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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.
1
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
3
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.
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.
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).
2
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
3
Nyarlathotep The Dark Pharoah
4
Ithaqua The Thing that Walked on the Wind
5
Cthulhu The Call of Cthulhu