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CTHULHU
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Cthulhu Dark Ages - Pagan Call
Kevin Anderson and Stéphane Gesbert
PAGAN
CALL
Fighting the Mythos in the Western Saxon Kingdom
at the Turn of the First Millennium
A Campaign for Call of Cthulhu “Dark Ages”
by
Kevin Anderson and Stéphane Gesbert
Copyright © 1997-2001, 2002 Kevin Anderson and Stéphane Gesbert
 
Kevin Anderson and Stéphane Gesbert
Pagan Call: General Background
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Copyright © 1997-2001, 2002 Kevin Anderson and Stéphane Gesbert
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Cthulhu Dark Ages - Pagan Call
Kevin Anderson and Stéphane Gesbert
The following series of linked scenarios – “chapters” -
form a campaign set in the southeast of England around
1020 AD. With minor modifications, the campaign can be
shifted to any year of the Danish raid period, 980-1016
AD, or the Danish rule period, 1016-1041 AD. This
campaign is recommended for an experienced keeper. On
the other hand, exposure to the Mythos is very gradual,
hence new investigators are welcome.
Pagan Call: General Background
“AD 1020. This year went the king [Knute] to Assingdon; with Earl Thurkyll, and Archbishop Wulfstan, and other bishops,
and also abbots, and many monks with them; and he ordered to be built there a minster of stone and lime, for the souls of the
men who were there slain, and gave it to his own priest, whose name was Stigand; and they consecrated the minster at
Assingdon. And Ethelnoth the monk, who had been dean at Christ's church, was the same year on the ides of November
consecrated Bishop of Christ's church by Archbishop Wulfstan” – The Saxon Chronicles
Seth began to make his plans. Taking human form by way
of magical deception, and borrowing a human name –
Stigand (pronounce Stig’n ), Seth returned to the waking
world. The time was 675 AD, and a new human religion
was spreading like wildfire, consuming all whom refused
to convert from their worship of older gods.
Ever patient, Stigand played with selected humans, easing
them into worship of alien gods, and nudging them
towards the fulfillment of his secret goal: the eradication of
life at the earth’s surface, as a precondition to the return of
an age when his race and his gods reigned supreme.
The investigators are drawn into a serpent man’s plot to
activate one of the many “ley” lines that cross the land.
This in turn, should open a gate and allow Yog-Sothoth to
break into our world and consume all life at its surface.
After that, the serpent people may wake up from their
sleep, crawl out of their burrows, shed their skins, and re-
establish their lost dominion upon the world…
Recent times
In his human disguise, and before the story begins,
Seth/Stigand has been operating in the West Saxon
Kingdom (England). There he maintains a circle of
“allies” called the Black Ring :
The present chapter provides general information pertinent
to the Pagan Call campaign as a whole, and applicable to
all scenarios. Specific information to each scenario can be
found in the relevant chapter. Note that each chapter of the
campaign, with minor adaptations, can be played as a
stand-alone scenario; in that case the information presented
in this chapter, though useful, is not essential and can be
skipped.
Quintus, a centuries-old were-man who possesses
terrible powers. Quintus recently defected and now
hides in the Welsh wilderness.
Rollo, headman of an isolated Viking clan of
human/deep one hybrids.
Unn the Reckless, daughter of Rollo and nefarious
witch.
Keeper information
One particular sick human specimen whom
Seth/Stigand first met in Egypt. This Mark, instructed
by Stigand and pretending to be a Coptic monk, has
joined the Abbey of Guthlac situated on one of the
aforementioned “ley” lines.
Eons ago, the serpent people were fleeing Hyperborea and
the wrath of Ithaqua, for the newly risen lands to the south.
A powerful serpent sorcerer, Sss’th or Seth by name, was
mortally wounded in the flight. As his people tried to form
a kingdom upon the land of Lemuria, Seth crept into the
earth’s crust and went into deep hibernation.
“Ley” Lines
"My main theme is the alignment across miles of country
of a great number of objects, or sites of objects, of
prehistoric antiquity. And this, not in one or a few
instances, but in scores and hundreds. Such alignments are
either facts beyond the possibility of accidental
coincidence or they are not." - "The Old Straight Track",
A. Watkins
While Seth slumbered on in his stony tomb, the serpent
people’s dominion yielded before the newborn human
race. It was not until 11000 years ago that Seth slowly
awoke, when the last glaciers had retreated.
Emerging from his cocoon within the bedrock, Seth was
enraged to find a world ruled by primitive humans.
Although his once mighty powers had dwindled, Seth had
no doubt that his race was still superior to the opportunistic
human race. But the humans were many, and his demonic
appearance scared them. After a few noted - and ultimately
unsatisfying - intrusions into the history of Hyboria,
ancient Egypt, Cambodia, and Greece, Seth retreated once
more beneath the soil.
Alfred Watkins invented the concept of “ley lines” in the
20’s to designate the apparent alignment of landmarks
such as abbeys, churches, standing stones, etc., across the
English countryside. Watkins imagined that his prehistoric
ancestors drew straight tracks across the landscape, to
serve as fixed communication lines between the sparse
human settlements. For this purpose, they had erected
standing stones, mounds, etc., all kinds of pagan “markers”
that the early Christians either left alone, or eventually
transformed into sanctuaries, churches, etc. Or so Watkins
theorized…
For centuries, he roamed the hidden places beneath the
ground seeking others of his kind, only to find degenerates
– the Worms of the Earth. But mostly, Seth dream-traveled
to the Dreamlands’ remotest regions, and discovered a
nameless realm inhabited by pockets of serpent people.
There he also discovered the buried body of a gigantic
world-serpent (a Dhole). The entity was so big that its
moribund power diffused to the waking world as invisible
“ley” lines crossing the land.
In our Mythos context, “ley lines” predate the human
civilization. In fact, Watkins’ straight tracks (which are not
straight but curved in general!) correspond to fracture
planes in the universe where infinite dimensions come
Copyright © 1997-2001, 2002 Kevin Anderson and Stéphane Gesbert
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Kevin Anderson and Stéphane Gesbert
Pagan Call: General Background
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together, and where our reality reduces to a very thin
physical veil. Early humans – the shamans among them -
did feel the power of these tracks when they exercised
their primitive magic, and quite naturally settled not far
from the lines, and erected burial mounds and megalithic
monuments to commune with the “other world” (probably
Limbo or the Dreamlands, or both).
Long before the humans came, non-human civilizations
like that of the serpent people had known about the lines,
had given them names, and had used them for occult
purposes. For the sake of convenience, Pagan Call keeps
the modern terminology “ley line” to designate these
cracks between worlds. Obviously, no man or woman
around 1000 AD had any workable knowledge of ley lines,
let alone knew what a “ley line” was…
Whatever the rationale, it is October 31st in the Year of
our Lord 1020, and the adventurers, following a forest
trail, are nearing Guthlac Abbey…
Historical background
Both keeper and players can read the following. For more
information, we refer the keeper to the Utilities chapter of
Cthulhu Dark Ages.
The Land and the People
In 1020 AD, the West Saxon kingdom – England – is
divided up into shires , each named after their principal
town (e.g. Hantunscir is the shire of Southampton). A
shire or groups of shires falls under the authority of an
earl , holder of the royal office. Each shire has a court of
justice presided by the sheriff , a royal officer responsible
for the levy of taxes, and the bishop. A shire is in turn
administratively divided into hundreds ( wapentakes in
Danish areas - more about Danes below). The court of a
hundred has to meet every month to enforce local justice
and regulate trade affairs and taxation matters. The name
“hundred” relates to the number of hides it consists of, a
hide corresponding more or less to the land necessary to
support one peasant family. This administrative
subdivision of the land is recorded into charters , the main
purpose of which is to control the volume of royal taxation
(at a fixed amount for each hide).
About nine-tenth of the population (roughly one and a half
to two million souls) lives off the land. These peasants are
for the most part “free” men, although their actual
condition varies greatly (hereditary slaves still exist but
represent no more than a few percent of the population).
Roughly half of the peasants are villeins who owe heavy
labor obligations and dues in kind to their masters. The
other half either has to pay money rent or owes periodic
labor service on their masters’ domain. The most well to
do landowners are the thegns (king’s “servants” who own
five or more hides), a hereditary condition that gives them
authority over lesser free men, but also subjects them to
kingly obligations. The Thegns are responsible for
maintaining bridged road, fortifications, and for providing
trained soldiers – one man for every five hides - for the
king’s army (or equivalent money to hire mercenaries).
Thegns are also involved in local courts.
Interestingly, the Anglo-Saxon society is not yet
transformed into a feudal one like on the continent. Instead
it is built around the Germanic notion of kindred, of
“blood”. Unsurprisingly, villages have not much evolved
since the Germanic migration six hundred years back, and
usually consist of a loose aggregation of settlements, often
located on ancient Roman estates. The main diet is made
of bread and vegetable broth, beef and sometimes pork if
one can afford it, and thick ale.
Note that there were neither bears nor rabbits on the isles
around 1000 AD.
Campaign Objectives
The player’s initial mission to investigate the strange
circumstances of Brother Jens’ “illness” at Guthlac abbey
quickly draws them into Seth’s plot. The first part of the
campaign (“The Fall of Guthlac Abbey”, “The Clan”, “The
Blue Stone”) sees the investigators confront human and
non-human agents of Seth, and gather the first clues to the
evildoings of the elusive sorcerer.
The second part of the campaign (“The Tower”, “Time
Slip”, “City of the Black Stone”) is a race against time to
find the artifacts of power – hallows - that may help thwart
Seth’s blasphemous ritual to open the way to Yog-Sothoth.
“The Tower” is the turning point in the campaign. There,
the investigators earn vital clues to the undoing of
Stigand’s plan, and unwillingly operate a Howardian
transition to modern times. “Time Slip” takes the
investigators to contemporary London (or is it?), where
they are unexpectedly helped by a legendary figure. Note
that it is possible to start the campaign with this scenario,
and then play the campaign’s first chapters as a flashback.
The interested keeper will find aids to play this option in
the “Time Slip” chapter. Eventually, the investigators pass
into the Celtic dreamlands, and, after some sanity-bending
experiences and encounters, they return to the Dark Ages,
at the very point where they had left.
The concluding episode “Samain!” sets the scene for the
final confrontation between the investigators and Seth, and
hopefully the closing of the Door behind which Yog-
Sothoth is waiting. An optional epilogue, “Return to
Guthlac Abbey”, lets the investigators return to the
abandoned and haunted abbey, for a final showdown with
the forces of darkness, in pure horror movie style.
Player information
To ease the players into this campaign, it is suggested that
one character is an exorcist-priest or at least a respected
member of the clergy. The Dean of Canterbury Aethelnoth
has this character sent to Guthlac Abbey (near present-day
Maidstone, Kent, England) to investigate the mysterious
condition of Brother Jens. Other characters may be
companions of the priest, or pilgrims stopping at the abbey
to view the relics of Guthlac, or merely noble travelers
seeking shelter at the abbey.
Of Boroughs and Danes
Around 1020 AD, England counts roughly 80 towns of
economic importance. Most of them are located on the
coast or along rivers, and concentrate trading activities,
Copyright © 1997-2001, 2002 Kevin Anderson and Stéphane Gesbert
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Cthulhu Dark Ages - Pagan Call
Kevin Anderson and Stéphane Gesbert
industries, coin minting, and about one tenth of the
population. An average town has two to three thousand
inhabitants and covers an area of 30 to 40 acres. A number
of towns - boroughs – have grown around the site of
defensive forts. Before 1016 AD, the Roman walls of old
boroughs were restored to ward off aggressors, and the
earth and timber walls of newer boroughs were replaced
with stone ones. Fortifications are garrisoned with militias
from surrounding villages, one man per hide. Recent
boroughs are characterized by a market and a mint, a dense
regular layout of streets, and distinct areas of industry and
trade.
By medieval standards, and thanks to its export of wool
(English textile was renown even in the far reaches of
Asia), England is a rich and prosperous kingdom. This
prosperity attracted Viking raiders (and settlers) in the
ninth century. The Vikings’ targets were the liturgical
treasures of monasteries, the coin treasures kept in
boroughs, and slaves. In 991 AD, the Danes devastated
Kent and defeated the army of the earl of Essex. In 1002
AD, King Aethelred the “Unready”, protector of the
Church, bought off peace from the Danes with a heavy war
tribute, the infamous Danegeld . In November he married
Emma, daughter of the Duke of Normandy, and ordered
the extermination of all Danes – some escaped and the
raids began anew. In 1013 AD, Sven Fork-Beard and his
son Cnut attacked England; Aethelred fled to Normandy
and put himself under Norman protection. He returned in
1014 AD with a fresh army after Sven’s death… In 1016
AD, Aethelred died and London fell into the hands of
Cnut. Edmund son of Aethelred became king, only to
conveniently die seven months after his father. Anno
Domini 1016, November 30 th , Cnut the Dane is crowned
king of England!
People of the Dark, Robert E. Howard .
The Children of the Night, Robert E. Howard .
The Shadow Kingdom, Robert E. Howard .
The above “Mythos” fiction is conveniently gathered in
the Chaosium books “Nameless Cults” (2001), “The Three
Impostors and other stories” (2000), and “The White
People and other tales” (forthcoming).
Acknowledgements
Special thanks go to Michael Roberts (and his players), for
play testing and reviewing the Pagan Call campaign.
Select Bibliography
The Cambridge Historical Encyclopedia of Great Britain
and Ireland, ed. C. Haigh, Cambridge University Press
(1990).
The Celts, T.G.E. Powell, Thames and Hudson (1980).
The Holy Bible, new revised standard ed., Oxford (1989).
Monks
Under Aethelstan’s reign, monasteries were only a shadow
of the past – they had suffered Viking raids and fell prey to
the greed of local thegns. In the tenth century however, the
reformers Dunstan, Aethelwod, and Oswald prompted a
monastic revival with the king’s support. Land was
granted, old monasteries were revived and new ones were
founded, all under the same Benedictine rule (re-) written
by Aethelwold. Very soon, the illuminated manuscripts of
the English monks became as famous as English textile.
Suggested Readings
Hereunder, the keeper will find a list of short stories by
Arthur Machen and Robert E. Howard, which may help
him or her set the right mood for the Pagan Call campaign.
Indeed, the stories share a number of themes developed
further in the campaign: the British Isles, ancient history,
the intermingled Celtic and Mythos connections, non-
human reptilian races, transition to other worlds or other
times, etc.
The Great God Pan, Arthur Machen .
The Shining Pyramid, Arthur Machen .
The White People, Arthur Machen .
Worms of the Earth, Robert E. Howard .
The Little People, Robert E. Howard .
Copyright © 1997-2001, 2002 Kevin Anderson and Stéphane Gesbert
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