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Rain Tide: Monastic Cthulhu Dark Ages adventure.

Oct 10, 2024

39 min read

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I once had an insightful chat over how Cthulhu Dark Ages isn't very much liked in the Cthulhu-head community. As the scenarios often slip into generic fantasy, armed band of men slaughtering villages of evil goatling satyr men. I was hoping to create a game where player characters are simply martyred through combat, magic and fleeing being their only aid to the dangers of the scenario. I also really wanted to explore the magic system of Call of Cthulhu. The premise has the players take up the characters of Benedictine monks in a dilapidated entirely ficticious abbey on the isle of Thanet. Recently repopulated due to a terrible toll of some dark disease which claimed all of the prior monks. Now with the old abbot on his death bed, no old monks remain. However a dark secret is kept deep within the dark dungeons of the monastery, and this dark knowledge, at least in part, is imparted upon you and your convent. Your investigators must find a way into the dark depth of the monastery, stopping the creature beneath it from waking. Meanwhile maintaining a monastery and illuminating books, mundane and eldrich grimoires. Whilst trying to escape the machinations of earthly bishops and their murderous retinues along with the cruel local thane, whose pagan men would be too eagre to martyr your whole monastery twice over. NOTE ON THE PERIOD; In this time, very close to the period of the end of Viking age, the story of Macbeth and Malcolm III takes place in Scotland. And as that takes place also a few years before yet still in Edward the confessor’s era, the Welsh under king Gruffydd ap Llywelyn scored victories against the English My recommended music for the game are the following chants: Salve Regina, Crucem Sancta Subiit, Benedicat nos Deus, Media Vita In Morte Sumus. STORY INTRODUCTION The year is quatro novembris anno domini millesimo. You all were brought here as the old monks of the isle of Thanet suffered decimation in a form of an odd plague. As a final safeguard from the collapse of the monastery. Most of the brothers succumbed, their bodies left mangled by the odd foreign disease. Those who lived either lost their minds or threw themselves into the raging sea. The only survivor, now in his death bed, the old abbot himself. A terrible rainstorm rages outside as you gather around the withered body of the old abbot, wrapped in a wolf fur blanket. His spasmodic breath heavy as you pray over his forlorn soul. For the abbot was about to depart you soon. He looked sombre as if pondering something. His brow bearing terrible sweat. "The seal of Leviathan's scion... the terrible curse... it lingers... you must not let it open... I am failing... I am the keeper of the wyrm. Find a way to quell it... ask... Giyu... the Necronomicon..." The same night terrible heaving noises awoke you. Something wretched was happening in the cellar of the old monastery tower. It turned out that abbot Leofsy rose from his death bed and destroyed a part of the wall with a mallet, you found him there in the rubble, sweating and half dead from the fewer and exhaustion. You took him back to his bed, where he died the following morning. To your horror, the path broken through in the wall with a mallet led to some unspeakably ancient passages beneath the monastery... upon the door, an eldritch mind numbing inscription.



MAIN PREMISE You play as monks of the Benedictine Order bound by the Regula Benedicti; field work, prayer and illuminating work in a small scriptorium. Waking up every day, working through the Prime (morning), Terce lectio divina, Sext (midday), Vespers, Compline, Lauds and Matins (night) In order to get money to pay for the books of occult lore you either send to the local lord who pays you money (roll for religion/occult) or you send to your local village demanding alms. Angering the lord means he takes you captive and sends his soldiers to extract from you what is up. Translating mundane books would have you check your skill and EDU as you translate them. Your main way of making money and learning eldritch lore would be a character of an "Eternal Jew" a man of an unknown race who trots on a donkey to the monastery every now and again and sells you books of eldritch lore. You could perhaps sell books to him once you learn all they offer. The old keeper of lore, or the prior was keeping a dark secret. Something slumbers beneath the monastery and it has to be kept sleeping. You are not told much before the old man dies, the only thing he left behind was an odd tome, and that the Jew will help. The dark tunnels beneath the monastery yield some answers but some of the doors are locked to those who do not posses mythos knowledge. Turns out certain rituals slow down the opening of the dark seal beneath the monastery. The characters you play are those of the region that you entrusted in the secret of the monastery. So whenever a new character is recruited into the investigator pool, in lore explanation has them learn of the Slithering Multitude beneath the island.

The monastery used to be a mountain of a lost continent connecting England to Netherlands. An ancient lost race of people made their worship and offerings here. Giyu is in all truth one of the last of his race, dark worshippers of the Doggerland gods.

EVENTS These are not necessarily done in order, they build a general thematic overview of the story. Players can do things in character but by the end of the scene they should set on waht their characters are doing during the month. These can be translation, illumination, tanning, meditating. I would not put more than one event into a single month. -Ora et Labora; At the Burh the Thegn had the priest killed and his mangled body displayed, now forced by the bishop he has to pay the vergild to you by comissioning a Bible. He was challenged on his drunken abuses and use of witchcraft during war. -Odd pedlar's commission Giyu comes by the monastery uninvited, you remember him having dealt with abbot Leofsy. He asks you to illuminate a mundane book for him. (You needn't know the language) -Infangthief or Doom evenly; Pig theft in the Granges, a village idiot got caught trying to steal a pig. You must punish him as the abbot and lord of the land. Pardon means loss of 15 status for the abbot. Slaying him in some way costs either the killer or everyone SAN. Maiming costs a little less SAN. Be creative. -The Bay Stinks; Fish kill comes upon the shores, terrible reek penetrates the air. -Odd pedlar's commission Upon having the first commision delivered, the merchant asks you to illuminate him a copy of the dreaded Necronomicon. -The Fog Grows; A thick fog grows over the island, traveling to the Burh and the anchorage becomes difficult. -Odd Water Lights; Fishermen report deformed fish in the bay. -Bishop visits; Roll of religion against being forced to convert to Roman rite. The bishop visits four times every time for a different reason, each less pleasant then the last. 1. Is the visit concerning the death of the Burh priest and the bible comission. 2. Is a friendly attempt at converting the brothers at the monastery, the bishop gives the abbot 2 authority for every brother turned to the Roman rite, himself included. 3. If the friendly option was declined twice, the bishop tries to impose himself through a dogmatic critique of Pelagian rite with an opposed Religion roll. 4. He comes if heresy was smelled. In that case he chastises the monastery, searches it with his four armed men who kill the monks on site or capture them, depending on the severity of the heresy. -Odd Rains; Seasonal Rain; It seems to only rain on Thanet descriptions of how monks struggle to keep the place as the water seeps through the roof and cracks in the walls. It is a dark and viscous rain, staining everything it touches. -The Thing Stirs; Failure to put the serpent to sleep causes the whole of the isle to be inundated in the dark sea. Smelly bastard son of Yig, rises. This happens when all the four seals are broken. -Sorcery!; If you ever show your magic to Hearthwera or the Fyrdmen they immediately break and run. -Feasting God; Some gods of the mythos if brought, are content with eating the people of the Burh rather than helping in the sealing of the Thing Below. -Guardian: Beyond the thing that is kept bellow in the pit, there's a lesser being guarding it. If you release it you might have to face it. Summoning a creature to banish it might help. -Boat ride: When the fog is up it takes pilot boat + navigate to cross the channel. -FINAL TASK; Book of the Keeper of the isle: Finally you're comissioned a tome of your own uncovered lore. It will maintain the seal upon the gates below the island for the posterity.


ILLUMINATION MECHANICS You get a set number of hides from the Granges as your monthly allotment of five hides. You can squeeze the people of the granges for more with a roll of bargain/accounting/persuade or religion. But failing each has lasting consequences. If you fail one you cannot repeat it. You can buy hides from the Burh, you can even buy parchment or vellum through it but it does not pay to overuse it. Price of the book is its price in pages of vellum or parchment. 300 page parchment Bible is 3 000 pence and a vellum Bible is 9 000 pence. From a single skin you can make 10 parchment or 10 vellum pages but it takes a roll of art (illuminate) parchment is normal difficulty and vellum is half your skill. A single monk can take up to 3 skins a month to turn them into 30 pages of either vellum or parchment. Making iron gall or pigment for a 100 pages takes a week as well. You soak the flayed skin for a day, to remove any blood and to prepare it for a dehairing liquor. An alkaline bath in rotting vegetable matter and lime stirred daily in a big stone vat with a stick softens the pelt, which you keep so for a couple of day. Then the stretching frames provide it the necessary conditions for drying. You scrape any remnants of hair and uneven skin with a small crescent knife. You rub pumice powder on the yet wet side of the hide to ensure it will take the ink better, then you deprive it of grease with a calcium paste rub. Collagen present in the skin hardens to make for a nice peace of parchment or vellum.





SOME QUESTIONS Why are we here? All the old monks bar the abbot Leofsy were taken by an odd plague. Some were said to have thrown themselves in the sea to stop the suffering. You were taken from your home monasteries and sent into the Thanet monastery to stop it from being closed by the Bishop, despite the fact that he does not second the fact you're the followers of the Celtic rite. What's below the monastry? Blind coilling serpent, son of Leviathan. An ancient temple of the time when the land between Britain and Europe was connected. When the people living in that land worshipped dark idols, Thanet was a dark black peak where a demon was worshipped in the bowels of a temple.


NON PLAYER CHARACTERS; Leofsy the old keeper of knowledge; He used to be the old abbot, and he dies the first stormy night as we enter the monastery with our minds' eyes. He appears mostly as a corpse on a catafalque of the monastery as the game opens with the funeral of the old abbot Leofsy. He's compiled the "Glossarium Vocabulorum Lapsus" for the future keepers.

Kenred the Thegn; He sports fyrdmen which take issue to open wrong doing, but know little about heresy. A brutish warlord.

Tunbert the Bishop; Comes only if a report of ill heretical conduct was reported, he travels with a force of zealous men. He desires to dissolve your order, he claims there are too few brothers to sustain it. But he needs a good reason to do so.

Dudda the Halfwit Pig thief; Has to be dealt justice by the abbot as the lord of the land.

Osmod the Village elder; Speaks for the granges.

Iudeas, Gyu, Iuu the Wanderer or The Odd peddler; Comes with a donkey every now and so often. Selling mint condition tomes of eldritch lore. He is dark olived skinned and looks neither Saxon nor Anglish, speaks with a peculiar lilt. If asked where he comes from, he says he's from far off Carcossa, a place further than the ancient authors placed the Blemmyes.

Womenfolk: Dwelling in the granges and the Burh. Elfthow, the priest's concubine in their midst.

Ceorls: Commoners of both the granges and the Burh.

Spear Ceorls: Militiamen, capable of easily bringing about the martyrdom of the investigators. Some are posted at the watchtower.


Fyrdmen: Capable professional soldiers. Guardians of the Burh. Retinue of the Thane and the Bishop is comprised of Fyrdmen. Highly armoured, of little Christian virtue.

PLAYABLE CHARACTERS As it pertains to statistics, I will not post them here, but the monks do not sport any combat skills at all. Some of them are unable to put up the most pathetic fight. The only difference being brother Cyneward, but he is no match to a host of warriors. Violence is rather enacted upon the player characters with no means of retribution. Ethelgar the New Abbot His purpose is to keep the monastery running and faithful to the Roman way. Brother Ethelgar was appointed the acting abbot of the monastery on Thanet. Despite his conflict with the bishop Tunbert. Ethelgar's family was once a well off family of thanes and land holders which stood in opposition to Tunbert's family. A long lasting blood feud ended up with the death of Ethelgar's family at the hands of Tunbert's folk. Tunbert was not responsible for the actions of his family's retainers but Ethelgar still holds a grudge against the bishop. Ethelgar sought refuge in the ranks of the Benedictine Order. But found only his old rival and a host of problems. He's a stern and agilastic man. Very pious and thorough in his labour. ETHELGAR RULES Authority: At the start of every month Ethelgar gets points of authority, he may spend them on different things. The amount of authority he gets equals 1/25 of his status, rounding up.  Conciliator: He decide on the faith of the ceorls of the granges as the liege lord of the monastery. He also acts as the mediator between the brothers. Abbot: He's the face of the monastery and speaks for it in official matters. AUTHORITY Summon Fyrdmen- It costs 4 authority to summon 4 fyrdmen to the monastery from the watch tower. They'll linger for as long as you want them to, but it costs 2 authority per month to keep them. Shut the monastery- 10 authority, you close yourself off from the outside world for a month. Sell the Granges- 20 authority, you sell the granges to thane Kendred, gaining 20 pounds. Request alms- For 2 authority you send a brother to the granges to ask for alms for the monastery. Advance the Novice- 10 authority, you assign the novice to a position. Market venture- 4 authority, you send a brother to buy or sell things at the Burh market. Contact the Peddler- 2 authority, the odd foreigner comes, bringing his goods. Postpone the Bishop's Visit- 6 authority per month, (+1 per every next month) to stop the bishop from visiting by making various excuses. Expulse from Thanet- 10 authority, you can have a character banished from the island never to return.

Ordbert the Armarius His purpose is translating books. Ordbert is a lonely monk. He tends to the monastery library and the scriptorium supply. He adores his books and reading. He is still not as good at illuminating as master Eadulf but he's getting there. He takes responsibility for the books being prepared on time. He does not like to socialize with other monks. His books are his life. He hopes to acquire as many as possible to create a lovely and respectable monastic library. ORDBERT RULES Scriptorium duty: The monastery will be occassionaly comissioned to write a manuscript. Every month the monastery requistions a given amount of skins from the Granges, these in turn are turned into parchment or vellum pages for the illuminated manuscripts at the monastery with Art (Illuminate) skill. The monastery can also buy more skins from the Burh. Once book is illuminated with one type of pages, there's no option to continue the work with a different type of paper. Aquiring iron gall and pigmented ink requires a roll of Potions. Otherwise the monastery will be forced to buy some from the Burh. Each is enough for 1oo pages.The final price of the book is equal to the amount of pages and the type of material used (vellum/parchment) Abbacus: The monastery has a set amount of abstract wealth which you can turn into things or sell for hard coin. You start with 37 5oo d. But you need the abbot to approve every purchase. Or do you?


Cyneward the Lay brother His purpose is doing manual labour around the monastery as it breaks down. Bad runner. Keeps a dog. He is the only one in the monastery capable of violence. Brother Cyneward is a former Welsh slave. Upon being given his freedom by bishop Tunbert he was taken into the monastery as a lay brother. Here he's living out his days mostly tending to the manual labour rather than the scriptorium. He tends to the monastery fields and animals. He's also the one to defend the monastery with his trusty pitchfork in case of any trouble for he was learned in combat in his youth before he was taken captive. He keeps an Irish Wolf Hound, it belonged to the old abbot but Cyneward was the one to take care of the beast which took to him and listens to his commands. Cyneward has a secret, he has an affair with the concubine of the priest of the Granges. So far they've managed to keep it quite, but Cyneward feels guilty for he knows this will only bring shame to the abbot whom he considers a friend. It might even cause him his position in the monastery. He is a good hearted but sometimes brash and brutish man. Simple but honest. He is a poor runner and has an odd gait. CYNEWARD RULES Affair: Affair with Elfthow requires Cyneward to go to his lover at least once every month. Failing to do so might have Elfthow spread rumours about Cyneward in the granges which would cost him 10 points of Status (For every week). Being found out costs the abbot 10 points of authority and it makes Pryn hostile towards Cyneward. Irish Wolf Hound: The beast trusts and obeys Cyneward, it acts as a subordinate character. Labourer: Cyneward has to work on the monastery fields with a CON test lest the monastery fall into disrepair, the animals, if any are kept at a time, require an Animal Handlign skill test every month.

Oslaf the Initiate  He can pick one of the paths of the above three brothers, picking one to follow in case of the brother's passing. He's recently made a good aquaintance of Garulf the priest of the Burh. The priest is in conflict with the local thane over some of his rowdy behaviours. The thegn can act like a real heathen when it comes to certain matters. Oslaf is a good lad. He does not take the lord's name in vain. He's a hard working boy and he's much liked by the whole monastery brotherhood. He's very eager to take on the vows of the Benedictine Order. OSLAF RULES Advance- There's nothing you desire more than being alloted a place in the monastery. Not being a mere novice but a true brother at the monastery. You'd be happy to take on any duty as long as the Abbot accepts you as a brother. You realise it might take time and it would cost the Abbot some influence, but you're ready to be persistent and demand a position. New job- Once you're alloted a position, you'll take on a new task, depending on the type of allotment you get. The jobs are varied and depend entirely on the Abbot's judgement. Friend- You have a friend in the priest of the Burh, you can visit him to increase your SAN.


Eadulf the Really old monk Brother Eadulf is old and frail, but his mind is still with us. He spent his youth in Iberia. He is the oldest of the brothers in the monastery, the most well versed in tongues, some of which he aquired in his adventurous youth in Ispania. He's also the most talented illuminator in the monastery. He's only second in authority to the abbot. He bears a darker complexion than all of the other brothers, poiting to a foreign lineage. His hair is pale white but it used to be black. He maintains good patriarchal relations with all the other monks. He tries to school them in the ways of the order. He's familiar with Edburga the wise woman as she sometimes trades him some of her own grown medical herbs and trades treatments. He's also the infirmarian of the monastery, taking care of the ill. He was moved to the Thanet monastery from his home monastery which he sorely misses. EADULF RULES Senile- Brother Eadulf is so old, he could not even attempt to put up an armed struggle. Drowner- He cannot swim at all. Pelagian conservatist- Eadulf being an old faithful of the teachings of Pelagius is in constant conflict with the bishop Tunbert, whom desires to change the ways of the monastery. For every brother who'd change his tonsure to that of the Roman rite, he loses 15 Status. If he runs out of Status this way Eadulf dies of old age.


BACKUP CHARACTERS Upon the death or incapacitation of the primary characters, each player is assigned a secondary character, each of those sports an obvious drawback along with the fact that almost all of the backup chracters are incapable of commiting illumination and translation or reading. They can't save the island from the impending doom, they may only aid those who still labour at it. Edburga the Wise Woman She's a prime suspect of heresy by the bishop, so an unlikely character to live. Can be scapegoated. She also knows the wicca and heals people. Worships a horned idol of Nodens. She fears water since her sister drowned. Edburga was taken in by the old Wise Woman and thaught in the way. She acts as a midwife to the Burh and the Granges. Perscribing ointments and healing people with simple herbs. She conducts secret pagan rites attended by the superstitious ceorls, they are not secret pagans, they partake of both. They feel that having the support of the old gods and Christ is the best of both worlds. Edburga is the only one trully immersed in the old ways. She has to keep her ways in secret as being found out, especially by the cruel men of bishop Tunbert could have disastrous consequences. She's rather recluse and serious when dealing with people. But she trully cares for the wellbeing of those she tends to. EDBURGA RULES Secretive pagan- Every month Edburga and her flock conduct one of the many pagan rites devoted to the horned god Neuten the binder of the serpent. Not conducting the rite costs her 5 Status. Running out of Status costs Edburga her life as the ceorls of the granges will activelly accuse her of witchcarft. Neuten's Idol- Edburga holds the sacred idol of her pagan god at her hut. It is necessary for the rites. But still it poses a threat to her if someone would find it at her house. She may conceal it at her house or try to hide it somewhere else in case trouble comes her way. 


Pryn the Priest of the Granges He has a concubine in the village. He slew his brother in a fit of rage when he slept with his mother. Pryn took up the priesthood as to atone for his sins under the protection of bishop Tunbert. He's a faithful servant of the bishop. In his youth he caught his mother inflagrante with his brother. He slew both of them with an axe. It is his dark secret which he only shared with his concubine. Him having a concubine is an open secret at the granges. He's a rather zealous follower of the faith. He's very beligerent and hot mouthed. PRYN RULES Fratricide and Matricide- If anyone points out his murder to Pryn he's will have to do anything in his power to silence the accusser. Otherwise he looses all of his status in the Granges. As people begin to whisper of his dark deeds. It ushers at first a murderous wraht if Pryn is confronted about the killing. Concubine's love- Pryn keeps a concubine at the Granges. She's a faithful woman which does what he asks of her. He knows he can trust her. She's a character that will help Pryn in any venture whatsoever. Conversion- For every character converted and baptised in the Roman rite, especailly of the monks, gains Pryn 5 additional status points.


Bertirc the Burned oblate orphan boy servant He fears fire, but is a rather obedient servant. Bertric was a given to the care of the monastery, once he survived a terrible fire in his hut in the granges. His family gone, the boy was taken in by the monastery as a servant. He's performing manual labours, mostly helping Cyneward. He fears his hound however. He's being taught by the monks to become a brother in the future and take up the Benedictine vows. The boy is silent but obedient. His disfigurement left him with an irrational fear of flame. BERTRIC RULES Pyrophobia- Any open flame requires from him a SAN roll, failure means he escapes for 1D6 turns. Working in the monastery kitchen does not help the matter. Child- Bertric is too small to fight anything. Oblate- Every month Bertric can take up study, he can better any of the skills taught by the monks if he suceeds on his EDU roll. It gives him a +1% to any skill they posses. But it takes a week of time from one of the monks.

Arnulf the Survivor Fearful former slave Arnulf does not speak, he's but pale and worried. Speaks not of what the raiders did to him nor his brothers. His secret is that he lost his faith when he was subjected to torture by the reavers, his body is scarred all over. Arnulf had the luck of surviving a raid on his former monastery. The Danes left hims scarred, tortured and unmanned hanging off of a support beam of the church. Left to bleed in the smouldering ruins of his former congregation, midst the bodies of his butchered brothers. It left him scarred in flesh and mind alike. Saved by the coerls from the nearby village, he was nursed back to health back in the bishopric abbey of Lundenwic, then assigned back to this monastery. Besides his shameful secret which Arnulf hides from his brothers one of the side effects of the trauma at his original monastery is that he fears violence and faints at any sight of cruelty or bloodshed. Arnulf is reserved, silent, lonely and acts quite appart from the rest of the monks. He does not feel a part of the congregation, and is treated like a stranger and an outsider still. Brother Arnulf struggles with his weight.

ARNULF RULES Trauma- Any sight of physical violence requires a SAN where failure means you faint for 1D6 rounds. Faithless- Arnulf lost his fate, along other things in that fateful monastery raid. He does not gain the benefit of SAN for religious meditation.

Redwald the Hermit Mad and hateful of people, at his wits' end. Well versed with the occult as he's constantly bombarded by hellish nightmares. He wanted to become a monk but because of his odd ways he was told he cannot join. So he settled on a nearby island as a cenobite. For that he'd often travel to the monastery before the old monks were taken by the disease screaming of end times in his dreams. One day the old Abbot Leofsy visited him to consult his dreams. He told him of things that no one dears dream of. Of terrible things burried in the island. Of the dark covenants necessary to keep this unspeakable place afloat. REDWALD RULES Dreams- Every month that the beast is distraught Redwald must roll his SAN, failure means terrible nightmares that claim 1d6 of his SAN. One true faith- Redwald will not change his religious believes no matter the cost. Prayers- Redwald is sure that if he stops praying, this sinful island will be swallowed whole by the sea. Hiding- Redwald can hide in his hut, if he's in danger. It's unlikely anyone will find him there. Especially if the sea is treacherous. He does not have to roll for swim or pilot boat to cross the channel to his cenobite hermitage. He has his ways.

CREATURES Common beasts you may encounter upon the isle of Thanet.

Monastery Dog; Once of Leofsy the abbot, it now belongs to Cyneward the lay brother. Hairy Irish sort.

Donkey of the Odd Peddler; Equally strange behaved creature.

Swine; A likely gift from the granges. THE ISLE OF THANET The isle of Thanet stretches in a crescent facing a small peninsula tipped with a small town. There is also a tiny islet on the southern shore of the isle of Thanet. South-eastern tip of the island is tipped with a watchtower vigilant over the basalt cliffs. There are small communal row boats hidden on the shingled beaches on Thanet and the beach near the Burh, allowing for the crossing of the straits. It takes about a day to travel from the monastery to the Burh, and from the monastery to the granges and back. Traveling to the watchtower takes the same amount of time.

Monastery: Overlooking a stretch of fields attended by the brothers, with a cemetery and a small vegetable and herb garden within its walls. In the tower, where the former abbot's cell was located you can find a tome of dark lore. Your first book of Cthulhu mythos, "Glossarium Vocabulorum Lapsus" however it is written in a cypher and it will take time to unvale the secrets of the first tome.


Granges: (40 inhabitants) There are four points of interest in the village, the market square, Wise woman's hut, Priest's hut, Burnt house. Burh (120 inhabitants); There are four points of interest in the Burh, nearly empty church, the Mead Hall, Earthen Mound, a mangled corpse by the gate; One of the monks knew him, he used to be the priest in the burh. SAN roll.

Watchtower; Here a band of watchers, four helmeted village lads with spears keep a look out on the sea and nearby road. They can be called on if trouble arises. Wisewoman's Coattage; She has her place by a small grove here, she tends to the sick of the granges. Hermit's cottage; Here the half-mad hermit lives, he's a backup character, and knows some occult lore which he'd share for some food. Cliff side Mountain top; Oversees the watery gulf. The pits below; There are dark secret caverns and catacombs of dark oily stone beneath the monastery. The entrance is barred with stone but the old abbot tells you to open it, or he does it himself as his last effort. A great slimy pale white lamprey eel giant thing from beneath the crags of basalt. A sea dragon. Leviathan's son. -Odd entry gate (Roll of Cthulhu mythos to open it; failure means it seals for 1d3 months, you suffer wither limb or such) -Other gates (The other two require half of your mythos to open) -Odd altar (Full of bones; You need to perform the rituals here, but you cannot see the seals) -Painted walls (Month to study; History of the place; +2 Cthulhu Mythos; calendar showing when the stars align so it breaks out; 1005) -Guardian The beast has to be defeated or overpowered, it is a dark formless spawn resting within one of the great stone vases, first appearing but a still surface of sable liquid. -The four seals (Each requires a different ritual and each corresponds with different effect;1 RAIN; Alter weather from Y Llaw Arian or third conjugation of spirit2 FOG; Alter weather from Y Llaw Arian or the elder sign (Mist of R'yleh breaks the seal)3 LIGHT; Mark of Cthugha from Necronomicon, Kithiga's mark from Heraklitos Magos, Mark of Samael from Minon Munahim Nephilim. 4 STENCH; Antediluvian sacrifice or mark of Yog Sothoth.

When the beast tries to break out you roll opposed POW with it. It's POW is equal to 250 per every broken seal. A god's avatar can be used to seal it.


DARK GRIMOIRES AND HANDOUTS I've allowed myself to revise the magic grimoire rules slighty. Each of the books is a kind of puzzle the player has to figure out. Mixing of magical rituals is necessary to further one's knowledge of the mythos. Finding common ground between different tomes is the key. Due to this complication the Keeper has his own simplified and non-lore version of the book, where all the rules are kept, players get only the thematic part. This will be the one I'll be sharing. Reading rules:Initial reading/ Non-believer clause (You're hit with the full Sanity loss of your Cthulhu mythos once you learn it's all true). You get the initial reading bonus always, and full reading only if your Cthulhu mythos is lower than the book mythos rating. Every subsequent reading is doubled in length. One can pour over the book in search of particular information which takes 1d4 hours and you use the book mythos rating. Books can give +1d6 or +1d10 bonus to skills. We can have Medicine, Astronomy, Biology and Occult.Learning a spell takes 2d6 weeks, sanity only lost when performing it. Teaching a spell takes 1d8 days.A mythos being can impart a spell through a dream causing 1d6 Sanity loss.A little questlet to give you mythos beyond what you already get. For instance being resurrected with the spell gives you +mythos. These mythos experiences are something to do. So the additional book division is; Rites; Bits that set up the ritual spells and which you can interchange between books. Ritual spells; powerful spells mostly of summoning dark powers. Spells; to mythos gods these are but banal tricks, you need no rituals for them; Elder sign, Fist of Yog-Sothoth, Dominate etc. Quests; things you can do to further your cthulhu mythos lore. Alkitaab Al'awal Almahfuz min Altuwfan Study; 6 months Language; Arabic translated from AssyrianThe book starts with a note from the Arabic medieval translator; These wet pages of forgotten lore were found by Misraim in the great sunken ruins of Khemet, in early years after the deluge, when his tribe settled the eldritch sandstone ruins of the wicked black races... Rites; Conjugations of Spirit The book explains that there are three conjugations of spirit, Ist closest, IInd median, and IIIrd furthest. And that these hold varying purposes, but are mostly necessary so that beings from beyond become less predisposed to attacking you. Antedeluvian sacrifice summon a beast equine or a bovine, painted in particular shapes and colours, for to then slit it’s throat before the All Seeing Eye. Increasing conjugation this ritual allows one to charge one of each three conjugations by one, all it requires is a muttered prayer before a jaw bone. Three circles painted around it, during the prayer one paints over the circles depending on which conjugations of the spirit are to be charged. Ist, IInd or IIIrd. Rituals; Summoning Edimmu the Keeper "The summons will be answered by a thing not seen but felt. And fear it if thou hast not conjugated thy spirit to the third fold for it will take you from whence neither north, nor south, nor west, nor east will take you home. If trapped it becomes rather subservient. Let the All Seeing Eye protect you from it for without it, the being shant come. They are eager for gifts but give them naught you value for they will not give it back." Call of Al-Ghoul; "Call forth into the night for the dogs to gather. They are eager for song. They answer only to death. And they crave flesh of men. Fear them not for they're scoundrels and a degenarate beings which eat of carrion. But trust them not for what brings them is the stench of death. Call upon the antedilluvian gods and they will gather in mass. Bribe them with menflesh." Summoning of Lammasu the dark steed "If thout art in need of a mount sing upon the night with the All Seeing Eye present. Conjugate thy spirit to the second point and scream into the night. They will answer. And their wings will be as cold as ice. And they answer to one of Carcosa" Attract Fish; "Cut thy hand and incant over waters. Drip the water unto the waters and let the fish come forth for they will sense ye call. Gorge on their flesh for they will become great in form." Spells; All seeing eye Exact meassurments are given of how to paint a symbol of five pointing tentacles, burning at their centre. This is said to be the All Seeing Eye. And it is said that it holds great power. One can sense it in its spiritual form digging into one's reality. Blessing of Bast "Wicked races invoked her in the elder days, do so only in true necessity for she's an envious goddess. She favours felines over men, but she'll mend mind and flesh of her supplicants. But she is fain of misstreating those who missplease." Mist of R'yleh "If thou invoke of things from beyond and seek covenant with them, use this veil to safeguard your mind from their abominable features" Taste of the Sea "If thou art faced with a wicked man, and he speaks ill unto thee. Make him drink of the sea. Speak these words and thy enemy will be drunk with the ocean." Incantation of Wisdom "In these words seek succour when your wisdom is challenged" Mythical Experiences Bestow upon the Keeper; "Give thee unto thy guest." Songs of Basatan; The entry entails of how one could search the songs of Basatan upon the shores of the sea. It is a long series of meditations taking up to a month, but opening your eyes to the veiled truth. Glossarium Vocabulorum Lapsus

Study: Year Language: Latin A book of dark rituals written in cypher by the old abbot. Breaking the cypher might take a while. It does not contain any philosophical deliberations on the matter of mythos but details only the practical experience in attempting to silence the thing dwelling in the deep of the isle of Danet.

Rites; Dark flame; Through a dark prayer and your own blood cast into the flame you conjure the ancient fire that stalked the Earth upon its creation. Mark of the Inferno; You douse yourself in philosophical fire, throwing yourself at the mercy of the ancient fire that stalked the Earth upon its creation. Key that opens all doors; It is a symbolic representation of a much more complex key, which opens all doors. All it requires is six concentric circles and a line whilst uttering the secret prayers. Simple conjugation of soul; With a mere gesture and incantation you can conjugate your soul into appropriate form, one of three in fact, the proximal, median and distal. Ablution of conjugation; This incantation can clear you or someone else of a conjugation of soul. Sacrificial incantation of Yith; If this secret syllable is uttered, the gods feast upon it as if it were a freshly slain lamb. It is a theft of ancient sacrifices. It was taught to me by things that live beyond time, in the land of Yith. Rituals; Invoke the Teacher; To summon him you need naught bar climb a tall tower, and seek his guidance by invoking the sacrificial incantation. Summon the Gyrating Entity; This being answers solely the call of the dark flame and heeds but those who bare the mark of inferno. Invoke the Wasting Plague; It is the way to rid yourself of those who are a danger to you, or imperil your work. It is a terrible death I would wish upon none, but which can aid you in stopping the inevitable. Subjugation of a Lemure; These things, wretched things, eat of carrion of men. And they are wretches unlike others. But they may prove useful for they yearn the embrace of their dark masters. Spells; Antediluvian mark; This odd symbol can war the guardian of the temple, and keep him tamed in his pit. Do not look upon his morbid formlessness for it is a thing not for human eyes. Penumbra Mortis; Do not use this incantation, it recalls the sunken city where an undead horror slumbers. It angers the wyrm of the slithering multitude and breaks the second seal seal. Insights on the Thing Below The only thing of note the book contains is a long series of notes concerning "The thing below" which is sealed beneath the monastery on the isle of Tanet. By my pen I write heresy, for I know not how could the almighty God bring such terror upon the mortal men... I was come upon a secret bestowed upon me through a line of cursed labourers. Which caused me too much suffering already. For there is a Thing Beneath which is only sealed with dark rituals and slumbers through the force of those which labour in dark things, the wyrm of the slithering multitude. Once, in the time before the deluge, a passage existed between Britain and Frankland, which He, the Almighty smote with dark weaves for terrible things were done in that antediluvian kingdom. Pacts with things which even demons fear. And this land which was sunk, once stretched to the very coast of our homeland, and their most revered mountain was Thanet. It is the sole surviving remnant of these dark cults of troglodytes. And in here they trapped something from beyond. A creature so foul that it could not breath the same air as we. For it would befoul it. It fell from the sky and it was a pest upon mankind. It must be sealed at all cost. At all price. My body wanes yet I labour. I've sealed all the doors to this wretched ruin, and I hoped never to unseal it. And I know not all, my only truth is that once the seals are broke, the beast's very will begins to surmount the land. The ancients bound that place with terrible curses, and a terrible guardian. God help those who labour, for it is in vain. For it is the wyrm of the slithering multitude which will undo the land. Herakleitos Magos Study; 8 months. Language; Koine from Persian Fire based grimoire which links the Zoroastrian religion and the theories of Heraclitus with a great and primordial entity known as Kithiga the elemental fire. It is said that the first tome was brought down to men by one known as Prometheus. Reading the book allows you to metaphysically comprehend that fire is the base element of creation, just as one of the cultists of Kithiga invoked in elder days of Hellas. Rites; The book teaches you a simple incantation, and three forms of a magical flame you may conjure in order to conduct magical summoning. Dark yasna Whispers of the name of Kithiga. The children obey the Father's name. "Kithiga!" Kithiga's mark is a fiery brand that damages your flesh but keeps you in contact with the corrupted Atash Behran and Kithiga forever. It is a form of divine favour. You seer your flesh into a peculiar symbol. Profaned Atash Dadgah "The lowest sacred flame is invoked by two supplicants chanting the sacred name. It must burn at least a week before it's ready. Chanting should not subside before the sundown." Corrupted Atash Adaran "To invoke the fire-of-fires one requires a fire of a priest, fire of a soldier, fire of a farmer and a fire of an artisan. It takes a three weeks and four participants. At the end of the supplication the flame must taste of deathly sorrow, of a willing supplicant or one brought by force. A mere branding won't do. The flame must feel of the life essence, but not consume it fully. If Atash Adaran feeds of life it is spiritually extinguished from over saturation" Eldritch Atash Behran "The mingling of the sixteen types of sacred fire, the emperor's flame, it is conjured with the sacred name with two or more priests over a year, it can only be kindled from an Atash Adaran. The flame is mature enough to feed of life essence of a thinking being." Brewing of the Median Flame; "This sacred unguent of Kithiga burns even on water." The book speaks of how it was made in Heliopolis the city of Sun, a central place to Kithiga's worship. Rituals; Contact the devourer of the Dastur; "This ritual with allows the summoners to contact Kithiga directly, he speaks to you with His heat. The contact may only be named through the Atash Adaran and invoking the name of Kithiga." Invoke the Fire of Prometheus; The pages simply reads "Burn this tome" Summon and Enthrall the Liver Eater; "You summon a wretched daemon bird, and may attempt to clasp its will with your power. Yet if its hunger prevails, tis your liver it may consume. To do so light an Atash Dadgah at night, and with a shrill scream invoke the promise of feast. The ritual formula for both is provided." Helios' Chariot; "He comes as a fiery comet from the heavens, once the Atash Behran and anointed priest stand whilst his name is uttered and Atash Behran is fed a scared flame. Presence of his children brings him joy." Vision in the flame; "You may glimpse in the future the possible answer in an Atash Dadgah, if you anger Kithiga you may be blinded by the flame." Spells; Fire immunity; "Your body is imbued with supernatural resistance, thus no flame may harm it for a duration of the spell. You cannot be hurt by earthly flame. So Kithiga wills it. Helios' Might; "At will you may cause your victim to spontaneously burst into flame. It is bestown upon the priesthood of Kithiga. Those who wish may join the ranks by supplicating Kithiga." Mythical Experiences Touch the Fire of Prometheus; Embrace the searing truth. Feed a liver eater; For they hunger greatly. Light every fire; To connect with Kithiga, one must witness each of his earthly manifestations. See into the flame; Kithiga takes, but Kithiga grants!

Enter Kithiga's priesthood; For his blessings are multitude. Minon Munahim Nephilim Study; 8 months. Language; Hebrew You're come upon a peculiar book with drawings of king Salomon facing some terrible mass of tentacles and his knights being devoured by it. An odd Psalter which attempts to list all the fallen angels of the antediluvian age. Rites;  Invoke the Great Conflagration; "To invoke the great primordial burning known as Samael, that visited the world in its infant creation scream these words Katab Agagh! Katab Agagh! Katab Agagh!" Mark of Samael; "With the holy ungent of Samael you douse yourself in a symbolic flame. This way Samael knows you're marked by him. And that you're at his mercy." Paint the Lesser Key; "This painstakingly precise symbol requires masterful and steady hand." The book describes and shows how to paint the Key. It is a complex and peculiar, confusing series of conjoined sphered lines and dots. The exact measurment is provided, which would require a large room. The project would challenge your illumination skills and take about a week. Paint the Greater Key; This version of the key requires a month of work as it's greater than its lesser kind. Additional layer of complexity beyond human ken is added to the work. The spheres coalesce and bind in ways human mind does not compute upon looking at this great complexity.

Rituals; Turn the Greater Key of Solomon; "One needs to be in a tower and have ample sacrifices. It'll appear as a Naphil upon the grey sky. And a great trepidation will be had upon witnessing of It. If angered It smites those whom it deems unworthy leaving them but salt. It appears as a pillar of white burning light before those he wishes to unmake. It is said It is an angel, a messenge and an answer. It is upon heaven like a dream of a sea of mercury." It is required that a human is dropped to his death from a tall tower down unto the Greater Key to undergo the Turn of the Greater Key. There's also the necessary incantation were you in need of unturning the key. Turn the Lesser Key of Solomon; "It contacts you in your sleep and it makes you a promise of unlocking all the gates if sacrifices are made to it. For it is one of the few Naphil left behind in the world." It requires the painting of the Lesser Key of Solomon. Summon the Lord of Troglodytes; "It is the darkness of the hidden place. Swarming that undose. Do not summon it unless you seek to destroy those who deserve absolute anihilation. At the mouth of a cavern paint the lesser key and chant for Nyogata!" Bring forth the Throne; "The fire which lives will come your way, but to bind it you must use your will. They came to Enoch as Ofanim and to Ezekiel as Galgalim. In order to summon them you must endure the mark of Samael and invoke the Great Conflagration." Binding of Fire; It is the second stage of the Bringing forth of the Throne. The Throne may need your guidance to aid in your purpose. In order to bind it speak the true name of Samael. Invoke the Locust of Abbadon; "They come like moths to the light of Samael"  The ritual provides you the words you're to speak, at the end of which, in the midst of night you're to scream the greatest scream, and they will come. And with the force of your scream enslave them." Calling of Shedim cantors; "They shall aid you in your songs and incantations. Be wary of them, for they are a treatcherous and a bloodthirsty race. Degenartes above all degenartes. Unholy things that used to be men." Spells; Word of Power; "With The Key at your disposal, you may destroy men who wish do you harm by crushing their life-force. Like an infant crushing beetles."

Revivification; "With this spell you're returned from the salts and dust. And in turn, turn the dead into dust." Abstain and restore vision; "With the power of The Key, you may give and take sight as if it was yours to give. For it is the lock and the key."  Secret Invocations of Tanakh; "Let the wisdom of The Key lead you through the darkness of unknown, with this prayer your wisdom will be twofold." Mythical Experiences Undergo resurrection; Death is not an obstacle anymore. Reach Abbadon; Find the locust-father. Identify the Ungent of Samael; Many spells and rituals call for this lost ungent. Give what Samael took; Stand in the way of angelic judgment. Necronomicon Study: 12 months. Language: Koine The book details the great dark secrets of the world. As well as some forbidden mad magic, much of which details summoning the wretched creatures to the mortal plain. Theodorus Philetas the author of the translation of one Kitab al-Azif by Abdul Alhazred starts the book with a commentary; "Be wary for in their astral travel to where they're summoned gods grow peckish." Rites; The rites consist of five different symbols of invocation. Used for different gods and aligned beings. Yellow Sign; "It is the symbol of the writhing yellow multitude, the thing afar yet nigh and close. Invoke it at thy own peril for there is seldom thing more cunning in its malice" The Elder Sign; "It is a sign which wards thee of ill fate, if the outer things come. It shan't stop them in their full glory. May win you precious time." Key of Yog-Sothoth; "It is a key to all things, it is the riddle and the answer." Sigil of Nyogtha; "The brutish being answers to this brutish sigil." Icon of Cthugha; "A fiery branding, which must be placed on your own flesh to invoke the eternal flame. The ever-burning." Rituals: Gaze of the dreams of Azathoth; "He is the one who fell to sleep in his great devouring, right at the gates of reality. He who licks at the fabric of our world in his great daft dreams. Azathoth, the idiot god. Call in his avatar to behold upon the world. To put fear into men and give thee the opportunity of beholding the truth of the universe in the idiot god. In his slumber he answers only to his servants, for they know how to lull him and wake him from sleep. His full coming heralds the end of days." Call and Dismissal of Cthugha; "Available on the nights of September, October and November, the fiery god descends unto the land like a falling comet. Yet stops before crashing. A fiery angel from the Fomalhaut. Invoke him over his sign, the sign must be set alight before the incantation begins. It is prudent to bind the sign." Bespeak the End of the Day; "If thou summons Byakhee, they will teach thee to screech for their masters coming. And at that common chant you will be given the sight of the future. But be wary for if thou are slain in the dream, he may find you a link to reality." Call and Dismissal of Nyogtha; "To summon forth the wretched Nyogtha one must find an entrance to a pit or a hollow. For Nyogtha is the keeper of all winding labyrinth. And upon his sigil call the wretched name. To counter Nyogtha's arrival it is required to ritually combine an ankh of banishing, the Tikkoun elixir and the Vach-Viraj incantation." Call and Dismissal of Yog-Sothoth; "One needs to be in a tower and have ample sacrifices. Paint the Key of Yog-Sothoth in its full complexity and drop a victim unto it. For then Yog-Sothoth will come forth." Bring forth a Choir of Dogs; "These wretched dogs are the lowliest of servants. But they will howl for the coming of their masters. If thou are in need of throats to cant for the coming of the great powers. Use these wreteches to your hears content." Summoning and Binding of a Byakhee; "Their name a wretched onomatopoeia of their vulgar screech. Whistle October to March, the chant brings the frost covered thing from the deep of space. They flock to their master's sign." Summoning and Binding of  a Fire Vampire; "September to November brings a living comet down unto earth. The legion of slaves of Cthugha. Beware for they feed of thy power. They answer his sign." Summoning and Binding of a Servitor of the Outer Gods; "These are the servants of Azathoth the idiot god. They play divine tunes unto the Outer Gods and herald their coming. They will aid you in manifesting Azathoth into being if you enslave them with your will. For they are malicious beings. But once bound they won't unbind of their own whim. Incant the mockery of their song over the elder sign for the safety of thy soul." Spells; Dominate; "Allows you to dominate will of lesser creatures and men. Beasts most easily. It is a good notion to practice it on a beast." Dread Curse of Azathoth; "Saps power from the victim by saying the dreaded name of Azathoth implying the Last Syllable. You can bring the things from beyond to respect you by saying it. For His name is dread" Elder Sign; "Carved or painted it stops the minions of the great old ones as well as avatars of the gods from passing through gates or portals." The book shows the symbol of an odd branch like icon. Powder of Ibn-Ghazi; "This wondrous powder, created by revered Ibn-Ghazi, gives thee the chance to look upon the things which mortal eyes cannot. Be they things shambling between realsm of being. Or things that wish not to be seen" You're given a recipe for said wondrous powder. Resurrection; "The spell can turn a cadaver into blueish grey dust or bring back a person from the dead. Or command the wretched being back into the dust it came of" Shrivelling; "This dread spell withers flesh." Voorish Sign; "This is a sign of great utility, for it wards thee of things from beyond the veil and helps thee in the spells here prescribed." Mythical Experiences Use the Voorish Sign; "Finding utility for the Voorish sign is the first step to mastering this tome" Use the Elder Sign; "Find utility for the Elder sign is another step in the mastery of this tome." Acquire a Hune; "It is found in things that travel far." Trap a traveller; "They fear to be trapped."

Hear the Music of Azathoth; "In that mad cacophony thy mind will be freed of its earthly fetters, and nourished of the star-wisdom." Y Llaw Arian

Study: 1 month Language: Cymric The book of spells describes the ways taught to men by Rhoddwr Sillafu the "giver of spells". The one who shrouds himself in a human likeness not to offend men. The book contains references to one called Myrddin Wyllt, the apparent author of the original text.

 

Rites; Binding of a Maen Hir "Take unto the a strong beast, or a smathering of strong lads. Place thee a long stone upon an energy line. For to find these seek them with your inner eye. And upon that stone you shall find your power." The book details how to find said ley lines.

Symbol of Alltudiaeth "Take the of clean ore, be it aurum or argentum. Mold it to the shape shown here. And with it incant the words I here prescribe. For you'll be wont of foreing beasts in thy realm when these words are spake and this cross presented to them" Warding stones "Put thee a round stone a yard from thee, and next in line for all the magic thee wish to conjure. Thy inner eye shall feel through these stones. Disturbance of them will be a disturbance of thee. And  these stones may help thee alline thy soul, so as to do powerful deeds" Symbol of Gweld Seren; "Odd things answer to this symbol. A star, five pointed with a flame at its heart. And thee will find protection in it, and great wonders." The book contains a drawing of said star. Rituals; Bind Seidhe "Seidhe find comfort in stealing children, and in the stench of rotting corpses. These are a vile race, and ought to be treated so. They come from a different world and travel between that of ours and theirs at will. I'm yet to find their way. Fear not to mistreat them when bound. For I did it, and lived." Alter weather "With this incantation thou will command clouds, and turn the fate of armies as I did. To do so bind thee a Mean Hir and incant about it." Contact Rhoddwr Sillafu "If thou seekst power and art in great peri and strong mind, seek answers in Rhoddwr Sillafu. For he gave me the way. Sleep thee by three, and no more, warding stones. Before the sleep call in this prayer I detail. So that he may find you. Be not afraid. For I was and lived." The Big sleep "If thou followst mine way I shall give thee power. For to do so bind a Maen Hir. And beneath it dig thee a chamber. Drink a brew of roots I prescribed. And sleep the a dream of many days. To find thy strength of the inner eye." Spells; Fairy ring "Useful when binding the sidh for they loath to cross it. Others may find it difficult too." Enfeeblement of the mind "If thou seekst for men to find fear of thee, use this spell". Mind tearing; "If thou seekst for men to find fear of thee, and to punish them, use this spell instead"

Anointing of Blasphemers "Only use it unto those you wish undone and wretched for their life. This will bring upon them untold deformity and sadness. But do not behold it for it is vile." Wicked Punishing "Strike down these who speak against thee, or raise their hand against thee" Ploy of Tre war Venydh "It is a costly deed, in power and well being. For it helps thee veil thyself of others in the guise of other men or women" This spell the wise Myrddin explains, he used once to dupe a woman to bed a certain man of high standing. Child Stealers Ward "This spell saved me of sorry strikes of strong men. If thou art come upon enchant thyself thus to prevent cutting swords from cutting, piercing spears from piercing, slashing axes from slashing"

Mythical Experiences Banish an interloper; To free this world of their presence is a good thing. Bind a Seidhe; They make for meek but obedient slaves. Endure the Big Sleep; It is a challenge worthy of a great warlock. NON-MYTHOS BOOKS Giyu has some mundane tomes he peddles, he's willing to buy them back if the investigators make a copy, or buy both of them back. Medicine +5/+10 | 50 (Arab; Latin; Koine) 100+5d10 pages| x10=price in pence: Kitab aisilah aljasad (Book of flesh mending), Perí Alypías by Galen, De Indolentia by Galen Occult  +4/+8 | 48 (Hebrew; Latin) 150+5d10 pages | x10=price in pence: Sifir albaha uchot, Liber de ignotis Illumination +3/+6 | 42 (Latin) 120+5d10 pages| x10=price in pence: De illuminatione Language books +4/+8| 25 (Koine, Latin, Arabic, Hebrew, Cymric) 100+5d10 pages| x10=price in pence: Grammaticon, Grammaticae Latinae, Tumat min alkalimat, Ufsan Milim, Chwedlau Cymru Potions +5/+10 | 45 (Koine, Latin, Arabic) 120+5d10 pages| x10=price in pence: Vivlío elixiríon, Tome potionum et ungentium, Min saniei 'iiksir alghumud Religion +5/+10 | 70 (Latin) 200+5d10 pages| x10=price in pence: De Fide of Aurelius Ambrosius, Contra duas epistulas Pelagianorum by Aurelius Augustinus Hipponensis. Bargain +5/+10 | 70 (Latin) 120+5d10 pages| x10=price in pence: Materia nummorum Accounting +4/+8 | 62 (Koine, Latin, Arabic, Hebrew) 200+5d10 pages| x10=price in penceLogistikon, De officiale imperio, Ahjiz bilarqamee, Hanial Ahel Assakim. Natural World +6/+12 | 52 (Koine, Latin, Arabic) 150+5d10 pages| x10=price in pence: Ktíni kai afxanómena prágmata, Mirabilia naturae, Tumi alhayakil, Shelit Tsira


Oct 10, 2024

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