The Prophet
04-17-08, 06:06 PM
"The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity; and it was not meant that we should voyage far."
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http://i84.photobucket.com/albums/k21/GNRSlashfan/Proph1.jpg
Name: Arkham
Apparent Age: Mid-thirties
Race: Humanoid
Nationality: Raiaeran?
Hair Color: Black
Eye Color: Gray
Height: 5’9”
Weight: 155 lbs.
Build: Lean
Occupation: Traveling ‘Prophet’
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Personality:
Arkham’s personality suits his profession of choice perfectly; his passion, charisma, and energy are enough to get people’s attention, and his intelligence and wit keep them entranced while he preaches of the Apocalypse and the coming of the Old Ones. He is incredibly stubborn and regularly engages in doublethink – simultaneously believing in two oppositional ideas, such as the importance of freedom and the necessity of control. His logic is twisted and a bit fuzzy, but it’s solid enough to garnish him a small flock of disciples.
Even though he believes his one and only purpose is to facilitate the coming of the Old Ones, Arkham is more than a mere prophet. He is an avid gambler and has a knack for winning games of chance, and he occasionally performs in town plays if he believes they might reveal a bit about the Old Ones to the general populace.
Many whisper that Arkham’s dealings with his Old Ones have left him incurably insane, a claim he adamantly denies.
The Old Ones
Arkham worships a pantheon of deities known only as the ‘Old Ones’ that are first mentioned in a text written over 15,000 years ago by the madman Proclus. They come not from heaven or from earth, but from beyond the very fringes of the sky. Arkham warns that these demon-gods will soon return to earth to wipe out all those who have turned away from their teachings, and he ardently attempts to convert each city that his passes through on his travels. Most are fairly unreceptive to the Ole Ones – these Gods require such terrible rituals to be performed in their honor, it’s amazing Arkham has even managed to garnish as many followers as he has.
The Old Ones require their followers to perform some rather bizarre rituals to prove their devotion. Arkham will reveal these rituals to those who wish to join the faith when the time comes.
Appearance:
Eyes that shine with a cold fire. Hair the color of the darkest ale. A body made lean by years of strenuous physical labor. This is Arkham.
His thin lips are partially concealed by a well-kept goatee, and his defined bone structure both attracts the loins and repulses the heart. His hair tumbles unrestrained past his shoulders, the uneven stands lightly brushing his lower back at their very longest. The scent of salt and sulphur lingers behind him, exuding off both his ragged clothes and alabaster flesh. His features would be considered handsome by many, but something in his eyes spawns a sense of revulsion in most men.
The flesh of his palms is strangely wrinkled and warped, but for what reason... only those who have fought him and still live truly know.
History:
Information on Arkham is sparse, at best. Although he claims to have been born and raised in Raiaera, no records of him or his family exist in the region. No one living can remember seeing him prior to the year 1801 CP. Within the last few months, he’s been spotted in Scara Brae, Corone, and Raiaera spreading the message of humanity’s imprending doom and preaching the word of Proclus. He claims to be the “vessel of the gods” whose coming was foretold in the writings of the madman Proclus, and he urges his tiny flock of believers to ready themselves for the coming of the Old Ones. Most who hear his words consider him a lunatic and blasphemer, and it’s not uncommon for him to encounter outright hostility when he attempts to share the Truth.
Skills:
<C’thun Magic> Arkham taps into dark forces from beyond the cosmos to power these unpredictable spells of ultimate horror. These spells do not fatigue Arkham and can be used numerous times throughout a day, but catastrophic side effects may accompany the use of these abilities.
Dance of the Blind Idiot God: All beings (both friends and foe) within earshot of Arkham begin to hear the piping, monotonous sound of a demonic flute and the muffled, maddening beating of a single drum. Most creatures of lesser intelligence will flee immediately, driven mad with fright by the haunting tune. Those with humanlike intelligence will be overwhelmed by a feeling of impending doom, and will feel an uncontrollable urge to dance. Victims must dance as best they can for at least two turns to dispel the paralyzing fear that this tune invokes. If victims ‘resist’ the spell and don’t dance, the 'Sign of the Gods' will be immediately imprinted on their forehead and they will suffer from the hand signal 'Pain' (see below - Hand of the Gods). No other hand signal can be used on the sign generated this way, and the sign will vanish after Pain ends. This affects allies and enemies; even Arkham himself never quite gets used to hearing the ethereal tune, and there’s a chance he’ll fall under its dread spell, as well.
Gift of Yog-Sothoth: Arkham can beseech his horrific demon-god to grant him specific knowledge. This knowledge may be of the past, present, or future, and is similar to clairvoyance or fortune telling, but Yog-Sothoth makes no mistakes. All information gleaned through this technique is 100% accurate, although there is no guarantee that the demon-god will answer Arkham’s request for knowledge. This cannot give Arkham any important information on PCs, such as weaknesses and information on their past, unless OOC permission is granted.
Cloak of the Cosmos: Arkham becomes invisible to the five senses for a maximum of five minutes. Not only that, but people will unconsciously avoid him; they will even walk around him if he blocks their path without consciously acknowledging his existence. This illusion will be shattered if Arkham makes any rapid movements, such as running or throwing a punch, but he can walk around normally without risk. If someone is actively looking for him, however, they WILL be able to find him – this is, after all, an illusion, and the prophet is not truly invisible.
Aethereal Protection: Arkham can create an ethereal, invisible barrier on his forearms that stretches from his wrists to his elbows. These barriers act as magical shields, defending him from attacks provided he manages to get them in between the weapon and his more vulnerable parts. These barriers are as strong as steel, and they will last indefinitely; however, every time they are struck they have a small chance to combust, igniting Arkham’s forearms and causing severe damage.
<C’thun Rituals> Similar to C’thun magic, but these typically require reagents and/or special circumstances to work.
Disc of the Eldest: Summons forth a hovering, circular platform large enough to transport a single man. This platform can ferry Arkham long distances at speeds of up to 40 miles per hour, and it can be used as a weapon in battle. Covered with short, stubby tentacles, a variety of elongated feelers, and unblinking eyes of varying sizes. Lasts one hour, can hover a maximum of 3 feet off the ground.
-Reagent: Wooden sphere. Any wood can be used, and the type and quality of the wood will be directly related to the physical strength of the disk.
Curse of the Madman’s Text: Reduces all physical attributes of all allies and enemies within earshot by 1 level. For example, if someone has 4x strength and 2.5x endurance, this will reduce their bonuses to 3x and 1.5x, respectively. This skill is in effect at all times. Most people will not notice their lack of strength/speed/endurance until they actually require some extra ‘oomph’. This even weakens spells meant to increase strength and speed – for example, if a spell would increase speed by 5x for three turns, that bonus would be reduced to 4x. This cannot reduce the attributes of an enemy below 1x (average) level.
-Reagent: This ability will be in effect as long as Arkham holds his copy of Al Azif.
<Hand of the Gods>
Arkham’s one and only damage-dealing method. At any time he can open a pair of circular, leechlike mouth in his palms, allowing this ability to be used. By slapping his open palm on an enemy’s flesh or armor, he designates them as a ‘target’, and they are marked with the Symbol of the Gods in the place he has touched. Arkham then is able to make one divine hand signal per turn, each of which will cause some sort of effect on the ‘target’. If the mark is placed on bare flesh, it cannot be dispelled. If it is placed on clothing or armor, it will affect the victim as long as they wear that particular article – if they remove the garment, they will no longer be under the sign’s effect, but a new sign can be applied. These signs never wear off, but after ONE signal has been applied to a sign, it vanishes. 'Targets' can have up to three signs at a time applied to them. Spells that dispel magic are able to remove these signs, even those of the very weakest variety.
Current Signals:
-Pain: Causes debilitating, constant pain directly beneath the mark for three rounds. This does no real damage to the enemy’s body, although if the pain overwhelms them they may enter shock. This cannot be resisted if applied during the 'Dance of the Blind Idiot God' (see above).
-Paralyze: Causes incredibly stiffness in a single limb of the target, causing a sort of half-paralysis. Lasts two rounds.
-Bleed: Creates a laceration directly beneath the mark. This laceration is ΒΌ of an inch deep, 6 inches long, and is always perfectly horizontal. This will penetrate armor, but CANNOT penetrate bone.
-Break: Usable ONLY when three signs are applied to an enemy's body. One of the three signs infects an area of an opponent's body and causes a small area (1 inch radius from the epicenter) to explode violently, sending bits of skin, muscle, bone, and ichor flying. The sheer force of the explosion is enough to break nearby bones, and the pain is sufficient to cause those with a low tolerance for it to faint. This is only usable once per battle.
*Only one hand signal may be used per combat round, but a single signal will affect multiple signs. Signals will affect EACH sign - so, for example, if three signs were applied on a victim and Arkham signs 'paralyze', three of the their limbs would be affected for two rounds. If two signs were applied on a victim and Arkham signed 'daze', the victim would be dazed for four rounds. Those with high levels of faith in any god, good or evil, have a 50% chance of resisting each hand signal.
(Skill progressions: Poor > Fair > Below Average > Average > Above Average > Proficient > Advanced > Expert
<General Skills>
Subterfuge: Above average. Arkham has a knack for moving silently, telling elaborate lies, disguise, and other acts of deception.
Performance: Average. Arkham is quite an actor, and is able to ‘fake’ his feelings in a realistic manner.
Daggers: Fair. Arkham is nearly useless with martial weapons in direct combat, but his encyclopedic knowledge of human anatomy makes him deadly when his dagger is used in conjunction with some of his more potent magical abilities.
Hand of the Gods: Above Average. Refers to Arkham’s ability to apply his dark sign (see above - Hand of the Gods) without getting his arm hacked off in the process.
Terrifying Thoughts: Poor. Arkham’s mind is a fractured, convoluted mess that holds forbidden, horrifying information; all incursions into his mind, psychic or otherwise, will drive his attacker insane for three turns.
-Effects: Mild paranoia, some visual and auditory hallucinations.
Trance: Poor. Arkham may go into a meditative state at any time by consuming a small ball of unknown substance. He will remain in a tracelike state for at least one hour while he communes with ‘Them’. During this state, his injuries will regenerate very quickly – small wounds will be closed in seconds, while larger lacerations will take several minutes to heal. Lost limbs will require days, if not weeks, to heal completely, but blood loss resulting from severed limbs will cease immediately upon entering trance. While entranced, Arkham is absolutely useless in combat.
-Mortis: As long as the Old Ones will his existence, Arkham cannot truly be killed. His body can be stabbed, shocked, mangled, torn to pieces, cremated, and destroyed, but Arkham will be reborn within forty-eight hours of his last breath.
Equipment:
1x Decaying Iron Gladius (Roman Short-Sword): A blade that appears to be decades, if not centuries, old. It’s once-gleaming surface is tarnished, rusted, and cracked, and it is fairly useless in battle – it COULD be used as a bludgeon/blocking aid, but it looks as though a strong wind might snap it in half. Held in a rather ornate (but very old) scabbard on Arkham’s back.
1x Obsidian Dagger: An 18” obsidian blade. Far more brittle than steel, but many times sharper – its edge approaches molecular thinness. The blade is near-useless when used against heavily armored warriors. Typically kept in a small sheath at Arkham’s side.
~1x Cotton Robe: A fairly bland, gray-tinted robe.
~1x Steel Chain: This chain is slung around Arkham’s shoulder and descends diagonally across his chest to his waist. At his hip, the chain is strung through Arkham’s most prized possession, the Al Azif.
~Al Azif: An ancient text written over 15,000 years ago. Despite it’s age, the 900-page document is in surprisingly good condition, and most who have seen it claim it bears an large number of protective enchantments to defend it’s contents. It is unknown how Arkham, a man of common birth and unremarkable standing, came to own one of the two known copies of the book, but the fact remains that he DOES possess it. Within its pages exist ‘secrets’ – real or imagined – that no man should ever be exposed to. The majority of Arkham’s beliefs are based on the contents of this manifesto. The author, a being known only as Proclus, is believed to have been partially (if not completely) insane, and the Al Azif is considered completely worthless by most historians. The Old Ones are believed to have been first mentioned in this text, but Proclus appeared to have had access to a variety of other references on the ancient Gods.
~Reagent Bag: Contains various reagents that Arkham requires for a few of his skills and spells, including the sticky paste that he consumes to enter Trance.
-??? Paste: A rolled ball of ‘food’ composed of a number of unknown substances. Causes the consumer to enter a trancelike, passive state for approximately one hour. Takes effect within one minute. Allows Arkham to commune with his Gods, but does not grant casual consumers the same gift.
~Journals: Numerous unremarkable journals are housed in Arkham’s pouch.
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http://i84.photobucket.com/albums/k21/GNRSlashfan/Proph1.jpg
Name: Arkham
Apparent Age: Mid-thirties
Race: Humanoid
Nationality: Raiaeran?
Hair Color: Black
Eye Color: Gray
Height: 5’9”
Weight: 155 lbs.
Build: Lean
Occupation: Traveling ‘Prophet’
*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ *
Personality:
Arkham’s personality suits his profession of choice perfectly; his passion, charisma, and energy are enough to get people’s attention, and his intelligence and wit keep them entranced while he preaches of the Apocalypse and the coming of the Old Ones. He is incredibly stubborn and regularly engages in doublethink – simultaneously believing in two oppositional ideas, such as the importance of freedom and the necessity of control. His logic is twisted and a bit fuzzy, but it’s solid enough to garnish him a small flock of disciples.
Even though he believes his one and only purpose is to facilitate the coming of the Old Ones, Arkham is more than a mere prophet. He is an avid gambler and has a knack for winning games of chance, and he occasionally performs in town plays if he believes they might reveal a bit about the Old Ones to the general populace.
Many whisper that Arkham’s dealings with his Old Ones have left him incurably insane, a claim he adamantly denies.
The Old Ones
Arkham worships a pantheon of deities known only as the ‘Old Ones’ that are first mentioned in a text written over 15,000 years ago by the madman Proclus. They come not from heaven or from earth, but from beyond the very fringes of the sky. Arkham warns that these demon-gods will soon return to earth to wipe out all those who have turned away from their teachings, and he ardently attempts to convert each city that his passes through on his travels. Most are fairly unreceptive to the Ole Ones – these Gods require such terrible rituals to be performed in their honor, it’s amazing Arkham has even managed to garnish as many followers as he has.
The Old Ones require their followers to perform some rather bizarre rituals to prove their devotion. Arkham will reveal these rituals to those who wish to join the faith when the time comes.
Appearance:
Eyes that shine with a cold fire. Hair the color of the darkest ale. A body made lean by years of strenuous physical labor. This is Arkham.
His thin lips are partially concealed by a well-kept goatee, and his defined bone structure both attracts the loins and repulses the heart. His hair tumbles unrestrained past his shoulders, the uneven stands lightly brushing his lower back at their very longest. The scent of salt and sulphur lingers behind him, exuding off both his ragged clothes and alabaster flesh. His features would be considered handsome by many, but something in his eyes spawns a sense of revulsion in most men.
The flesh of his palms is strangely wrinkled and warped, but for what reason... only those who have fought him and still live truly know.
History:
Information on Arkham is sparse, at best. Although he claims to have been born and raised in Raiaera, no records of him or his family exist in the region. No one living can remember seeing him prior to the year 1801 CP. Within the last few months, he’s been spotted in Scara Brae, Corone, and Raiaera spreading the message of humanity’s imprending doom and preaching the word of Proclus. He claims to be the “vessel of the gods” whose coming was foretold in the writings of the madman Proclus, and he urges his tiny flock of believers to ready themselves for the coming of the Old Ones. Most who hear his words consider him a lunatic and blasphemer, and it’s not uncommon for him to encounter outright hostility when he attempts to share the Truth.
Skills:
<C’thun Magic> Arkham taps into dark forces from beyond the cosmos to power these unpredictable spells of ultimate horror. These spells do not fatigue Arkham and can be used numerous times throughout a day, but catastrophic side effects may accompany the use of these abilities.
Dance of the Blind Idiot God: All beings (both friends and foe) within earshot of Arkham begin to hear the piping, monotonous sound of a demonic flute and the muffled, maddening beating of a single drum. Most creatures of lesser intelligence will flee immediately, driven mad with fright by the haunting tune. Those with humanlike intelligence will be overwhelmed by a feeling of impending doom, and will feel an uncontrollable urge to dance. Victims must dance as best they can for at least two turns to dispel the paralyzing fear that this tune invokes. If victims ‘resist’ the spell and don’t dance, the 'Sign of the Gods' will be immediately imprinted on their forehead and they will suffer from the hand signal 'Pain' (see below - Hand of the Gods). No other hand signal can be used on the sign generated this way, and the sign will vanish after Pain ends. This affects allies and enemies; even Arkham himself never quite gets used to hearing the ethereal tune, and there’s a chance he’ll fall under its dread spell, as well.
Gift of Yog-Sothoth: Arkham can beseech his horrific demon-god to grant him specific knowledge. This knowledge may be of the past, present, or future, and is similar to clairvoyance or fortune telling, but Yog-Sothoth makes no mistakes. All information gleaned through this technique is 100% accurate, although there is no guarantee that the demon-god will answer Arkham’s request for knowledge. This cannot give Arkham any important information on PCs, such as weaknesses and information on their past, unless OOC permission is granted.
Cloak of the Cosmos: Arkham becomes invisible to the five senses for a maximum of five minutes. Not only that, but people will unconsciously avoid him; they will even walk around him if he blocks their path without consciously acknowledging his existence. This illusion will be shattered if Arkham makes any rapid movements, such as running or throwing a punch, but he can walk around normally without risk. If someone is actively looking for him, however, they WILL be able to find him – this is, after all, an illusion, and the prophet is not truly invisible.
Aethereal Protection: Arkham can create an ethereal, invisible barrier on his forearms that stretches from his wrists to his elbows. These barriers act as magical shields, defending him from attacks provided he manages to get them in between the weapon and his more vulnerable parts. These barriers are as strong as steel, and they will last indefinitely; however, every time they are struck they have a small chance to combust, igniting Arkham’s forearms and causing severe damage.
<C’thun Rituals> Similar to C’thun magic, but these typically require reagents and/or special circumstances to work.
Disc of the Eldest: Summons forth a hovering, circular platform large enough to transport a single man. This platform can ferry Arkham long distances at speeds of up to 40 miles per hour, and it can be used as a weapon in battle. Covered with short, stubby tentacles, a variety of elongated feelers, and unblinking eyes of varying sizes. Lasts one hour, can hover a maximum of 3 feet off the ground.
-Reagent: Wooden sphere. Any wood can be used, and the type and quality of the wood will be directly related to the physical strength of the disk.
Curse of the Madman’s Text: Reduces all physical attributes of all allies and enemies within earshot by 1 level. For example, if someone has 4x strength and 2.5x endurance, this will reduce their bonuses to 3x and 1.5x, respectively. This skill is in effect at all times. Most people will not notice their lack of strength/speed/endurance until they actually require some extra ‘oomph’. This even weakens spells meant to increase strength and speed – for example, if a spell would increase speed by 5x for three turns, that bonus would be reduced to 4x. This cannot reduce the attributes of an enemy below 1x (average) level.
-Reagent: This ability will be in effect as long as Arkham holds his copy of Al Azif.
<Hand of the Gods>
Arkham’s one and only damage-dealing method. At any time he can open a pair of circular, leechlike mouth in his palms, allowing this ability to be used. By slapping his open palm on an enemy’s flesh or armor, he designates them as a ‘target’, and they are marked with the Symbol of the Gods in the place he has touched. Arkham then is able to make one divine hand signal per turn, each of which will cause some sort of effect on the ‘target’. If the mark is placed on bare flesh, it cannot be dispelled. If it is placed on clothing or armor, it will affect the victim as long as they wear that particular article – if they remove the garment, they will no longer be under the sign’s effect, but a new sign can be applied. These signs never wear off, but after ONE signal has been applied to a sign, it vanishes. 'Targets' can have up to three signs at a time applied to them. Spells that dispel magic are able to remove these signs, even those of the very weakest variety.
Current Signals:
-Pain: Causes debilitating, constant pain directly beneath the mark for three rounds. This does no real damage to the enemy’s body, although if the pain overwhelms them they may enter shock. This cannot be resisted if applied during the 'Dance of the Blind Idiot God' (see above).
-Paralyze: Causes incredibly stiffness in a single limb of the target, causing a sort of half-paralysis. Lasts two rounds.
-Bleed: Creates a laceration directly beneath the mark. This laceration is ΒΌ of an inch deep, 6 inches long, and is always perfectly horizontal. This will penetrate armor, but CANNOT penetrate bone.
-Break: Usable ONLY when three signs are applied to an enemy's body. One of the three signs infects an area of an opponent's body and causes a small area (1 inch radius from the epicenter) to explode violently, sending bits of skin, muscle, bone, and ichor flying. The sheer force of the explosion is enough to break nearby bones, and the pain is sufficient to cause those with a low tolerance for it to faint. This is only usable once per battle.
*Only one hand signal may be used per combat round, but a single signal will affect multiple signs. Signals will affect EACH sign - so, for example, if three signs were applied on a victim and Arkham signs 'paralyze', three of the their limbs would be affected for two rounds. If two signs were applied on a victim and Arkham signed 'daze', the victim would be dazed for four rounds. Those with high levels of faith in any god, good or evil, have a 50% chance of resisting each hand signal.
(Skill progressions: Poor > Fair > Below Average > Average > Above Average > Proficient > Advanced > Expert
<General Skills>
Subterfuge: Above average. Arkham has a knack for moving silently, telling elaborate lies, disguise, and other acts of deception.
Performance: Average. Arkham is quite an actor, and is able to ‘fake’ his feelings in a realistic manner.
Daggers: Fair. Arkham is nearly useless with martial weapons in direct combat, but his encyclopedic knowledge of human anatomy makes him deadly when his dagger is used in conjunction with some of his more potent magical abilities.
Hand of the Gods: Above Average. Refers to Arkham’s ability to apply his dark sign (see above - Hand of the Gods) without getting his arm hacked off in the process.
Terrifying Thoughts: Poor. Arkham’s mind is a fractured, convoluted mess that holds forbidden, horrifying information; all incursions into his mind, psychic or otherwise, will drive his attacker insane for three turns.
-Effects: Mild paranoia, some visual and auditory hallucinations.
Trance: Poor. Arkham may go into a meditative state at any time by consuming a small ball of unknown substance. He will remain in a tracelike state for at least one hour while he communes with ‘Them’. During this state, his injuries will regenerate very quickly – small wounds will be closed in seconds, while larger lacerations will take several minutes to heal. Lost limbs will require days, if not weeks, to heal completely, but blood loss resulting from severed limbs will cease immediately upon entering trance. While entranced, Arkham is absolutely useless in combat.
-Mortis: As long as the Old Ones will his existence, Arkham cannot truly be killed. His body can be stabbed, shocked, mangled, torn to pieces, cremated, and destroyed, but Arkham will be reborn within forty-eight hours of his last breath.
Equipment:
1x Decaying Iron Gladius (Roman Short-Sword): A blade that appears to be decades, if not centuries, old. It’s once-gleaming surface is tarnished, rusted, and cracked, and it is fairly useless in battle – it COULD be used as a bludgeon/blocking aid, but it looks as though a strong wind might snap it in half. Held in a rather ornate (but very old) scabbard on Arkham’s back.
1x Obsidian Dagger: An 18” obsidian blade. Far more brittle than steel, but many times sharper – its edge approaches molecular thinness. The blade is near-useless when used against heavily armored warriors. Typically kept in a small sheath at Arkham’s side.
~1x Cotton Robe: A fairly bland, gray-tinted robe.
~1x Steel Chain: This chain is slung around Arkham’s shoulder and descends diagonally across his chest to his waist. At his hip, the chain is strung through Arkham’s most prized possession, the Al Azif.
~Al Azif: An ancient text written over 15,000 years ago. Despite it’s age, the 900-page document is in surprisingly good condition, and most who have seen it claim it bears an large number of protective enchantments to defend it’s contents. It is unknown how Arkham, a man of common birth and unremarkable standing, came to own one of the two known copies of the book, but the fact remains that he DOES possess it. Within its pages exist ‘secrets’ – real or imagined – that no man should ever be exposed to. The majority of Arkham’s beliefs are based on the contents of this manifesto. The author, a being known only as Proclus, is believed to have been partially (if not completely) insane, and the Al Azif is considered completely worthless by most historians. The Old Ones are believed to have been first mentioned in this text, but Proclus appeared to have had access to a variety of other references on the ancient Gods.
~Reagent Bag: Contains various reagents that Arkham requires for a few of his skills and spells, including the sticky paste that he consumes to enter Trance.
-??? Paste: A rolled ball of ‘food’ composed of a number of unknown substances. Causes the consumer to enter a trancelike, passive state for approximately one hour. Takes effect within one minute. Allows Arkham to commune with his Gods, but does not grant casual consumers the same gift.
~Journals: Numerous unremarkable journals are housed in Arkham’s pouch.