recursal/Fanatic-Fandom huggingface dataset:
Shan

Dimension

 Horror

 Gates of Arkham
 Trophy
 1

 Mountains of Madness
 Horror

**Shan** is a Monster that appears in the *Arkham Horror Second Edition* Kingsport Horror, *Elder Sign* Gates of Arkham, and *Eldritch Horror* Mountains of Madness.

## Artwork

*This section of the article is a stub. You can help by expanding it.*
## Mythos

The Shan first appeared in the story *The Insects from Shaggai* (Ramsey Campbell, 1964).

The Shan, also called the insects from Shaggai, are a species of insects about the size of a bird. They differ from earthly insects in that they have ten legs, a set of feelers below their three mouths, and tentacles sprouting from their legs. The shan are entirely photosynthetic, deriving their nourishment from their sun's rays, and possess the ability to physically enter and inhabit organic matter.

Possessing three brains and the ability to make tools, the shan rapidly acquired civilization. They lived in grey, globular buildings, worshiped Azathoth in conical metal temples and conquered the surrounding worlds. When Shaggai was destroyed, the shan were not all killed. They had already colonized several nearby worlds, and the temples of Azathoth were able to teleport away from Shaggai. In this way, many insects escaped destruction. The insects have travelled extensively through space, hopping from Shaggai to Xiclotl, then to Thuggon, next to L'ghyx, and finally to Earth. On their final stop, in the woods near the Severn River Valley in 1643, the shan became trapped, as the atmosphere contains an element preventing their temples from teleporting.

It was then that these earth-bound shan became involved with humanity. They found it possible to physically merge with the brains of humans, thereby infiltrating a group of fugitive Protestants hiding from the authorities. By doing so, they built up a cult dedicated to Azathoth, using their mind control to induce feelings of elation upon their hosts, as well as producing visions which revealed the history and discoveries of the insects to the worshipers.

Even before they left Shaggai, the shan were extremely decadent. Their primary form of entertainment is the torture of their many slave races, making use of curious devices powered by psychic waves.

## Notes and references

1. ↑ Harms, Daniel, "Shan", *Cthulhu Mythos Encyclopedia*.
Skinless One

Character
 Hastur | 4

**Skinless One** is a Character Card that appears in the *Call of Cthulhu: The Card Game* Eldritch Edition.

## Artwork

EE-122 uses an illustration[?] by Patrick McEvoy.

## Mythos

Skinless One first appeared in the Call of Cthulhu RPG adventure *Horror on the Orient Express* (Gillan et al., 1991).

A particularly despicable cult in Turkey and the surrounding area reveres Nyarlathotep in the guise of a flayed corpse.

## Notes and references

1. ↑ Harms, Daniel, "Nyarlathotep", *Cthulhu Mythos Encyclopedia*.
Sarah Danforth

+1 FocusDraw 1 Exhibit item when Sarah Danforth joins you.

 +1 FocusDraw 1 Exhibit item when Sarah Danforth joins you.

**Sarah Danforth** is an Ally that appears in the *Arkham Horror Second Edition* The Curse of the Dark Pharaoh and The Curse of the Dark Pharaoh (Revised Edition).

## Fiction

### *Arkham Horror Second Edition*

Sarah is an archaeology student at Miskatonic University. She's investigating gold coins that came from the house at 607 Water St. in Kingsport.

## Notes and references

1. ↑ *Arkham Horror Second Edition*, Kingsport Horror, 607 Water St. encounter card.
Soul Pact

**Fail**: *You are inside a coffin, buried alive and clawing at the lid. You snap out of this terrible illusion, but discover that your fingers are still bloodied.*Take 1 damage and 1 horror.

**Fail**: *The entire room shakes ominously. You fear that strange forces conspire against you.*The keeper gains 3 threat.

**Fail**: *Time seems to stand still. It may have only been a minute, but you fear that much horror can be found within a single moment.*The keeper gains 3 threat.

**Fail**: *You feel powerfully alert, your heart pounding in your chest and sweat pouring down your face.*Take 1 damage.

**Soul Pact** is a Spell Card that appears in the *Mansions of Madness First Edition* Core Set.

## Artwork

The *Mansions of Madness First Edition* Spell Card uses an illustration[?] from D-28: Curse of Darkness by Gabrielle Portal.
Restless Dead

Character
 Yog-Sothoth | 3

 Character
 Shub-Niggurath | 1

**Restless Dead** is a Character Card that appears in the *Call of Cthulhu: The Card Game* Forbidden Relics and The Thousand Young.

## Availability

FR-94 appears in the Eldritch Edition Premium Starter Set as M18.

## Artwork

FR-94 uses an illustration[?] by James Ryman.

TTY-3 uses an illustration[?] by Damon Westenhofer.
Shantak Mount

Character
 Yog-Sothoth | 4

**Shantak Mount** is a Character Card that appears in the *Call of Cthulhu: The Card Game* Masks of Nyarlathotep.

## Artwork

MoN-97 uses an illustration[?] by Doug Williams.

## Mythos

Shantaks first appeared in the story *The Dream-Quest of Unknown Kadath* (H.P. Lovecraft, 1927).

Shantaks are creatures of the Dreamlands that resemble tremendous scaled birds with the heads of horses. Shantaks live in the mountains near to the Plateau of Leng, and have been known to aid the people of that place at times. Some say that these creatures also dwell on other planets in our own dimension, constructing the huge stone towers found in Zimbabwe.

The shantaks serve Nyarlathotep, Groth-Golka, or the Wendigo. They may act as mounts, though the monster might ignore its rider's commands and attempt to bear its rider to Azathoth's court. They are known to fear nightgaunts, a fact that
those wishing to avoid them should consider.

## Notes and references

1. ↑ Harms, Daniel, "Shantaks", *Cthulhu Mythos Encyclopedia*.
Shining Trapezohedron

Support

**Shining Trapezohedron** is a Support Card that appears in the *Call of Cthulhu: The Card Game* Forbidden Relics.

## Artwork

FR-104 uses an illustration[?] by John Goodenough.

## Mythos

The Shining Trapezohedron first appeared in the story *The Haunter of the Dark* (H.P. Lovecraft, 1935).

The Shining Trapezohedron is an artifact used in the worship of the Haunter of the Dark avatar of Nyarlathotep. The Shining Trapezohedron antedates most earthly life. A species of crustaceans that predated the mi-go created the artifact and brought it to earth. After a great war, the Elder Things destroyed its original owners and placed the Trapezohedron in a box of their own design, using its power to destroy the shoggoths during the rebellion. A Minoan fisherman found the artifact in his nets and sold it to the pharaoh Nephren-Ka, who kept it in the labyrinths of Kish, where Nitocris later found and used it.

The Trapezohedron remained at Kish until 1844, when Professor Enoch Bowen's archaeological dig unearthed it. The professor bore it back to his home in Providence, Rhode Island, where it became the sacred object of the Starry Wisdom cult. Following the cult's dissolution in 1877, the Trapezohedron remained in the deserted Starry Wisdom church until 1935, when events connected with its disturbance prompted a local doctor to bear the artifact away and cast it into Narragansett Bay.

The Trapezohedron may be used in many ways. It serves as a window in which one may gaze on all time and space. If someone gazes at the Trapezohedron for any length of time and then plunges the item into darkness, Nyarlathotep's Haunter of the Dark aspect will manifest itself nearby. It maintains a link with the gazer, seeking to possess his or her body and thereby remain in our world. The Trapezohedron's last power is to accelerate any bodily metamorphosis, such as Deep One transformation which may be taking place in its viewer.

Some have connected the Shining Trapezohedron with the magical stone known to alchemists as "Azoth", Doctor John Dee's shewstone through which he communicated with the angels, and the curious angles found in many haunted houses and temples.

## Notes and references

1. ↑ Harms, Daniel, "Shining Trapezohedron (also Crystal of Chaos)", *Cthulhu Mythos Encyclopedia*.
Sentinel Hill

Support

**Sentinel Hill** is a street area in the *Arkham Horror Second Edition* Dunwich Horror, and a Support Card that appears in the *Call of Cthulhu: The Card Game* Forgotten Lore.

## Artwork

FL-74 uses an illustration[?] by Patrick McEvoy.

## Mythos

Sentinell Hill first appeared in the story *The Dunwich Horror* (H.P. Lovecraft, 1928).

Sentinell Hill is a prominence near Dunwich, Massachusetts. Its summit is capped with a large stone resembling a table or altar. Archaeologists have debated the origin of this feature, as well as the ancestry of the bones found buried nearby. The Whateley family once held rites on Sentinel Hill on Walpurgis and Halloween. It was also the site where the Dunwich Horror came to a close.

## Notes and references

1. ↑ Harms, Daniel, "Sentinel Hill", *Cthulhu Mythos Encyclopedia*.
Police Station

Support

**Police Station** is a location that appears in the *Arkham Horror Second Edition* Core Set located in Arkham's Easttown neighborhood, a Support Card that appears in the *Call of Cthulhu: The Card Game* Arkham Edition, and a Location Card that appears in the *Arkham Horror: The Card Game*.

## Fiction

### *Arkham Horror: The Card Game*

*You doubt that Sheriff Engle will believe your story, but you might be able to convince some of the other officers to assist in your investigation.*

*This section of the article is a stub. You can help by expanding it.*
## Artwork

AE-29 uses an illustration[?] by Mike Yamada.

## Notes and references

1. ↑ *Arkham Horror: The Card Game*, Return to the Night of the Zealot #27, "Easttown - Arkham Police Station"
Silver Twilight Lodge

Support

 Support

**Silver Twilight Lodge** is a location that appears in the *Arkham Horror Second Edition* Core Set located in Arkham's French Hill neighborhood, and a Support Card that appears in the *Call of Cthulhu: The Card Game* Arkham Edition and The Order of the Silver Twilight.

## Artwork

AE-118 uses an illustration[?] by Michael "Mike" May.

TOotST-36 uses an illustration[?] by Marco Caradonna.

## Mythos

The **Silver Twilight Lodge** is an adaptation of the *Hermetic Order of the Silver Twilight*, who are the primary antagonists in the *Call of Cthulhu* campaign *Shadows of Yog Sothoth*. That name in turn is a play on *The Hermetic Order of the Golden Dawn*, a magical order in Britain in the late 19th and early 20th centuries.

## Notes and references

1. ↑ *Arkham Horror Second Edition*, Core Set, Silver Twilight Lodge and Inner Sanctum encounter cards.
Sand Dweller

Omens of the Pharaoh
 2

 Under the Pyramids
 Horror

**Sand Dweller** is a Monster that appears in the *Elder Sign* Omens of the Pharaoh and *Eldritch Horror* Under the Pyramids.

## Artwork

*This section of the article is a stub. You can help by expanding it.*
## Mythos

Sand-Dwellers first appeared in the story *The Gable Window* (H.P. Lovecraft and August Derleth, 1957).

Sand-Dwellers are creatures that resemble emaciated, grit-encrusted humans with koala-like heads. Sand-dwellers come from another dimension, first appearing in North America. They dwell in the American Southwest, especially beneath Arizona's Superstition Mountains, Egypt, and in other desert areas elsewhere in the world.

## Notes and references

1. ↑ Harms, Daniel, "Sand-Dwellers", *Cthulhu Mythos Encyclopedia*.
Shriveling

**Fail**: *As you finish the incantation, you wait as absolutely nothing happens. You fear that you have done yourself some unknown damage.*Take 1 horror.

**Fail**: *Acrid black smoke billows out from the monster as its skin bursts into flames.*Deal 2 damage, take 1 horror, and place a fire token in this room.

**Fail**: *At first it appears that nothing is happening. A second later your vision blurs as you watch your enemy's skin boil.*Take 2 horror and deal 3 damage.

**Fail**: *You sense that something has gone terribly wrong. The skin on your left hand starts to melt off.*Take 1 damage and 1 horror.

 Core Set
 Range

**Shriveling** is a Spell Card that appears in the *Mansions of Madness First Edition* Core Set and the *Mansions of Madness Second Edition* Core Set.

## Artwork

The *Mansions of Madness First Edition* and *Mansions of Madness Second Edition* Spell Cards use an illustration[?] from AE-140: Song of Hastur by Guy Gentry.
Shoggoth

Dimension

 Horror

 Type
 Eldritch

 Aware
 3

 Core Set
 Trophy
 2

 Core Set
 Horror

**Shoggoth** is a Monster that appears in the *Arkham Horror Second Edition* Core Set and Innsmouth Horror, *Mansions of Madness First Edition* Core Set, *Mansions of Madness Second Edition* Recurring Nightmares, *Elder Sign* Core Set, and *Eldritch Horror* Core Set.

## Artwork

*This section of the article is a stub. You can help by expanding it.*
## Mythos

Shoggoths first appeared in the story *At the Mountains of Madness* (H.P. Lovecraft, 1931).

Shoggoths are entities created by the Elder Things as a servitor race billions of years ago. These beings were enormous black masses covered with whatever sensory organs and appendages their masters required. Shoggoths did not age and had astounding regenerative capabilities only slowed by extreme cold. These creatures were immensely strong and easily taught through hypnosis, building the great underwater stone cities of the Elder Things.

After millions of years serving the Elder Things, the shoggoths had become more intelligent and contemptuous of their taskmasters. This discontent turned into rebellion in the Permian period 150 million years ago. Though the shoggoths were initially successful, the Elder Things suppressed the rebellion, re-trained the shoggoths, and continued to use them with more caution. During the insurrection, the shoggoth proved themselves able to survive out of water, but the Elder Things discouraged such adaptation. When the Elder Things departed the cold Antarctic for their last underwater city, it is believed they took their shoggoths with them.

Variant forms of shoggoths have sometimes been reported. Some of these have
been more fixed in a particular shape, though their voracity and hardiness remain
the same.

## Notes and references

1. ↑ Harms, Daniel, "Shoggoths", *Cthulhu Mythos Encyclopedia*.
Servitor of the Outer Gods

Strange Remnants
 Horror

**Servitor of the Outer Gods** is a Monster that appears in the *Eldritch Horror* Strange Remnants.

## Artwork

*This section of the article is a stub. You can help by expanding it.*
## Mythos

The Servitor of the Outer Gods first appeared in the story *The Festival* (H.P. Lovecraft, 1923).

The Servitor of the Outer Gods is a creature resembling a toad or lizard with a number of tentacles carrying a flute.

The Servitors provide the music at the court of Azathoth, but may come to earth if a special flute is blown on Walpurgis, Midsummer's Eve, or Halloween. A servitor's music has the power to summon other beings of the Mythos, making them even more dangerous.

## Notes and references

1. ↑ Number of Gates on the game board that correspond to the current Omen.
2. ↑ Harms, Daniel, "Servitor of the Outer Gods", *Cthulhu Mythos Encyclopedia*.
Silas Marsh

Health
 9

 Investigator

**Silas Marsh** is an Investigator that appears in the *Arkham Horror Second Edition* Innsmouth Horror, *Mansions of Madness Second Edition* Horrific Journeys, *Elder Sign* Omens of Ice, and *Arkham Horror: The Card Game* .

## Fiction

### The Story So Far

Silas always felt the call of the ocean. Even as a little boy he loved to play in the waves. There was just something soothing and otherworldly about the sea that put him at ease in a way nothing else could.

It came as no surprise to his family when Silas announced that he'd decided to become a sailor and travel the world. They'd actually been waiting for him to reach that conclusion for several years.

So, he signed up with a merchant shipping company and spent the next few years gallivanting from one port to the next and seeing all the sights he could take in.

Periodically, he would dream. At these times, his sleep was haunted with strange, ethereal visions of undersea vistas and bizarre creatures that smiled toothily at him. Gradually, he came to feel that there was something sinister about these dreams, and when he asked his family, they simply nodded and said, "It's time for you to visit the main branch of the family up in Innsmouth. They'll set you straight."

Two days later, as he disembarks from a ship at the Arkham docks, Silas can't help but find his family's remark just a little bit sinister.

Silas Marsh has loved the sea ever since he was old enough to toddle through its briny shallows. Becoming a sailor was the easiest decision he ever made, and his sturdy frame and good sense for the weather gave him a good reputation aboard any vessel. There was only one thing troubling Silas: over and over again, he dreamed of unsettling cities hidden beneath the waves and inhabited by bizarre creatures. These dreams called to him, stirring something deep within him that he thought he had left behind in his hometown of Innsmouth.

Silas Marsh has always felt called to the sea. As a young lad, he left his family in fear-shadowed Innsmouth and made a name for himself sailing the seven seas. But after the death of his parents, the sea's call has only grown stronger. Silas has dreams - nightmares - of pointed teeth grinning, webbed hands reaching, and eyes glowing in the darkness of the ocean deeps. No one in his family is able to offer an explanation for his dreams, or at least, no one is willing. So when desperate librarian Abigail Foreman comes to Silas with questions of her own, he cannot turn her away. Her ancient and mysterious tome, the Profesiae Profana, points to a stellar event foretelling the end of the world, and painted in its margins are the very same creatures that haunt Silas's nightmares...

## Artwork

*This section of the article is a stub. You can help by expanding it.*
## Notes and references

1. ↑ *Arkham Horror Second Edition* — Silas Marsh Investigator Card
2. ↑ *Mansions of Madness Second Edition*: Horrific Journeys — Silas Marsh Investigator Card
3. ↑ *Arkham Horror: The Card Game* — **CS-13: Silas Marsh**
Rlim-Shaikorth

**Killing Cold**: When an investigator moves to an adventure with a storm marker, he loses 1 stamina.**At Midnight:** Add 3 storm markers to adventures.

**Rlim-Shaikorth** is an Ancient One that appears in the *Elder Sign* Omens of Ice.

## Artwork

*This section of the article is a stub. You can help by expanding it.*
## Mythos

Rlim-Shaikorth first appeared in the story *The Coming of the White Worm* (Clark Ashton Smith, 1941).

Rlim-Shaikorth is a creature mentioned in the Book of Eibon. It is said to have appeared as an immense white worm. At one end, it had a wide mouth and two empty eye-sockets from which blood constantly dripped. Rlim Shaikorth was practically omniscient and mighty in the ways of magic.

Rlim Shaikorth came to Earth from beyond the solar system when Hyperborea was still a mighty world power. In its ice-citadel of Yikilth, the White Worm traveled south from the Pole, blasting all of the lands it sailed past with a great cold that killed all that it touched instantly. Only a few survivors, the Ylidheem, remained; these were great wizards whom Rlim Shaikorth had transformed so that they might live comfortably in the cold to worship it. According to Eibon, the cold from Yikilth destroyed many of Hyperborea's finest cities, and the end of the world seemed certain. One day, though, the unnatural cold ended as Yikilth melted away. What happened to Rlim Shaikorth still remains a mystery, though Eibon's book provides one possible answer.

## Notes and references

1. ↑ Harms, Daniel, "Rlim Shaikorth", *Cthulhu Mythos Encyclopedia*.
Serpent People

Dimension

 Horror

 Core Set
 Horror

**Serpent People** is a Monster that appears in the *Arkham Horror Second Edition* Kingsport Horror and *Eldritch Horror* Core Set.

## Artwork

*This section of the article is a stub. You can help by expanding it.*
## Mythos

The Serpent People first appeared in the story *The Shadow Kingdom* (Robert W. Howard, 1929).

The Serpent People are a species of bipedal reptiles that appeared during the Permian period. With their great magic and the aid of the fabled Cobra Crown, the serpent people conquered the empire of Valusia, an area which today forms part of both Europe and Africa. During this time, the serpent people reared great stone cities containing both laboratories and temples to Yig, Byatis, Han, Shub-Niggurath, and Tsathoggua. When the Triassic Age came, new conditions caused the race to go into decline for eons until they resurged during the Pleistocene Era.

The coming of humanity proved to be the downfall of the serpent people's dominion over the world. Although some of the serpent people provided humanity with helpful knowledge, the new race later swept aside the old cities of the reptiles in order to build their towns and fortresses. To escape this destruction, some of the reptiles crept into hidden burrows in the hills of Wales, or to the caverns of Yoth. Others put themselves into deep hibernation, while some used their magical abilities to disguise themselves and concealed
themselves among the invaders. Apart from one abortive attempt to recapture the throne of Valusia, the serpents were never a serious threat to humanity thereafter.

Today, the serpent people are small in numbers, and must do even more to keep their identities hidden. Despite this, many of this species are convinced that another resurgence of their race is imminent. For the most part, the serpent people are so few and individualistic that any concerted efforts seem unlikely. Their dislike of direct confrontation and mastery of both scientific and magical techniques (as well as their advanced knowledge of poison manufacture) makes them formidable foes nonetheless.

## Notes and references

1. ↑ Harms, Daniel, "Serpent People", *Cthulhu Mythos Encyclopedia*.
Sarnath

Support

**Sarnath** is a Support Card that appears in the *Call of Cthulhu: The Card Game* Denizens of the Underworld.

## Artwork

DotU-40 uses an illustration[?] by Lino Drieghe.

## Mythos

Sarnath first appeared in the story *The Doom that Came to Sarnath* (H.P. Lovecraft, 1919).

Sarnath was a city built near a great lake in the land of Mnar by a group of nomads. Sarnath lay quite near to another city, Ib, in which a species of amphibian creatures dwelt. The people of Sarnath hated the creatures who dwelt in Ib; the warriors of Sarnath killed all of its inhabitants, bearing back to Sarnath the statue of Bokrug which the people of Ib worshiped.

After this victory, Sarnath conquered many of the nearby nations and became rich and powerful. A thousand years later, however, a great calamity befell, and the city of Sarnath disappeared in one night.

## Notes and references

1. ↑ Harms, Daniel, "Sarnath", *Cthulhu Mythos Encyclopedia*.
Rex Murphy

Investigator

**Rex Murphy** is an Investigator that appears in the *Arkham Horror Second Edition* Kingsport Horror, *Elder Sign* Omens of Ice, and *Arkham Horror: The Card Game* The Dunwich Legacy.

## Fiction

### The Story So Far

The gypsy woman who read Rex's palm in Lithuania had shrieked in his face, screaming a single word over and over, pointing one bony, talon-like finger at him.

"Cursed," his translator had said, shrugging and clapping his thick hands together to ward off spirits.

The rest of the trip hadn't gone any better. The diary he'd found detailing the secret rituals of the local cults had gone missing, but Rex was used to things like that. Heck, he'd discovered and lost enough evidence of strange things over the years to almost believe he might be cursed. That business in Innsmouth with the photographs that had blown out to sea in the wind. The tracks in Dunwich that had washed away in the rain just before he'd brought the sheriff out to see. Time and again, something had gone wrong.

Stepping out of the offices of the Arkham Advertiser, Rex sighed and ran his hand through his goatee. This time, nothing was going to stop him from getting at the truth.

When disaster strikes, Rex Murphy is usually on hand, suffering the consequences. After spending a day with Rex, even the most hardened skeptic will concede that the man is cursed. Anytime he had a lead on a good story, something would go wrong. That business in Innsmouth with the photographs that had blown out to sea. The tracks in Dunwich that had washed away in the rain just before he'd brought the sheriff. His terrible fortune has more than once exposed him to gruesome beasts and occult conspiracies. To survive, Rex has developed an inquisitive mind, keeping one step ahead of the next disaster.

## Artwork

The *Elder Sign* Investigator Card for Rex Murphy use an illustration[?] from UT-102: Seal of Isis by Torstein Norstrand.

The *Arkham Horror: The Card Game* Investigator Card for Rex Murphy use an illustration[?] by Cristi Balanescu.

*This section of the article is a stub. You can help by expanding it.*
## Notes and references

1. ↑ *Arkham Horror Second Edition* — Rex Murphy Investigator Card
2. ↑ *Arkham Horror: The Card Game* — **TDL-2: Rex Murphy**
Sir William Brinton

+1 Maximum StaminaDiscard to immediately restore your Stamina to its maximum.

 Character
 Miskatonic University | 5

**Sir William Brinton** is an Ally that appears in the *Arkham Horror Second Edition* Core Set and a Character Card that appears in the *Call of Cthulhu: The Card Game* Arkham Edition.

## Mythos

Sir William Brinton appeared in *The Rats in the Walls*, written by H.P. Lovecraft (1923).

## Artwork

AE-32 uses an illustration[?] by Sedone Thongvilay.
Rivertown

**Rivertown** is a neighborhood that appears in *Arkham Horror Second Edition*, and a location card in *Arkham Horror: The Card Game*.

## *Arkham Horror Second Edition*

The Black Cave, the General Store and the Graveyard are part of the Rivertown neighborhood.

## Fiction

### *Arkham Horror: The Card Game*

*The banks of the Miskatonic River are lined with docks, warehouses and small shops in a district aptly named Rivertown.*

*There is something unsettling about the water of the Miskatonic River tonight. It ripples and bubbles as though something is moving beneath the surface.*

## Notes and references

1. ↑ *Arkham Horror: The Card Game*, Core Set #125, "Rivertown"
Science Building

The **Science Building** is a location in *Arkham Horror Second Edition* located in Arkham's Miskatonic University neighborhood, and a location card in *Arkham Horror: The Card Game*.

## Fiction

The **Science Building** resides in the Miskatonic University campus.

### *Kate Winthrop (short story)*

The science building is located in the Miskatonic University campus in Arkham. The building includes laboratories for various departments of the university, like for example the Chemistry Department where Kate Winthrop works.

"Jazz" Mulligan is the janitor of the science building.

## Notes and references

1. ↑ *The Investigators of Arkham Horror*, "Kate Winthrop"
Roland Banks

Investigator

**Roland Banks** is an Investigator that appears in the *Arkham Horror Second Edition* Innsmouth Horror, *Elder Sign* Omens of the Deep, and *Arkham Horror: The Card Game* Core Set.

## Fiction

### The Story So Far

Methodical. By the book. If you looked in the Federal Agent's handbook, you'd find a picture of Roland Banks next to those sections. At least, if it had any pictures, you would.

Where other agents found the rules restricting and annoying, Roland took comfort in procedure. It was a relief to have guidelines to follow in any given situation. Well, at least until this latest case.

Try as he might, Roland could find no mention in the handbook of what to do when confronted with strange creatures, gates through time and space, or magic spells. This case was rapidly escalating into a fiasco, and if he dropped the ball, losing his job was the least of his worries.

Sitting outside the Asylum after an interview with yet another demented witness, Roland dropped his battered Agent's handbook back into his briefcase and sighed. At least the agency was sending him some backup. Maybe they could help him make some sense out of this mess.

Roland had always taken comfort in procedure and rules. As an agent in the Bureau, he was relieved to have guidelines to follow in any given situation. But lately, his Federal Agent's Handbook had been entirely unhelpful given the cases he'd been assigned. Try as he might, Roland could find no mention of what to do when confronted with strange creatures, gates through time and space, or magic spells. If he hadn't seen it with his own eyes, he would never have believed it... and there's no way his superiors would understand. Roland knew he would have to handle this one himself.

## Artwork

The Elder Sign Investigator card for Roland Banks uses an illustration[?] from AE-35: Expedition Leader by Sedone Thongvilay.

*This section of the article is a stub. You can help by expanding it.*
## Notes and references

1. ↑ *Arkham Horror Second Edition* — Roland Banks Investigator Card
2. ↑ *Arkham Horror: The Card Game* — **CS-1: Roland Banks**
Saracenic Rituals

Support

**Saracenic Rituals** is a Support Card that appears in the *Call of Cthulhu: The Card Game* Forbidden Relics.

## Artwork

FR-34 uses an illustration[?] by Thomas Denmark.

## Mythos

*Saracenic Rituals* first appeared in the story *The Shambler from the Stars* (Robert Bloch, 1935).

*Saracenic Rituals* is a famous chapter of Ludwig Prinn's De Vermis Mysteriis. It contains the secrets learned by the author during his captivity under the wizards of Syria – or so Prinn asserted.

This chapter deals with the efreets and djinni of the Arabian deserts, as well as with the pharaoh Nephren-Ka, the priesthoods of the Egyptian gods Sebek and Bast, and the worm-wizards of many-columned Irem.

## Notes and references

1. ↑ Harms, Daniel, "*Saracenic Rituals*", *Cthulhu Mythos Encyclopedia*.
Son of Yeb

Character
 Yog-Sothoth | 2

 Character
 Yog-Sothoth | 2

**Son of Yeb** is a Character Card that appears in the *Call of Cthulhu: The Card Game* Eldritch Edition and Core Set.

## Availability

EE-161 appears in the Eldritch Edition Premium Starter Set as M9.

CS-103 appears in the Necronomicon Draft Pack.

## Artwork

EE-161 and CS-103 use an illustration[?] by Chris Seaman.
Satchel of the Void

Type
 Exploration

 Type
 Unique Item

 Support

**Satchel of the Void** is an Exploration Card that appears in the *Mansions of Madness First Edition* House of Fears, a Unique Item Card that appears in the *Mansions of Madness Second Edition* Horrific Journeys, and a Support Card that appears in the *Call of Cthulhu: The Card Game* The Rituals of the Order.

## Availability

TRotO-55 appears in the Necronomicon Draft Pack.

## Artwork

TRotO-55 uses an illustration[?] by Ian Kirkpatrick.
Silver Key

Type
 Exploration

 Type
 Unique Item

**Silver Key** is an Exploration Card that appears in the *Mansions of Madness First Edition* Core Set, The Silver Tablet, and House of Fears, and a Unique Item Card that appears in the *Mansions of Madness Second Edition* Core Set.

## Mythos

The Silver Key first appeared in the story *The Silver Key* (H.P. Lovecraft, 1926).

Key of tarnished silver five inches long, carved with indecipherable hieroglyphics. The Silver Key was forged in the land of Hyperborea many years ago. Stolen in the Middle-East by the Crusader Geoffrey Carter, he passed it down through his family line. The Carter family passed down the key until the mystic Randolph Carter rediscovered it; he is believed to have taken it with him when he disappeared in 1928.

When certain words are spoken as the key is held up to the setting sun and rotated nine times, this device can physically transfer its user to any time desired. If the bearer is worthy, it may also be used to unlock the Ultimate Gate which Umr at-Tawil guards.

## Notes and references

1. ↑ Harms, Daniel, "Silver Key", *Cthulhu Mythos Encyclopedia*.
Riot

Dimension

 Horror

 Dimension

 Horror

 Dimension

 Horror

 Aware
 7

 Gates of Arkham
 0

 Core Set
 Damage

**Riot** is a Spawn Monster that appears in the *Arkham Horror Second Edition* The King in Yellow, and a Monster that appears in the *Mansions of Madness Second Edition* Core Set, *Elder Sign* Gates of Arkham, and *Eldritch Horror* Core Set.

## Artwork

*This section of the article is a stub. You can help by expanding it.*
Summoning

Path of the Serpent

**Pass**: *You cannot worry yourself over such trifles.*No additional effect.

**Fail**: *Your suspicions are confirmed when your magic pulls something random out of the ether.*Place Overgrowth in your space.

**Pass**: *You recognize your own prodigious talent.*Become Fearless.

**Fail**: *You rethink your confidence as a strange deluge of slugs appears alongside them.*Suffer 1 Horror.

**Pass**: *You exert perfect control under mounting strain.*Become Fearless.

**Fail**: *You feel your mind beginning to split.*Suffer 1 facedown Horror.

**Pass**: *Reality is forced to submit.*No additional effect.

**Fail**: *Your powers desert you before finishing the job.*Suffer 1 Horror.

**Pass**: *You sweat profusely.*No additional effect.

**Fail**: *You overexert yourself and the spell grabs several small, unrelated pieces of debris.*Place 2 Rubble in your space.

**Summoning** is a Spell Card that appears in the *Mansions of Madness Second Edition* Path of the Serpent.

## Artwork

The *Mansions of Madness Second Edition* Spell Card uses an illustration[?] from FR-67: The Great Summoning by Michael Komarck.
Spectral Hunter

Dimension

 Horror

 Unseen Forces
 Trophy
 4

 Character
 Yog-Sothoth | 4

**Spectral Hunter** is a Monster that appears in the *Arkham Horror Second Edition* Dunwich Horror and *Elder Sign* Unseen Forces, and a Character Card that appears in the *Call of Cthulhu: The Card Game* Eldritch Edition.

## Artwork

EE-162 uses an illustration[?] by Oliver Specht.

*This section of the article is a stub. You can help by expanding it.*
## Mythos

The Spectral Hunter first appeared in the Call of Cthulhu RPG adventure *Devil's Canyon* (John Carnahan, 1982).

The Spectral Hunter is a magical creature created through a sorcerous rite. A magician transforms a willing victim into a human-shaped monster with shark-like teeth, a thin, rubbery body, and pincers for hands. The spell also binds the hunter's soul to a particular item. Once created, the hunter can never travel more than a mile from that focus.

## Notes and references

1. ↑ Harms, Daniel, "Spectral Hunter", *Cthulhu Mythos Encyclopedia*.
The Enchanted Wood

Support

**The Enchanted Wood** is a Support Card that appears in the *Call of Cthulhu: The Card Game* Dreamlands.

## Availability

D-37 appears in the Necronomicon Draft Pack.

## Artwork

D-37 uses an illustration[?] by Jason Caffoe.

## Mythos

The Enchanted Wood first appeared in the story *The Dream-Quest of Unknown Kadath* (H.P. Lovecraft, 1927).

The Enchanted Wood is a forest located beyond the Gate of Deep Slumber through which a dreamer enters the Dreamlands. The Enchanted Wood is relatively safe, save for the furry zoogs that inhabit it. More dangerous creatures are rumored to live in its depths. A stone hatch in the Enchanted Wood leads to The Underworld.

## Notes and references

1. ↑ Harms, Daniel, "Enchanted Wood", *Cthulhu Mythos Encyclopedia*.
Strange High House

**Strange High House** is a location in *Arkham Horror Second Edition* located in Kingsport's Kingsport Head neighborhood.

## Fiction

### *Arkham Horror Second Edition*

William Bain inhabits the Strange High House.

## Mythos

The Strange High House appeared in *The Strange High House in the Mist*, written by H.P. Lovecraft (1926).

## Notes and references

1. ↑ *Arkham Horror Second Edition*, Kingsport Horror, Strange High House encounter cards.
Secrets of Arkham

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**Secrets of Arkham** is a deluxe expansion to *Call of Cthulhu: The Card Game*. It is primarily composed of reprints of cards from *Call of Cthulhu Collectible Card Game*, but also includes fifteen new cards—one for each faction, four Neutral cards, and four Story cards. It does not favor any faction, and includes a new set of Story cards that supersede those from the Core Set.

## Description

**Secrets of Arkham**, the first deluxe expansion for *Call of Cthulhu: The Card Game*, opens a host of new deckbuilding opportunities for players looking to expand the horizons of their game. New "tribal" synergy deck options open up through additional support for the Deep One, Mi-Go, and other subtypes, as well as for the Day and Night mechanism. This set also introduces a wealth of utility neutral cards that will easily find their way into lots of different kinds of decks. Cards like "Diseased Sewer Rats" and "Feint" will become indispensable in the new metagame.

This set also features a new ten-card story deck that players can use in place of the story deck found in the *Call of Cthulhu* Core Set to take their game to a new level. These story cards will feature large, global effects, that players will fight hard to trigger...or prevent from happening.

The first edition of *Secrets of Arkham* (2010) included two copies each of fifty different cards — six unique cards for each faction and eight neutral cards — while the 2013 edition includes three copies of each card, in addition to incorporating current errata.
Revelations of Hali

Support

**Revelations of Hali** is a Support Card that appears in the *Call of Cthulhu: The Card Game* Masks of Nyarlathotep.

## Artwork

MoN-86 uses an illustration[?] by Rafal Hrynkiewicz.

## Mythos

*Revelations of Hali* first appeared in the story *Typo* (Michael D. Winkle, 1987).

*Revelations of Hali* is a book by the famous prophet translated by the medium E. S. Bayrolles. Golden Goblin Press of New York published the *Revelations* in 1913. The hymns in the book are the supposed work of a being from Carcosa named Hoseib Alar Robardin. A copy is kept at Miskatonic University.

## Notes and references

1. ↑ Harms, Daniel, "Revelations of Hali", *Cthulhu Mythos Encyclopedia*.
The Clover Club

Support

**The Clover Club** is a Support Card that appears in the *Call of Cthulhu: The Card Game* Denizens of the Underworld, and a Location Card that appears in the *Arkham Horror: The Card Game* The Dunwich Legacy.

## Fiction

The Clover Club is a speakeasy that uses an Italian restaurant called La Bella Luna as its cover. Peter Clover is the owner of this establishment. The club is situated in the Downtown of Arkham, near the Theater.(?)

## Artwork

DotU-20 uses an illustration[?] by Dimitri Bielak.

## Notes and references

1. ↑ *Arkham Horror: The Card Game*, The Dunwich Legacy campaign guide. "*Finding the club’s exact location isn’t easy—you have to grease a few palms just to learn which of the Downtown restaurants operates as the club’s front. That restaurant is La Bella Luna, a somewhat upscale Italian eatery by the theatre.*"
The Beast

Dimension

 Horror

 Unseen Forces
 0

 Under the Pyramids
 Horror

 Character
 Cthulhu | 4

**The Beast** is a Mask Monster that appears in the *Arkham Horror Second Edition* Dunwich Horror and *Elder Sign* Unseen Forces, an Epic Monster that appears in the *Eldritch Horror* Under the Pyramids, and a Character Card that appears in the *Call of Cthulhu: The Card Game* Eldritch Edition.

## Artwork

EE-92 uses an illustration[?] by Patrick McEvoy.

*This section of the article is a stub. You can help by expanding it.*
## Mythos

The Beast first appeared in the Call of Cthulhu RPG adventure *Fungi from Yuggoth* (Keith Herber, 1984).

This form of Nyarlathotep manifests itself though one of the world's great monuments. It is the principal being worshiped by the Brotherhood of the Beast.

## Notes and references

1. ↑ Harms, Daniel, "Nyarlathotep", *Cthulhu Mythos Encyclopedia*.
St. Erasmus' Home for Mariners

Support

**St. Erasmus' Home for Mariners** is a Support Card that appears in the *Call of Cthulhu: The Card Game* Forgotten Lore.

**St. Erasmus' Home** is a location in *Arkham Horror Second Edition* Kingsport Horror located in Kingsport's Central Hill neighborhood.

## Artwork

FL-27 uses an illustration[?] by Bob Chiu.
St. Mary's Hospital

**St. Mary's Hospital** is a location in *Arkham Horror Second Edition* located in Arkham's Uptown neighborhood and a location card in *Arkham Horror: The Card Game*.

## Fiction

### *Arkham Horror Second Edition*

Dr. Mortimore and Nurse Sharon work here.

### *Arkham Horror: The Card Game*

*Arkham's only hospital, St. Mary's has a twenty-four-hour receiving room and is busy at all hours of the night. Doctor Mortimore and Nurse Sharon have been particularly stressed lately, thanks in part to recent events.*

*An extended stay at St. Mary's can do wonders for the body, but its effect on one's psyche is unclear.*

### *Vincent Lee (short story)*

Vincent Lee works here as physician under the chief physician, Dr. Mortimore. Nurse Sharon also works here.

## Mythos

**St Mary's Hospital** is first mentioned in *The Unnamable* (1923), written by H.P. Lovecraft.

## Notes and references

1. ↑ *Arkham Horror Second Edition*, St. Mary's Hospital encounter cards.
2. ↑ *Arkham Horror: The Card Game*, Core Set #128, "St. Mary's Hospital"
3. ↑ *The Investigators of Arkham Horror*, "Vincent Lee"
The Key and the Gate

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**The Key and the Gate** is a deluxe expansion to *Call of Cthulhu: The Card Game*. It is primarily composed of thirty-seven cards from the Yog-Sothoth faction, but also includes two cards for each other faction, and four Neutral cards.

## Description

**The Key and the Gate** is the fourth deluxe expansion for *Call of Cthulhu: The Card Game* and introduces 165 cards (three copies each of fifty-five individual cards) that explore the mysteries of Yog-Sothoth and the eerie, fictional word of H.P. Lovecraft.

With nearly two-thirds of its cards serving to develop the identity of Yog-Sothoth and its mysteries and minions, **The Key and the Gate** is an excellent expansion for fans of the Ancient One and players who like the faction's strengths in discard, recursion, and control rooted in arcane knowledge. Meanwhile, it also introduces Yithians to the Living Card Game format, bolsters Sorcerers with new Spells, and bestows powerful support cards upon each of the other factions, as well as characters with the new Fated keyword.
Syndicate Liaison

Character
 The Syndicate | 3

 Character
 The Syndicate | 3

**Syndicate Liaison** is a Character Card that appears in the *Call of Cthulhu: The Card Game* Unspeakable Tales and Core Set.

## Availability

UT-43 appears in the Eldritch Edition Premium Starter Set as I19.

## Artwork

UT-43 and CS-68 use an illustration[?] by Bob Stevlic.
The Bloody Tongue

Character
 Neutral | 3

 Character
 Cthulhu | 4

**The Bloody Tongue** is a Character Card that appears in the *Call of Cthulhu: The Card Game* Eldritch Edition and The Thousand Young.

## Artwork

EE-213 use an illustration[?] by Patrick McEvoy.

TTY-40 uses an illustration[?] by Jacob Walker.

## Mythos

The God of the Bloody Tongue first appeared in the Call of Cthulhu RPG adventure *Masks of Nyarlathotep* (DiTillio and Willis, 1984).

For the rituals of the Cult of the Bloody Tongue, Nyarlathotep here takes the form of a huge monster with a long red tentacle where its face should be. The cult primarily consists of Kenyans, and its center is the Mountain of the Black Wind. This avatar might also have been the inspiration for K'awil, an important Mayan god. This form is also known as the Howler in Darkness.

## Notes and references

1. ↑ Harms, Daniel, "Nyarlathotep", *Cthulhu Mythos Encyclopedia*.
Sword of Ramasekva

Type
 Exploration

 Support

**Sword of Ramasekva** is an Exploration Card that appears in the *Mansions of Madness First Edition* Call of the Wild, and a Support Card that appears in the *Call of Cthulhu: The Card Game* Arkham Edition.

## Artwork

AE-236 and the Mansions of Madness Exploration card for Sword of Ramasekva use an illustration[?] by John Goodenough.
The Messenger

+2 Combat+2 HorrorDiscard The Messenger to avoid being devoured.

 −1 All Skill checksAfter being devoured, return this card to the box and remove two doom tokens from the doom track.

 Omens of the Pharaoh
 0

 Character
 Miskatonic University | 4

**The Messenger** is an Ally that appears in the *Arkham Horror Second Edition* The Curse of the Dark Pharaoh and The Curse of the Dark Pharaoh (Revised Edition), a Mask Monster that appears in the *Elder Sign* Omens of the Pharaoh, and a Character Card that appears in the *Call of Cthulhu: The Card Game* Eldritch Edition.

## Availability

EE-33 appears in the Eldritch Edition Premium Starter Set as I26 and I27.

## Artwork

EE-33 uses an illustration[?] by Patrick McEvoy.
Summons of the Deep

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## Description

**The Summons of the Deep** expansion to the *Call of Cthulhu: The Card Game* commences with its first monthly Asylum Pack of 40 fixed cards, **The Spawn of the Sleeper**. It contains 20 different never-before-seen cards that place a newfound emphasis on the Terror struggle, designed to augment existing decks and add variety to the *Call of Cthulhu* metagame.

*Update, 2011:*

For the second printing of **The Summons of the Deep**, FFG is updating this expansion from 40 cards to 60 cards (three copies each of 20 different cards). The card text has also been updated where needed to account for the most recent FAQ and errata.

## Cardlist

### The Spawn of the Sleeper

**The Spawn of the Sleeper** is an asylum pack expansion to *Call of Cthulhu: The Card Game*. It is composed of three cards for the Miskatonic University and the Hastur factions, two cards for each other faction except the The Order of the Silver Twilight faction, and four Neutral cards.
The Mark of Madness

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**The Mark of Madness** is a deluxe expansion to *Call of Cthulhu: The Card Game*. It is primarily composed of thirty-five cards from the Hastur faction, but also includes five cards from the The Order of the Silver Twilight faction, two cards for each other faction, and three Neutral cards.

## Description

*"There is a whole secret cult of evil men (a man of your mystical erudition will understand me when I link them with Hastur and the Yellow Sign)…"*

*–H.P. Lovecraft, The Whisperer in Darkness*

**The Mark of Madness** is the tenth and last deluxe expansion for *Call of Cthulhu: The Card Game*, introducing 165 new cards (three copies each of 55 different cards) that explore those depths of insanity that lie near the core of the Lovecraftian mythos. Devoted primarily to the Hastur faction, **The Mark of Madness** introduces a great number of deranged Artists, Cultists, and Lunatics, as well as the terrible, ancient powers that spur them forward. As Hastur's secret cult expands its powers, you'll also find a maddening array of new characters, support cards, conspiracies, and events, most of which lend new strength to the game's Terror struggle and mechanics for insanity.

Additionally, as Hastur's madness reaches outward to all of the game's eight factions, each gains a powerful new character that enters play insane and reshapes the game when it is restored. It's unknown whether or not these new characters will be able to prevent Hastur's followers from plunging the world into a new age of terror and chaos, but they gain additional support from other characters, events, and support cards.