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Cthulhu Wars Lore - Docx Versión 1

This document provides an in-depth look at the models in Sandy Petersen's Cthulhu Wars board game, organized into categories. It summarizes the factions, which represent cultists that worship various Great Old Ones or Outer Gods and include associated monsters. It also profiles several Great Old Ones from the Cthulhu mythos, describing their terrifying appearances and abilities. The document aims to help unfamiliar players understand the entities in the game world.

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pablotupan
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0% found this document useful (0 votes)
192 views17 pages

Cthulhu Wars Lore - Docx Versión 1

This document provides an in-depth look at the models in Sandy Petersen's Cthulhu Wars board game, organized into categories. It summarizes the factions, which represent cultists that worship various Great Old Ones or Outer Gods and include associated monsters. It also profiles several Great Old Ones from the Cthulhu mythos, describing their terrifying appearances and abilities. The document aims to help unfamiliar players understand the entities in the game world.

Uploaded by

pablotupan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 17

Cthulhu Wars: Who is What?

An In-Depth Look at the Models of Sandy Petersen’s Cthulhu Wars, organized by Trevor Goble

Contents
Cthulhu Wars: Who is What?...................................................................................................................1
Preface...............................................................................................................................................1
Category 1. Factions...........................................................................................................................1
Category 2. Great Old Ones................................................................................................................3
Category 3. Outer Gods.......................................................................................................................7
Category 4. Miscellaneous................................................................................................................10
Category 5. Monsters........................................................................................................................10
Category 6. Investigators and The Rest.............................................................................................18

Preface
I made this document to be something one might hand to un-initiated players who might be intrigued
by Cthulhu Wars but have no idea who or what anything is. Of course, this game can be played with
absolutely no knowledge of the Cthulhu mythos, or individual players might get tons of enjoyment out
of describing the lore behind these creatures themselves. This is just an option I came up with to make
the barrier between the well-versed and the newcomers just a little bit thinner, allowing the madness to
set in much easier so that we can welcome them to our throng. HAHAHAHAHA!!

I came up with very few of these descriptions myself. The vast majority of them are taken directly from
lovecraft.fandom.com or the 7th Edition of Call of Cthulhu. I also (obviously) own none of these images
as they are all directly from Sandy Petersen’s Cthulhu Wars. This is a fan’s project made purely for fan
purposes.

Category 1. Factions
The factions of Cthulhu Wars are what individual Players take charge of over the course of games and
are separated by color. They were designed to be incredibly asymmetrical with each being based
around one or more Great Old Ones. It is worth noting immediately that this analysis will make
distinctions between Great Old Ones and Outer Gods, while the game itself does not. This distinction is
important only from a lore standpoint and will have no impact on the game rules.

• Great Cthulhu
The Acolyte Cultists of this faction represent the human beings who worship Cthulhu,
its GOO1. Its monsters include Star Spawn, Shoggoths, and Deep Ones.

1
Abbreviation for “Great Old One”
• Black Goat
The Acolyte Cultists of this faction represent the human beings who worship Shub-Niggurath, its GOO.
Its monsters include Dark Young, Fungi from Yuggoth, and Ghouls. Note that count and names of the
Ghouls and Fungi are backwards on the image to the right.

• Yellow Sign
The Acolyte Cultists of this faction represent the human beings who worship
Hastur and its avatar The King in Yellow, its two GOOs. Its monsters include
Byakhee and Undead.

• Crawling Chaos
The Acolyte Cultists of this faction represent the human beings who worship
Nyarlathotep, its GOO. Its monsters include Nightgaunts, Flying Polyps, and
Hunting Horrors.

• Opener of the Way


The Acolyte Cultists of this faction represent the human beings who worship
Yog-Sothoth, its GOO. Its monsters include Spawns of Yog-Sothoth,
Abominations, and Mutants.

• Sleeper
The Acolyte Cultists of this faction represent the human beings who worship
Tsathoggua, its GOO. Its monsters include Formless Spawns, Serpent Men, and
Wizards. Note that the miniatures for Wizards are missing from the image on
the right

• Windwalker
The Acolyte Cultists of this faction represent the human beings who worship
Ithaqua and Rhan-Teggoth, its two GOOs. Its monsters include Gnoph Keh and
Wendigos.

• Tcho-Tcho
The Acolyte Cultists of this faction represent the humanoid creatures known as
Tcho-Tcho who have captured and made a tool out of Ubbo-Sathla, its GOO. Its
only monsters are Proto-Shoggoths.
• Ancients
The Acolyte Cultists of this faction represent the humans who live underground in the great city of K’n-
yan. They have no GOO but they do have faction terrors, the Yothans. Its monsters include Un-Men and
Re-Animated.

Category 2. Great Old Ones


The term “Great Old One” from this point on does not necessarily refer to Cthulhu War’s use of the
word, but rather to the greater mythos’s definition. Great Old Ones are beings far beyond our
comprehension in power, knowledge, and biology. To witness or understand them is to go mad, and to
interact with them directly almost guarantees death. Despite this, the vast majority of them do not
have a malevolent relationship with humans, but rather, human beings simply are not within their
scope of relevance. Even the most dedicated cultists are rarely recognized by the beings they worship,
though this does vary depending on the Great Old One or Outer God.

• Atlach-Nacha
Atlach-Nacha superficially resembles a huge and hideous black hairy spider with
a strange, remotely human face and little red eyes rimmed with hair. It lives
underground, eternally spinning a fantastic web, bridging an immeasurably
deep chasm for unknown purposes. Old books cite the belief that when the web
is completed, the end of the world will come. In the remote past Atlach-Nacha’s
dwelling was far beneath the continent of Hyperborea— modern Greenland.
Now it may dwell beneath South America.

• Bokrug
Bokrug, The Great Water Lizard, is the lake-dwelling god of the semi-amphibian
Thuum’ha (“Voiceless Ones”) of Ib in the land of Mnar. The deity sleeps beneath the
calm waters of a lake that bordered Ib and the city of Sarnath. When the humans of
Sarnath cruelly slaughtered the populace of Ib and stole the god’s idol, the great
deity stirred. Each year thereafter, strange ripples reportedly disturbed the otherwise
placid lake. On the one-thousandth anniversary of Ib’s destruction, Bokrug rose up
and utterly destroyed the city of Sarnath, so completely that not even ruins
remained.

• Byatis
Serpent-Bearded Byatis, The Berkeley Toad, appears as a gigantic, multicolored
toad with a single eye, claws similar to a crab’s and a beard of tentacles. The
creature is depicted as incredibly large – one of its face tentacles is as thick as a
man – which makes it about the size of the caste that it is trapped beneath.

• Chaugnar-Faugn
Chaugnar Faugn squats in a cave in mountainous Asia, guarded day and night by
subhuman thralls only vaguely manlike, who hold rites so foul that none dare
describe them. Usually Chaugnar Faugn remains immobile on his pedestal, a
grotesque statue. At night, Chaugnar Faugn may stir and hungrily feed on a
sacrifice, or upon anyone at hand. Day or night, he may lurch from his pedestal to
annihilate unbelievers who enter his precincts. The disk-like snout at the end of his trunk is an organ
that drains blood from a victim. Laid on an open wound, that wound never heals.

• Cthugha
Cthugha resembles an enormous burning mass, continually varying in shape. It
dwells at or near the star Fomalhaut, whence it may be called. It is one of the most
obscure and remote of all the Great Old Ones. No cult appears to be connected with
Cthugha, though scattered fire cults to it have existed in the past, such as the church
of Melkarth in ancient Rome. It is served by entities known as fire vampires.

• Cthulhu
Cthulhu dwells in the corpse city of black R’lyeh, sunken deep beneath the surface of
the Pacific. He is in a living death while there, but someday the city will rise and he will
wake, freed to raven and slay across the world. In the city are also entombed other
members of Cthulhu’s race. Cthulhu is evidently the high priest and ruler of them all,
and is by far the most potent. Though in millennial sleep, Cthulhu is known to send
horrifying dreams to mortal men, which may have tripped some people into madness.

• Eihort
Eihort is a monstrous being that lives in a labyrinthine network of tunnels deep
beneath England’s Severn Valley. Cornering a human victim, Eihort questions the
captive and if the captive refuses Eihort, it smashes him or her to death. Whoever
answers and accepts Eihort’s Bargain accepts the implantation of immature Brood
into his or her body. Progressively horrible and sanity-wracking dreams begin,
affecting the victim in the coming months. The maturing Brood fight the Bargainer
for control of his or her body. After several months, the struggle climaxes as
terrifying visions wrack the Bargainer’s brain, and at last the mature Brood split
open the Bargainer’s body and emerge from within and scuttle off. The Bargainer always dies.

• Ghatanothoa
Ghatanothoa is known to be exceedingly horrible, with myriad tentacles, maws, and
sensory organs, with a definite dreadful outline. In ancient Mu, Ghatanothoa dwelt in
a burrow beneath a city originally built by Fungi from Yuggoth, though generally
inhabited by primeval humans. When Mu sank, the god’s home was overlaid by the
waves and he was no longer free. Sometimes tectonic upheavals force
Ghatanothoa’s dwelling place to the surface, as if in horrific preparation for that
awful day when it will rise, along with R’lyeh, to sink no more. In a few minutes of
seeing Ghatanothoa, the victim’s flesh and sinews rapidly harden to the consistency
of leather and bone. The brain and other internal organs remain fresh and alive in this
hard, immobile case, aware yet unbearably imprisoned. Only the destruction of the brain can end the
victim’s suffering.

• Gla’aki
Gla'aki currently dwells at the bottom of a lake in the Severn River Valley in
England, from whence it summons new cultists by a “dream-pull”—the sending of
hypnotic dreams to potential initiates. When someone comes to live nearby it can
send the dreams, or it can dispatch servants of Gla'aki to capture or guide new initiates. For initiation,
the novice stands on the lake shore while Gla'aki rises from the deep. Gla'aki drives one of its spines into
the victim’s chest and then, on the next round, injects a fluid into the victim. Normally the spine kills the
human victim. The spine detaches from Gla'aki and from it grow protrusions through the victim’s body.
When growth is complete, in a night or two, the spine drops off, leaving a livid spot that does not bleed
and from which emanates a network of red lines. The victim is then an undead slave, a servant of
Gla'aki.

• Gobogeg
Gobogeg, the Twice-Invoked, is a newborn Great Old One that appears as a colossal
pillar of amorphous alien flesh, with a cyclopean head or eye in the center. When
summoned, the deity immediately causes a powerful quake that can be felt
throughout the entirety of a country or even continent that it is summoned in. To
make matters worse, once it is summoned, Gobogeg literally drags up the entire
continent as it ascends upwards, consequently causing the entire world to cave-in on
itself.

• Hastur
Hastur the Unspeakable dwells near the star Aldebaran in the constellation
Taurus. He is connected with the mystic Lake of Hali, the Yellow Sign and
Carcosa, as well as the things that dwell therein. He may be connected in some
way with the power of flight through space. His appearance is disputed. In a
reported instance of possession by Hastur, a corpse took on a bloated scaly look,
and the limbs became boneless and fluid. The things in the Lake of Hali look
octopoid from a rear view and are related to Hastur. They also have unbearably
horrible faces. Hastur is served well by the byakhee, an interstellar flying race.

• Ithaqua
Ithaqua is reported from the Arctic and sub-Arctic, where Native Americans
encountered him. He is known to stalk the wastes, tracking down hapless travellers
and carrying them off. Such unfortunates are sometimes found alive, and they
linger living for a while, unable to explain what has happened to them. Most are
found dead weeks or months later, buried partway as if dropped from a height,
frozen solid in positions of great agony, and missing random body parts.

• King in Yellow
The King in Yellow might be human-seeming, clad in tattered yellow or parti-colored
rags and wearing the Pallid Mask. The rags are extensions of the entity’s flesh, while
the mask covers horrible pseudopods that can attach to a target and drain the very
life from them. Above all, the being possesses a loathsome plasticity of shape, able to
stretch and change at will. This is the most frequently encountered avatar of Hastur
the Unnameable.

• Nyogtha
Nyogtha is a minor deity reported to inhabit underground caverns on
Earth. It may be related to Cthulhu. Nyogtha resembles a blob of living
darkness that may throw out black tentacles or pseudopods at will. Nyogtha has a few worshipers,
mostly witches and their ilk. It teaches them spells on occasion in return for sacrifices and power.

• Tsathoggua
He dwells in the black gulf of N’Kai, where he first arrived on Earth from Saturn. He
is one of the less malevolent beings of the Cthulhu Mythos, though still terrible.
Tsathoggua is usually represented as having a fat furry body and a toadlike head
with bat-like ears and fur. His mouth is wide and his eyes always are half-closed, as
if sleepy. It is also said that he can freely change his shape.

• Quachil Uttaus
Quachil Uttaus, The Treader of the Dust, can reduce all living tissue he comes into
contact with to dust, It is usually associated with age, death, and decay. Summoning
this god is considered lethal, if one even subconsciously entertains thoughts of
suicide. Quachil Uttaus is noted for the acceleration of time that occurs in its
presence. It appears as a mummified humanoid with withered, bone-thin arms and
unnatural, ever-grasping hands.

• Rhan-Teggoth
This minor god ruled what is Alaska today, feeding on stringy hominids who ran
squealing before his might. Perhaps as late as the last glacial cycle, Rhan-Tegoth
entered into a deep hibernation from which he would not or could not wake.
Rediscovered by modern men, most mistake the unmoving god for a ghastly statue.
To feed, he grasps a screaming victim and draws him or her into the mass of
tentacles. There the tentacles begin to drain the prey of blood and organic fluids.

• Watcher
On Yuggoth, there exists a huge structure known as the Green Pyramid. It was
built eons ago to contain the Watcher, a colossally powerful entity. Even when
inactive, the Watcher produces vast amounts of usable energy, so the fungi from
Yuggoth have built cities on the slopes of the pyramid despite the terrible danger
there. Periodically, the energy drain on the watcher awakens it, and it strikes out,
devastating hundreds of miles of territory. For the fungi, who have no personal
sense of survival, losing millions of their readily-replaced population is well worth
the energy gained by tapping into the pyramid. Though the Watcher only leaves
the pyramid every few decades, it often sends forth a fluttering swarm of eyes.

• Worm of Ghroth
The worms of Groth are extensions of a monstrous being known as The Worm that
Gnaws in the Night. It is a creature so massive and powerful that it not only could
survive the deadly aura of the Outer God, Ghroth, who destroyed all life on Shaggai,
but also could not be defeated by combined efforts of the Elder Gods. This monstrous
being devours planets from the inside out, and to have it appear on a world is to spell
imminent doom for all of its inhabitants.
• Y’golonac
Y’golonac is a minor but malignant god. It may appear to be a normal, somewhat
neurotic and flabby human. When he manages to contact a person that is debased
in evil, the victim is possessed and absorbed by the deity and thereafter his shape
can change at will from the form of the possessed individual to Y’golonac’s true
form—glowing, headless, naked and huge, with wet mouths opening in the palms
of the hands. It is known to come when its name is read or spoken while evil is
present.

• Yig
Yig is never clearly described, but may look like a scaly strong man with a serpent-
like head or a normal head. He may be accompanied by mobs of snakes. He seems
to be mainly a North American deity. The notorious “curse of Yig” consists of
madness and malformed children. A manifestation of Yig would be signaled largely
or entirely by a carpet of serpents—rattlers in North America, puff adders or cobras
elsewhere. No antivenin can save someone bitten by a sacred snake of Yig—bitten,
he or she always dies after a few minutes of agony.

Category 3. Outer Gods


While there is a distinction between Great Old Ones and Outer Gods, it is rarely emphasized in the
mythos itself. The best way to determine the difference between the two groups is to know where the
individual beings reside when in their native domains. While there are exceptions, the vast majority of
Great Old Ones are terrestrial in nature while Outer Gods make their homes in the cosmos. Great Old
Ones also tend to be younger than their Outer God parents.

• Abhoth
Manifestly not native to this planet, Abhoth’s protean form and cynical mind
imply relation to Tsathoggua. The black caverns wherein it dwells and which it
never leaves may well be part of N’Kai, an underground world beneath North
America. Some reports place these caverns directly beneath the New England
village of Dunwich. Obscene monsters constantly form in the grey mass and
crawl away from their parent. Abhoth’s tentacles and limbs grasp many offspring
and devour them again, returning them to the primal mass, but more manage to
escape.

• Azathoth
Azathoth is the ruler of the Gods and has existed since the beginning of the
universe. It dwells beyond normal spacetime at the center of the universe, where
its amorphous body writhes unceasingly to the monotonous piping of a flute.
Lesser gods dance mindlessly round Azathoth to the same music. Azathoth is
described as both blind and idiotic, a “monstrous nuclear chaos.” The urges of
Azathoth are immediately fulfilled by Nyarlathotep. Azathoth is little worshiped,
for the god offers not even gratitude in return. Usually humans call upon
Azathoth by accident, and thereby unwittingly bring disaster and horror. Only
the criminally insane would knowingly worship such a being.
• Daoloth
A strange, geometric being, Daoloth does not appear to be particularly malign. It
lives somewhere beyond our universe, but may be summoned into it. The god’s
presence causes disaster among humankind. If it is not carefully held inside some
magical barrier, its form expands and engulfs anyone nearby. Those engulfed by
Daoloth are immediately sent to distant and dismal worlds or alternate
dimensions, from which they rarely return. Daoloth moves unconventionally,
either by expanding his shape or by slipping through dimensions.

• Nyarlathotep
Nyarlathotep is the messenger, heart, and soul of the Gods. He is the only one to have
a true personality, and he claims to have a thousand different forms. To him, causing
madness and insanity is more important and enjoyable than mere death or
destruction. Only a few of Nyarlathotep’s 999 forms have been described. Four of
which are the Haunter of the Dark, the Bloated Woman, the Shadow Pharoah, and
Dark Demons. All invocations to Azathoth and many other gods include
Nyarlathotep’s name, possibly recognizing him as their messenger. He is known and
feared by all Mythos species and he occasionally requires things of them.

• Shub-Niggurath
Shub-Niggurath is often referred to in rituals and spells. It has been guessed that she
is a perverse fertility deity. In one of her few descriptions, Shub-Niggurath is said to
be an enormous cloudy mass. This mass doubtless boils and festers. It is likely that
parts of the mist coalesce at times, forming horrendous body parts, ropy black
tentacles, slime-dripping mouths, or short writhing legs, ending in black hooves
which may account for the titular reference to “goat”. When she arrives, she may
bud off dark young. Recent information suggests that her milk may have
remarkable properties.

• Tulzcha
At the court of Azathoth, it is a blazing green ball of flame, dancing with brethren gods
before the Daemon Sultan. Called to our world, it assumes a gaseous form, penetrates
the planet to the core and then erupts from below as a pillar of flame. It cannot move
from where it emerges. Tulzscha thrives on death, corruption and decay.

• Ubbo-Sathla
This god dwells in a cold, dank cavern, and never leaves its lair unless called or
disturbed. The grotto can be entered through deep fissures in the Antarctic ice or
through secret entrances from the Cold Waste of the Dreamlands. The Unbegotten Source may have
spawned the prototypes of all earthly life. It is hinted that it was from Ubbo-Sathla’s tissues that the
elder things created their dread shoggoths. Within the grotto of Ubbo-Sathla, several tablets of star-
wrought stone rest, said to contain great knowledge and secrets of the gods. These tablets, the Elder
Keys, remain an enigma. Seeking these tablets, even the most powerful sorcerers have failed to return.

• Yog-Sothoth
Yog-Sothoth dwells in the interstices between the planes that compose the universe.
There it manifests as a conglomeration of iridescent globes, which are always
shifting, flowing into one another and breaking. Yog-Sothoth is preeminently the
deity of sorcerers and wizards. He grants them the power to travel between the
planes, or the power to see into other planes via a piece of magic glass or the like.
Yog-Sothoth may also give its slaves the ability to command various monsters from
distant worlds. In return for these gifts, worshipers open the way for Yog-Sothoth to
travel from his usual domains to Earth, to ravage and plunder

Category 4. Miscellaneous
Some figures in the mythos are of great significance despite not being either a Great Old One or an
Outer God.

• Brown Jenkin
Brown Jenkin is a strange rat creature with a human face and human hands for paws.
He is the familiar of the witch, Keziah Mason. He is nursed with the witch’s blood, which
he sucks like a vampire. Its voice is a kind of loathsome titter, and it can speak all
languages.

• Custodian / Librarian
The two massive beings of unknown origin, known as the Custodian and the Librarian
wander through the massive Library at Celaeno. The library itself is inside the cyclopean
alien facility in the Hyades, and it contains thousands of stone tablets stolen from Great
Old Ones and Elder Gods. On these tablets are untold amounts of eldritch knowledge
and cosmic spells that would drive any lesser creature insane, and the two horrors
obsess themselves with organizing and protecting them. To upset them is to earn a fate
far worse than death.

• Father Dagon / Mother Hydra


Father Dagon and Mother Hydra are deep ones who have grown enormously in
size and age, each over 20 feet tall and perhaps millions of years old. They rule the
deep ones and lead them in their worship of Cthulhu. This pair is active and mobile,
unlike Cthulhu and his minions, but are rarely met. Dagon and Hydra’s
characteristics are identical. It is possible that more than two deep ones have
grown to the enormous size and strength comparable to that described in
Lovecraft’s Dagon. Some claim that Hydra and Dagon and Hydra are but facets or
avatars of Great Cthulhu, being the elements or portions of that immense being that
were not trapped in R’lyeh beneath the ocean.
• Nodens
Nodens is an Elder God, a being who is believed by some to have combated the
Great Old Ones. Nodens is often depicted as a benevolent humanoid figure that
resembles the Greek God, Poseidon, but such depictions are likely based on the
artist’s desire to humanize what is in actuality a powerful and dangerous being
who is as ambivalent to mankind as any Great Old One. The truth is that
Nodens simply delights in the suffering of Great Old Ones rather than the
happiness of humans. Nodens is also the ruler of Nightguants.

Category 5. Monsters
The name “Terror” is not an official title outside of Cthulhu Wars. As such, this group contains all
creatures from the game that are part of a larger race and do not have individual names.

• Byakhee
This interstellar race often serves Hastur the Unnamable and may be called to partake
in rituals. Dwelling in interstellar space, byakhee do not have bases on Earth, but may
be summoned to perform deeds or to serve as steeds, carrying riders through
interstellar space.

• Cacodemon
The Cacodemon is unmentioned in the mythos. It is a malevolent being of chaos who
has broken into reality as a sign of the greater destruction brought about by the waring
forces of the Great Old Ones and Outer Gods.

• Dark Young
These beings are enormous writhing masses, formed out of ropy black tentacles.
Here and there over the surfaces of the things are great puckered mouths that drip
green goo. Such entities are the “young” referred to in Shub-Niggurath’s epithet,
“Black Goat of the Woods with a Thousand Young”. They are closely connected to
her, and are found only in areas where she is worshiped. Dark young act as proxies
for Shub-Niggurath in accepting sacrifices, accepting worship from cultists,
devouring non-cultists, and spreading their mother’s faith across the world.

• Deep One
The deep ones are an amphibious race that primarily serves Cthulhu and two beings
known as Father Dagon and Mother Hydra. Locked in the timeless depths of the
sea, their alien, arrogant lives are coldly beautiful, unbelievably cruel and effectively
immortal. They come together to mate or to worship Great Cthulhu, but do not
crave touching or being touched as humans do. They are a marine race, unknown in
freshwater environments, and globally have many cities, all submerged beneath the
waves. One is off the coast of Massachusetts, near Innsmouth, whilst other sites are
rumored to lie off the British Isles.
• Dhole
Dholes are gigantic wormlike burrowing horrors. They are not native to the Earth
and none seem to have been brought here for more than brief periods, fortunately,
for they seem to have riddled and laid waste to several other worlds. They dislike
light, though it does not visibly harm them. They are only rarely seen in daylight,
and then only on planets that they have thoroughly conquered. Some unknown
relation between dholes and chthonians may exist. Similar creatures, bholes, exist in
the Dreamlands.

• Dimensional Shambler
Little is known about these beings save their name and a description of a hide. It is
assumed that they are entities capable of walking between the planes and worlds of
the universe, never spending much time at any one location. Rumors suggest that
these entities occasionally serve a God or a Great Old One, however their individual
motivations and purpose remain a mystery.

• Elder Thing
Elder things came to Earth a billion years ago and may have accidentally started terrestrial life through
arcane experimentation. They created the blasphemous shoggoths to serve as
slaves. Their race began to degenerate before man evolved and they at least
partially lost their former ability to fly through space on their membranous
wings. After numerous wars with other races, the mi-go and the star-spawn
prime among them, and the rebellion of their former slaves, the shoggoths,
the amphibious elder things were eventually driven back to Antarctica in the
last few million years, where their last city remains frozen under a glacier.
Their civilization was eventually wiped out by the cold of the ice age. The elder things are extinct on
land, however they may still have colonies in the deepest waters.

• Flying Polyp
This unnamed species came to Earth from space as conquerors about seven
hundred and fifty million years ago. They built basalt cities with high windowless
towers and inhabited three other planets in the solar system as well. On Earth, they
warred with the Great Race of Yith and were finally defeated and forced
underground, At the close of the Cretaceous era (about 50 million years ago) they
rose up from their subterranean haunts and extracted their revenge by
exterminating the Great Race. They are always phasing in and out of invisibility.

• Formless Spawn
These black, protean beings change shapes in an instant, from toad-like lumps to
elongated things with hundreds of rudimentary legs. They ooze through small cracks
and enlarge their appendages at will. They are closely associated with Tsathoggua,
often found in his temples or in sunless caverns.

• Fungi from Yuggoth


Also known as Migo, the fungi from Yuggoth are an interstellar race, with a large
colony or base on the planet Yuggoth (Pluto). There are mining colonies in the
mountains of Earth, where the mi-go seek rare metallic ores. The mi-go are not animal in physiology,
being more akin to a form of fungi. They communicate with each other by changing the colors of their
brain-like heads, however they can speak human tongues in buzzing, insect-like voices. When injured,
the beings seem able to either regrow or attach new limbs as needed.

• Ghast
Ghasts are restricted to the underworld and vast caverns where sunlight never comes.
Exposed to direct sunlight, they sicken and eventually die. Ghasts are cannibalistic and
eat one another as well as other beings they catch. The horrible, semi-human bipeds
that are ridden by the highly scientific but morally degenerate humans inhabiting the
cavern of K’n-Yan may be relatives of or even be examples of ghasts. If this is the case,
then ghasts are likely the result of serpent people genetic experimentation. Ghasts are
evidently tamable, though primitive and savage.

• Ghoul
Ghouls are loathsome humanoids with rubbery skins, hoof-like feet, canine features
and claws. They speak in what are described as gibberings and meepings. They are
often encrusted with grave mold collected as they feed. They dwell in tunnel
systems beneath many cities, often centered on graveyards and ancient
catacombs. They are known to have commerce with witches and those seeking
unspeakable pleasures, although an unwitting human is more like to be attacked
when encountered. Dark lore suggests that it is possible for a human to transform
into a ghoul over a prolonged period.

• Gnoph Keh
Gnoph Keh are large carnivorous creatures with the ability to summon blizzards around
themselves to disorient the prey they hunt. While they are largely isolated and tend to
live alone on glaciers and ice caps, extremely harsh winters have been known to drive
them into lower areas where any creature they come across are doomed to a grisly fate.

• Gnorri
The gnorri are a form of mermen, who dwell in the oceans of the Dreamlands. They
can breathe water as well as air and make their homes in shallow waters near the
coasts. They live off of fish and cultivate some undersea crops. For the most part,
the gnorri are a peaceful race that trades with surface-dwellers, but to
underestimate their capacity for war is foolish.

• Great Race of Yith


A species of time travelling mental entities, fleeing their own world’s destruction.
They came to Earth and took over the minds and bodies of the cone-shaped beings
dwelling here. The combination of the Earth-born bodies and the minds of the aliens
made the Great Race. They taught their young their own technology and culture.
Those young grew up as true inheritors of the mentalists and the new bodies were
natural to them. In the aeons that followed, the Great Race divided up the Earth
between themselves, the mi-go, and Cthulhu’s kin. The Yithians are a race of
socialist individuals. They value intelligence above all else and use it as their criterion
for immigration. Resources are shared among their kind out of a sense of intellectual logic and
proportion. Strife is rare. The Great Race worship no gods.

• Gug
Gugs are a species of creatures the inhabit the underworld of the Dreamlands. They
are large, black-furred beasts with vertically-opening fanged jaws. Their two eyes
protrude from either side of their head, and their libs terminate in two paws each.
Gugs are worshippers of the Great Ones, the gods of Earth who reside in kadath.

• Hound of Tindalos
The hounds of Tindalos dwell in the distant past of the earth, when normal
life has not yet advanced past one-celled animals. They inhabit the angles of
time, while other beings (such as mankind and all common life) descend
from curves. This concept is hard to imagine and only seems to be used with
respect to them. The hounds lust after something in mankind and other
normal life, following victims through time and space to get it. They are
immortal. Once a human (usually an unwitting time traveler) has become
known to one of these creatures, it will pursue the individual relentlessly to get to him.

• Hunting Horror
Resembling enormous ropy black serpents or worms possessing bat-like or umbrella-like wings, the
form of a hunting horror continually shifts and changes, twitching and
writhing, so it is hard to look at them. They may have only a single large wing
rather than two. They speak in great harsh voices. A hunting horror’s length
averages forty feet. These beings are dispelled by daylight. A strong enough
burst of light (from a nuclear reaction, perhaps) could sear one to dust.
Hunting horrors move swiftly and are harrier-creatures for some of the gods, particularly Nyarlathotep.
They can be summoned in their own right and sent to seek out blood and lives.

• Insects from Shaggai


These para-dimensional insect-beings never feed (if they do it is by some strange
method such as photosynthesis), and they spend their time in decadence, in
aesthetic enjoyment of abnormality coupled with a lust for causing pain upon others
(usually through the torture of their many slave races). Shans, as they are also
known, are extremely long-lived, taking centuries to reach adulthood. As a race, they
are scientifically advanced, having access to many weapons and devices that operate
by focused mind-power. The shan worship Azathoth with many complex rites and
systems of torment.

• Leng Spider
Leng Spiders are the children of the spider god, Atlach-Nacha, that inhabit the
Dreamlands. They possess a degree of intelligence far higher than that of regular
animals, but are not above the cannibalization of other Leng Spiders.
• Moonbeast
Moonbeasts are pale, squat, toadlike creatures that populate the dream-world version
of Earth’s moon. They have no eyes, but instead have a mass of pink tentacles at the
end of their snout. They are described as sailing galleys between the moon and
Dreamlands to trade rubies in exchange for slaves and gold.

• Nightgaunt
Nightgaunts are creatures of the Dreamlands that serve Nodens by, among other
things, grasping and carrying off intruders, who are unceremoniously dumped in
the most dismal and horrible places imaginable and left to die. Nightgaunts are
stationed at various spots in the lonely parts of the Dreamlands, coming out at
night to seek their prey. In primeval times they dwelled in the Waking World as
well, and some suggest that may still be the case. Whilst not very intelligent,
nightgaunts can understand some languages (such as the gibberings of ghouls) and
are friendly to some occult races.

• Proto-Shoggoth
Proto-Shoggoths are much like shoggoths in their shapelessness and ability to absorb
other creatures. The difference between the two it that proto-shoggoths are more
elastic in texture and are able to maintain shapes for longer periods of time. They also
have the tendency to seek other proto-shoggoths out and consume each other in
order to grow in size and strength.

• Re-Animated
Re-Animated are people that have been so horribly disfigured through the torturous
entertainment methods used by the citizens of K’n-yan, that they had to be outfitted
with advanced technology in order to not die outright, though this may have been
something they wished for.

• Satyr
Satyrs are mythical creatures often depicted as having the upper half of a man and the
lower half of a goat. They are known to inhabit the French province of Averoigne. And
at least some of them are known to be servants of Sheila-Na-Gog, a possible avatar or
alias for Shub-Niggurath, though it seems likely these hoofed servants are not true
Satyrs but merely the origin for the satyr legend.

• Serpent Man
Serpent people resemble upright serpents with ophidian heads and scales, a tail and
two arms and legs. A refined and cultured race, often dressed in robes. Yig is revered
above all other gods of the serpent people, for he is the father of all snakes. In ancient
times, some blasphemers chose instead to pray to Tsathoggua, however they were
destroyed by a vengeful god millions of years ago—or so the others believed. With the
coming of the dinosaurs two hundred and twenty-five million years ago, their first
kingdom fell and serpent people retreated to strongholds far underground, the
greatest of which was Yoth. In these times the serpent people became great scientists
as well, able to manipulate life itself.
• Servitor of the Outer Gods
Vaguely resembling frogs, as well as squids or octopi, these amorphous beings
progress by rolling, slithering or lurching. Servitors accompany their masters as
required, though they are most commonly found in Azathoth’s court. These are the
demon flautists that play the flute-like music for their masters to dance by. The
noise is best described as a sort of background dirge rising to a maddening
cacophony of piping. They sometimes play for groups of cultists as well, perhaps
aiding in the summoning of dark entities or gods.

• Shantak
Shantaks brood in cavernous holes and their wings are encrusted with rime and nitre.
They are always described as noisome and loathly, and are often used as steeds by the
servants of the Outer Gods. They have an extreme fear of nightgaunts and always
retreat from them. Shantaks can fly through space and have been known to carry an
unwary rider straight to the throne of Azathoth.

• Shoggoth
Shoggoths are among the most horrible and loathsome of Mythos monsters.
Mighty sacks of protoplasm, roughly fifteen feet in diameter, these amphibious
creatures are able to form limbs, eyes and other appendages at will, imitate other
life forms and perform great feats of strength. They communicate in whatever
manner their master race wishes, forming special organs for the purpose. Often
found as servants of deep ones and other races, they are surly at best, ever
becoming more intelligent, more rebellious and more imitative. Their creators, the
ancient elder things, found to their cost the true nature of their servants in a
rebellion that virtually destroyed their civilization.

• Slime Mold
On the planet Yuggoth, slime molds are much like shoggoths in that they are
amorphous blobs that lurch across the dank landscape looking for things to absorb.
They are less intelligent that shoggoths, however, and are driven purely by a desire to
consume and reproduce.

• Star Spawn
These gigantic octopoid beings resemble Cthulhu himself, however are smaller in
stature. Not all the inhabitants of R’lyeh were trapped in its watery angles when it
sank. Some still live on in the deep trenches beneath the ocean, where they are
tended by the deep ones. Related entities also dwell in the stars, such as the
beings said to infest the Lake of Hali on a planet near the star Aldebaran, in
Taurus.

• Star Vampire
These loathsome things are normally invisible, their presence signaled only by a sort
of ghoulish tittering sound. After feeding, they become visible through the blood
they drink. Summoned from the depths of space, some can be controlled to serve
powerful wizards or other beings.
• Tcho-Tcho
In the beginnings of time, Chaugnar Faugn made a race of beings, the Miri Nigri, to
serve him. The Miri were a race of dwarfs fashioned from the flesh of primitive
amphibians. The Tcho-Tchos are said to come from humans who intermingled with the
horrible Miri, forming a hybrid race of evil intent. Descendants are outwardly human-
like, and of various sizes and costume, however the taint of the Miri curses all Tcho-
Tchos with Half-normal sanity at birth. The remaining sanity of the Tcho-Tchos is
rapidly eroded in a few years by participation in unspeakable ceremonies and horrific
deeds, whilst a desire for inflicting cruelty and torture upon others becomes second
nature.

• Un-Men
Un-Men are residents of K’n-yan who have volunteered – or been forced – to be
transformed into a plasma-like, almost gaseous state, in which they can distort and
stretch their bodies in exaggerated ways. At first, they can mentally discipline
themselves into a semblance of humanity, but over time, their minds, and thus their
forms become more monstrous and inhuman, losing all connection to the lives they
once knew.

• Undead
Undead are corpses that have been reanimated by Hastur’s vile powers. They spawn
wherever the King in Yellow goes, appearing as a byproduct of his destruction. Their
touch is corrosive to living things, and being in their proximity leaves one prone to
become one of them without even experiencing the embrace of death.

• Voonith
Vooniths are amphibious horrors with eal-like tails and clawed forelegs. They are
solitary hunters who tear apart their prey with staggering speed, either on land or in the
water.

• Wamp
The wamp is a monstrosity than haunts ancient ruins, graveyards and abandoned cities.
It has a pale spheroid body, nine legs that end in crimson webbed feet and head with no
eyes, bat-like ears and a snot. Despite being blind, the wamp is an active and aggressive
hunter. Scholars assume that it has an additional sense that allows the wamp to detect
living creatures.

• Wendigo
Wendigo are horrific creatures that inhabit the inhospitable frozen places of the world.
Eternally driven by hunger, they are believed to have once been people that gave in to
a desire to eat human flesh

• Yothan
Yothan are not specifically named in the mythos. They are incredibly large and
vicious reptiles that long ago thrived in the cavern of Yoth, itself being far below
the underground land of K’n-yan. While they have since dwindled greatly in
number, there are still a few that lurk through the caves, just saying off the extinction of their species. It
is unknown whether the people of K’n-yan have formed a mutually beneficial relationship with the
remaining Yothans, given them sacrifices out of fear, or have simply enslaved them like the many other
species they use for labor and entertainment.

• Wizard
Wizards in this sense are beings, possibly humans, who have come to know such
alien knowledge that they have mutated themselves with their magic and now
more closely resemble the eldritch beings they worship. They do not cast fire balls
and healing spells as much as they cause their victims to spawn tendrils from their
eyes and rot from the inside out.

• Zhoog
Also spelled “zoogs,” these small creatures are sentient forest-dwellers. They inhabit
the Dreamlands of Earth and are mortal enemies of cats, as they prey upon kittens
and are preyed upon in return by adult cats. Zhoogs have been known to interact with
other sentient beings and make deals with them, but they are vicious schemers, and
humans are advised to never take these deals lightly.

Category 6. Investigators and The Rest


All investigators in Cthulhu Wars are entirely new to the mythos, so they will not be covered. They are
human beings who have survived into the apocalyptic wars of the Great Old Ones and now serve as
double agents for the factions, serving none of them particularly.

As for the buildings, tokens, updated cultists, and other plastic miniatures, they are simple enough in
concept that they can be described by name alone.

Hope this was useful and enjoy the awesome game!

Ph’nglui mglw’nafh Cthulhu R’lyeh wgah’nagl


fhtagn

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