From: "John & Christine Thompson" To: Subject: Chaosium Digest v34.12 Date: Monday, October 01, 2001 4:17 AM Chaosium Digest Volume 34, Number 12 Date: Tuesday, September 25, 2001 Number: 3 of 4 Contents * The Ascension of Hastorang (CTHULHU) - pt 3 by Mervyn Boyd - jack@ktana.freeserve.co.uk Part Two Intervenes... Whenever it is convenient, the keeper, when he/she wishes to begin the second part of the scenario should have Weatherspoon go to a museum and make a collection for the Institute. Getting there is no problem, and he soon emerges with a large box of (non relevant) books and stuff which he places in the back seat of his car. Time to head back to the Institute. During the return trip one of the many Turks tries to beat the rush of oncoming traffic, only to be hit headlong by Weatherspoon causing all sorts of chaos, and flared tempers, as other road users likewise swerve, and hit their breaks. Dazed and confused Weatherspoon bundles the unconscious man and his belongings in to his can and carts him off to hospital (from which he later disappears without trace). From afar, other Turks watch and observe, outraged at what they see, because this particular Turk is a sect leader, and with him he carried a satchel containing seven scrolls. The holy scriptures known as The Letters of Nestar - see later. To that end the Turks make every attempt to retrieve them. During the confusion Weatherspoon forgets to return the Turks belongings, then rediscovers them later along with an intricately inscribed religious dagger, the blade is engraved with a convoluted fire motif. He only reveals the existence of the scrolls when a player has had a run in or two with some very irate Turks - see later. The Turkish cultist & Using them to effect STR CON SIZ INT POW DEX MOVE HITS 12 12 12 12 13 10 8 12 WEAPON ATTK % DAMAGE Skills: Mythos 15%, Occult 70%, Hide 60%, Knife 65 1d6 Sneak 60%, Spot Hidden 50%, Speak Garrotte 50% Suffocation English 15%, Track 65% Scimitar 45% 1d8 Firearms* 45% As per weapon Equipment: Turkish Robes, Religious dagger, garrote, brand on forearm. The Turks used to harass the player are drawn from those members who form the militant fundamentalists who defend the faith from rebellion and outside interference. Generally, they favour five main methods of attack. Bladed weapons such as knives and scimitars (if they have them), strangulation, fire, poison, and spell use (though spells are restricted to sect leaders). Although firearms are considered impersonal, recent years has seen more and more of the younger generation turn to automatic weapons as a matter of choice. For purposes of this scenario only a select few have access to guns. Sadly, the cultists misidentify one of the players as Weatherspoon and single him out for some distressing pressure. Use the Turks in as many varied ways as you need to harass the player. They have the uncanny knack of getting where ever they want undetected; so a surprise attack in the home may occur as a cultist dives out from behind a door with dagger in hand, etc.. The keeper should have them pop up at inopportune moments with or without reason. Any fundamentalist successfully taken prisoner refuses to answer any question put to him - chances are they won't be able to speak much English anyway. If he does speak English he'll blast the Infidels with death threats of fiery damnation when the Enlightening one returns - which in a sense answers players questions. For more axioms see the section regarding "In the news" at the beginning of this scenario. These are a few obvious things they can get up to: * Stalk and follow the character. Spot Hidden rolls may be had to spot these tails at any time - day or night. Follow the character for a few days before the Turks take action. Stoke player paranoia with the feeling of being followed or watched. * Break in to the home of the character and ransack it. * Break in to the Institute and similarly ransack it. Then once finished, possibly even set fire to it. * Lure the character to a false meeting where he is ambushed and abducted for an extensive interrogation scene. The precise arrangements of this ambush is left to the keeper to make up, but it should be underhanded and in the favour of the cultists - one possible way to do this is... Giving him the finger Have the chosen character see a group of Turks lurking furtively in some bushes at the Institute - or wherever possible. If he approaches alone to see what they want he is jumped from behind by a hidden cultist armed with a garrote and immense strength. As the player struggles and gasps for air, he is pulled from sight behind a big rhododendron bush. Items held may be dropped. The other Turks close in, but don't do anything except keep an eye out. The leader who's face is badly scarred, as though from fire steps forward and asks: "Wer ar de scrolls?" They are not real big on reasoning and persistently demand the scrolls - even if the player is totally oblivious. Try as the player might to reason with the Turks, they'll have none of it. "Do not take us for fools? We know you have them. Give them to us now!" Continuing to proclaim innocence, the lead Turk grabs the player's dominant hand and isolates the middle finger then pulls out his knife and presses it to the knuckle. "I will ask you one last time. Wer ar de scrolls?" Any answer he the leader doesn't like results in the finger being removed. (1 damage. 1/1d4 sanity loss. CON x7 check or character faints.) Characters remaining to stand then risk another finger being cut off. (Same damage. Same Sanity loss. Con x5 check or character faints.) Losing one finger results in a permanent -50 modifier. Losing two renders it useless pretty much. Fortunately, this is as far as the Turks are willing to take this encounter. If the character faints, they leave to come up with another plan. Anyone still standing is told to get the scrolls, for next time he will not be so lucky, then is thrown to the ground before the Turks depart. Burning Down The House As a reminder to the character, this may occur, courtesy of our Turkish friends: Smoke. Flames. Heat. No way out. The player awakes in bed covered in sweat, breathing rapidly. The bedcovers are twisted and sodden wet. Phew, it was only a dream... but no, something IS burning, there is smoke in the air. The bedroom door is on fire and it is spreading to the walls close by. Opening the door reveals an angry orange hell. The fire rages fiercely. The walls and floors are blazing and impassable. The only other way out is through the bedroom window. Outside, the street is quiet, nobody has yet noticed that the house is burning, however a SPOT HIDDEN roll may allow the investigator to see, watching from the darkness, a Turk. Any attempt the investigator makes to open the window is unsuccessful, it is shut tightly and will not budge. To break the window the player is required to succeed a STR resistance roll versus the window STR of 14. Six attempts to break the window are given before the fire spreads far enough to press the investigator against the window. CON rolls should be made to avoid choking on the smoke, they start at x10 and are reduced by 1 every round (x9, x8...). Each failed roll reduced the investigators CON by 1d3 point temporarily due to smoke inhalation. It will only be a matter of time before the player's clothing start to ignite. If the investigator's con is reduced to zero he/she falls dead - only to snap awake at that instant. Anyone successfully breaking free from the room similarly awakes covered in sweat, breathing rapidly. The bedcovers are twisted and sodden wet. Phew, it WAS only a dream... In either case sanity loss for this horrific nightmare is 1d4/1d8. Once you've had your fun intimidating and abusing the player, other players and Institute members will no doubt want to know more. As the player tells his story he sees Weatherspoon wince at the mention of scrolls, and look almost guilty. It'll be then that Weatherspoon comes clean about the accident and that he later discovered the man's things in his car - and among them were seven scrolls, and for the last couple of days he's been translating them. Talk Weatherspoon, and talk fast. I lost fingers because of you. The Seven Scrolls The manuscripts are seen to be penned by the self-proclaimed prophet and alleged Zoroastrian Nestar Mobedan Mobed. However, these particular scrolls themselves are not the true original Nestar works (those are held by the centrist Nestarian faction in Bombay), but are actually meticulous reproductions made by Abd al-Yilderim. The hand-written scrolls, each of which measure 18 inches wide by 3 meters long, are written in 6th century Pahlavi (Persian dialect) and comprise a collection of aphorisms, revelations, instructions, prayers, and prophecies of a time when the world shall burn, as well as diagrams, sidebars and random scribbles. They concern the worship of an ancient Persian fire god known as Asha, who is sometimes otherwise called be the different names of Cthugha or Fthaggua. As such the scrolls contains several rituals and other "spells" of praise asking for divine intervention and guidance. Asha is described as a huge fire ball of enlightenment who dwells at a place called Hastorang. (This is a reference to Cthugha on Fomalhaut). Time to Read: (once translated) 100/INT x3 hours. San Loss: 1d4/1d8. Mythos Gain: +6%. Multiplier: x3 Nestar also writes...(also Player handout 3) The faithful shall feel an irresistible pull to the golden land of new; to a desert valley of great desolation, once the home to people, their skins died red, who gathered at the mountain of the lord to bathe in the light of his eternal holy flame. The time of gathering shall be performed at a time upon the great cosmological alignment when Hastorang is in the ascension. The holy flame shall then, on commandment, open the doorway marking the way for the faithful to call forth Asha - in all his divine splendor. Upon this great conjunction, that demon of fire shall return. He will rage over this earth on the four uppermost sides, and the uppermost one third. The earth will cry out: "I cannot endure this demon, which is has been brought forth, I cannot endure its habitation of me, for its seizes me with such fervor". As such the sky will boil and fire shall rain like molten lead. The Hounds of Tindalos shall bay for three nights at the twin suns. And only then at the Bridge of Discrimination shall all souls be judged. Unbelievers shall be cast into the pit of oblivion and consumed in the hellfire's wrath as the disciples of truth and enlightenment pass over as though drinking warm milk. So go forth my faithful and seek thy destiny and thine redemption. Spells Contained: Invoke / Bind Child of Cthugha (Fire Vampire) Causes a single Fire Vampire to swoop down from the sky like a skittering star. The spell can only be cast at night when Fomalhaut is above the horizon. Each magic point spent raises the chance of success by 10%, though a roll of 96 and above is always a fail. The spell also costs 1d3 sanity, and requires a flame source as a material component. A bonfire is perfect, though a simple lit match will suffice. Contact the Lord of the Lightning (Fthaggua) This spell is castable only at night when a comet is seen. The caster must also have a piece of meteorite as a focus. The spell costs 21 magic points and 1d3 sanity to cast. Fthaggua appears as a mass of hazy blue tinged lightning 1d100 hours later.. The Divine Retribution (Death Spell) This nasty spell causes the victim to burst into flames. The spell costs 24 magic points and 3d10 sanity to cast. The target must be seen within ten yards from the caster, upon which the caster must defeat his victim in a magic point resistance check per round. After 1d6 rounds of concentration the victim begins to heat up from the inside causing 1d3 damage. In the next round the victim loses 1d6 more hit points as the flesh cooks, turning black and blisters. On the third, the victim bursts into a flaming inferno losing 1d10 hits per round thereafter. Enchant Torch To enchant the torch the caster prepares an iron replica of a torch of the size and heft required, but one always bearing the Sign of Cthugha (a stylized ball of flame). An incantation is intoned for six hours during which 6 magic points and 1d6 sanity is lost. The enchanted torch requires no fuel to burn. The iron head itself burns inextinguishably and without end. Only with an instruction in Cthugha's name can the flame be doused. The torch is also useful for bringing more than one fire vampire at a time. To summon extra Fire Vampires the caster loses an additional 1d3 sanity and 3 magic pints per Vampire summoned. It is also said that the torch can set gold, lead, iron, and other heavy metals alight, quickly reducing them to ashes. Call Forth the Enlightening One (Call Cthugha) To call Cthugha a moving flame, such as a flaming brand, must be used while Ph'nglui mglw'nafh Cthugha Hastorang n'gha-ghaa naf'l thagn! Ia! Cthugha is chanted at least three times in a lengthy ceremony. The spell can only be cast at night when Fomalhaut can be seen above the horizon. The caster acts as a focus for those wishing to call Cthugha. All those who know the spell can sacrifice as many magic points as they have, others may only expend one magic point. Total the expenditure for the percent chance of spell success. For each point spent, the group must chant for one minute. The caster also loses 1d10 sanity. This spell is useless without the doorway being opened first, and it also does not have the relevant dismiss part to it. Fire's Dance This spell causes a cabbage-sized ball of flame to leap from an existing fire to a designated motionless target. The spell costs 3 sanity and up to 6 magic points. For each magic point spent, the fireball leaps up to 15 yards. The spell takes one minute to cast per magic point spent. Brew Draught of Phan The brew requires fresh poppy seeds and bear spleen, as well as other several hard to obtain or illegal ingredients. Several OCCULT rolls are needed to ensure that mixing directions are carefully followed. Any failed roll ruins the batch. When consumed, this thick ichor-like mix erodes the victim's will in POW days, leaving him/her subject to the demands of whoever administered the drug. The victim soon adopts the view points and beliefs of the manipulator. After 2-3 weeks of this the drug is no longer needed, and the mental alterations are complete. At no time does the victim lose his/her personality, nor are they any behavioral changes other than those sought by the manipulator. Further Research Coupling player suspicions with what they read from Nestar's Letters, players may want to conduct further research on several points, most of which are described below. A simple OCCULT, MYTHOS or LIBRARY USE roll will suffice for each point. Time spent while researching is left to the individual keeper. The Brotherhood of the Sacred Flame of Enlightenment This information can be found at the beginning of the scenario. Zoroastrian Zoroastrianism is a religion named after Zoroaster, a prophet who lived in Persia around 630-550BC, who believed enlightenment could be attained through knowledge and wisdom. The doctrines preached by him are preserved in his metrical Gathas (psalms) which part of the sacred scripture known as Avesta. The basic tenets of the Gathas consist of a monotheistic worship of Ahura Mazda (the "Lord Wisdom") and an ethical dualism opposing Truth (Asha) and Lie, which permeate the entire universe. All that is good derives from, and is supported by, Ahura Mazda's emanations: Spenta Mainyu (the "Holy Spirit" or "Incremental Spirit," a creative force) and his six assisting entities, Good Mind, Truth, Power, Devotion, Health, and Life. All evil is caused by the "twin" of Spenta Mainyu, who is Angra Mainyu (the "Fiendish Spirit"), and by his assistants. Angra Mainyu is evil by choice, having allied himself with Lie, whereas Spenta Mainyu has chosen Truth. So too, must humans make this choice. Upon death each person's soul will be judged at the Bridge of Discrimination; the follower of Truth will cross and be led to paradise, and the adherents of Lie will fall into hell. All evil will eventually be eliminated on earth in an ordeal of fire and molten metal. Fire is worshipped by many tribes around the world as a primal elemental force of nature. Zoroastrianists often conduct many rituals with fire, which they believe is a symbol of righteousness. Zoroastrians have a duty to pray before a fire altar five times a day. Zoroastianism is still active in India and Iran. Nestarian Cult of Cthugha Nestar Mobedan Mobed was a self proclaimed Zoroastrian prophet of the 6th century Persia who revered fire as earthly manifestations of a true god known as Cthugha. He and his followers despised worldly materialism and despised the over-indulgence of the Orthodox priests, for which he and his disciples were banished into the wilderness. After twenty years they returned in greater numbers to the city of Qal'eh-l Yazdigerd, where they planned to destroy the corrupted temples and eradicate the city of its bloated rich, while Nestar would call down the purifying flame from the skies to burn the heretics. The attack went bad. Nestar and most of his followers were quickly caught and killed by the city guard, however some followers escaped back into the surrounding hills to their secret dwelling. There they discovered several scrolls written by Nestar bearing instructions. Following his commands the survivors of the cult emigrated to India. Hastorang Hastorang was one of the four Royal Stars of Persia. In 3000 BC, when, as watcher of the north, it marked the summer solstice. About 500 BC, it was the object of sunrise worship and, portended eminence, fortune, and power. It is a reddish star 22.8 light years from earth in the constellation of the Southern Fish. It is more popularly known today as Fomalhaut (From the Arabic "Finn al Hut" - the Fish's Mouth). Local Indian Tribes Time well spent consulting several books uncovers a reference to a small local Indian tribe - the F'tag'ua tribe - who dwelt in the San Gabriel Mountain Range - approximately 25 miles north of LA. They worshipped some kind of living flame god and conducted many human sacrifices at its mountain abode. For that reason they were despised by other local tribes and there were constant squabbles between them. A successful linguistic check of some kind gleans the information that F'tag'ua, when loosely translated means: "That which is of fire made" If mythos rolls are successful, F'tag'ua reminds the characters of the mythos entity called Fthaggua - a being of blue tinged lightening who has dominion over fire vampires. Although there are distinct differences there are also some similarities to Cthugha whom the players may now be aware of by another name - Asha. Another reference, written by Father Junípero Serra, a priest of the time describes their utter annihilation by the Spanish explorer, and General, Diego Cordoba who came across them in the early 16th century at their mountain of worship conducting many sacrifices and was appalled at what he saw. A short military offensive took place and the F'tag'ua tribe was utterly destroyed. Man. Woman. Child. No survivors. The mountain was then sealed forever with gunpowder. A PSYCHOLOGY check while reading the account enables attentive readers to believe selective editing has taken place at key places. Whatever these edits, rewrites, and changes were have been lost. What mountain would that be, as if we didn't know... The players already know the answer to this. There's a thousand Turks paying homage to it. However, just to be sure they can verify the fact through heavy consultation of old maps and various documentation. Other Planetary Alignments There are no planetary alignments in the coming days, but the text does state cosmological. So maybe galaxies are coming into conjunction. Then again, maybe it refers to an arrangement or conjunction in which planets need not line up in a row. What Now Even if the players are certain that something's going on - what can they do? Where's the actual definitive proof that the Turks are here to summon Cthugha. Remember, the ordinary cult member isn't aware of Yilderim's plans; they are here because he says they should be here - just to pay homage. Just because there's a mass convergence of alleged "cultists" at a mountain doesn't mean a thing. Sooner or later the players may decide to head out to Fire Mountain to take a closer look and see for themselves what the Turks are up to. Fire mountain is located roughly three miles east of Mount Wilson in the San Gabriel Mountain Range, which is itself 25 miles north of LA. Getting there should not present too much of a problem providing someone can read a map or otherwise gain directions. Fire Mountain Even though it is associated with the San Gabriel mountain range, the actual mountain stands separate at a fair distance on a rocky prairie. The intensity of the desert sun causes a quivering of the air that blurs the edges of the landscape and confuses the eye. The mountain is 5732 feet high, and on its northern side there is a large tented city which accommodates several thousand Turks. Those who succeed an OCCULT roll realize the possible significance of this - it is said that when you are invoking fire in spells or witchcraft you should face south. The very air is thick with the pungent aroma of spice. The Turks, when not sleeping or praying amuse themselves with assorted activities like walking on hot coals, fire breathing, juggling, playing instruments, acrobatics, et cetera. Even though the camp is spectacular, there's really nothing remarkable about it. They have everything they need for a prolonged stay; stacks of grain and other food stuffs, a large goat enclosure, several beat up pickup trucks are parked close to pumping equipment and drums of gasoline. The players may take a moment to wonder where they are getting all their supplies from. Water is drawn from a magically created wellspring courtesy of the High Priest. At night everyone will bed down for the night and movement will be kept to a minimum. No one will be all that alert, so it may be easier for the players to move about providing they disguise themselves. If you wish you can have the cultists perform a trial / practice run of the full ceremony without the obvious effects whenever the players first arrive. The players will be tolerated so long as they do not cause a disturbance, though they will be viewed with a great deal of suspicion. A couple of other curious onlookers drift about. Anyone who can understand Turkish learns nothing of import when listening in one of the many conversations. Striking up a rapport with some of the more friendly Turks, the players learn what they already know: "We are here to pray to the mountain god." They'll deny the fact that they are there to summon Cthugha, if pressed to concede the point - which for all intents and purposes is true to the average Turk. Even though they believe Asha/Cthugha will return one day, they don't think that it's their place to force his return - if that's possible. It's up to him when to come back. Closer inspection of the city reveals it to be split in two: the sprawling metropolis of the faithful and the smaller encampment closer to the mountain base which belongs to the sect leaders and of course the High Priest, Mobed Abd al-Yilderim, and his personal guards. The players will be prevented access here by armed guards who wield AK47s. These fanatical guards are not afraid to use them. There is also a chance that the players are recognized, in which case moves to apprehend them will be made - especially if they still have the scrolls of Nestar. Their fate to be decided by the keeper. Access to the summit of Fire Mountain is also restricted, but not impossible for the determined player. During their visit here (or whenever it is convenient) the ground begins to tremor and quake. Boulders and rocks tumble down the mountainside. The mini quake lasts 14 seconds and is felt all over California, causing minor structural damage. It's epicenter is here at Fire Mountain. An almighty audible and visible crack fractures the mountainside as a huge gout of flame momentarily belches out from the rupture. Those making a POWx1 check here briefly see that the flame, for a split second, take the shape of a demonic face. 0/1 sanity loss. The atmosphere around Fire Mountain then seems to be electrically charged somehow which is felt by the characters. All the Turks rise in cheer. The mountain god has spoken. Euphoria sweeps everyone present. 'tis truly a wondrous sign, and as such everyone kneels and begins to pray, or play instruments and dance with new vigor. If the characters can make a SPOT HIDDEN check, they see the High Priest and a two others disappear into the newly formed crack. The characters require successful SNEAK rolls to follow undetected, otherwise a couple of armed guards intercede - firing if necessary. Making it in unobserved, the characters descend into the mountain's interior. For the most part, the jagged passages are wide enough and high enough to walk through, however, there are some passages (not shown) that are too small to squeeze through. Despite the gout of flame, the air is relatively cool, maybe a little warm, but not so much to cause discomfort. Scattered about are small burning fires that give ample light to see by. Eventually, as the characters wend their way through the tunnels, they come to the cavern marked X. They detect a slight breeze blowing and up ahead they see the flickering yellow light of a large fire. They may even hear it burn fiercely, its light causing shadows to dance and weave. Dwelling within this cavern is the sacred Fire Entity which was once worshipped by the F'tag'ua tribe and has now been uncovered by the Turks to use in their ceremonies. The High Priest believes it to be part of Cthugha himself, but this may only be a romantic notion on his part. In any case the entity is alive and is here, measuring roughly 40 cubic feet in size, and appears to emanate from a very large boulder. Any attempt to identify the creature by a Mythos roll will fail except to identify it as possibly belonging to the Greater Servitor Race. No sanity roll is made until it is quite clear the fire is alive. The entity can sense when it has visitors and can read their emotions. If the players approach with hostile intent in harming the entity, it will lash out, turning white in the process. Otherwise it will just burn away. As the players took wrong turns and retraced their steps, the High Priest had no trouble in coming to this cavern directly, and so by the time the players arrive they see him and his entourage engaged in some kind of ceremony. The High Priest stands before the fire with his arms raised and outstretched. He jabbers something in ancient Persian. Most likely he's paying homage to the Flame Entity, while appealing it to open the gateway when the time is right. His assistants stand either side of him, fully disrobed save for a cloth to cover their modesty. The Fire Entity reveals little to them, but does seem to revel in renewed worship. Just then two jets of flame peel from the fire, reach out and engulfs both aides and pulls them into the inferno's core (1/1d6 sanity loss), where they disappear from view, leaving two piles of neatly folded clothes. Sacrificed. All the time, the High Priest continues his adulation. This, incidentally, is probably the best time for the players to resolve the scenario. The entity will not be overly concerned if the players move in to attack the High Priest and his aides, providing it is left alone. It will do nothing to prevent the Priest's death, even if he beseeches it to do so. What does it care about these puny insignificant humans. If Yilderim becomes aware of the players, he immediately casts Cloak of Fire upon himself, and attempts to escape. High Priest, Mobed Abd al-Yilderim STR CON SIZ INT POW DEX MOVE HITS 9 11 10 17 16 11 8 11 WEAPON ATTK % DAMAGE Skills: Archaeology 65%, Astronomy 90%, Fist 30 1d3 Astrology 85%,Cthulhu Mythos 65%, Dodge 25%, Occult 70%, R/W English 80%, Recite Letters of Nestar by heart 97% Spells Known: Summon / Bind Fire Vampire, Contact Fthaggua, Fire Dance, Death Spell, Enchant Torch, Brew potion of Phan, Call Cthugha, Cloak of Fire The two attendants STR CON SIZ INT POW DEX MOVE HITS 12 13 12 15 15 13 8 13 WEAPON ATTK % DAMAGE Spells: Summon / Bind Fire Vampire, Fist 50 1d3 Contact Fthaggua, Fire Dance, Death Spell, Enchant Torch,Brew potion of Phan, Recite Letters of Nestar by heart 37% Flame Entity STR CON SIZ INT POW DEX MOVE HITS -- 30 35 15 41 10 0 Special WEAPON ATTK % DAMAGE San Loss: 1d3/1d6 Heat Burst -- Special Spells: Summon / Bind Fire Vampire, Contact Fthaggua, Death Spell, Fire Dance, Open Gateway Hit points The Flame Entity has no armour and no hit points. It cannot be damaged or extinguished by any means other than by a command given in Cthugha's name - and then only on a successful POW resistance check. Heat Burst The Flame Entity affects an area roughly 40 cubic feet in size in its passive stance. However, once enflamed to attack the being can expand out to an area roughly 100 cubic yards providing it spends one magic point per ten yards. Anyone caught within this area must make a resistance roll matching their CON with the entities POW. If the roll is failed, the target takes damage equal to the entities remaining magic points. If the roll is a success, half damage is taken. Armour does not protect. (continued) -- To unsubscribe from the chaos-digest ML, send an "unsubscribe" command to chaos-digest-request@chaosium.com. Chaosium Inc., Call of Cthulhu, and Nephilim are Registered Trademarks of Chaosium Inc. Elric! and Pendragon are Trademarks of Chaosium Inc. 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