Sunday, 21 September 2025

Death Mask 3 Exploring Rome

Rome: Masks, hidden identities, hidden agendas, Gorgons, the shadowy influence of Egypt's past, the Pharaohs of old returning to take their rightful place.  

Let's dig a little deeper. 

The whole point behind the cult is that it's run by masks, whose main purpose in life is to make more masks, to extend their already lengthy existence. These masks derive their motivating force and their purpose from the old Gorgon cult, which fled to Egypt when the original cult bases in Greece were smashed. Now the cult promotes a return of the old Pharaonic ways, mainly to encourage new Egyptian recruits to join, but at its heart it's the same Gorgon cult it was many centuries ago.

It's probably worth remembering that when Perseus allegedly slew Medusa he did it using flying sandals, a cap of Hades that made him invisible, and an adamantine sickle. Those sound like useful cult-bashing relics to me. Some or all of these might have found their way to Egypt over the years and are now hidden in some tomb or other, or perhaps on the back shelf of one of the many, many curio shops in Cairo or Alexandria. 

What if, for instance, that adamantine sickle is in fact a khopesh?  Ceremonial versions of those were found with Tutankhamun; if King Tut can have them then there's no reason why Perseus' old blade can't have found its way into some priest's tomb. What if those battered sandals are hanging up with the stock in some souk or other? 

The cap of night found its way into several different hands; Hermes had it, Athena had it, there's no telling where else it might have gone after Perseus used it. He may have dropped it in Mycenae, where he was King. If so, then the archaeologist Schliemann might have found it while digging for Trojan loot, in the later 1870s. If that happened then the cap would be in Berlin at the time of the campaign, but then the Great Museums of the world are part of the Building so there's no reason not to have a side trip off to Berlin. Nor, for that matter, is there a compelling reason why a German archaeologist might not sneak the thing away in their bags and baggage for a trip to Egypt. For ... research purposes. Not because they're a cult member seeking promotion. Or because they're a cult opponent trying to smash the new Pharaoh. Possibilities ... 

OK, so we have some Banes and possibly also treasures to be sought for in the first arc of the campaign. Fine. So who's the OPFOR?

Remember, all OPFOR have:

  • Power, appropriate to their function within the narrative.
  • Goals.
  • Assets, to be used to achieve their goals.
What does the cult have?

Power: far-reaching political, social and quasi-military authority and influence within Egypt. Their spies and enforcers are everywhere. They can have people killed. They can deploy assassins, peculiar occult magics, ancient mummies - all within Egypt proper. Outside Egypt, their influence drops off dramatically. They can send agents to do their bidding, but they can't just snap their metaphorical fingers and have a man in, say, Berlin, drop dead that same moment. 

However, this power is basically illicit. They have no actual civil or legal authority. They exist behind the scenes. Everyone fears them, but it's not as if they have an office building, a flag, a government post. 

For the purposes of plot, it can be assumed that their power extends as far as Egypt extends. Which means, among other things, that it extends to all those museums and other places where Egypt mania is all the rage. Where the mysteries of Egypt - and, by extension, the cult - influence art and architecture.

Do the civil authorities in Egypt - at this point in time, the British military occupying forces and the Egyptian civil government - know about the cult? Probably. Inasmuch as the cult is active and does things, the authorities will know about those things. They may not have connected the dots and realized that this peculiar murder, or the rise of that politician, are all connected to a power-hungry pro-Pharaoh movement. They know something's up, but not what. Further, there will be some within the civil authority who have connected dots, who suspect much, and are either opposed to the cult or who seek alliance with it for their own ends.

That rival Power opposes the cult's own, and the cult will constantly be aware of it. This limits the cult's overt activities. It cannot expect to do whatever it wants whenever it wants, not without consequences. It can have a man killed, but if that killing is very troublesome for the civil authorities then the cult had better have someone to take the blame, go to trial and perhaps get executed. Otherwise, the political fallout from the killing may upset the cult's plans. 

Of course, all this is before the new Pharaoh steps forward and takes their rightful place on the throne temporarily occupied by Fuad I. The cult will probably be paying very close attention to the career of Mohammed Ali Tewfik, the heir presumptive, but he spends most of his life outside Egypt. Why? Who can say? But he does have a magnificent Cairo palace full of artefacts and practically swimming in history. It's very private, of course; it won't become a museum until after his death. But I'm sure that can be worked into the first story arc. Perhaps that's where the cap of night is now, or perhaps the person who has it seeks an audience with Mohammed Ali so they can sell it to the heir presumptive. Sounds like a job for some plausible go-betweens ...  

Goals: The cult has a hidden goal and an up-front goal.

The up-front is to restore Pharaonic rule. There will be a new golden age of such and so forth. Egypt will once more become the yadda yadda. This is the goal that all the cult members know about. It's the carrot that brings in new members. It's the lure that keeps radicals, Nationalists, Communists and the Muslim Brother hood on board. Work with us, and we'll help you get what you want. Those groups may not have everything in common with the cult but they have one common enemy: the British occupying forces. So long as the cult keeps playing the public game, and drumming up hatred for the British, the more likely it is the cult will get what it wants from those other groups.

There is another way to play this which could be just as interesting. Have the cult ally itself with the British. All the other groups - Communists, Radicals, Nationalists, Muslims - are against it now, but so long as it can keep them fighting each other they'll lack the resources to come at the cult direct. It does mean that player characters cooperating with the British will never know if the policeman, say, or the Colonel they ally themselves with is, in fact, a cult member. Or even a cult leader. 

That's the up-front. The hidden goal is simply this: survival.

The cult remembers all too well the bad old days after the initial collapse, when it was on the run, fearing for its existence. There were a number of times when it might have vanished altogether. Its final shrines vandalized, the last masks smashed or burnt. It has been surviving in the shadows in Egypt for centuries, eating scraps, gathering strength. The oldest among them remember the bad old days and want no more of that, thank you. They would sacrifice every single Pharaonic cult member, every dollar in its coffers, if that meant the cult would survive another day. It knows how to relocate and start fresh. It's done that before. 

That's the old guard, of course. The ancient among them. The newer masks? They quite like luxuries. They like ruling over men. The shadows are comforting, but also an irritant. Wouldn't it be grand to show off their true power? To take center stage? These are masks, after all; they don't feel they truly exist if they're not performing. These are the cult members who will take risks, who will execute the grand plays and come up with power schemes. They don't care as much about survival. They've been fed scraps for too long. Now they want what's on the center table. 

This is a bit different from the average cult in a Cthulhu-esque game. In the typical setting cult members are just a means. Everyone gets fed into the cosmic woodchipper in the end. In the meantime, they work to bring about the return of [insert squid-faced monstrosity here.] This cult is nothing like that. It exists to exist. If there ever was some deeper meaning in its rituals, that meaning is long forgotten. 

Except, perhaps, by the most ancient among them. 

Can you say gerontocracy? Bet you know what that feels like. The old guard might have believed in something once, when they first started out. Now they just believe in holding on to power, for as long as their cold, dead hands can grip.

Assets: at the street level, hundreds if not thousands of willing servants. Everyone from that knife-grinder in the souk to the policeman, the museum curator, the archaeologist, and more. 

They all have their reasons. Some buy into the return of the Pharaoh shtick. Some just like the idea of sticking it to the British (or, alternatively, to the King, the Muslims, the Communists, or whoever). Some join forces for professional advancement or knowledge. After all, who better to know where the best dig sites are than the cult which has been around since forever and who probably built most of those dig sites in the first place? Some just want loot. Whatever the desire, the cult can provide. 

At the not-quite-street level, the youngest of the masks and the mask-makers. The ones who look like Venetian carnival masks, or just Halloween fun times masks. These are the center of any immediate cult activity. If there's a bunch of cult members centered around the local dig workers, then there will be a mask at the heart of it, probably worn by the reis. If the museum curators are in league with the cult, then one of them will be wearing a Harlequin mask. If the staff at Shepheard's are being blackmailed into doing the cult's bidding, then the blackmailer will be wearing a mask.

These masks give some power to the persons wearing them. Think of these as Renfields, if this were a Night's Black Agents game. So long as the mask is on, the wearer gets that power. However, there is a price to be paid. The wearer either has to make a blood sacrifice to keep going, or to give up some of their own life energy to go on. This can mean the wearer dies with their mask on, in particularly dire circumstances. 

Above the street level are the advanced members. The ones who know what's really going on (or who think they do). The ones who are working to bring about the new Pharaonic dynasty. These are highly placed persons and high-powered masks. The masks themselves are probably quite old, if not ancient. At least a century's worth of experience. They might be original Commedia; they certainly date from that period. They were made in the time when the cult was just beginning to reinvigorate itself, to draw on new membership. They don't remember the bad old days, at least not first-hand, but they've heard the old stories time and time and time again. Their loyalty wavers. Perhaps, they mutter among themselves, the time has come for a new direction. 

The oldest among them, the original Gorgons, are ancient indeed. They remember the old days first-hand. These are the ones obsessed with recovering the artefacts that Perseus (whoever that may have been) used to destroy the cult the first time. They realize how fragile life can be. They exist in the shadows. So long as the cult keeps bringing them people to eat, they're happy. These are the only masks with the ability to annihilate a person just by looking at them - the turn-to-stone ability. If there is a whisper of some peculiar theatrical troupe that performs once every so often, for a select audience, this group of masks is at the heart of that rumor. The ancient Roman or Greek theatre, reborn. Except the audience never gets to go home ... 

This final group is the one with real power. They can kill; they have access to ancient knowledge; they can summon up spirits or command mummies to rise. They have in their possession the ancient texts sought after by so many occultists and Tombhounds. They know where the real dig sites are. All they want is to continue to exist. For that to happen, they need to get the relics of Perseus. For that matter, they also need anything else that might pose a threat to them. If it should turn out that some modern artefact, say, has the same potential as Perseus' adamantine sickle then they will want it in their possession, toot sweet. For that reason, they may be very interested in any surplus Great War weapons or sinister death rays that some mad scientist left lying around. If you want to turn the game towards a kind of superhero (or at least super-science) direction, that's the way to do it.  

So! Rome. This is where it's all heading. This cult with its desire to just keep on existing, who plays with making men into Gods. 

Next time, let's talk the first arc.


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