Dwellers break through the membrane separating us from the Outer Dark as solitary predators. They live in lakes and ponds in underpopulated areas. Dwellers find their most fruitful hunting grounds in or near parks and camp sites. They often select spots connected to a murder, tragic accident, or other dark urban legend. When such legends do not exist prior to the dweller’s appearance, its activities soon generate them.

Dwellers can’t be observed directly, though the water they displace as they move toward a shoreline is certainly visible. Their movements may be mistaken for those of a large fish, tortoise, or semi-aquatic mammal.

They attack when people approach the shore alone. The dweller surges onto a leg or arm, using an invisible tubule to inject a parasitic pseudo-larva into the bloodstream. This migrates into the victim’s brain, turning him into a serial killer—often with a theatrical flair for killing, each brutal slaying more elaborate than the last. Outside of the homicidal fugue states caused by the parasite, the subject retains normal consciousness and motivations. When the parasite activates and the red fog descends, the killer often affects a rudimentary mask meant as much to terrify as to conceal identity. This might be a rubber Halloween mask, a hockey mask, or the flayed, cured skin of an early victim.

Safely in a nearby body of water, the dweller receives fearful psychic energy generated by the killer’s attacks, using them to further pierce the membrane. It may go dormant for a period after authorities capture or shoot down the murderer. After a while, it injects another subject, commencing a new cycle of murders. Such recurrences may inspire rumors that the original killer has returned, somehow rendered immortal, perhaps as an eternal physical manifestation of man’s urge to slay man. Like all sources of cognitive alarm these tales also thin the membrane.

The dweller itself offers little physical threat if caught: an Ordo Veritatis agent once bludgeoned one to death with a canoe paddle. In another instance a grenade tossed into a pond did the trick. But if the parasite victim has yet to be apprehended, the murders will continue.


Use dwellers in The Esoterrorists or Fear Itself.

The Esoterrorists are occult terrorists intent on tearing the fabric of the world – and you play elite investigators out to stop them. This is the game that revolutionized investigative RPGs by ensuring that players are never deprived of the crucial clues they need to move the story forward. Purchase The Esoterrorists in print and PDF at the Pelgrane Shop.

Fear Itself is a game of contemporary horror that plunges ordinary people into a disturbing world of madness and violence. Use it to run one-shot sessions in which few (if any) of the protagonists survive, or an ongoing campaign in which the player characters gradually discover more about the terrifying supernatural reality which hides in the shadows of the ordinary world. Will they learn how to combat the creatures of the Outer Black? Or spiral tragically into insanity and death? Purchase Fear Itself in print and PDF at the Pelgrane Shop.

The skulking Outer Dark Entity known as the sulp crosses the membrane into places where humans keep the possessions they do not need but cannot quite bear to get rid of. Sulps can appear in warehouses, attics, derelict buildings or the squalid homes of hoarders. They most often manifest in self-storage facilities. The name sulp in fact is an Ordo Veritatis term deriving from the acronym SLP, or storage locker prowler. Mostly they seem to be able to push through the membrane into objects connected with murder or trauma. Your classic storage locker full of mementos squirreled away by a serial killer suits them to a T.

At rest, the sulp looks like a cube of pale-skinned human flesh, about the size of a piece of carry-on baggage, with bulbous eyes, moist, thick-lipped mouth and patchy hair follicles. When on the move it transforms itself into an obscene, loosely fleshy pseudo-humanoid.

The sulp latches onto the identities of particular targets by fondling and licking their former or stored possessions. Through this practice it forms a gradual psychic bond, eventually granting it the ability to track the people who most often handled its appropriated fetish objects. From this link sulps glean crucial facts about their targets’ lives, enabling them to stalk them. Like most Outer Dark Entities, sulps play with their food. They prefer to torment and emotionally molest their victims before finally leaping upon them and literally eviscerating them. Sulps dismember their kills, taking key portions of their skeletons back to their storage locker hideouts. These they form into a distressing sculpture. Ordo researches have yet to determine whether this construction fulfills a purely ornamental function, or has some practical use to the sulp, perhaps as a psychic antenna allowing it to locate more distant victims.

To find a sulp that has been terrorizing an area in the radius of it’s storage locker, agents must triangulate its location and track it to its lair. Sulps have been known to use items they discover in their home storage areas as weapons. So be prepared to face guns, knives, antique swords and the occasional bandsaw.

Sulps speak in low, mournful voices and have been recorded as expressing the opinion that all of humanity is but a dump heap of delights for them to sort through.


The Esoterrorists are occult terrorists intent on tearing the fabric of the world – and you play elite investigators out to stop them. This is the game that revolutionized investigative RPGs by ensuring that players are never deprived of the crucial clues they need to move the story forward. Purchase The Esoterrorists in print and PDF at the Pelgrane Shop.’