onwards).

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ROLLING A MATCH
If your oracle dice come up as a match on the Advance a Mythos table, you
should also introduce a twist, surprising action, or new understanding of the
threat. If you’re not sure what this means, Ask the Oracle. You can use the
Action / Theme Weird oracles or the Major Plot Twist
oracle (Ironsworn Core, page 190).

MYTHOS
MYTHOS : CATERGORY
01 - 13 Ithaqua 66 - 78 Cthulhu
14 - 26 Hastur 79 - 91 Yig
27 - 39 Nyarlathotep 92 - 100 Roll Twice
40 - 52 Shubb-Niggurath
53 - 65 Yog-Sothoth

MYTHOS : MENACE

Shubb-Niggurath The Black Goat of the Woods

01-09 The very enviroment around you impedes your progress.


10-18 Nightmarish visions tests your sanity.
19-27 Obsidian tentacles lash out from the shadows.
28-36 Deathly quiet before being ambushed.
37-45 An explosion of black ichor reveals a brood of mutated animals.
46-54 A vile odour begins to overwhelm you.
55-63 The cultists of Shubb-Niggurath were waiting for you.
64-72 Panic as growls eminate from yourself or others.
73-81 A Dark Young bursts forth and pursues you.
82-90 Tremors of unknown origin shake you violently.
91-99 Roll on the Action / Theme / Weird oracles
100 Roll twice and combine

3
Nyarlathotep The Dark Pharoah

01-09 The Dark Stranger approaches issuing threats and warnings.


10-18 Nightmarish visions tests your sanity.
19-27 A swarm of insects surround and harrass you.
28-36 Deathly quiet before being ambushed.
37-45 Attacked by a ravenous ghoul.
46-54 A vile odour begins to overwhelm you.
55-63 Followers of Nyarlathotep complete a ritual.
64-72 Panic as growls eminate from yourself or others.
73-81 Alien Hieroglyphics confuse you.
82-90 Tremors of unknown origin shake you violently.
91-99 Roll on the Action / Theme / Weird oracles
100 Roll twice and combine

Hastur The King in Yellow

01-09 You witness the Yellow Sign.


10-18 Nightmarish visions tests your sanity.
19-27 A cacophony of music tests your resolve.
28-36 Deathly quiet before being ambushed.
37-45 Transfixed by an unearthly image
46-54 A vile odour begins to overwhelm you.
55-63 A flying monstrosity swoops down to attack.
64-72 Panic as growls eminate from yourself or others.
73-81 Deranged citizen attacks you.
82-90 Tremors of unknown origin shake you violently.
91-99 Roll on the Action / Theme / Weird oracles
100 Roll twice and combine

4
Ithaqua The Thing that Walked on the Wind

01-09 A cold wind bites into you.


10-18 Nightmarish visions tests your sanity.
19-27 You’ve been lured into a trap.
28-36 Deathly quiet before being ambushed.
37-45 Alien roar strikes fear in all.
46-54 A vile odour begins to overwhelm you.
55-63 Abominable creature crashes into view.
64-72 Panic as growls eminate from yourself or others.
73-81 Chilling fog obscures before danger strikes.
82-90 Tremors of unknown origin shake you violently.
91-99 Roll on the Action / Theme / Weird oracles
100 Roll twice and combine

Yog-Sothoth The Gate and the Key

01-09 You lose track of time


10-18 Nightmarish visions tests your sanity.
19-27 Yithians begin to appear
28-36 Deathly quiet before being ambushed.
37-45 An offer of power at a high price
46-54 A vile odour begins to overwhelm you.
55-63 Fantastical colors assail your mind
64-72 Panic as growls eminate from yourself or others.
73-81 A thousand eyes appear and stare into you
82-90 Tremors of unknown origin shake you violently.
91-99 Roll on the Action / Theme / Weird oracles
100 Roll twice and combine

5
Cthulhu The Call of Cthulhu

01-09 Alien eyes look at you with evil intent


10-18 Nightmarish visions tests your sanity.
19-27 Surrounded by Deep Ones
28-36 Deathly quiet before being ambushed.
37-45 Dreams become nightmares
46-54 A vile odour begins to overwhelm you.
55-63 Deafened by the Call of Cthulhu
64-72 Panic as growls eminate from yourself or others.
73-81 Ambushed by Followers of Cthulhu
82-90 Tremors of unknown origin shake you violently.
91-99 Roll on the Action / Theme / Weird oracles
100 Roll twice and combine

6 Yig The Curse of Yig

01-09 You’ve been poisoned


10-18 Nightmarish visions tests your sanity.
19-27 Snakes begin to appear from nowhere
28-36 Deathly quiet before being ambushed.
37-45 Hissing sound is all that you hear
46-54 A vile odour begins to overwhelm you.
55-63 Followers of Yig curse you.
64-72 Panic as growls eminate from yourself or others.
73-81 Part snake part human abomination appears before you
82-90 Tremors of unknown origin shake you violently.
91-99 Roll on the Action / Theme / Weird oracles
100 Roll twice and combine

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