{"id":76,"date":"2010-10-09T09:28:29","date_gmt":"2010-10-09T16:28:29","guid":{"rendered":"http:\/\/theunspeakableoath.com\/home\/?p=76"},"modified":"2012-08-07T16:28:30","modified_gmt":"2012-08-07T23:28:30","slug":"tuo-1-the-road-to-hali","status":"publish","type":"post","link":"https:\/\/theunspeakableoath.com\/home\/2010\/10\/tuo-1-the-road-to-hali\/","title":{"rendered":"TUO 1: The Road to Hali"},"content":{"rendered":"<h4>\u00a91990 John Tynes<\/h4>\n<p><em> [Hoo boy. For the better part of a year (during which time Pagan Publishing<br \/>\nwas born) I was experiencing a period of profound mental instability and<br \/>\ndepression. For a time I believed that the following was real, in some strange<br \/>\nway I can no longer grasp. I suppose this means that I&#8217;m better, though<br \/>\nconsidering that it often seems I had all my best ideas during that time<br \/>\nI&#8217;m not so sure I fancy this being mentally healthy business all that much.<br \/>\nAnyway, this was my first real gaming work and is an adaptation of Robert<br \/>\nW. Chambers&#8217; fiction to the game. This area had been touched on by the Chaosium<br \/>\nscenarios &#8220;Tell Me, Have You Seen The Yellow Sign?&#8221; and &#8220;Tatterdemalion,&#8221;<br \/>\nbut neither had gone to the extent to which I thought was needed. Hence,<br \/>\nthis article. Owners of our solo scenario &#8220;Alone On Halloween&#8221;<br \/>\nmay recognize some of this from a dream sequence I wrote for that adventure.]<\/em><\/p>\n<p><strong>Carcosa harbors secrets. Within the city&#8217;s shifting insanity a figure<br \/>\nstands, a whisperer in mottled rags. From behind a pallid mask a voice shuffles\u00a0forth with an exhalation through yellowed teeth. The soft words are intended\u00a0for you. This being will tell you of Carcosa&#8217;s secrets, it will share its<br \/>\nknowledge with any who will turn an appreciative ear. It will never tell<br \/>\nthe same tale twice.<\/strong><\/p>\n<p>From the beginning, H.P. Lovecraft&#8217;s Mythos encompassed the works of many<br \/>\nwriters. The creations of Arthur Machen and Lord Dunsany, for instance,<br \/>\nfigure into several of his works. Another writer who was posthumously inaugurated<br \/>\nwas Robert W. Chambers, a turn-of-the-century writer of continental romances<br \/>\nand social ponderings. In a book of short stories collectively entitled<br \/>\nThe King in Yellow, Chambers connected several stories together by means<br \/>\nof a curious and forbidden book, a technique Lovecraft adopted later with<br \/>\nhis Necronomicon. This curious book, not surprisingly also entitled The<br \/>\nKing in Yellow, was said to be a particularly brilliant and twisted play<br \/>\nwhich wreaked havoc in the lives of those who read it. In these short stories,<br \/>\nChambers introduced the doomed city of Carcosa, on the shores of the lake<br \/>\nof Hali. This city existed\/exists not on Earth, but rather on a planet circling<br \/>\nthe far star Aldebaran. Chambers made oblique references to the events of<br \/>\nthe play, in which a stranger in a pallid mask disrupts a costumed ball<br \/>\nand informs the royal partygoers of their land&#8217;s doom. In Chambers&#8217; stories,<br \/>\npeople reading this play would grow depressed and melancholy, eventually<br \/>\ncommitting suicide or worse. Artists and creative types seemed drawn to<br \/>\nthe book and the peculiar, twisting Yellow Sign on its cover.<\/p>\n<p>In the Call of Cthulhu game, Hastur in some way holds dominion over Carcosa,<br \/>\nand is the source of its misery. Hastur &#8212; whatever or whomever it is &#8212;<br \/>\nalso spreads ill on Earth. Several Chaosium adventures, including &#8220;Tell<br \/>\nMe, Have You Seen The Yellow Sign?&#8221; by Kevin A. Ross, &#8220;Tatterdemalion&#8221;<br \/>\nby Richard Watts and Penelope Love, and &#8220;The Evil Stars&#8221; by Keith<br \/>\nHerber, are excellent representations of Hastur&#8217;s malevolent intentions<br \/>\ntowards humanity. In the first two of these adventures, investigators can<br \/>\nactually travel to Carcosa and see the dominance of Hastur firsthand.<\/p>\n<p>However, exploration of Carcosa in these scenarios is somewhat limited and<br \/>\ndirected. Keepers who really want to put their players through some changes<br \/>\nmay be intrigued by the prospect of a longer stay in the strange city. What<br \/>\nmysteries might it reveal? This article takes a long look at this alien<br \/>\nplace; players may wish to avert their eyes lest surprises be spoiled. Keepers,<br \/>\non the other hand, should come closer. Someone wants to tell you something&#8230;<\/p>\n<h2><strong>How To Get There<\/strong><\/h2>\n<p>&#8220;During my convalescence I had bought and read for the first time The<br \/>\nKing in Yellow. I remembered after finishing the first act that it occurred<br \/>\nto me that I had better stop&#8230;&#8221; -Robert W. Chambers, &#8220;The Repairer<br \/>\nof Reputations&#8221;<\/p>\n<p>In various Chaosium publications, several methods of travel to Carcosa have<br \/>\nbeen postulated. The first can be found in the CoC rulebook itself. This<br \/>\nmethod involves brewing a drink known as &#8220;space mead&#8221;. When consumed,<br \/>\nthe imbiber is immune to the detrimental effects of space travel &#8212; that<br \/>\nis, one may breathe freely in the vacuum, etc. Having done this, the traveler<br \/>\nsummons and binds a Byakhee, and is flown millions of miles to far Aldebaran.<br \/>\nThis form of travel is time-consuming and dangerous, but is often used by<br \/>\ncultists to neatly dispose of victims.<\/p>\n<p>Another method from the rulebook is Gate travel. Creating a Gate and investing<br \/>\nit with 14 points of POW will enable one to travel to Carcosa at will, though<br \/>\nan expense of 14 magic points each way is costly and will bar some from<br \/>\nthe journey. A similar method &#8212; described in detail in &#8220;Tatterdemalion&#8221;<br \/>\n&#8212; is through a Window prepared by a god or very powerful cultist with a<br \/>\nPOW of 25. Travel through the window is easy &#8212; only one magic point is<br \/>\nneeded. But this method is rarely available, and using it may draw the attention<br \/>\nof the window&#8217;s creator.<\/p>\n<p>Two other, riskier ways are possible. One may make a deal of some sort with<br \/>\nHastur, which involves contacting or calling that being. Again, this is<br \/>\nunlikely to be used by player investigators. Another method, found in &#8220;Tell<br \/>\nMe, Have You Seen The Yellow Sign?&#8221;, is rarest of all. In this adventure,<br \/>\na portion of Carcosa itself briefly manifests on Earth. Investigators may<br \/>\nenter the city through this manifestation, but will be trapped there if<br \/>\nthey do not leave before the phenomenon ends.<\/p>\n<p>Beyond these methods, a number of options can be created. Hastur has a special<br \/>\nattraction for wizards and artists; doubtless, many of these have come up<br \/>\nwith their own unusual ways of travel. Some sample ones are given below;<br \/>\nin themselves, they may suggest scenarios to any Keeper.<\/p>\n<p><strong>Swirl of the Pallid Dancers<\/strong>: This spell will enchant several dancers,<br \/>\nall of whom must be willing participants. The dancers require special tattered<br \/>\nrobes and scarves, all of a mottled yellow. When cast, the dancers begin<br \/>\nan elaborate and hurried dance, circling the target who is to be transported.<br \/>\nThe dancers whirl around him, moving faster and faster, as their unraveling<br \/>\ncostumes form a solid blur. When completed, the dancers will collapse and<br \/>\nthe target will be gone.<\/p>\n<p>The dance lasts a number of minutes equal to the target&#8217;s SIZ. It requires<br \/>\nan equal investment of magic points, which are drawn from among the dancers.<br \/>\nThe caster may be one of the dancers, or may simply be nearby; should the<br \/>\ncaster be one of the dancers, he may add additional magic points above the<br \/>\nminimum needed. When the dance is completed, the target attempts a resistance<br \/>\nroll of POW vs. magic points spent (including extra ones added by a dancing<br \/>\ncaster). If the target fails to resist, he is lost in the blur of the dancers<br \/>\nand is instantly transported to Carcosa. If the caster has been there before,<br \/>\nhe may choose where the target is sent; otherwise, the target may arrive<br \/>\nanywhere within the strange city. The dancers each lose 1\/1D3 SAN; the caster<br \/>\n2\/1D6, and the target, 3\/1D8. Anyone viewing the process loses 0\/1 SAN points.<\/p>\n<p><strong>Gahan&#8217;s Canvas<\/strong>: This is a painting, showing a battered throne in<br \/>\nthe shadows of a columned hall. A painter who owns the canvas may paint<br \/>\na subject into the picture, usually seated in the throne. The subject must<br \/>\nbe present during the painting. The entire process takes 4+1D4 hours to<br \/>\ncomplete, and the painter must make a successful Painting skill roll or<br \/>\nthe attempt fails. During this time, which must be continuous, the subject<br \/>\nmay make an hourly resistance roll of his POW vs. the painter&#8217;s. If the<br \/>\nsubject succeeds, the attempt is spoiled, though the subject will not be<br \/>\naware of what the artist was attempting to do. In such a case, the painting<br \/>\nmay be begun again, if the subject is willing. Should each hourly resistance<br \/>\nroll be failed, the subject sits there placidly and awaits the results.<\/p>\n<p>When finished, the subject grows insubstantial and fades away, as does his<br \/>\nimage on the canvas. Upon finally vanishing, the subject is transported<br \/>\nto Carcosa, appearing in a hall identical to the one on the canvas and in<br \/>\nthe same position as he was painted. When it is over, the canvas once again<br \/>\nshows only the hall, awaiting its next visitor. Using the Canvas costs 1\/1D4<br \/>\nSAN; being subjected to the process costs 3\/1D8 SAN.<\/p>\n<p><strong>Camilla&#8217;s Shears<\/strong>: An ornately decorated pair of scissors, with curious<br \/>\ntwisting designs that seem to shift before the eyes (including an occasionally-glimpsed<br \/>\nYellow Sign). To be used, they must be operated in the air, as if cutting<br \/>\nall around a sleeping or immobile victim. When the scissors have &#8220;cut&#8221;<br \/>\nall around the victim, a POW vs. POW resistance roll may be attempted against<br \/>\nthe user of the scissors. Should the roll succeed, the victim will instantly<br \/>\nawaken. Otherwise, their mind will be gone, transported to Carcosa, where<br \/>\nit will join the other invisible wailing spirits who haunt the streets.<br \/>\nThe victim&#8217;s body will remain unharmed, but will be nothing more than a<br \/>\nmindless vegetable. Using the scissors costs 1\/1D4 SAN. The victim takes<br \/>\nD100 SAN, and will in any case quickly become permanently insane, now privy<br \/>\nto the incorporeal terrors that lurk in dim Carcosa. Use of this item as<br \/>\na method of willing player investigator travel is not recommended.<\/p>\n<p><strong>Mottled Clay<\/strong>: This substance must be created from a number of things,<br \/>\nwhich should be chosen by the Keeper for their unusualness and inaccessibility.<br \/>\nSome typical components might include ancient papyrus, dandelions, mummy<br \/>\nwrappings, baby fat, and other odd things. Some of these items must be obtained<br \/>\nin quantity, for half a pound of the Clay is needed for each point of SIZ<br \/>\nto be transported. When the ingredients are assembled and a noxious ritual<br \/>\nperformed (at a cost of one magic point per half pound) the result is a<br \/>\nmottled yellow clay, thick and slimy.<\/p>\n<p>The user of the Clay covers the target completely with it. If a person is<br \/>\nthe target, they must be immobile or a volunteer for all of the clay to<br \/>\nbe applied. Of course, the target may also be a book or item, which will<br \/>\ntake no damage from the Clay&#8217;s application. As it is smoothed on, the Clay<br \/>\nhardens quickly into a tough shell. When the target is completely covered,<br \/>\nthis shell may be shattered with a quick blow, and will be found to now<br \/>\nbe hollow. The target has been transported to a particular location on Carcosa,<br \/>\nturned to stone. There, in a strange gallery of petrified people and objects,<br \/>\nthe target waits for the user of the Clay to come.<\/p>\n<p>In order to free the target from the invulnerable stone stasis, the user<br \/>\nmust gather the now-hardened Clay fragments and grind them into a fine powder.<br \/>\nJourneying to Carcosa, the caster sprinkles this powder over the target<br \/>\nit was used on, restoring them to flesh (or whatever) and freeing them from<br \/>\nthe stasis. Of course, many who are sent to the gallery are never retrieved,<br \/>\nand so it is a repository for many lost and vanished souls. Without the<br \/>\npowder of the Clay that sent them there, they will remain petrified forever.<br \/>\nUsing the Clay costs 1\/1D4 SAN.<\/p>\n<p>These methods are examples; similar items and spells doubtless exist, corresponding<br \/>\nto their own cultures and times. Investigators will no doubt be hesitant<br \/>\nabout using some of these to transport themselves to Carcosa&#8230; their caution<br \/>\nis well-founded.<\/p>\n<h2><strong>Your First Steps<\/strong><\/h2>\n<p>&#8220;Night fell and hours dragged on, but still we murmured to each other<br \/>\nof the King and the Pallid Mask, and midnight sounded from the misty spires<br \/>\nin the fog-wrapped city. We spoke of Hastur and Cassilda, while outside<br \/>\nthe fog rolled against the blank window-panes as the cloud waves roll and<br \/>\nbreak on the shores of Hali&#8230;&#8221; -Robert W. Chambers, &#8220;The Yellow<br \/>\nSign&#8221;<\/p>\n<p>To truly know Carcosa we must begin with a look at the nature of reality.<br \/>\nIn our human experience, reality is fairly consistent and reliable. Atoms<br \/>\nhave an internal stability that allows them to remain what they are. Lead<br \/>\ndoes not become gold; a chair does not turn into a butterfly; if you turn<br \/>\nright, walk three steps, turn around, walk three steps, and turn left you<br \/>\nwill be back where you started.<\/p>\n<p>But the coming of the King in Yellow brought to an end the rule of such<br \/>\nreality in Carcosa. The malignant turmoil of Hastur entered and re-assembled<br \/>\nreality in its own image.<\/p>\n<p>Now, existence in Carcosa is not predicated on internal stability. Rather,<br \/>\nit is a sort of relational reality. If there is a door on Earth, it is still<br \/>\nthe same door whether you stand by it, walk through it, or just look at<br \/>\nit. But bring that door under Hastur&#8217;s influence and its definition is constantly<br \/>\nchanging. When you stand by that door, it is defined by how you stand &#8212;<br \/>\nhow close you are, what color shirt you are wearing, what dust is on your<br \/>\nshoes. Should you cross your legs, you have changed the door&#8217;s definition<br \/>\n&#8212; as well as your own.<\/p>\n<p>The key element in this mutually-defining reality is perception. While your<br \/>\npresence near a door alters its reality, your looking at it actually materializes<br \/>\nthe change. If you watch the door while a friend walks back and forth through<br \/>\nit, you may see the door shift and shudder. Your friend might see the same<br \/>\nthing, or something more appropriate to him.<\/p>\n<p>The difficulty with Carcosa&#8217;s reality lies in what happens to the things<br \/>\nnear you that you cannot see. Your perception of a thing strengthens the<br \/>\nbonds, so little will change as long as you can watch it. But beyond the<br \/>\nedges of your vision &#8212; beyond your immediate perception &#8212; reality is free<br \/>\nto change as it pleases, simply because you cannot perceive it. It will<br \/>\nstay in a more stable form only when you turn to look at it.<\/p>\n<p>Thus, a person who walks from one end of a street to the other and then<br \/>\nback again will find that the street has changed greatly; should they turn<br \/>\naround and traverse the street once more it will bear even less resemblance<br \/>\nto the way it looked the first time.<\/p>\n<p>Hastur&#8217;s mutational reality is also self-propelling. As one area of reality<br \/>\nis modified, everything around it changes in response. This causes the original<br \/>\narea to shift in response to that, and so on. The net effect of this is<br \/>\nthat Carcosa is completely remade every few hours, never the same thing<br \/>\ntwice. Needless to say, this makes navigation incredibly difficult for the<br \/>\ndoomed fools &#8212; that is, the investigators &#8212; who have traveled there.<\/p>\n<p>Maps are useless. Buildings, streets, entire areas disappear and reform<br \/>\nanew after you pass them. Leaving behind markers is similarly futile; they<br \/>\nare quickly absorbed into the city, and likely as not your carefully-made<br \/>\ntrailblazes will appear all over the city, pointing in different directions.<br \/>\nEven movement inside a building is difficult, though the changes tend to<br \/>\nbe less drastic than those of the city as a whole (the entire building,<br \/>\nfor instance, will not disappear while you are in it).<\/p>\n<h2><strong>Sanity Travel<\/strong><\/h2>\n<p>Once all of this has been made clear to the newly-arrived investigators,<br \/>\ncall for Idea rolls. Successful rolls cost them each 1D6 SAN; failure only<br \/>\ncosts 1D3. Request that the players begin keeping a running total of how<br \/>\nmuch SAN they lose due to the city&#8217;s influence (though SAN is still recorded<br \/>\nnormally as well, and the usual detrimental effects apply).<\/p>\n<p>From this point on, call for both Sanity and Idea rolls as you feel they<br \/>\nare appropriate. Sanity checks should be made as the result of some shock<br \/>\n&#8212; realizing that the way home is blocked, or seeing a monster. Idea rolls<br \/>\nare used whenever you feel that the investigators might have an opportunity<br \/>\nto grasp something about the reality of the city. If they experiment with<br \/>\nthe reality shifts or try to &#8220;test&#8221; how things work here, Idea<br \/>\nrolls would be appropriate.<\/p>\n<p>There is another important difference in the two rolls. A successful Idea<br \/>\nroll will cost more SAN than a failed one (as seen in the 1D6\/1D3 roll made<br \/>\nabove). This is just the opposite of the normal Sanity check, which costs<br \/>\nmore if you fail than if you succeed. In Carcosa it is not sudden crude<br \/>\nshocks that illuminate the mind. Rather, it is the slow but constant eating<br \/>\naway at your rationality and sense of place that is truly damaging.<\/p>\n<p>As well as enlightening. Whenever the investigators attempt some moderately<br \/>\ndifficult feat of navigation, one of the group must make a roll. This roll<br \/>\nneeds to be under the total Carcosa-related SAN that investigator has lost<br \/>\nto date. Note that &#8220;difficult&#8221; means that the investigators are<br \/>\ntrying to get somewhere that they can&#8217;t see; as noted earlier, as long as<br \/>\nyou keep your eyes on something it will remain fairly stable.<\/p>\n<p>For example: Archie McPhee, crack investigator, is wandering through dim<br \/>\nCarcosa. Turning a corner, he sees a strangely attractive statue a couple<br \/>\nof streets ahead. Should he walk directly to it, he will reach it with no<br \/>\nproblem. If, instead, he makes a side trip into a building along the way,<br \/>\nthe statue will probably not be visible (or will have turned into a lamppost<br \/>\nor whatever) when he comes back out. If he wants to make the statue reachable,<br \/>\nhe will have to roll under the amount of SAN points he has lost so far.<\/p>\n<p>Obviously, the more SAN you lose the easier you will find it to get around.<br \/>\nExplorers must budget their stability: they will need to understand enough<br \/>\nof this strange reality to get where they need to go, but still retain enough<br \/>\nSAN to survive the trip back.<\/p>\n<p>It should be noted that only one investigator in a group needs to succeed<br \/>\nin their navigation roll, provided that unrestricted communication is possible<br \/>\namong the group&#8217;s members. But they must convince a majority of the group<br \/>\nthat they know the way. This can be accomplished however the Keeper desires;<br \/>\nthe investigator may need to make an Oratory or Debate roll, success indicating<br \/>\nthat those listening may make another sanity travel roll with a bonus.<\/p>\n<h2><strong>What You&#8217;ll See<\/strong><\/h2>\n<p>There are three principal areas that the investigators might wish to explore:<br \/>\nCarcosa, the lake of Hali, and the Palace. All three share a common mood:<br \/>\nit is always night, always gloomy, always alien. The rising moons never<br \/>\ncomplete their journeys, frozen in their tracks since the coming of the<br \/>\nYellow King. Whether they have actually stopped, or whether time here simply<br \/>\ndoes not pass, is a matter for private contemplation. Game time should still<br \/>\nbe kept track of normally as some things happen at regular intervals, but<br \/>\ninvestigators attempting to make use of time (by meeting at a certain hour,<br \/>\nfor instance) will find that it does not pass at a rate they are accustomed<br \/>\nto. Despite the everpresent gloom it is not too dark to see the nightflyers,<br \/>\nthe strange everchanging winged things that swoop and arc above the city;<br \/>\nprudent investigators may remark that this clarity of vision works both<br \/>\nways, and keep a lookout for nearby cover.<\/p>\n<p>Upon arrival &#8212; however they get there &#8212; the investigators will immediately<br \/>\nfeel alone, unwelcome. This place was once built by humans, perhaps another<br \/>\nseed colony planted by the Elder Things. But with the coming of the Yellow<br \/>\nKing and the malignant influence of Hastur it shifted, slowly becoming a<br \/>\nphysical extension of that being&#8217;s inner self. It is inimical to normal<br \/>\nlife, normal perceptions; the only way to truly know Carcosa is to lose<br \/>\nyour sanity, drop by drop, gaining precious but shattering knowledge of<br \/>\nthis strange realm.<\/p>\n<h3><strong>Carcosa<\/strong><\/h3>\n<p>The city itself is a ferocious marvel; investigators with a sense of the<br \/>\nromantic will be drawn to it, sensing its strange beauty, its ethereal grandeur.<br \/>\nThose who pride themselves on rationality and logic will not fathom it,<br \/>\nfinding that, taken as a whole, it disturbs and sickens them. But any who<br \/>\nstay long enough will not want to leave&#8230;<\/p>\n<p>The most unusual feature of the city is that it is constantly changing;<br \/>\nas you look around, the structure of the city &#8212; or at least, your perception<br \/>\nof it &#8212; breaks down and disassembles at the corners of your vision. If<br \/>\nyou move your gaze slowly from left to right and then back again, the entire<br \/>\nexpanse will have changed somehow: new bricks become old, flagstones become<br \/>\ngranite, fences become walls, doorways vanish or become cupboards. The only<br \/>\nway to keep an area stable is to never take your eyes from it; of course,<br \/>\nthe longer you aren&#8217;t looking at the rest of what&#8217;s around you, the more<br \/>\nthat will change. Staring intently at a particular door will allow it to<br \/>\nremain constant, but the floor just behind you may be turning into a crumbling<br \/>\ncliff. More information on this is given in the travel section.<\/p>\n<p>In preparing for your players to explore the city, you should create eight<br \/>\nor ten special locations for them to wander into. These places may be keyed<br \/>\nto whatever the characters&#8217; objectives are, or may be resources useful in<br \/>\na variety of circumstances. Such places tend to have more stability than<br \/>\nmost of the city due to the power that has gone into their creation; their<br \/>\nphysical details will remain fairly constant, though never reliable. Examples<br \/>\nfollow:<\/p>\n<p><strong>The Whisper Labyrinth<\/strong>: Somewhere below the city there is a crumbling<br \/>\narchway from which a pale draft issues. An investigator might be led here<br \/>\nby the distant calling of their name from within, or perhaps by the smell<br \/>\nof the draft. Entering the archway, one sees a smallish, circular room with<br \/>\nthree damp and narrow hallways leading off into darkness; a light source<br \/>\nis needed to progress beyond here.<\/p>\n<p>As soon as anyone progresses far enough down any hallway to lose sight of<br \/>\ntheir companions or the archway, they are lost. Physical aids such as ropes<br \/>\nand marks will not help exploration: the rope will soon be found to have<br \/>\nlooped around somehow and become tied to itself; markings on the wall will<br \/>\nbe altered beyond usefulness, repeated on every surface, or simply deleted.<br \/>\nInvestigators who explore as a group will become separated if any of them<br \/>\ngo too far ahead or drag behind; remaining in immediate contact is essential.<\/p>\n<p>The labyrinth consists of hallways and small rooms. In every wall there<br \/>\nwill be several little alcoves or shelves. Each of these holds a bottle;<br \/>\nthere are tens of thousands of these bottles throughout the labyrinth, and<br \/>\nno two are alike. They are short or tall, fat or skinny, ornate or plain,<br \/>\nand may be constructed of any number of materials. Each bottle, however,<br \/>\nhas a name on it, the name of the owner of the bottle. All bottles are closed<br \/>\nin some fashion &#8212; cork, lid, whatever &#8212; but none may be opened except<br \/>\nby the person whose name appears on the bottle.<\/p>\n<p>In wandering around, there is a 3% chance per hour (not cumulative) that<br \/>\nan investigator comes across their own bottle, though a successful Spot<br \/>\nHidden is still needed to spot it. Should the bottle be opened, a whisper<br \/>\nwill be released, audible only to the investigator. The message and its<br \/>\neffects are up to the Keeper, who must come up with something suitable.<br \/>\nIt may be a revelation about a past mystery; it may be the voice of a dead<br \/>\nfriend or a forgotten lover; it may be a cryptic statement that will offer<br \/>\naid or lead them into a trap. Whatever the message is, it will not be inconsequential<br \/>\nor insignificant.<\/p>\n<p>When an investigator (or a group) enters the labyrinth, roll 3D6. This gives<br \/>\nyou the number of perceived hours they will wander around before finding<br \/>\nthe way out. Should an investigator&#8217;s bottle be found, however, that investigator<br \/>\n(and any who are with him) will find the exit from the labyrinth in a matter<br \/>\nof minutes. If a bottle is taken that does not belong to the taker, they<br \/>\nwill find that no matter which direction they turn they keep coming back<br \/>\nto the empty alcove until the bottle is returned. Investigators may keep<br \/>\ntheir own bottle, if they like, though it will not do anything after first<br \/>\nbeing opened.<\/p>\n<p>Needless to say, it should be quite rare for anyone to just happen upon<br \/>\ntheir bottle. An adventure that used this location would probably include<br \/>\na spell, magic item, or perhaps a guide of some kind that would enable the<br \/>\ndesired bottle to be found in a reasonable period of time. As the investigators<br \/>\nwander around the labyrinth, feel free to allow them glimpses of other travelers,<br \/>\nor hear voices cry out; unless you wish it, none of these phenomena can<br \/>\nbe caught up with. Take note of what light sources the investigators bring<br \/>\nwith them, and determine if they will last long enough. Anyone unlucky enough<br \/>\nto be lost in the dark will eventually reach the surface, but will quite<br \/>\nprobably be insane.<\/p>\n<p>The Whisper Labyrinth is a strange and frightening place; at your discretion,<br \/>\na hallway may suddenly open up into a large room or other oddity, perhaps<br \/>\nwhere nefarious goings-on are going on. There may be truth to the legend<br \/>\nthat somewhere, deep in the labyrinth, one may find the Voice that gives<br \/>\nbreath to all the bottles. This may not be a desirable objective&#8230;<\/p>\n<p><strong>The Gallery of Shades<\/strong>: One of Carcosa&#8217;s larger structures, this elaborate<br \/>\nmuseum houses the works of dozens of artists, all influenced in some way<br \/>\nby the madness that is Hastur. The building, like most in the city, changes<br \/>\nconstantly. Rooms and balconies contract and expand or disappear completely<br \/>\nwhen you&#8217;re not looking; carpeting becomes oak becomes tile becomes marble.<br \/>\nThe disorienting nature of the structure has a purpose: to draw the visitor&#8217;s<br \/>\ninterest to the works shown, rather than to the gallery itself.<\/p>\n<p>The artworks displayed are of all types: paintings, sketches, statuary,<br \/>\nkinetic sculptures, folk art, etc. The quality varies widely, but all share<br \/>\na common heritage of unbalanced creativity. Works here are rarely designed<br \/>\nto shock or disgust; the grotesqueries of Richard Upton Pickman would have<br \/>\na hard time finding a place in Hastur&#8217;s aesthetic. The subject matter varies<br \/>\nwidely in both depiction and effect; a painting of a strange alien landscape<br \/>\nmay not be as disturbing as the sketch of a Paris cafe where a woman&#8217;s eyes<br \/>\nhunger for something that she will never find in Paris. The influence of<br \/>\nHastur is pervasive and ever-changing, and its madness finds new interpretation<br \/>\nin each creator.<\/p>\n<p>The effect of these works upon touring investigators is slow but insidious.<br \/>\nAs they travel through the gallery&#8217;s many floors and wings (perhaps chasing<br \/>\na mad friend or seeking a certain work, depending on your scenario), call<br \/>\nfor Luck rolls from each. The person who rolls the highest (whether they<br \/>\nfail or not) will begin to fall under the gallery&#8217;s sway. Optionally, you<br \/>\nmay simply target any investigator who is appropriate (a painter, a writer,<br \/>\nhas the lowest SAN, read The King in Yellow, etc.).<\/p>\n<p>The affected investigator will now lose 1D3 SAN every ten minutes. In some<br \/>\nway the others can not grasp, he has had a terrible insight into the nature<br \/>\nof Hastur, and now all the artworks in the gallery make a curious kind of<br \/>\nsense. While the others in the party simply feel uneasy when they view these<br \/>\npieces, he begins to understand them. Each bit of sanity lost makes it easier<br \/>\nto lose the next bit, and soon the rational structure of the unfortunate<br \/>\ninvestigator&#8217;s mind falls like a line of dominoes. Do not roll for temporary<br \/>\ninsanity, etc., but instead just keep track of how much SAN has been lost<br \/>\nwithout telling the player. The investigator is not consciously aware of<br \/>\nwhat is going on, as he slowly retreats into the madness growing inside<br \/>\nhim.<\/p>\n<p>Should the investigators decide to leave the Gallery (entrances abound,<br \/>\nso this is not a problem), the affected investigator will not want to leave.<br \/>\nHe will resist any physical attempts at taking him out, even fighting if<br \/>\nhe has to. Should a friend attempt to talk him into leaving, however, he<br \/>\nmay make a POW resistance roll against the speaking friend. Should the roll<br \/>\nfail, the insight he gained will suddenly elude him, and, shaken and pale,<br \/>\nhe may be led out of the Gallery, though the lost SAN still applies. Once<br \/>\nthe investigator has escaped, he will remain pale and melancholy for as<br \/>\nlong as the party is in Carcosa, unwilling to take any action. Divide the<br \/>\ncharacter&#8217;s new SAN by 5 and use that as his effective POW for as long as<br \/>\nhe remains in the city. Upon returning home, he may recover normally in<br \/>\nan institution or through therapy.<\/p>\n<p>Should the investigators remain in the Gallery for too long, the afftected<br \/>\nvictim will go with the party, acting perhaps quiet but otherwise normal<br \/>\nuntil he reaches 0 SAN and is permanently, incurably insane. At this point,<br \/>\na dozen masked figures in dark robes will suddenly step into the room where<br \/>\nthe party is, blocking all entrances. The investigators will find themselves<br \/>\nfrozen, unable to act, as the insane investigator steps forward and walks<br \/>\noff with the strange figures, never to be seen again.<\/p>\n<p>The remaining investigators will find that the strange paralysis wears off<br \/>\nquickly, but no trace of their friend will be found. However, if they spend<br \/>\nany significant amount of time looking for him, another investigator will<br \/>\nbegin to suffer the same fate. Should the party refuse to leave until their<br \/>\nfriend is found, it is likely that they will all become Shades of the Gallery.<\/p>\n<p>Somewhere in the Gallery is the hall referred to in the section on Mottled<br \/>\nClay. This area will contain somewhere between thirty and sixty stone objects<br \/>\nat any given time. These will include petrified people, animals, books,<br \/>\nitems, any number of things, all awaiting (many in vain) for the day when<br \/>\nthe dust of their creation will be sprinkled on them, releasing them from<br \/>\nthe invulnerable stone prison they find themselves in. Some sculptors, it<br \/>\nis said, prefer to construct their works entirely from life, using Mottled<br \/>\nClay to transform real objects or people into eternal statues, to be displayed<br \/>\nhere.<\/p>\n<p>The Whisper Labyrinth and the Gallery of Shades are typical of the sort<br \/>\nof strange madness that Hastur generates. Keepers may use them as models<br \/>\nfor scenarios; remember that most places in Carcosa do have some purpose,<br \/>\nthough it may be lost on normal people.<\/p>\n<h3><strong>The Lake Of Hali<\/strong><\/h3>\n<p>The lake of Hali is the passive essence of Hastur. It shares with its surroundings<br \/>\na certain insubstantiality &#8212; the size of the lake is not constant, though<br \/>\nthis will not be obvious to an onlooker. The lake is sometimes made up of<br \/>\nwater, sometimes not. When it is not water, the lake takes the form of roiling<br \/>\nclouds, like a huge swirling fog that nevertheless has crests, waves, and<br \/>\neddies. When it is in this fog-state, it may well be a sign that Hastur<br \/>\nis dreaming.<\/p>\n<p>The lake covers an uncertain area, and indeed may never truly end. Just<br \/>\nwhat Hali is is difficult to say; Chambers speaks of the cloud-waves rolling<br \/>\nonto the shores of Hali, which suggests that it is a general name for the<br \/>\narea. Perhaps Hali was the name of this land before the coming of the Yellow<br \/>\nKing?<\/p>\n<p>Though few ever learn much about it, the lake is fully as strange as the<br \/>\nrest of this place. Dim lights occasionally emit a glow from somewhere deep<br \/>\nunderwater. This glow may be constant, or may even flash like a beacon or<br \/>\na message of some kind; whatever it is, the investigators aren&#8217;t likely<br \/>\nto want to find out.<\/p>\n<p>Of course, the lake is occupied. Anyone contemplating a journey onto the<br \/>\nlake while it is in water form (and while Hastur is awake) had best think<br \/>\ntwice. Boats of strange and baroque design may well be found on the shore<br \/>\nfrom time to time, and spirited investigators can certainly set sail. They<br \/>\nwill quickly learn that anything may be living in this odd body of water.<br \/>\nIt is assured that there are all sorts of monstrous Hastur-spawn and who<br \/>\nknows what else &#8212; if you wish to stage an attack on an investigator vessel,<br \/>\nfeel free to use the game statistics for a shoggoth or other such entity.<br \/>\nCreatures of this magnitude are common in the watery depths. See &#8220;Tell<br \/>\nMe, Have You Seen the Yellow Sign?&#8221; for a more thorough description<br \/>\nof the lake&#8217;s inhabitants.<\/p>\n<p>One of the most fearsome and curious aspects of the lake is its changing<br \/>\nsubstance. Unknown to many, when the lake is in its foggy dream-cloud form<br \/>\na voyager may actually travel down into the lake itself, simply by tipping<br \/>\nthe boat downwards and paddling a course into the deeps of the fog. Such<br \/>\na voyage will be a strange and wondrous experience, and not wholly unpleasant.<\/p>\n<p>Visibility under the fogwater is about fifteen feet. Deep-ocean sounds resonate<br \/>\nfrom time to time, perhaps the low rumbles of some Aldeberan whale. Occasionally<br \/>\none of the lake&#8217;s inhabitants will drift by through the dim clouds, just<br \/>\nout of sight. In such cases the investigators will nevertheless be aware<br \/>\nof something truly huge passing them by &#8212; worth a 0\/1 SAN check.<\/p>\n<p>About eighty feet down the explorers will begin to descend past tower spires,<br \/>\nonly dimly glimpsed in the fog. Soon it will become apparent that the investigators<br \/>\nare surrounded by buildings, in a vast city that lies unguessed at beneath<br \/>\nthe lake. Nervous investigators will wonder just what they have gotten themselves<br \/>\ninto. Remind them that they are far below the surface of the lake &#8212; should<br \/>\nHastur awaken, and the dreamclouds become water once more, they would surely<br \/>\nbe doomed.<\/p>\n<p>If they are brave enough to continue, several hundred feet down the boat<br \/>\nwill come to rest on the bottom, actually one of the many streets in the<br \/>\nstrange secret city beneath the lake. As the investigators disembark and<br \/>\nget their bearings, the fog will slowly drift away until they can see with<br \/>\nperfect clarity, revealing stars above. The investigators have gone as far<br \/>\nas they can and have arrived at last at the lake of Hali&#8217;s deepest secret<br \/>\n&#8212; Carcosa itself. For as you descend into the dream-lake and pass through<br \/>\nHastur&#8217;s slumber you eventually emerge above Carcosa, and when you reach<br \/>\nbottom you are once again in the city where you came from. Investigators<br \/>\nwill quickly deduce this (Idea rolls are appropriate here, at a cost of<br \/>\n1D8\/1D4 SAN) when they see the shores of the lake of Hali still beckoning<br \/>\nthem from not far away, the lake once again consisting of water, its strange<br \/>\ncloud-substance only a memory. If you would like to drive the point home,<br \/>\nallow the investigators to see themselves in the distance, climbing into<br \/>\nthe boat and descending into the lake once more&#8230;<\/p>\n<p>Other secrets of the lake are not for discussion here. As the essence of<br \/>\nHastur, the lake of Hali is a strange and wondrous place, not quite in sync<br \/>\nwith Carcosa. After traversing the dream-lake, one may sense that Carcosa<br \/>\nitself is still in transition. In time, perhaps it will share the essence<br \/>\nof the lake more fully. Meanwhile, a journey on or into the lake is a brave<br \/>\nundertaking, one that should reward the players with a very curious experience.<\/p>\n<h3><strong>The Palace<\/strong><\/h3>\n<p>Standing on the shore of the lake of Hali, where it meets the edge of Carcosa,<br \/>\none may occasionally glimpse a far-off structure across the lake, impossibly<br \/>\nfar to still be visible. This is the Palace, where the King in Yellow made<br \/>\nhis appearance and brought the infestation of Hastur. It is the setting<br \/>\nfor the banned play that bears the King&#8217;s name, and under normal circumstances<br \/>\nshould not be reachable by the investigators.<\/p>\n<p>But, hope springs eternal in the heart of every player. Should you wish<br \/>\nto form an adventure utilizing the Palace, here are some guidelines.<\/p>\n<p>Before attempting to use this section, the Keeper is strongly urged to read<br \/>\nthe boxed summary of The King in Yellow play by Kevin A. Ross that appears<br \/>\nin both &#8220;Tell Me, Have You Seen the Yellow Sign?&#8221; and &#8220;Tatterdemalion&#8221;.<br \/>\nA short story by James Blish &#8212; &#8220;More Light&#8221;, in the anthology<br \/>\nAlchemy &amp; Academe (Anne McCaffrey, editor) &#8212; gives Blish&#8217;s version<br \/>\nof a good chunk of the play&#8217;s text. While not wholly successful, the story<br \/>\nshould greatly assist the Keeper in getting an accurate feel for the Palace,<br \/>\nits inhabitants, and its immediate history.<\/p>\n<p>Reaching the Palace is the first and most difficult step. Achieving a means<br \/>\nof transportation to the Palace would be worthy of a scenario in itself.<br \/>\nIt may be that when the lake of Hali is in its dream-state, there is a boat<br \/>\nsailing within it that will carry the investigators to the Palace. Perhaps<br \/>\na bottle in the Whisper Labyrinth contains a clue. A woman frozen in stone<br \/>\nwithin the Gallery of Shades might have a piece of vital information.<\/p>\n<p>However you choose for the investigators to get there, achieving the Palace<br \/>\nis likely to be the climax of an extended Carcosa-oriented campaign. If<br \/>\nthe lake of Hali is the strangely beautiful soul of Hastur, the Palace is<br \/>\nits secret, palpitating heart. The Palace may lie within the lake; perhaps<br \/>\nthe vision occasionally glimpsed by the investigators is simply a reflection<br \/>\nof the real Palace underwater. Such concerns are left for you to decide.<br \/>\nThe Palace, however, is almost certainly not on the lake&#8217;s far shore, if<br \/>\nsuch a location even exists. When the Yellow King arrived, the Palace was<br \/>\nsomehow absorbed by Carcosa, and it was displaced from the shore where it<br \/>\nonce stood. Or so they say.<\/p>\n<p>The Palace is of great size and great beauty. Standing before it, the viewer<br \/>\nis bitterly tempted to weep for lost Yhtill. Indeed, the entire structure<br \/>\nradiates a kind of alien sadness. Within, the recent remnants of a great<br \/>\nparty are evident. When the investigators enter, in fact, it is only a few<br \/>\nhours after the initial arrival of the King in Yellow. Time here has in<br \/>\nsome way slowed almost to a standstill. The investigators may wander the<br \/>\nstrange, ornate rooms of the Palace unchallenged, but the sound of voices<br \/>\nwill eventually draw them to the great ballroom.<\/p>\n<p>There they will find the inhabitants of the Palace, standing and sitting<br \/>\nin small groups, speaking in low, stunned tones. Everyone here is gaily<br \/>\ndressed for a masquerade, though they have all unmasked. Only a few hours<br \/>\nprevious, it should be explained, the King in Yellow arrived, informing<br \/>\nthe party-goers of his identity. In that moment the city of Yhtill &#8212; wherein<br \/>\nthe Palace lay &#8212; became Carcosa, and the royal family of the palace learned<br \/>\nthat they were somehow doomed. They stand around now, morose and uncertain.<br \/>\nAny of them will speak with the investigators, seeing them only as familiar<br \/>\nparty-goers. Little information may be passed on, however &#8212; the people<br \/>\nof the Palace are truly lost in both mind and soul.<\/p>\n<p>The outcome of all this is up to the Keeper. Terrible dangers may well exist<br \/>\nin the dungeons and cellars of the palace, but such amusements are rightly<br \/>\nyour province. The Palace should be a deeply unsettling but finally incomprehensible<br \/>\nplace to visitors. Hastur&#8217;s madness is not a crude, violent spasm but a<br \/>\nsubterranean impenetrable solitude, indefinable and unyielding. Exploring<br \/>\nits heart would not be a wholly pleasant experience.<\/p>\n<h2><strong>Packing Your Bags<\/strong><\/h2>\n<p>You can think of this text as a toolkit. Creating a scenario with these<br \/>\ntools is still an involved process &#8212; otherworldly travel is something that<br \/>\nusually crops up only in long-running campaigns, and is then exceedingly<br \/>\nrisky. Hali is no different in that respect.<\/p>\n<p>The first step, of course, is to come up with a good enough reason for a<br \/>\ngroup of investigators to do such a foolish thing as to travel there. In<br \/>\n&#8220;Tatterdemalion&#8221;, they make the journey to find the Yellow King<br \/>\nand stop one of his plans. The adventure does sort of lead the players by<br \/>\nthe nose, though; the more comprehensive rules in this article on sanity<br \/>\ntravel may be of assistance if you plan to run &#8220;Tatterdemalion&#8221;.<br \/>\nBut the reasons for travelling to Carcosa are as varied as the reality of<br \/>\nHastur itself. Some of the items given under &#8220;how to get there&#8221;<br \/>\ncould easily kick off a rescue scenario &#8212; say a diplomat disappeared at<br \/>\na state function while surrounded by swirling dancers, or a friend of the<br \/>\ninvestigators vanished after an old acquaintance from art school came by<br \/>\nto do a portrait. Any novel manner of transport will suggest a scenario<br \/>\nin itself.<\/p>\n<p>Other possibilities could include recovering some item vital to stopping<br \/>\na fiendish plot. Perhaps an NPC needs the investigators to help him find<br \/>\nhis bottle in the Whisper Labyrinth, so that he may at last learn the words<br \/>\nto a forgotten ritual that needs to be performed.<\/p>\n<p>Once you have a plot in mind, you will need to construct locations, NPC&#8217;s,<br \/>\nand encounters in Carcosa that relate to your plan. No detailed maps should<br \/>\nbe created &#8212; just a general description of a building and what sort of<br \/>\nthings it contains will suffice. NPC&#8217;s may be human or not, and will likely<br \/>\nbe insane. These individuals or creatures may have special advice for the<br \/>\ninvestigators, or may take the form of pursuers dogging their trail.<\/p>\n<p>Locations are perhaps the most important part of your scenario. There will<br \/>\nprobably be several places for the investigators to go, not all of which<br \/>\nwill relate to the matter at hand. Decide what each location is used for,<br \/>\nwhat inhabitants might be there, and what sort of SAN\/Idea rolls and costs<br \/>\nmight be needed. You will also need to work up some sort of rough diagram<br \/>\nshowing connections between the locations to facilitate sanity travel. Physical<br \/>\nlandmarks do change appearance, but they will retain some sort of spatial<br \/>\nrelationship with each other. An observatory may move underground, but it<br \/>\nwill still be in the same general area &#8212; for a while.<\/p>\n<p>Time is also important. It does not truly pass in Carcosa, which will thwart<br \/>\nany attempts at making some sort of scheduled rendezvous, but you will need<br \/>\nto keep rough track of elapsed game time. SAN costs will often come at somewhat<br \/>\nregular intervals (as in the Gallery of Shades) so keeping track of this<br \/>\nwill be essential.<\/p>\n<p>Special notice should be paid to the times when the lake of Hali becomes<br \/>\nfilled with cloudy fog instead of water. This article interprets the phenomenon<br \/>\nas the dream-state of Hastur. Conditions beyond the lake may change as well,<br \/>\nat your discretion. The mists could extend all through the city; a shimmering<br \/>\nYellow Sign may materialize in the night skies (as it does in the illustration<br \/>\non page 27 of this issue); those already under Hastur&#8217;s sway may suffer<br \/>\na loss of willpower and drive during such times. The lake itself exhibits<br \/>\nstrange properties while in the dream-state: boats could be encountered<br \/>\ndrifting along under the surface, perhaps phantom derelicts of sinister<br \/>\nportent. Adventures that make use of the dream-state may have things in<br \/>\ncommon with the Dreamlands.. perhaps the lake allows movement into and out<br \/>\nof that place. If the idea appeals to you, refer to H.P. Lovecraft&#8217;s Dreamlands,<br \/>\nfrom Chaosium, for more ideas.<\/p>\n<p>Finally, you may want to answer for yourself the question of just what Hastur<br \/>\nis. This article has referred to Hastur in purposefully vague terms &#8212; you<br \/>\nmay well notice the lack of any detailed statistics for beings encountered<br \/>\nin Carcosa, and that is an extension of the confusion surrounding Hastur.<br \/>\nIn &#8220;Tell Me, Have You Seen the Yellow Sign?&#8221; it is mentioned that<br \/>\nthe term Hastur appears in The King in Yellow as both a person and a place.<br \/>\nThe name crops up often in Robert W. Chambers&#8217; short stories, but Hastur<br \/>\nis not identified as being a god or a man or much of anything. His short<br \/>\nstory &#8220;The Demoiselle D&#8217;Ys&#8221; has a very minor character named Hastur,<br \/>\na man who works as a falconer. This would seem to only be a bit of inspired<br \/>\nmischief on Chambers&#8217; part, but who can say?<\/p>\n<p>In many ways, Hastur seems to be a very abstract manifestation of something<br \/>\nwe cannot understand. Its existence raises many questions &#8212; who did write<br \/>\nThe King in Yellow, and how did the author know the details of the coming<br \/>\nof the Yellow King? &#8220;Tatterdemalion&#8221; identifies the writer as<br \/>\na man named Castaigne, but this appears to be incorrect. Two men named Castaigne<br \/>\ndo appear in Chambers&#8217; story &#8220;The Repairer of Reputations&#8221; and<br \/>\none of them reads the book, but certainly neither one wrote it. One possibility<br \/>\nworth considering is that Hali did not exist until the unknown writer created<br \/>\nit, making the city, the palace, and the lake into a sort of projected reality,<br \/>\nbrought into being by the madness of the play&#8217;s readers. Which came first,<br \/>\nthe play or the King? Perhaps Hastur knows, but It is not telling.<\/p>\n<p><a href=\"http:\/\/theunspeakableoath.com\/home\/?p=61\">Back to The Annotated Unspeakable Oath 1.<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>\u00a91990 John Tynes [Hoo boy. For the better part of a year (during which time Pagan Publishing was born) I was experiencing a period of profound mental instability and depression. For a time I believed that the following was real,&hellip;<\/p>\n<p class=\"more-link-p\"><a class=\"more-link\" href=\"https:\/\/theunspeakableoath.com\/home\/2010\/10\/tuo-1-the-road-to-hali\/\">Read more &rarr;<\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2},"jetpack_post_was_ever_published":false},"categories":[3,4],"tags":[],"class_list":["post-76","post","type-post","status-publish","format-standard","hentry","category-pastissues","category-tuo01"],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_shortlink":"https:\/\/wp.me\/p2OyM1-1e","jetpack_sharing_enabled":true,"jetpack_likes_enabled":true,"_links":{"self":[{"href":"https:\/\/theunspeakableoath.com\/home\/wp-json\/wp\/v2\/posts\/76","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/theunspeakableoath.com\/home\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/theunspeakableoath.com\/home\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/theunspeakableoath.com\/home\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/theunspeakableoath.com\/home\/wp-json\/wp\/v2\/comments?post=76"}],"version-history":[{"count":4,"href":"https:\/\/theunspeakableoath.com\/home\/wp-json\/wp\/v2\/posts\/76\/revisions"}],"predecessor-version":[{"id":1063,"href":"https:\/\/theunspeakableoath.com\/home\/wp-json\/wp\/v2\/posts\/76\/revisions\/1063"}],"wp:attachment":[{"href":"https:\/\/theunspeakableoath.com\/home\/wp-json\/wp\/v2\/media?parent=76"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/theunspeakableoath.com\/home\/wp-json\/wp\/v2\/categories?post=76"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/theunspeakableoath.com\/home\/wp-json\/wp\/v2\/tags?post=76"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}