recursal/Fanatic-Fandom huggingface dataset:
Tia Auran

**Stub Article**
This article is a work in progress. Help The Medoran Chronicles wiki by adding some information!**Tia Aurans** (said tea-a or-ans) are the beings native to Tia Auras. In the first four books they come across as mysterious beings whom Alex don't need to know about. However, this changes in the last chapter of Graevale when Athora says that the meaning of the line: "when Night and day combine and fight" is that the Tia Aurans and Medoran mortals, must unite to defeat Aven. To achieve this, Alex has to go to Tia\_Auras to get the Tia Aurans on her side.

## Description

The Tia Aurens look like Meyarins, although Tia Aurans are typically more physically attractive than Meyarins. Tia Aurens have silver irises, which are described as alien-looking by Alex. Tia Aurans are immortal and ageless while in their world. Tia Aurans who are in Medora, like Aes Daega and Athora can age physically, but they won't die from their aging, making them continue to age for many millenia. They have golden blood and their skin tones vary; they range from midnight-black to extremely pale. They are the creators of the valispath, and it was thought that they wrought A'enera and built the library of legend, however this was discovered to not be the case. They are gifted with gifts such as parroning and mind arts, which is the reason they were able to conquer over the meyarins during the immortal wars

## History

The Tia Aurans have lived in Tia Auras for millennium along with the Meyarins; however, due to an event called the Immortal Wars, the Meyarins were banished from Tia Auras. Zaylin told Alex that The Immortal Wars was not a tale she had time to hear, and nor was it one that she should. Zaylin did reveal that during the Immortal Wars, the Meyarins sought to become something they were not, and had to be banished because of it.

## Trivia

Zaylin refused to tell Alex about the Immortal Wars, describing it as "a tale unfit for mortal ears".
The Thief's Tale Part IV

## Official Summary

With the departure of The Guide, Kaelar, Hakim, and L'boar find themselves alone in the depths of the strange vault, and what's more, in the very lair of a mind-rending predator.

With the facility's integrity beginning to fail, it's a fight for their lives and for the fates of many.

## Music Credits

* Zero-project - Ephemeral Living
* Three Chain Links - Magic Hour
* John Koulouris - Ghost Hunter
* ROZKOL - You Stop You Die
* Kevin MacLeod - Ghostpocalypse 7 - Master
* Kevin MacLeod - Giant Wyrm
* Naoya Sakamata - Atmosphere
* Myuu - Rise and Fall
* Alexander Nakarada - Traveler
* Zero-project - Distorted Reality
* Free Dramatic Scores - A Nightmare in Blood
* Kai Engel - Soli
* Ghost Stories Incorporated - Cold Cold Cemetary
* Myuu - Stronger Together
* Jason Shaw - Sneaky Snooper
* Kai Engel - Cobweb Morning
* Kai Engel - Summer Days
* Blue Crystal Star - A Handmaiden’s Dream
* Kevin MacLeod - Shadowlands 6 - The Pit
* Naoya Sakamata - Atmosphere Op.2
* Myuu - What Could Have Been
* Opening and Closing Themes by Nathan Kross and Rob Stith
Agendas

### NPCs

Abby Harshmann, Nadra al-Hashem, Vivien Braddock, Chad, Gertrude Harrison, Mr. Hook, Mrs. Hook, Llewellyn Howarth, Koji Miyazaki, Hailee Pennington, Kevin Johnson, Neveah Stephens, Jeremy Stockton, Tiresias

Mitch, Kiera, and Pierce's operations in Chester grow more complicated as they are caught between ORPHEUS and the mysterious cult at the mental hospital. Kiera joins the Hecate, Mitch saves the CPRS, and Pierce gives power to Nadra.

## Episodes

### **Agendas Part I**

Mitch reconnects with his parents. The cell splits up, with Tiresias instructing Mitch and Kiera to infiltrate Dr. Howarth's organization, and Koji taking Pierce away. Kiera and Mitch both hide things from Tiresias but share the truth with each other.

### **Agendas Part II**

Koji checks in on Pierce's moral development, and the two of them use extradimensional tricks to enter the mental hospital. Howarth asks Mitch and Kiera to retrieve artifacts of Hailee Pennington's and use them to cleanse a nearby evil spirit that hinders his work.

### **Agendas Part III**

Kiera accepts Hailee's offer to become the third guardian of the reflecting pool, joining their sisterhood of witches. Pierce and Koji explore the mental hospital and search Howarth's office.

### **Agendas Part IV**

Pierce escapes with some of Howarth's files after a telepathic message from Nadra warns him of what might happen if the ORPHEUS cabal gets them. Mitch and Kiera have a miscommunication about strategy that nearly kills a guard. They research the dark spirit Howarth wants neutralized.

### **Agendas Part V**

At a local cemetery, Mitch and Kiera find the CPRS gang attempting to contact the dark spirit. The spirit possesses Neveah and nearly kills Abby, Chad, and Kevin, but Mitch and Kiera defeat it. Howarth invites Pierce to make amends and work on an arcane project.

### **Agendas Part VI**

Pierce learns much about the magical properties of the Long Legged Larry pages, and gives some of their power to Nadra to aid her fight against the ORPHEUS cabal. Kiera convinces Neveah to contact ORPHEUS for help with her power.
Sabotage Part II

## Official Summary

As Freya and Rhett try to process their realization of the facility's hidden purpose, Sampson and Jack search out their own horrific discoveries below.

Amidst the swift and deadly security response to the Maenad infiltration, faith and sanity are tested by the stark evil taken root on this lonely platform.

## Music Credits

* txtVapor - Cyber Heaven
* Three Chain Links - Magic Hour
* Heliline Kelluke - The Darkness Bonds Between the Corners
* Jehf Jones - Hot Beef Rainbows
* Blue Crystal Star - Momentum
* Kevin MacLeod - Ghostpocalypse 1 Departure
* ErikMMusic - Empty Reflections
* ErikMMusic - Empty Reflections (Slow Version)
* Myuu - Forgotten Factory
* ROZKOL - Called Your Bluff
* Three Chain Links - Interface
* Muciojad - N O S E D I V E
* THE WARHORSE - Call the Ponies
* Opening and Closing Themes by Nathan Kross and Rob Stith
Rhett Bordeaux

### Arcs

Contingency, Retrieval, Asherah, Sabotage, Safe Harbor, Advent, Parting of Ways, Selected Scenes From the End of the World, Home Front, As the Crow Flies, A Crisis of Faith

### Played By

Alan

Doctor Rhett Bordeaux is a licensed psychiatrist, learned Psychic and an ex-Soldier who works for Orpheus and is secretly a member of the Maenad Directive. He was previously stationed in the Chicago facility before tragic and destructive events forced him down a dark, treacherous path.

## Appearance

Rhett is 6'2" with ginger, wavy hair and green eyes. He wears a beard, and often sports a crimson tweed jacket with elbow patches.
Parting of Ways Part III

## Official Summary

Rhett and Neveah begin to scratch the surface of her trauma. Meanwhile, Bok Hui goes home, for perhaps the last time.

## Music Credits

* Free Dramatic Scores - Tales from the Asylum
* Three Chain Links - Magic Hour
* Free Dramatic Scores - Feel the Knife
* Josh Woodward - I’m Letting Go (Instrumental)
* Kai Engel - (I am) Climbing on Air
* Kevin MacLeod - Shadowlands 1 - Horizon
* Ghost Stories Incorporated - Lake of Lasting Agony
* Kevin MacLeod - Anguish
* Myuu - Growing Shadows
* Josh Woodward - Flickering Flame (Instrumental)
* Nikol S. and Symphonic Band - The Shadows of Horror
* Josh Woodward - Beyond the Sky (Instrumental)
* Kai Engel - After Midnight
* Kai Engel - Thaw (Outro)
* Opening and Closing Themes by Nathan Kross and Rob Stith
Reunions Part V

## Official Summary

Pierce enters into an uneasy alliance with the Cabal's covert kill-cell against a greater threat. Meanwhile, the brief respite bought by Zephaniah's trick finds Mitch face to face with Walter, his past, and an impossible choice.

Against this backdrop, the third and final repetition of the unearthly events of 1969 is resolved, and our operatives' lives are left forever changed.
Hermeticist

Hermetic mages, or **Hermeticists,** are practitioners of the arts of alchemy, transmutation and astrology. Reading the stars, creating potions of healing and Alchemist's Fire, and even building wondrous creations like a philosopher's stone or a homunculus. Hermeticists are few and far between, and all are valued within ORPHEUS.

## Mechanic: Quintessence

Hermetic abilities conditionally generate **Quintessence**, the mythic fifth alchemical element. A Hermeticist can manipulate Quintessence to greatly empower their abilities. However, the fleeting nature of Quintessence makes it difficult to handle.

## Abilities

### Alchemist's Fire

The Hermeticist crafts a powerful magickal accelerant that violently explodes on contact with the air, dousing the area in eldritch flames.

### Astrology

The Hermeticist reads patterns and portents in the stars, granting preternatural insight into the future, and with sufficient wisdom and discipline, the ability to influence fate.

### Homunculus

The Hermeticist crafts a semi-sentient alchemical construct in the form of a synthetic animal or humanoid. Homunculi serve their creators unconditionally, and are intelligent but have no speech, and may communicate in writing or gesture.

### Panacea

The Hermeticist crafts a potent alchemical healing elixir, capable of miraculous restoration of health and mending of injury.

### Theurgy

The Hermeticist leverages the utmost mystic erudition to contact intelligences from beyond our reality, immediately gaining knowledge as though they’d been studying and practicing the subject of their inquiry for years.

### Philosopher's Stone

Like Hermes Trismegistus before them, the Hermeticist masters the secrets of the prima materia and completes the magnum opus, obtaining the physical essence of enlightenment, the philosopher’s stone.
Retrieval Part V

## Official Summary

In the tiny fishing village of Chullachy, Freya and Rhett discover a terrible secret, and are forced into a desperate fight against a superior force.

Here ends the Retrieval Arc, with the stage set for an overdue reckoning.

## Music Credits

* VektorMusik - Auld Lang Syne
* Three Chain Links - Magic Hour
* David Szesztay - In Action
* David Szesztay - Eve
* David Szesztay - Surreal 2
* Sublustris Nox - Behind the Attic Door
* David Szesztay - Romance
* Sergey Cheremisinov - Lucerna
* Muciojad - N O S E D I V E
* Kevin MacLeod - Bump in the Night
* Royalty Free Metal Music - Crash and Burn
* Myuu - Tiffany's Theme
* Kai Engel - Written in Ink
* Opening and Closing Themes by Nathan Kross and Rob Stith
Psychic

Psychics. Mind readers. Telepaths. People who are gifted with powers of the mind, allowing them to see into the thoughts of others. In ORPHEUS, Psychics are mighty; using their powers to create illusions or blast noise into the minds of enemies, while linking allies together and healing mental damage.

## Mechanic: Sympathetic Field

As a Psychic pours greater and greater mental resources into their gifts, they begin to affect the surrounding psychic environment, making their abilities stable and impactful. This effect is known as a Psychic’s Sympathetic Field.

## Abilities

### Astral Projection

The Psychic transmits their consciousness into a plane of pure thought energy, allowing them to observe, and sometimes interact with, places distant from their physical body.

### Illusion

The Psychic constructs elaborate mental impressions in the mind of their target, effectively shaping the target’s perception of reality.

### Mesmerism

The Psychic assails their target’s mind with confusion and psychic noise, causing a temporary catatonia.

### Mind Blast

The Psychic lashes out with pure mental force, causing violent misfires of the target’s synapses and flooding their consciousness with psychic noise.

### Psychic Healing

The Psychic links their mind with that of a willing entity, helping repair trauma to the target’s psyche, though taking some of the burden on themself.

### Telepathy

The Psychic forges a mental link between their mind and the mind of a target or targets, reading thoughts and allowing for telepathic communication.

## Notable Psychics

* Kiera Jackson
* Rhett Bordeaux
Draugr

Draugr are not undead, but they are humans who carry the cold spirit of Winter and an almost insatiable hunger for human flesh. They bring to the field the harsh, cold of Winter, unnatural strength and extreme speed, along with inhuman stealth and a lust for human flesh and blood. Commonly known as Wendigo.

In sites that have seen murder, cannibalism, or other violent depravities, there roam spirits of bloodletting and gluttony. Known as Draugr in Scandanavian cultures, it is unclear whether they are attracted to these atrocities, or if they motivate them directly. Humans bonded to these spirits carry the starving cold of winter with them as they stalk the shadows, lusting for the sustenance and warmth of living blood.

## Mechanic: Hunger

When a Draugr causes an enemy to bleed or raises their present bleeding level, they gain one point of Hunger, to a maximum of 4. The effects of each level of Hunger are detailed below.

* 1 Hunger: +1d3 damage to Draugr’s melee attacks.
* 2 Hunger: +2d3 damage to Draugr’s melee attacks, +1d3 damage to melee attacks made

by others within 1 area of Draugr.

* 3 Hunger: +3d3 damage to Draugr’s melee attacks, +1d3 damage to melee attacks made

by others within 1 area of Draugr.

* 4 Hunger: +4d3 damage to Draugr’s melee attacks, +2d3 damage to melee attacks made

by others within 1 area of Draugr.

## Abilities

### Alacrity

Your movements are quick as cold, graceful as shadows, and knife-edge sharp.

### Anthrophagy

Cannibalism is inextricably bound to the nature and fate of the Draugr. The consumption of warm, human flesh grants the Draugr unnatural resilience and power.

### Bitter Gale

The Draugr unleashes the gelid fury of Winter’s heart, buffeting and freezing nearby victims

### Bloodlust

Such is the Draugr’s hunger for hot blood, their enemies’ wounds seem eager to feed them.

### Hungry Shadows

Darkness enfolds the Draugr like a cloak, obscuring and silencing its movements and enabling devastating ambush attacks.

### Draugr Madness

Drawing upon their inner darkness, Draugr may spread the cannibal bloodlust that fuels them to unwitting victims.

## Notable Draugr

* Jack Kincaid
* Bella Atropa
* Torc the Still
Road Trip Part II

## Official Summary

Lying low in a ratty motel, Kiera, Mitch, and Jack try to make sense of what's on the audio cassette tapes Tiresias led them to in his final moments. But Sol Invictus hasn't given up the chase.

Our operatives will have to determine how the strange accounts recorded on the tapes can be used to find their way forward to the contact Tiresias told them about... but they'll need to get out of the crosshairs first.

## Music Credits

* Three Chain Links - Magic Hour
* Somewhere off Jazz Street - Tonight
* Myuu - Obsessions
* Kai Engel - Tumult
* Moonlit Align - Dark Moss
* Taddart - The Legend of Anzar (Act 2)
* Marlon Lewis - DEATH CULTVIOLENCE
* Opening and Closing Themes by Nathan Kross and Rob Stith
City on Fire Part III

## Official Summary

With a sudden and intimidating complication thrown in the way of the supply raid, Mitch and Kay must think fast in order to save the rebellion from starvation.

## Music Credits

* Three Chain Links - Magic Hour
* Myuu - Now or Never
* Sergey Cheremisinov - Shaman’s Roar
* Alexander Nakarada - Fólkvangr
* Myuu - It’s Not Over Yet
* DEgITx - Dead Space
* Harbinger - The Possessed
* Myuu - On the Chain
* Project Divinity - In Mist Shrouded
* A. Romeo - Haunted Soul
* Opening and Closing Themes by Nathan Kross and Rob Stith
Road Trip

**SPOILERS** Read at your own risk.

### ?????? Recap

* ?????? is a one-off episode catching the listeners as to what has happened to Pierce since The Tower Inverted's finally. Whilst being relevant to Road Trip and released alongs side it, it isn't marked as an episode and is therefore recapped in detail here, ?????.
OPSEC Part I

## Official Summary

Cut off from all aid with the Coyote Ramblers and the Cartel in the rear view mirror, and Pierce in the throes of an occult nightmare from which he seems unable to wake, our Operatives have seen better days. But there's still a chance of finding the help they need at DATCON, if they play their cards right.

The convention is a hive of digital scum and villainy, and just the place to find the kind of hired gun they require. However, there's more going on at the convention than is suggested in any program or itinerary, and our operatives may be walking into dangers they don't yet understand...

## Music Credits

* Darren Curtis - Scary Futuristic Music Theme
* Three Chain Links - Magic Hour
* Kevin MacLeod - Political Ad
* Kevin MacLeod - Hush
* Three Chain Links - The Chase
* Alexander Nakarada - Hor Hor
* 44-Grams - Back Bone
* Alexander Nakarada - Fireworks
* Kevin MacLeod - Vibe Ace
* Kevin MacLeod - Off to Osaka
* JCM - Out Came the Sun
* Kevin MacLeod - Deadly Roulette
* Myuu - MSP#1: FORSAKEN
* Free Dramatic Scores - Feel the Knife
* ROZKOL - The Den
* Kai Engel - December
* Opening and Closing Themes by Nathan Kross and Rob Stith
The Shudder Part II

## Official Summary

After their strange encounter with the Lady Clothed in Crows, the ORPHEUS operatives make their way to the isolated mansion of the late Ben Weiss. There, they meet with representatives of the cult.

As they attempt to ingratiate themselves to their suspicious hosts, it becomes apparent that Weiss's special effects artworks are treated as holy objects by the Prophecy Children, and that his bizarre work is deeply intertwined with their vision of a new age of enlightenment.

## Detailed Recap

After leaving the forest the group deliberates and settles on hiding their van, as it is perhaps the most conspicuous thing. Once the van is hidden, and weapons stored, they then boarded Koji's car. Koji has been building relationships within the Prophecy Children, the cult that is using Ben Weiss' estate, as the cults drug dealer. It is under the guise of the guidance of Koji, that the group is brought to the Weiss estate.

Seeming like they want to join the cult they move inwards towards the main Mansion through the tent city that has formed outside as more people come to join the calling of "Isaiah" formerly known as Geralt or "Jerry" when Zachary knew him. The members of this cult are meticulously clean, and clad in white robes. Upon approach to the Mansion Dr. Danvers spots someone on the roof, who eyes her suspiciously. This person is identified by Koji as Artemis, the defacto second in command around here, the informant who has been feeding Koji information about the cult is terrified of her.

Via a performance by Koji, the group makes its way into the main compound of the cult. Inside awaits a man by the name of Alistar, he leads the group upstairs and to a bathroom where they are instructed to cleanse them selves and change into the white robes, Alistar checks each person for hidden weapons at this time as well. Zach and Alistar have a conversation about the military and the mission that Isaiah is on. Once cleansed, they are lead to the art gallery within the Weiss estate. A collection of sculptures that are in strange and mysterious figures. Constantly in a form of change all facing the walls where paintings hang, paintings of the sculptures as if the paintings were mirrors. The episode ends with a shadow moving through the background of the paintings.

## Music Credits

* Three Chain Links - Magic Hour
* Josh Woodward - Invisible Light (Instrumental)
* Kevin Macleod - Cambodian Odyssey
* Kai Engel - Floret
* ROZKOL - Ambient I-IV
* Opening and Closing Themes by Nathan Kross and Rob Stith
Asherah

The Asherah was first mentioned in Reflections Part VI, and in subsequent episodes more about the nature of the people on board and the mystery surrounding it are revealed.

It is initially just the name of a ship on which an operation involving Walter Marchant was conducted.

Walter is accused of killing children and the destruction of the ship by Doctor Llewellyn Howarth, who has photo evidence of the atrocities.

(WIP)
Organizations and Groups

## ORPHEUS-related

* ORPHEUS
* Maenad Directive
* Sol Invictus
* Walter Marchand's insurgency

## Gangs

* Bella Atropa's crew
* Coyote Ramblers
* The Cartel

## Religious

* Church of the Earthly Resurrection
* Congregation of the Gentle Hand
* Cult of Tammuz
* Group 13
* Order of the Argent Pyramid
* Prophecy Children
* Three-in-One
* Yellow Court

## Other

* Chester Paranormal Research Society
* Chester Police Department
* Chicago Police Department
* The Discovery Club
* Scotland Yard
Fairchild Home For Children (location)

The Fairchild Home For Children is an orphanage and a front for the Cult of Tammuz.

The Fairchild Home For Children consists of several buildings, the oldest of which is actually an architectural manifestation of The Labyrinth, a representation of the power of Tammuz.

## Notable Residents

The Fairchild Home For Children has been home to a number of significant people.

* Kiera Jackson was placed in the Fairchild Home For Children as a teenager. She had forgotten much of her experience there, but relived her experiences in the Fairchild Home For Children arc with the help of Neveah Stephens and the Hecate. Kiera was present during an attempt by the Cult of Tammuz to bring Tammuz into the world by way of blood magic and ritual sacrifice. She somehow escaped the ritual, and woke up warm and safe in an SUV with a menacing note from Darren and no memory of the experience.
* Darren Feldman was a resident of the Fairchild Home For Children at the same time as Kiera. He was a central part of the Cult of Tammuz ritual, and possibly earned his place as a Heir of Tammuz in that ritual. He seems to be responsible for saving Kiera from the ritual.
* Tabitha Keswick was put in the Fairchild Home For Children after being orphaned by the murder of her father. While there, she was abused by members of the Cult of Tammuz.
Sedition Part II

## Official Summary

Rhett must reckon with the fallout of Kathleen Lithgow's disappearance, but is given little time to lament the Maenad Directive's newly diminished position, as an unexpected visitor arrives in Chester...

## Music Credits

* Myuu - To Zanarkand (Final Fantasy X Cover)
* Three Chain Links - Magic Hour
* Naoya Sakamata - Beyond the Poetry
* Darren Curtis - Soul’s Departure
* Proffeseur Y - La Maison De Paille
* Lon Snow - Cello’s Cantara
* Free Dramatic Scores - Tales From the Asylum
* Ghost Stories Incorporated - Last Man Standing
* Myuu - Tiffany’s Theme
* Ghost Stories Incorporated - Lake of Lasting Agony
* Myuu - Reversion 2015
* Myuu - Unspoken
* Alexander Nakarada - Come Closer
* Myuu - Shelter
* Zero-project - Disabled Emotions Suite - Part 5
* Opening and Closing Themes by Nathan Kross and Rob Stith
Witch

Witches are those who embrace the unknown, wielding dark powers, blessings and curses alike, to fight their enemies. They are also excellent at crafting potions of healing, charms of blessing or curse, and can even fly by their own power.

Throughout human history, the outcasts of society have been demonized as witches. These narratives have proven useful for those who wish to crush the marginalized and consolidate power, but ORPHEUS knows the truth of witchcraft is far from a simple fairy tale about pure
good and pure evil. Witches have existed for as long as humanity has had an interest in the unknown. Scientists seek to understand the unknown. Politicians seek to vilify it. Witches embrace it peacefully, in all its dark mystery and wonder. Wielding blessings and curses with equal facility, witches challenge the very notion good and evil, and will always be targeted by those who wish to impose their views on the world because of it.

## Mechanic: Arcane Tide

As a Witch leans further into the dark or light aspects of their power, their essence is attuned to
light or darkness, moving their Arcane Tide into Benediction or Malediction. Benediction
(positive Arcane Tide value) enhances the positive aspects of a Witch’s power, while Malediction (Negative Arcane Tide value) enhances the negative. Arcane tide ranges from -3 (full Malediction) to +3 (full Benediction).

## Abilities

### Blood Curse

The Witch employs a prehistoric rite of black blood-magick to literally pull the blood from their victim’s body at a distance, causing sudden, violent haemorrhaging.

### Evil Eye

Making the sign of the Evil Eye, the Witch calls upon malign forces to afflict their target with a subtle negative aura that can manifest as any combination of confusion, nausea, pain, anxiety, and bad luck.

### Familiar

Tales of black cats, toads, and ravens with uncanny intelligence, perhaps vessels for demonic tutors and spiritual benefactors, are inextricably tied to the lore of the Witch. Unlike many misconceptions held on the subject of witchcraft, that exact phenomenon is both real and common among Witches.

### Fetish Charm

Whether taking the form of a voodoo doll, a bag of knucklebones, a stickman, or some other guise, the Witch’s practice of constructing symbolic representations and imbuing them with arcane power to harm and to heal is well known.

### Flight

The ability to transcend gravity is a common dream of empowerment among human beings but is also considered a common signifier of witchcraft. The prevalence of this association with Witches is unsurprising, as Witches mastered human flight before the invention of written language.

### Witch's Brew

The Witch utilizes time-old, secret knowledge of herbs, hedge alchemy, and spiritual lore to craft a healing potion that is as harsh on its user as it is powerful.

## Notable Witches

* Kiera Jackson
* 733
Sanctuary Part III

## Official Summary

On the surface of Elysium, the cell must contend with the entity at the center of the Song, using courage, trickery, and eldritch manipulations of reality. But the intentions of this unthinkably powerful being are mysterious, and whatever it desires appears to be directly in our operatives’ path…

## Music Credits

* Myuu - MSP#2: VOICES
* Three Chain Links - Magic Hour
* Myuu - MSP#1: FORSAKEN
* DOS-88 - Checking Manifest
* Three Chain Links - Bindings
* Three Chain Links - Hide
* Mykee Morettini - EVIL EVERYWHERE - Theme - Punchy Mix
* Myuu - You’re Next
* Kai Engel - Dancing on the Edge
* X - Neo Perturbator
* Opening and Closing Themes by Nathan Kross and Rob Stith
Muninn

Muninn (Thomas Robert Galton) was is the leader of Sol Invictus and a member of its board of directors. He is responsible for the coup that disposed of the old leadership of Orpheus following the attack on the Chicago facility.

## Muninn

### Affiliations

Orpheus, Sol Invictus, Department of Abnormal Security

## Appearance

Muninn is described as standing tall and proud, with a scarred face and patched eye.

## Orpheus

Muninn was handler to Jack, Nadra, and Pierce, but abandoned them in the field.

Muninn managed to conceal his occultist powers from Jack, Nadra, and Pierce while he was working with them. Those abilities were not well known within Orpheus. Muninn's official position within Orpheus was unclear, but he was clearly an influential player.

Muninn managed to augment his power with a number of important artifacts:

* A cloak much like the one worn by Koji, which allowed the wearer to redirect objects through reality.
* The Lance of Olyndicus, which he used in combination with the cloak to project spear tips in a way that defied reality.
* An eldritch artificial intelligence formed in the combination of the uploaded version of Caitlyn Danvers and the eldritch AI created by Andrew Bernier.

## Sol Invictus

Muninn used the power vacuum left by Nadra and Darren's attack on the Chicago facility to consolidate power and within Orpheus, which he re-branded as Sol Invictus. He was one of three remaining board members after the takeover, along with Tabitha Keswick and Granville Moore.

Under Muninn, Sol Invictus' methods were significantly more violent and less concerned with secrecy than Orpheus had been. Muninn directed a campaign to exterminate all psychics, and has regularly used violence against friends or family members as a method of coercion.

While heading Sol Invictus, Muninn prioritized the completion of the Advent Project, which sought to merge human and Nephalim to create an entity capable of fighting entities from beyond our reality. After several notable failures, the project was finally brought to fruition by Kathleen Lithgow.

## Department of Abnormal Security

After Nadra brought about the Fecundity and its changes started to ravage the world, Muninn, under the name Thomas Robert Galton, was appointed the Director of the United States Department of Abnormal Security. This new department sought to push back against the Fecundity, and explicitly named Nadra and Tabitha as the people responsible for it.
Invitations Part V

## Official Summary

The cell makes preparations for their upcoming operation, to be coordinated with the movements of the remaining Maenad Directive cell South of the border. During this time they must also bid farewell to Neveah, who sorely needs to go home and back to her normal life.

The mission takes the cell to a strange facility whose true purpose is as yet unknown...

## Music Credits

* Myuu - Stronger Together
* Three Chain Links - Magic Hour
* braids - 02 - 01
* Sublustris Nox - Dungeon Dance
* Josh Woodward - Hollow Grove (Instrumental Version)
* Three Chain Links - Gray is the Sky
* DOS-88 - Checking Manifest
* Funktion - Lisberger [Synthwave]
* Three Chain Links - Unatco Headquarters
* City-Hunter - UNATCO (Orange Edition)
* F.O.G. - Intervalo de Horror
* Vincent Nuit - Beyond Human
* Climactica Audio - One Hundred and Ten Degrees
* Myuu - MSP#2:STEEL
* Darren Curtis - Unknown Fear
* Three Chain Links - He Walks
* DEgITx feat. Matty M. - Grim Reaper
* Opening and Closing Themes by Nathan Kross and Rob Stith
Road Trip Part V

## Official Summary

Pierce's side of the operation against the Cartel is already in jeopardy, as seemingly supernaturally powered enforcers from the Cartel proper take charge of the defectors and release some kind of eldritch working that shakes Pierce to his core.

Mitch, Kiera, and Jack are left to pick up the pieces as the operation's parameters are thrown into chaos, and a pitched battle between the two gangs (and their hidden supernatural payloads) begins to look more and more inevitable.

## Music Credits

* Three Chain Links - Magic Hour
* Z'EV - Third Movement
* Nathan Kross and Rob Stith - In the Dark
* Kevin MacLeod - Satiate Percussion
* Kevin MacLeod - Right Behind You
* THUNDEROSE - I'm Broken (Pantera) re-master
* bXmMusic - #SWAG
* juliangruber - Black Progressive Groove
* Penmoss - Noctant
* Josh Woodward - I Want to Destroy Something Beautiful (Instrumental)
* Alexander Nakarada - Chronos
* Caffeine mitt Cocaine - Depeche Mode - Behind the Wheel (Caffeine mitt Cocaine Mix)
* Opening and Closing Themes by Nathan Kross and Rob Stith
Parting of Ways Part II

## Official Summary

Rhett descends into the lake to provide what help he can, while Bok Hui and Jack road trip across the country, in hopes of looking in on Bok Hui's family.

## Music Credits

* Myuu - The Order’s Theme
* Three Chain Links - Magic Hour
* Josh Woodward - The Parade (Instrumental)
* Kai Engel - Cloudburst
* Kai Engel - Fairytale
* ErikMMusic - Empty Reflections
* Naoya Sakamata - Embers of the Soul
* Alexander Nakarada - Fireworks
* Borrtex - Brave
* Naoya Sakamata - Dissociation
* Headlighter - Purple Sunset
* Neuron Spectre - Full Moon Overdrive (2018 mix)
* The Good Lawdz - A Lil Somethin’ Somethin’
* Kevin MacLeod - Awkward Meeting
* Myuu - Cornered
* Kai Engel - Murmuration
* Zero-project - Disabled Emotions Suite - Part 5
* Opening and Closing Themes by Nathan Kross and Rob Stith
Advent Part I

## Official Summary

Rhett and Bok Hui race to intercept Nevaeh in Chester, Illinois, hoping to prevent her from crossing a line that can't be un-crossed.

At roughly the same time, Sampson, Kiera, and Atalanta make their desperate play to disrupt Muninn's plan, which appears to be coming to its final fruition.

## Music Credits

* Borrtex - Ability
* Three Chain Links - Magic Hour
* Kai Engel - Chance
* Sergey Cheremisinov - Immersive
* Floxyde - Just a Dream
* Naoya Sakamata - Embodiment
* Darren Curtis - Bleak Horizon
* David Szesztay - Wake Up
* Kai Engel - Somber Descent
* City-Hunter - UNATCO - Orange Edition
* Myuu - Grotesque Fantasia
* David Szesztay - In Action
* Benedict Hacker-Huges - Groove Metal Instrumental
* Neuron Spectre - PowerWolves
* Darren Curtis - Unknown Fear
* Zombie-Fish - ANNIHILATOR
Pilgrimage Part III

## Official Summary

Mitch and 733 scramble to rescue their comrades, who've found themselves in deadly peril.

Deeper under the earth, something takes notice of them.

## Music Credits

* Three Chain Links - Magic Hour
* Darren Curtis - It’s Not Over
* Darren Curtis - Labyrinth of Lost Dreams
* Myuu - The Unknown
* Kevin MacLeod - Bump in the Night
* Kevin MacLeod - Scheming Weasel Slower
* Kevin MacLeod - The House of Leaves
* Darren Curtis - Lord McDeath
* Myuu - Dark Waters
* THE WARHORSE - Caldor’s Going Out of Business
* Opening and Closing Themes by Nathan Kross and Rob Stith
OPSEC Part III

## Official Summary

The cell reunites at the hotel, and while it takes a village, they begin to get to the bottom of what's wrong with Pierce, with assistance from an unlikely source.

Revelations concerning secrets Pierce has been keeping significantly change the tenor of the mission moving forward, and a course is set.

## Music Credits

* Myuu - Storytime
* Kevin MacLeod - Divertissement
* Three Chain Links - Magic Hour
* Kai Engel - Global Warming
* Xenojam - Go Mad and Burn
* Sergey Cheremisinov - Comets and Stars
* Three Chain Links - Masks and War Drums
* Myuu - Promise ~Reprise~ (Silent Hill 2 Cover)
* Free Dramatic Scores - Shards
* Kevin MacLeod - Awkward Meeting
* Myuu - The End is Always Near
* Sergey Cheremisinov - Tavern
* Josh Woodward - 20/20 Instrumental Version
* Myuu - Exploring the Inferno
* Opening and Closing Themes by Nathan Kross and Rob Stith
City on Fire Part VI

## Official Summary

Momentum may be on the side of the rebellion, but a lack of organization threatens to snuff out the fires before they can truly begin to spread.

Mitch and Kay must decide how best to lead in this time of upheaval.

## Music Credits

* Three Chain Links - Magic Hour
* Sergey Cheremisinov - Immersive
* Kai Engel - Warm of a Mechanical Heart
* Sublustris Nox - Dungeon Dance
* Myuu - Lake of Memories
* Darren Curtis - I Will Find You
* Myuu - Run!
* Myuu - It’s Not Over Yet
* Ezietto - Trinity
* David Szesztay - Eve
* Alexander Nakarada - Grundar
* Alexander Nakarada - Vopna
* Tri-Tachyon - Gardarike
* Opening and Closing Themes by Nathan Kross and Rob Stith
Rescue Part I

## Official Summary

We at last discover what's been occupying Freya Benton since the momentous events at Sanctuary.

## Detailed Recap

The episode opens with Freya, still doing battle alongside her Maenad allies in Sanctuary. Soon, a strange feeling overtakes her: surroundings move slower, time feels as if it's slowing, but she is able to perceive and think at a normal rate. She gets a strange feeling of pressure in her ear, and somehow finds herself in her most recent home in Chile.

## Music Credits

* THE WARHORSE - Caldor’s Going out of Business
* Josh Woodward - A Song (Instrumental)
* Myuu - Promise ~Reprise~ (Silent Hill 2 Cover)
* Alexander Nakarada - Freedom
* Three Chain Links - Masks and War Drums
* Naoya Sakamata - Chemical Afterimage
* Kevin MacLeod - Shadowlands 4 - Breath
* Inflammator - Unit-29A
* b - SwedishBritish Styled Death Metal
* Mykee Morettini - Italian Giallo Horror Theme
* Meowstro 2.0 - Frosty Meadows
* cinematicwaves - Road to Dark Tower
* Michael Wite - Danger Coming
* Kevin MacLeod - Heart of the Beast
* Opening and Closing Themes by Nathan Kross and Rob Stith
Homecoming Part II

## Official Summary

Sampson's arrival in Chester marks a possible inflection point in its re-descent into darkness. But before he can join forces with the Hecate, Ellie must be delivered safely from harm's way.

Something profoundly dark stalks the streets, fields, and woods; something wearing the shape of a man.

## Music Credits

* Nikol S. and Symphonic Band - The Shadows of Horror
* Naoya Sakamata - Beyond the Poetry
* Three Chain Links - Magic Hour
* Three Chain Links - The Chase
* Three Chain Links - He Walks
* Free Dramatic Scores - Tales from the Asylum
* Myuu - Pop Goes the Weasel
* Borrtex - One Moment
* Zero-project - Winter Princess
* Kevin MacLeod - I Knew a Guy
* Josh Woodward - Fight the Sea (Instrumental Version)
* Myuu - Cursed Stories
* Mykee Morettini - Halloween Jamie’s Theme
* Brodo - The Horror Of It All
* Opening and Closing Themes by Nathan Kross and Rob Stith
Parting of Ways Part VI

## Official Summary

Freya Benton, along with her new companions, make it to her nearest safe house, only for Freya's life to be irrevocably changed.

## Music Credits

* Three Chain Links - Magic Hour
* Josh Woodward - Sleepy Thought (Instrumental)
* Myuu - Identity Crisis
* Meowstro 2.0 - Frosty Meadows
* Myuu - Troubled Waves
* Myuu - Hopeless
* Myuu - Promise ~Reprise~ (Silent Hill 2 Cover)
* Alexander Nakarada - Nomadic Dawn
* Darren Curtis - The Cold Settles
* F.O.G. - Intervalo de Horror
* Alexander Nakarada - Nomadic Sunset
* Myuu - Cornered
* Myuu - Look Out
* Darren Curtis - Unmatched Treachery
* Opening and Closing Themes by Nathan Kross and Rob Stith
Safe Harbor Part I

## Official Summary

In a somewhat seedy strip club on the wrong side of San Diego, a waitress who is much more than a waitress comes face to face with shocking violence.

And as her family worries for her safety, someone entirely else is interested in something entirely other than her safety.

## Music Credits

* Three Chain Links - Demons
* Three Chain Links - Magic Hour
* Peter Rudenko - The Painter
* Paul Ursin - Blakeys
* Paul Ursin - Filters
* Xenojam - Go Mad and Burn
* Myuu - MSP#1:MINATORY
* Benedict Hacker-Hughes - Groove Metal Instrumental
* Kai Engel - Murmuration
* Naoya Sakamata - Time Graveyard
* NarbalBK - Impending Darkness
* Myuu - Cornered
* Myuu - Tiffany’s Theme
* Opening and Closing Themes by Nathan Kross and Rob Stith
Invitations Part I

## Official Summary

Mitch, Pierce, and Hailee Pennington in the body of Kiera make it back to the outpost cabin. But how are they supposed to get home?

Before that can be settled, however, Kiera needs help returning to herself, which will keep Neveah and Hailee busy for a while. And Abby seems to have found a second location nearby that Bernier was jealously guarding...

## Music Credits

* Free Dramatic Scores - Tales from the asylum
* Three Chain Links - Magic Hour
* Blue Crystal Star - Emerald Earth
* Kai Engel - Anxiety
* Naoya Sakamata - Get Closer
* Kevin MacLeod - Lightless Dawn
* Naoya Sakamata - Vermilion Pt. 2 - Dark Piano Version
* Myuu - MSP#1: VICIOUS
* Pok3re - And then the rose said...
* Opening and Closing Themes by Nathan Kross and Rob Stith
Bereavement

Mitch and Pierce return to ORPHEUS in the aftermath of the disaster in Washington. Mitch realizes that ORPHEUS command does not trust Pierce, and grapples with survivor's guilt. Pierce attempts to retrieve the book he recovered from the Congregation of the Gentle Hand in order to save Kiera, but he severely burns himself in the process. The two ask Tiresias for help, and find out that it was him who scheduled the occult text for incineration for the greater good. Pierce goes off the grid and takes drugs in order to scrape every piece of information he saw during his cursory glimpses through the text. He goes to the Chester Mental Health Center, and he is subsequently attacked by a spider-like creature in extra-dimensional space.

## Episodes

### Bereavement Part I

Pierce and Mitch are debriefed in the wake of the disastrous mission in Washington, and Mitch becomes aware of a disquieting, command-level distrust of Pierce within ORPHEUS.

Eager to exhaust all possible avenues to bring Kiera back, Pierce attempts to retrieve the occult text confiscated from the Congregation of the Gentle Hand, with disastrous results...

### Bereavement Part II

Mitch reunites with a newly conscious Pierce to discuss the fate of the arcane text Pierce tried and failed to steal. With no certain way forward, the broken cell turns to Tiresias for aid.

Later, Pierce's single-minded obsession with recovering Kiera from her state of indescribable uncertainty drives him to risk life, limb, and standing with ORPHEUS as he ventures outside of the organization's purview for a final, desperate gambit.
Sanctuary (location)

Sanctuary is an ORPHEUS facility located somewhere in Alaska. It is used by ORPHEUS as a warehouse and prison for eldritch artifacts and entities too dangerous to be allowed to exist in the outside world, even when under the control of ORPHEUS.

## Background

The history of Sanctuary is not well known, even at the highest ranks of ORPHEUS.

Sanctuary was likely not built by humans. It appears to be a geofront, an underground facility so big that it appears to be naturally existing. High ranking ORPHEUS agents have had most memories of the facility erased from their minds. Even Orion, the director of ORPHEUS, and Koji Miyazaki, the designer of many of its security systems, are not aware of what exists at the lower levels or how to access all of its secure areas.

Rank-and-file members of ORPHEUS do not know Sanctuary exists, and those who do know about it are not allowed to know where it is located. Travel to and from Sanctuary requires agents to be put into hibernation in a hearse, a casket-like device that puts the occupant in a medically-induced coma.

Sanctuary consists of several levels, each deeper underground and more dangerous than the last.

### Sanctuary

The top level of the facility is referred to as Sanctuary. It has been confirmed to contain houses shipping and receiving facilities, warehouses, security offices, and a train that travels to other parts of the facility.

### Elysium

Below Sanctuary, the geofront known as Elysium is home to some of the facility's most dangerous inmates, including the Song Entity. Elysium is unimaginably vast - a cavern that is bigger than a small town.

Elysium is also home to Cerberus, the biomechanical guardian of Hades. Cerberus is designed to be piloted by Orion, and also provides much of the computational power required to operate the Sanctuary facility.

### Hades

Hades is the deepest level of the facility. No one, not even Orion, is allowed to know what it contains. The gates to Hades can only be opened by Cerberus.

## Inmates

### Darren Feldman

Darren Feldman was being held by ORPHEUS in Sanctuary, in a special cell designed by Koji to slowly drain him of the power he held as an Heir of Tammuz.

### Song Entity

The Song Entity is one of the most feared inhabitants of Sanctuary. The Song Entity has a powerful memetic weapon, allowing it to control the minds of a seemingly unlimited number of humans by singing to them. It is not clear what the Song Entity looks like, but its area of effect extends from Elysium up to the lower levels of Sanctuary.
Lars Keswick

Lars Keswick was the former heir to the Keswick family fortune and a member of the Order of the Argent Pyramid. He was passed over as heir in favor of his younger brother, Howard Keswick.

## Appearance

Lars Keswick was a tall, elegant looking man with sandy blonde hair and piercing blue eyes.

Keswick performed as a clown at the Sangrin West Circus in London while dressed in a pinstripe suit and wearing grease paint.

## Background

Lars Keswick was being groomed to become the heir to the vast Keswick shipping concern, but abandoned that life to pursue the secrets of the occult.

Keswick was very informed of the goings on in the occult world of 1890s London, with connections in both high society and the criminal underworld.

### Interregnum

Keswick approached Granville Moore and offered information about vampirism and the London occult community in exchange for assistance in acquiring the Henry Colfax book used by Freya Benton and Sir Alfred Spencer in the summoning of Kiera Jackson in Out of Time.

Keswick is suggested to have leveraged the power of the Mnemophage to absorb the memories of Sir Alfred Spencer.

### Foundation

Howard Keswick visited his dying father and was told that the Keswick empire would be his, but only if he killed Lars Keswick. Howard is warned that Lars is no longer human.

Lars, in collaboration with his co-conspirators in Sol Invictus, planned to steal a priceless occult artifact from the British Museum: the rune-etched stones that would come to encircle the stones around the reflecting pool at the Braddock House.

After his robbery is nearly interrupted, Lars made his escape by train, accompanied by a cult-like following that referred to him reverently as Brother Lars. He was pursued by Howard Keswick, Freya Benton, and Seamus Fenian, who ultimately cornered Lars in the engine of the train and discovered he had been subsumed by the Mnemophage, which seemed to climb out of his body. It used its powers to confuse its pursuers, but Seamus maintained enough focus to derail the train, causing the entity to flee without the stones.

After this incident, Lars Keswick was presumed dead, although Howard Keswick knew he lived on as Long-Legged Larry. Howard was later contacted by Tezcatlipoca, who offered a plan to harm the entity.
City on Fire Part V

## Official Summary

The victory at the terrace is followed immediately by a shocking escalation by the city regime.

Kay and Mitch must make instant decisions of incalculable consequence to every resident of the city.

## Music Credits

* Ghost Stories Incorporated - The Reason for Haunting
* Three Chain Links - Magic Hour
* Fragrance99 - Grisly Reminder
* Borrtex - Courage
* City-Hunter - UNATCO - Orange Edition
* Ghost Stories Incorporated - Final Serenity
* Alexander Nakarada - Borgar
* 1-Minute-Music - Rise of the King
* Darren Curtis - The Invasion
* Kai Engel - Disciples of Steel
* Alexander Nakarada - The Wandering King
* Vasilis Nektarios Georgoulis - The Fall of the White City
* Myuu - Reversion 2015
* Opening and Closing Themes by Nathan Kross and Rob Stith
City on Fire Part II

## Official Summary

Mitch and Kay lay their plans to supply the rebellion with the food it needs to survive the coming actions against the Nightmares, and strike the first blow in what will be quickly-escalating war.

## Music Credits

* Darren Curtis - Scary Dark Futuristic Music Theme
* Three Chain Links - Magic Hour
* Kai Engel - Nocturne
* Kai Engel - Illumination
* Myuu - March of the Titans
* Sergey Cheremisinov - City of Lonely Ghosts
* Natus - When it Comes
* ROZKOL - Hell Slime
* Kai Engel - Silence
* Josh Woodward - Shadows in the Moonlight (Instrumental)
* DEgITx - Before the Storm
* DEgITx - Road to Heaven
* Kevin MacLeod - Ghostpocalypse 7 - Master
* Kai Engel - Somber Descent
* Tri-Tachyon - The Warbird
* Kai Engel - Melted Wings
* Opening and Closing Themes by Nathan Kross and Rob Stith