recursal/Fanatic-Fandom huggingface dataset:
Glaaki

**Undead Servants**: When an investigator is devoured, add 3 doom tokens to the doom track instead of 1.

 Character
 Yog-Sothoth | 6

 Character
 Yog-Sothoth | 6

**Glaaki** is an Ancient One that appears in the *Elder Sign* Unseen Forces expansion, and a Character Card that appears in the *Call of Cthulhu: The Card Game* The Rituals of the Order.

## Availability

Two copies of TRotO-78P, an alternate art version of TRotO-78, were included with the Season Two 2013 Call of Cthulhu Game Night Kit.

## Artwork

TRotO-78 uses an illustration[?] by Marissa Rivera.

TRotO-78P uses an illustration[?] by Stephen Somers.

## Mythos

Glaaki first appeared in the story *The Inhabitant of the Lake* (Ramsey Campbell, 1964).

Glaaki is a Great Old One resembling a slug with three eyes on stalks, small pyramids on its underside, and innumerable metal spikes rising from its back. Glaaki dwells in a lake near Brichester.

Glaaki's unnamed home world was a place with acid lakes and foul vapors. The Great Old One traveled on a comet between the worlds of Yuggoth, Shaggai, and Tond. Eventually, it became imprisoned behind a crystal trapdoor beneath an asteroid city. When the meteor crashed into Earth, it created the lake where Glaaki later resided.

Glaaki commanded a cult of undead slaves, or Glaakeen, which it created by driving a spine from his back into their bodies and injecting a chemical into their bloodstream. If the spine could be severed before the fluid was injected, the victim would die but was spared from becoming Glaaki's slave. The fluid created a network of tissue in the corpse's body, apparently taking the place of the circulatory and pulmonary systems, which Glaaki could then manipulate so that the Glaakeen did its bidding. Although capable of independent thought and action, these creatures were forced to do Glaaki's bidding whenever it telepathically commands them. After sixty years, a rapid rotting known as the Green Decay affected these servants whenever sunlight struck them, so most of Glaaki's servants remained under shelter during the day.

## Notes and references

1. ↑ Harms, Daniel, "Glaaki", *Cthulhu Mythos Encyclopedia*.
Ghoul

Dimension

 Horror

 Core Set
 Trophy
 1

 Core Set [2X]
 Horror

**Ghoul** is a Monster that appears in the *Arkham Horror Second Edition* Core Set, *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

Ghouls first appeared in the story *Pickman's Model* (H.P. Lovecraft, 1926).

Ghouls are beings that live in tunnels beneath graveyards in both the waking world and the Dreamlands. Ghouls can be identified by their canine features, hoofed feet, rubbery skin, moldy odor, and disgusting habits. They usually bear their repast back to the Crag of the Ghouls in the Dreamlands, where they devour their burdens and cast the remnants into the Vale of Pnath.

Various types of social organization exist among the ghouls. The main colony in The Underworld is fairly disorganized, though they may at times follow one of their species whom they respect.

Ghouls are allied with the Nightgaunts, who serve them as mounts and for reconnaissance.

Ghouls are not necessarily unfriendly to humans who know them and take the time to learn their language of gibberings and meepings, or who present the sign of the ankh to them. On the other hand, they can be quite unfriendly to those
who enter their delvings unbidden.

## Notes and references

1. ↑ Harms, Daniel, "Ghouls", *Cthulhu Mythos Encyclopedia*.
Etienne-Laurent de Marigny

Character
 The Syndicate | 4

**Etienne-Laurent de Marigny** is a Character Card that appears in the *Call of Cthulhu: The Card Game* Forbidden Relics.

## Artwork

FR-37 uses an illustration[?] by Eric Deschamps.

## Mythos

Etienne-Laurent de Marigny first appeared in the story *Through the Gates of the Silver Key* (H.P. Lovecraft and E. Hoffmann Price, 1933).

New Orleans mystic and expert on Eastern antiques, known for his work *The Tarot: A Treatise* and his translation of the *Seven Cryptical Books of Hsan*. He numbered such individuals as Randolph Carter, James Churchward, Ignatius Donnelly, and Margaret Murray among his friends.

## Notes and references

1. ↑ Harms, Daniel, "de Marigny, Etienne-Laurent", *Cthulhu Mythos Encyclopedia*.
Harney Jones

The monster limit is lowered by 1 and Harney Jones' Shack is closed for the rest of the game.

**Harney Jones** is a Blight that appears in the *Arkham Horror Second Edition* Miskatonic Horror.

## Fiction

### *Arkham Horror Second Edition*

Harney Jones, a generous and gentle old man, lives in Harney Jones' Shack in Dunwich.

## Notes and references

1. ↑ *Arkham Horror Second Edition*, Dunwich Horror, Harney Jones' Shack encounter cards.
Freelance Occultist

Character
 The Agency | 3

 Character
 The Agency | 3

**Freelance Occultist** is a Character Card that appears in the *Call of Cthulhu: The Card Game* Arkham Edition and Core Set.

## Availability

Three copies of AE-7 appear in the Arkham Edition Premium Starter Set as I7.

## Artwork

AE-7 and CS-9 use an illustration[?] by Patrick McEvoy.
Graveyard

The **Graveyard** is a location in *Arkham Horror Second Edition* located in Arkham's Rivertown neighborhood, and a location card in *Arkham Horror: The Card Game*.

## Fiction

### *Arkham Horror: The Card Game*

*The graveyard lies at the foot of French Hill. Some of the headstones date back to the seventeenth century, when the earliest colonists came to Arkham. Considering what happened in your house, you're not completely keen on heading there.*

### *William Yorick (short story)*

William Yorick it the gravedigger at the Graveyard, while Herman Collins is the undertaker.

## Notes and references

1. ↑ *Arkham Horror: The Card Game*, Core Set #133, "Graveyard"
2. ↑ *The Investigators of Arkham Horror*, "William Yorick"
Gnoph-Keh

Dimension

 Horror

 Core Set
 Horror

**Gnoph-Keh** 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

Gnoph-Keh first appeared in the story *The Horror in the Museum* (H.P. Lovecraft and Hazel Heald, 1932).

The Gnoph-Keh are horned, furred monsters from Greenland that walk on two, four, or sometimes six legs. The Voormis pushed the gnoph-keh into the polar wastes when the beast-men broke free of the Valusian serpent-men and established their own kingdom. These creatures are intelligent and adept at stalking prey across tundra and ice, calling up storms to immobilize their victims.

Sometimes Gnoph-Keh is also said to be an avatar of Rhan-Tegoth. Others maintain that these creatures are worshipers of Ithaqua.

## Notes and references

1. ↑ Harms, Daniel, "Gnoph-Keh", *Cthulhu Mythos Encyclopedia*.
Gloria Goldberg

Health
 7

**Gloria Goldberg** is an Investigator that appears in the *Arkham Horror Second Edition* Core Set, *Mansions of Madness First Edition* Core Set, *Mansions of Madness Second Edition* Recurring Nightmares, and *Elder Sign* Core Set.

## Fiction

### THE TRUTH IS STRANGER THAN FICTION

As a young girl, Gloria was haunted by terrible visions. After years of visiting doctors and some therapy, she learned to control her visions somewhat by writing stories. Her weird and disturbing fiction somehow spoke to the public in these troubled times, and has made her a bestselling writer.

This evening, while leaving a book signing she's attending in Arkham, she was knocked to the ground by the most powerful vision she's ever experienced. Gloria saw the sky tear open, and a huge and monstrous form pour out of the very air itself, wreaking untold havoc and killing thousands. As she sat on the ground with her arms wrapped around herself, Gloria knew, somehow, that this vision was real, and that it would come to pass unless she did something about it.

Now, she finds herself in a run-down diner, sipping coffee and trying to decide what to do.

Ever since she was a young girl, Gloria has been plagued by visions of monsters dwelling in strange, nightmarish places. She eventually learned to overcome the terror that accompanied these visions by writing them into stories. As the years went by, her stories launched her into a successful career as an author, but the more she wrote, the more extreme the visions became. She has come to believe that the images she sees are not her imagination, but rather clairvoyant insight into the world of the supernatural. She has resolved to use this insight to investigate the realm of the supernatural and exorcise these nightmares from the world as well as her subconscious.

### *The Investigators of Arkham Horror*

Gloria is a widowed mother to two children, one living in Boston and one in Philadelphia. Her late husband's name was Benjamin. She often seeks solace for her troubles at Velma's Restaurant.

## Artwork

The Mansions of Madness and Elder Sign Investigator cards for Gloria Goldberg use an illustration[?] from UT-92: Arcane Initiate by Szymon Kudranski.

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

1. ↑ *Arkham Horror Second Edition* — Gloria Goldberg Investigator Card
2. ↑ *Mansions of Madness First Edition*: Core Set — Gloria Goldberg Investigator Card
3. ↑ *Mansions of Madness Second Edition*: Recurring Nightmares — Gloria Goldberg Investigator Card
4. ↑ *The Investigators of Arkham Horror*, p. 39
Forgotten Lore

Please help out by editing this page. Please see the Manual of Style and Editing Help before getting started.
**Issues:** synthesize info from websites, manual; note if reprinted cards have text changes which affect function; create navbox

**Forgotten Lore** is an asylum pack cycle for *Call of Cthulhu: The Card Game*, composed of the **Spawn of Madness**, **Kingsport Dreams**, **Conspiracies of Chaos**, **Dunwich Denizens**, **The Mountains of Madness**, and **Ancient Horrors** asylum packs. Each pack is composed of a roughly balanced mix of the seven contemporaneous factions, as well as additional Neutral cards.

The first four packs were originally printed as separate packs for the introduction of the Living Card Game format to the original *Call of Cthulhu* CCG format. When the card game fully switched over to the LCG format, these four packs were reprinted as part of the unified "Forgotten Lore" cycle, coming in packs of sixty cards for three copies of each card which were updated to incorporate a new set icon and all available errata.

**The Mountains of Madness** and **Ancient Horrors** were originally printed as independent sets with their own set icons and internal numbering, but these were later reprinted as part of the Forgotten Lore cycle as well.

## Description

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

Type
 Exploration

 Support

**Glass of Mortlan** 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* Forbidden Relics

## Availability

FR-33 appears in the Eldritch Edition Premium Starter Set as I38.

## Artwork

FR-33 uses an illustration[?] by Marc Simonetti.
Fire Extinguisher

Type
 Exploration

 Type
 Common Item

 Support

**Fire Extinguisher** is an Exploration Card that appears in the *Mansions of Madness First Edition* Core Set, a Common Item Card that appears in the *Mansions of Madness Second Edition* Core Set, and a Support Card that appears in the *Call of Cthulhu: The Card Game* The Rituals of the Order.

## Artwork

TRotO-102 uses an illustration[?] by Marcin Jakubowski.
Flux Stabilizer

Core Set
 Type
 Starting Item

 Type
 Unique Item

 Support

**Flux Stabilizer** is a Starting Item Card that appears in the *Mansions of Madness First Edition* Core Set, a Unique Item Card that appears in the *Mansions of Madness Second Edition* Core Set, and a Support Card that appears in the *Call of Cthulhu: The Card Game* The Rituals of the Order.

## Gameplay

### *Mansions of Madness Second Edition*

The Flux Stabilizer card is added to the pool of Starting Item cards if Kate Winthrop is one of the investigators.

## Artwork

TRotO-30 uses an illustration[?] by Falk.
Father Iwanicki

+2 Evade+2 HorrorYou cannot be cursed.

 +2 HorrorYou cannot be cursed.

**Father Iwanicki** 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).

## Mythos

Father Iwanicki appeared in *The Dreams in the Witch House*, written by H.P. Lovecraft (1932).
First National Grocery

**First National Grocery** is a location in *Arkham Horror Second Edition* Innsmouth Horror.

## *Arkham Horror Second Edition*

First National Grocery is part of the Factory District neighborhood, together with the Gilman House Hotel and Marsh Refinery.

## Fiction

### *Arkham Horror Second Edition*

Brian Burnham is the teenaged manager of the First National Grocery in Innsmouth.

## Notes and references

1. ↑ *Arkham Horror Second Edition*, Innsmouth Horror, First National Grocery encounter card.
Fire Vampire

Dimension

 Horror

 Core Set
 Trophy
 1

 Under the Pyramids
 Horror

**Fire Vampire** is a Monster that appears in the *Arkham Horror Second Edition* Core Set, *Elder Sign* Core Set, and *Eldritch Horror* Under the Pyramids.

## Artwork

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

Fire Vampires first appeared in the story *The Dweller in Darkness* (August Derleth, 1976).

Fire Vampires are beings resembling thousands of pinpoints of firelight who serve the Great Old One Cthugha. Fire vampires come to earth when Cthugha is summoned, forming an escort for their ruler. They may be called up individually when Fomalhaut is in the sky and a flame moved in a prescribed manner. When summoned, they attempt to ignite any flammable materials present.

## Notes and references

1. ↑ Harms, Daniel, "Fire Vampires", *Cthulhu Mythos Encyclopedia*.
Finn Edwards

Health
 8

 Investigator

**Finn Edwards** is an Investigator that appears in the *Arkham Horror Second Edition* Innsmouth Horror, *Mansions of Madness Second Edition* Streets of Arkham, *Elder Sign* Gates of Arkham, and *Arkham Horror: The Card Game* The Forgotten Age.

## Fiction

### The Story So Far

Prohibition was the best thing that ever happened to Finn Edwards. Until they banned alcohol, he was just drifting through life, doing odd jobs here and there. But afterwards, the demand for alcohol rose to such a fever pitch that he was able to make a comfortable living evading the law and giving people what they wanted. His new lifestyle particularly suited his personality, providing him with a taste of danger, plenty of cash, and a great deal of personal satisfaction.

Of course, those things are all well and good until you find yourself running through the woods at night trying to lose a bunch of knife-wielding maniacs who want to sacrifice you to their dark gods.

Although Finn has never been a vengeful man, that incident left him rattled in ways he hadn't been since getting beaten up on the playground years ago.

Stepping out of the bank with enough borrowed cash for guns and supplies, Finn vows that those lunatics will regret the day they ever crossed him.

When it comes to moving merchandise, Finn Edwards trusts his own wits more than any gun to get the job done. His aim is to never be caught unprepared when things inevitably go south, and so far that plan is working out for him. Finn's bootlegging operation has moved goods all over the East Coast, but lately his deliveries are being interrupted by unexplainable phenomena.

Staying one step ahead of his opposition has suddenly become more difficult. However, Finn Edwards likes the taste of danger, as long as he can keep one eye on the exit.

Prohibition was the best thing that ever happened to Finn Edwards. Until they banned alcohol, he was just drifting through life, doing odd jobs here and there. But afterward, the demand for alcohol rose to such a fever pitch that he was able to make a living evading the law and giving people what they wanted. His new lifestyle particularly suited his personality, providing him with a taste of danger and plenty of cash. He never got caught and never lost a delivery. Now he's wrapped up in some kind of supernatural conspiracy, but in the end, he adheres to the same principles: Deliver the goods. Don't get caught.

## Artwork

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

1. ↑ *Arkham Horror Second Edition* — Finn Edwards Investigator Card
2. ↑ *Mansions of Madness Second Edition*: Streets of Arkham — Finn Edwards Investigator Card
3. ↑ *Arkham Horror: The Card Game* — **TFA-3: Finn Edwards**
Fire of Asshurbanipal

Support

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

## Artwork

FR-14 uses an illustration[?] by John Goodenough.

## Mythos

The Fire of Asshurbanipal first appeared in the story *The Fire of Asshurbanipal* (Robert E. Howard, 1936).

The Fire of Asshurbanipal is a gem found in the ruins of Kara-Shehr in the hands of a long-dead king. Legend has it that the wizard Xuthltan brought the gem out of Hell. Evil befell the land, and the king blamed the sorcerer, torturing him to death. With his last breath, his victim called the vengeance of the stone's guardian down upon that land. Wanderers in the desert tell of finding the palace's throne room with the mummified king sitting in his throne, the stone in his hand.

The gem could be used to scry the future, but only by a powerful magician who could bind the demon who guarded the stone.

## Notes and references

1. ↑ Harms, Daniel, "Fire of Asshurbanipal", *Cthulhu Mythos Encyclopedia*.
Father Michael

Blessings are discarded during the Upkeep phase on a roll of 1–5.

**Father Michael** is a Blight that appears in the *Arkham Horror Second Edition* The King in Yellow.

## Fiction

### *Arkham Horror Second Edition*

Father Michael is a priest at Arkham's South Church.

### *Wilson Richards (short story)*

Father Michael is an elderly priest at Arkham's South Church.

## Notes and references

1. ↑ *Arkham Horror Second Edition*, South Church encounter cards.
2. ↑ *The Investigators of Arkham Horror*, "Wilson Richards"
Iod

Character
 Neutral | 3

**Iod** is a Character Card that appears in the *Call of Cthulhu: The Card Game* For the Greater Good.

## Artwork

FtGG-36 uses an illustration[?] by Sebastian Giacobino.

## Mythos

Iod first appeared in the story *The Secret of Kralitz* (Henry Kuttner, 1936).

Iod is a being which is partly animal, vegetable, and mineral. Iod came down to earth in the days of our world's youth. He was worshiped in Mu as the Shining Hunter, and the Greeks and Etruscans knew him in the guise of Trophonius and Vediovis, their respective gods of the underworld. Beings beyond the farthest galaxies revere him as Iod the Source.

Some wizards have been able to summon Iod to do their bidding. Such conjurations are perilous, as the entity may hunt the wizard in order to devour their soul if not properly contained. No known volume contains the complete ceremony for calling up Iod, however.

## Notes and references

1. ↑ Harms, Daniel, "Iod", *Cthulhu Mythos Encyclopedia*.
Glass From Leng

Support

**Glass From Leng** is a Support Card that appears in the *Call of Cthulhu: The Card Game* Forbidden Relics.

## Availability

FR-107 appears in the Eldritch Edition Premium Starter Set as M21.

## Artwork

FR-107 uses an illustration[?] by Marc Simonetti.

## Mythos

The Glass From Leng first appeared in the story *The Gable Window* (August Derleth with H.P. Lovecraft, 1957).

The Glass From Leng is a cloudy type of glass said to come from the Hyades to the Plateau of Leng. To be used, the glass must be mounted in a frame so that it appears to be a window. If the owner desires to use it, he or she should draw a pentagram in red chalk on the floor before the window, sit within the diagram, and say the words "Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn." The glass from Leng will turn clear and show a scene with Mythos significance. The user cannot choose the location viewed. This person must be wary, since beings on the other side might see and pass through the magical gateway if they desire.

## Notes and references

1. ↑ Harms, Daniel, "Glass From Leng", *Cthulhu Mythos Encyclopedia*.
Goat Spawn

Dimension

 Horror

 Type
 Beast

 Aware
 4

 Unseen Forces
 Trophy
 3

 Core Set [2X]
 Horror

**Goat Spawn** is a Monster that appears in the *Arkham Horror Second Edition* Dunwich Horror and The Black Goat of the Woods, *Mansions of Madness First Edition* Call of the Wild, *Mansions of Madness Second Edition* Suppressed Memories, *Elder Sign* Unseen Forces, and *Eldritch Horror* Core Set.

## Artwork

*This section of the article is a stub. You can help by expanding it.*
For The Greater Good

Please help out by editing this page. Please see the Manual of Style and Editing Help before getting started.
**Issues:** synthesize info from websites, manual; note if reprinted cards have text changes which affect function; create navbox

**For the Greater Good** is a deluxe expansion to *Call of Cthulhu: The Card Game*. It is primarily composed of thirty-five cards from The Agency 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

*"It was here that an alliance of Federal inspectors and police, Malone with them, entered the case."*

*–H.P. Lovecraft, The Horror at Red Hook*

**For the Greater Good** is the eighth deluxe expansion for *Call of Cthulhu: The Card Game*. As the Agency reinforces and expands its network, roughly two-thirds of the expansion's 165 cards (three copies each of fifty-five different cards) lend new strength to the faction's heroic champions of law and order. Numerous police officers, military officials, investigators, and psychiatrists bolster the Government subtype, even as several new Hunter characters track the game's monsters and otherworldly evils across the earth, seeking to purge them from our world.

Of course, the confrontations of *Call of Cthulhu: The Card Game* are rife with violence and horror, so **For the Greater Good** grants Agency members access to plenty of new weapons and vehicles to aid them in their efforts. You'll find a host of new synergies between Agency subtypes, new gear, and powerful effects designed to renew the authority of law and order in a world tormented by burgeoning chaos. Moreover, as your Agency characters pursue their leads to all ends of the earth, you'll uncover several new conspiracies, each of which, if investigated, may help you safeguard humanity's future.

Polish your badges, grab your shotguns, and deputize the bravest and best of all the people close to you. While the world is threatened on all sides by ghouls, cultists, monsters, and Ancient Ones, humanity needs all the help it can get…
Kingsport

**Kingsport** is a town located in Essex County, Massachusetts, on the Antlantic Coast just south of where the Miskatonic River empties into the Atlantic Ocean.

## Mythos

Kingsport first appeared in the story *The Festival* (H.P. Lovecraft, 1923).

Kingsport is a town located north of Salem and Arkham on the coast of Massachusetts.

In 1639, settlers from southern England and the Channel Islands founded Kingsport, and the town quickly became a center for shipbuilding and overseas trade. In 1692 witchcraft fever struck the town, and at least four reputed witches were hung. Thirty years later, a raid was made on the Congregational Church in response to rumors of pagan rituals being performed beneath it, and over thirty people were taken into custody. During the Revolutionary War, many of Kingsport's merchants fought as privateers on the Colonial side, leading to a short British blockade of the town. During the 19th century, the sea trade in Kingsport declined and fishing became the port's major industry. At this time, Kingsport's economy steadily faded until the first years of the 20th century.

Today, Kingsport is a small seaside town in which the primary source of revenue is tourism. Kingsport boasts a large Artists' Colony, and sailing and sightseeing are popular among its visitors. One point of especial interest is the Strange High House in the Mist, a one-story structure that stands atop one of the highest of the nearby cliffs.

## Notes and references

1. ↑ *The Investigators of Arkham Horror*, "Wendy Adams"
2. ↑ Harms, Daniel, "Kingsport", *Cthulhu Mythos Encyclopedia*.
Great Hall of Celeano

*See also: The Great Library of Celaeno*
**Great Hall of Celeano** is an Otherworld in *Arkham Horror Second Edition*.

## Fiction

### *The Investigators of Arkham Horror*

The Halls of Celaeno make up the Great Library of Celaeno, a vast library maintained by the Yithians. A famous arcane tome, the *Celaeno Fragments*, describes the library's administration and contents.

## Notes and references

1. ↑ *The Investigators of Arkham Horror*, "Daisy Walker".
Feed the Mind

Core Set

**Pass**: *You are able to reconcile your new sense of the cosmos with your existing paradigm.*No additional effect.

**Fail**: *You realize that everything you have known is wrong.*Suffer 1 facedown Horror.

**Pass**: *You are able to block out the alien influence and remember yourself.*No additional effect.

**Fail**: *You struggle to tell your own thoughts from the thoughts of those around you.*Flip 1 Horror faceup.

**Pass**: *You focus on the connection.*You or another investigator within range become Focused.

**Fail**: *You recoil in revulsion.*Suffer 1 facedown Horror.

**Pass**: *You realize that one of your memories is relevant to the case.*Gain 1 Clue.

**Fail**: *You linger on the worst events of your life.*Suffer 1 facedown Horror.

**Pass**: *You see your surroundings with perfect clarity.*Gain 1 Clue.

**Fail**: *The moment shatters.*Flip 1 Horror faceup.

**Feed the Mind** is a Spell Card that appears in the *Mansions of Madness Second Edition* Core Set.

## Artwork

The *Mansions of Madness Second Edition* Spell Card uses an illustration[?] from SoA-35: Chant of Thoth by Scott Keating.
God of the Bloody Tongue

Dimension

 Horror

**God of the Bloody Tongue** is a Mask Monster that appears in the *Arkham Horror Second Edition* Core Set.

## Artwork

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

## Notes and references

1. ↑ Harms, Daniel, "Rice, (Professor) Warren", *Cthulhu Mythos Encyclopedia*.
King Kuranes

Character
 The Syndicate | 4

**King Kuranes** is a Character Card that appears in the *Call of Cthulhu: The Card Game* Dreamlands.

## Availability

D-65 appears in the Necronomicon Draft Pack.

## Artwork

D-63 uses an illustration[?] by Henning Ludvigsen.

## Mythos

King Kuranes first appeared in the story *Celephaïs* (H.P. Lovecraft, 1920).

King Kuranes is a former author and king of Celephaïs. Kuranes (whose real-world name is unknown) at one time lived at Trevor Towers in Innsmouth, but fell on hard times and moved to London. He was one of the world's foremost dreamers; he created the city of Celephaïs at an early age, and was one of three dreamers to visit the court of Azathoth (and the only one to return sane). He wrote of his dreams, but ceased to do so when others laughed at his works. Kuranes met his earthly end when he fell over the cliffs of Innsmouth, but he lives on in the Dreamlands as the king of Celephaïs and Serannian.

## Notes and references

1. ↑ Harms, Daniel, "(King) Kuranes", *Cthulhu Mythos Encyclopedia*.
Keeper of the Yellow Sign

Character
 Hastur | 2

**Keeper of the Yellow Sign** is a Character Card that appears in the *Call of Cthulhu: The Card Game* Arkham Edition.

## Artwork

AE-126 uses an illustration[?] by Guy Gentry.

## Mythos

The Keeper of the Yellow Sign first appeared in the story *The Yellow Sign* (Robert W. Chambers, 1895).

The Keeper of the Yellow Sign is an entity which is entrusted with keeping The Yellow Sign out of the hands of the uninitiated. The Keeper possesses a human corpse to carry out its mission, following a trail of those who have been in possession of the Sign until it has regained it.

## Notes and references

1. ↑ Harms, Daniel, "Keeper of the Yellow Sign", *Cthulhu Mythos Encyclopedia*.
G'harne

Support

**G'harne** is a Support Card that appears in the *Call of Cthulhu: The Card Game* Forgotten Cities.

## Artwork

FC-122 uses an illustration[?] by Laurel Austin.

## Mythos

G'harne first appeared in the story *Cement Surroundings* (Brian Lumley, 1969).

G'harne is a prehuman city located deep in the jungles of central Africa which, if the G'harne Fragments are correct, existed since the Triassic period. G'harne was most likely an outpost of the Elder Things. At a later time, the Great Old One Shudde M'ell and his children, the Cthonians, were imprisoned with the Elder Sign at G'harne until they were freed by meddling shamans and natural disasters. The cult of Nophru-Ka fled to this city after the high priest's death, and G'harne was the objective of Sir Wendy-Smith's last expedition, which left the noted archaeologist mentally unstable.

## Notes and references

1. ↑ Harms, Daniel, "G'harne", *Cthulhu Mythos Encyclopedia*.
Charles Dexter Ward

+1 Lore+1 SpeedIncrease your Combat check bonuses from Spells by +1.

 Character
 Hastur | 3

**Charles Dexter Ward** is an Ally that appears in the *Arkham Horror Second Edition* Kingsport Horror and a Character Card that appears in the *Call of Cthulhu: The Card Game* Forgotten Lore.

## Mythos

Charles Dexter Ward appeared in *The Case of Charles Dexter Ward*, written by H.P. Lovecraft (1927).

## Artwork

FL-29 uses an illustration[?] by Aaron Acevedo.

## Mythos

Charles Dexter Ward first appeared in the story *The Case of Charles Dexter Ward* (H.P. Lovecraft, 1927).

Charles Dexter Ward was a young antiquarian of Providence, Rhode Island. Ward received his high school education from the Moses Brown School, but was at the same time a self-trained
historian of prodigious ability who spent most of his time researching his ancestor Joseph Curwen. To further his ends, he skipped college, instead spending a great amount of time traveling among the libraries of Europe. After his return to the United States, Ward became more and more eccentric, eventually being committed in early 1928. On April 13 of that year, Ward vanished from his room at the institution and was never heard from again.

## Notes and references

1. ↑ Harms, Daniel, "Ward, Charles Dexter (1902–1928?)", *Cthulhu Mythos Encyclopedia*.
Hastur

**The King in Yellow**: Each time an investigator successfully resolves an Other World card, add 1 doom token to the doom track.

 **The Third Act**: Each time an investigator spends tropheis, that investigator must either lose 1 sanity or 1 stamina.Investigators cannot chose[sic] to stay on the entrance during the movement phase; investigators must move to an adventure.

 Character
 Hastur | 6

 Character
 Hastur | 6

 Character
 Hastur | 10

 Character
 Hastur | 6

 Character
 Hastur | 6

 Character
 Hastur | 8

**Hastur** is an Ancient One that appears in the *Elder Sign* Core Set and Arkham Nights promo set for 2016, and a Character Card that appears in the *Call of Cthulhu: The Card Game* Arkham Edition, Unspeakable Tales, Eldritch Edition, Core Set, The Yuggoth Contract, and The Mark of Madness.

## Artwork

AE-121 and CS-81 use an illustration[?] by Camille Kuo.

The Elder Sign Ancient One Card for Hastur and UT-73 use an illustration[?] by Patrick McEvoy.

EE-121 uses an illustration[?] by Matthew "Matt" Dixon.

TYC-46 uses an illustration[?] by Mike Capprotti.

TMoM-19 uses an illustration[?] by Cristi Balanescu.

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

Hastur first appeared in the story *Haïta the Shepherd* (Ambrose Bierce, 1891).

Hastur is a Great Old One who lives or is imprisoned on a dark star near Aldebaran in the constellation of Taurus. He is related to Carcosa, The Yellow Sign, the Lake of Hali, and The King in Yellow, and is often associated with decadence, nihilism, and stagnancy. Paradoxically, the Unspeakable One also is sometimes referred to as the patron of shepherds.

There is considerable confusion about Hastur's appearance, with possibilities ranging from an invisible force that can only be sensed psychically, to a twohundred-foot bipedal lizard covered with tentacles. He has at least one avatar, the Emerald Lama, an alien-looking monk in a green robe. The nature of Hastur's true form (if he has a "true form") is still a mystery.

The Tcho-tchos and the people of K'n-yan are both known to worship Hastur. His cult is considered particularly abhorrent, even when compared with those of the other Great Old Ones. The members of the cult are dedicated to bringing Hastur to Earth, as well as torturing mi-go to gain knowledge.

In addition to his cults, Hastur is served by the interstellar race known as the byakhee.

## Notes and references

1. ↑ Harms, Daniel, "Hastur", *Cthulhu Mythos Encyclopedia*.
Ithaqua

**Icy Winds**: Each time an investigator uses either a unique item or a spell, he loses 1 stamina.

 **The Windwalker**: At the start of each investigator's turn, add 1 storm marker to each adventure without a storm marker. That investigator may discard 1 item, clue, spell, or ally to prevent this.

 Mountains of Madness
 Horror

 Character
 Yog-Sothoth | 4

**Ithaqua** is an Ancient One that appears in the *Elder Sign* Core Set and Omens of Ice, an Epic Monster that appears in the *Eldritch Horror* Mountains of Madness, and a Character Card that appears in the *Call of Cthulhu: The Card Game* Forgotten Cities.

## Artwork

The Elder Sign: Core Set Ancient One Card for Ithaqua and FC-91 use an illustration[?] by Patrick McEvoy.

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

Ithaqua first appeared in the story *The Thing that Walked on the Wind* (August Derleth, 1933).

Ithaqua is a Great Old One and its domain includes most of the northern regions of Earth. Ithaqua appears as a tremendous anthropomorphic shape with glowing red eyes and webbed feet that walks through the air as if on solid ground, or as a cloud of mist or snow with eyes. The Wendigo often emits eerie howling noises, but seeing the creature is worse; any that gaze upon Ithaqua are doomed to be taken by him.

Like many of his fellow Great Old Ones, Ithaqua seems to be limited or imprisoned in a certain area. It originally rested beneath a plateau on the world of Borea, until it was able to escape. On our own planet, Ithaqua is unable to leave the area between North Manitoba and the North Pole, though in certain circumstances the Wind-Walker may travel further into temperate climates. Those in warmer latitudes who consider themselves safe from the Wind-Walker's wrath should beware, however; the Arctic boundaries do not constrain the servitor winds and other minions of Ithaqua, who may be sent anywhere in the world at their master's command.

In the north where his true nature is known, Ithaqua is more widely feared than worshiped, and most of his cults died out in the early 19th century. Centers of this cult existed in the town of Stillwater, Manitoba, the inhabitants of which all vanished in the space of one night, and Cold Harbor, Alaska.

## Notes and references

1. ↑ Harms, Daniel, "Ithaqua", *Cthulhu Mythos Encyclopedia*.
Kitab Al-Azif

Support

**Kitab Al-Azif** is a Support Card that appears in the *Call of Cthulhu: The Card Game* Forgotten Lore.

## Artwork

FL-58 uses an illustration[?] by Rafal Hrynkiewicz.

## Mythos

The *Kitab Al-Azif* first appeared in the story *The Last Test* (H.P. Lovecraft with Adolphe de Castro, 1927).

*Kitab Al-Azif* is the original Arabic title for Alhazred's *Necronomicon*. Al-Azif supposedly refers to the sounds made by insects at night, which the people of Alhazred's time took to be the calls of djinn.

## Notes and references

1. ↑ Harms, Daniel, "*Al-Azif* (also *Kitab Al-Azif*)", *Cthulhu Mythos Encyclopedia*.
Keeper of the Golden Path

Character
 Cthulhu | 2

 Character
 Cthulhu | 2

**Keeper of the Golden Path** is a Character Card that appears in the *Call of Cthulhu: The Card Game* Arkham Edition and Core Set.

## Availability

Three copies of AE-96 appear in the Arkham Edition Premium Starter Set as M6.

CS-43 appears in the Necronomicon Draft Pack.

## Artwork

AE-96 and CS-43 uses an illustration[?] by Michael "Mike" May.
Hired Gun

Aware
 2

 Character
 The Agency | 4

**Hired Gun** is a Monster that appears in the *Mansions of Madness Second Edition* Streets of Arkham, and a Character Card that appears in the *Call of Cthulhu: The Card Game* Forbidden Relics.

## Artwork

FR-4 uses an illustration[?] by Michel Koch.

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

Character
 Neutral | 3

**Kaman-Thah** is a Character Card that appears in the *Call of Cthulhu: The Card Game* Dreamlands.

## Artwork

D-38 uses an illustration[?] by Henning Ludvigsen.

## Mythos

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

Nasht and Kaman-Thah are two mysterious individuals dressed as Egyptian priests. They are never encountered outside of the Cavern of Flame at the Dreamlands' entrance. Nasht and Kaman-Tha seem indistinguishable, though some consider Nasht to have a greater understanding of the waking world. The two decide whether a visitor is worthy to enter the lands of dream, and they may be asked about the Dreamlands and the ways of its gods. Some people of the Dreamlands revere Nasht and Kaman-Thah as gods, but it is unclear whether they number among the Great Ones or merely serve as their priests.

## Notes and references

1. ↑ Harms, Daniel, "Nasht and Kaman-Thah", *Cthulhu Mythos Encyclopedia*.
Joe Sargent

When investigators draw Innsmouth Look cards, they draw 1 additional card.

 Character
 Cthulhu | 3

**Joe Sargent** is a Blight that appears in the *Arkham Horror Second Edition* Miskatonic Horror and a Character Card that appears in the *Call of Cthulhu: The Card Game* The Order of the Silver Twilight.

## Artwork

TOotST-13 uses an illustration[?] by Christine "Cris" Griffin.
Joe Osborn

When exhausting an item (not including Spells), roll a die. On a failure, discard the item.

**Joe Osborn** is a Blight that appears in the *Arkham Horror Second Edition* Miskatonic Horror.

## Fiction

### *Arkham Horror Second Edition*

Joe Osborn lives in Dunwich Village, and is the owner of Osborn's General Store in Dunwich.

## Notes and references

1. ↑ *Arkham Horror Second Edition*, Dunwich Horror, Dunwich Village encounter cards.
Joe Diamond

Health
 8

 Investigator

**Joe Diamond** is an Investigator that appears in the *Arkham Horror Second Edition* Core Set, *Mansions of Madness First Edition* Core Set, *Mansions of Madness Second Edition* Recurring Nightmares, *Elder Sign* Core Set, and *Arkham Horror: The Card Game* The Circle Undone.

## Fiction

### FIFTY DOLLARS PER DAY, PLUS EXPENSES

The job sounded simple enough—pick up a statue at the Providence Museum and deliver it to a guy at the Silver Twilight Lodge. The money was good, and the dame who gave him the job seemed sincere.

Sadly, things never seem to work out that easily for Joe. Now the statue is missing, two people are dead, strange cultists are on his tail, and all clues lead to Arkham. Lady Luck can be funny that way.

He's already tried talking to the Sheriff, but that flatfoot proved to be worse than useless. Looks like it's once again going to be up to Joe Diamond to solve the case.

Joe Diamond is a private investigator with a reputation for handling cases that everyone else regards as supernatural nonsense. He's thorough in his investigations, and he's no one to be trifled with. His services have been employed by the wealthy as well as those down on their luck. No case is too large, too small, too strange, or too dangerous. In his experience, things start getting nasty right when you start reaching the truth, and that's exactly where he likes to be.

Joe Diamond is a private investigator with a reputation for handling cases that everyone else regards as supernatural nonsense. He's thorough in his investigations, and he's no one to be trifled with. His services have been employed by the wealthy as well as those down on their luck. No case is too large, too small, too strange, or too dangerous. In his experience, things start getting nasty right when you start reaching the truth, and that is exactly where he likes to be.

Joe Diamond is a private eye with a reputation for handling cases that everyone else regards as supernatural nonsense. He is thorough in his investigations and not one to be trifled with. His services have been employed by the wealthy as well as those down on their luck. No case is too large, too small, too strange, or too dangerous. In Joe's experience, things start getting nasty right when you start reaching the truth, and that is exactly where he likes to be.

## Artwork

The Mansions of Madness and Elder Sign Investigator cards for Joe Diamond use an illustration[?] from UT-128: Freelance Agent by Paul Allan Ballard.

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

1. ↑ *Arkham Horror Second Edition* — Joe Diamond Investigator Card
2. ↑ *Mansions of Madness First Edition*: Core Set — Joe Diamond Investigator Card
3. ↑ *Mansions of Madness Second Edition*: Recurring Nightmares — Joe Diamond Investigator Card
4. ↑ *Arkham Horror: The Card Game* — **TCU-2: Joe Diamond**
Hildred Castaigne

Character
 Hastur | 4

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

## Artwork

MoN-73 uses an illustration[?] by Rafal Hrynkiewicz.

## Mythos

Hildred Castaigne first appeared in the story *The Repairer of Reputations* (Robert W. Chambers, 1895).

Individual from New York in an alternate reality. He fell under the influence of the play The King in Yellow after a fall from horseback inflicted a head injury. He became obsessed with the play, to the extent of making his own translation. After attempting to kill his brother's fiancée, he was confined to the Asylum for the Criminally Insane, where he died.

## Notes and references

1. ↑ Harms, Daniel, "Castaigne, (Hildred)", *Cthulhu Mythos Encyclopedia*.
Hydra

**Mother of Madness**: Each time an investigator claims an Adventure card as a trophy, discard that trophy unless the investigator loses 1 sanity or 1 stamina.

 Forsaken Lore
 Horror

 Character
 Cthulhu | 5

**Hydra** is an Ancient One that appears in the *Elder Sign* Omens of the Deep, an Epic Monster that appears in the *Eldritch Horror* Forsaken Lore, and a Character Card that appears in the *Call of Cthulhu: The Card Game* Secrets of Arkham.

## Artwork

The Elder Sign Ancient One Card for Hydra and SoA-25 use an illustration[?] by Marissa Rivera.

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

Hydra first appeared in the story *The Shadow over Innsmouth* (H.P. Lovecraft, 1931).

Hydra (also Mother Hydra) is a tremendous deep one who is the mate of Dagon, as well as one of the Deep Ones' gods. She has much the same form as Dagon, and is reverenced by many of the same cults that worship her husband, as well as one sect of ghouls.

## Notes and references

1. ↑ Harms, Daniel, "Hydra", *Cthulhu Mythos Encyclopedia*.
K'n-yan

Support

**K'n-yan** is a Support Card that appears in the *Call of Cthulhu: The Card Game* Forgotten Cities.

## Artwork

FC-136 uses an illustration[?] by Aaron Acevedo.

## Mythos

K'n-yan first appeared in the story *The Mound* (H.P. Lovecraft and Zealia Bishop, 1930).

K'n-yan is a blue-lit cavern beneath Oklahoma. This immense underground land contains an amazing variety of plant and animal life, as well as a highly developed though decadent civilization of human-like beings.

## Notes and references

1. ↑ Harms, Daniel, "K'n-yan", *Cthulhu Mythos Encyclopedia*.
James Logan

Character
 The Agency | 5

 Character
 The Agency | 5

**James Logan** is a Character Card that appears in the *Call of Cthulhu: The Card Game* The Yuggoth Contract.

## Availability

TYC-1P, an alternate art version of TYC-1, was given as an attendance prize for the 2015 National Championship.

## Artwork

TYC-1 uses an illustration[?] by Leonardo Borazio.

TYC-1P uses an illustration[?] by Mauro Dal Bo.
Inspector John Legrasse

+2 WillYou can claim monsters with the Endless ability as trophies.

 Character
 The Agency | 3

 Character
 The Agency | 3

**John Legrasse** is an Ally that appears in the *Arkham Horror Second Edition* Core Set.

**Inspector John Legrasse** is a Character Card that appears in the *Call of Cthulhu: The Card Game* Unspeakable Tales and The Sleeper Below.

## Artwork

UT-2 uses an illustration[?] by Eric Wilkerson.

TYC-41 uses an illustration[?] by Romana Kendelic.

## Mythos

Inspector John Raymond Legrasse first appeared in the story *The Call of Cthulhu* (H.P. Lovecraft, 1926).

John Raymond Legrasse is a New Orleans police inspector who led a raid in 1907 against a bayou cult of particularly abhorrent nature. Legrasse could learn little of this sect, but his arrival at the American Archaeological Society Meeting in 1909 with a small idol taken in the raid was one of the first clues to the existence of the worldwide Cthulhu cult.

## Notes and references

1. ↑ Harms, Daniel, "Atlach-Nacha", *Cthulhu Mythos Encyclopedia*.