Follow TV Tropes

Following

Characters / Miskatonic Mysteries

Go To

    open/close all folders 

Humanoids

Cultists

    In General 
Fanatical worshipers of the Great Old Ones, cultists resemble Illagers wearing some sort of attire unique to their cult. They spawn near shrines to their god, though they can also be created by using a Maniac's Meeting ritual to convert a Villager into a cultist.
  • Ambiguously Human: Even moreso than normal Illagers and Villagers. It is mentioned and shown that some of the cultists have undergone physical mutations, but the fact that they all wear hooded cloaks and cover their faces means that it is impossible to know how different the average cultist is compared to ordinary Illagers.
  • Cult: Obviously. Each one is loyal to one of the Great Old Ones, and congregate near shrines to their god.
  • Elite Mooks: Each of the cults has an "ascended" variety that have more health and access to powerful magic.
    • The Gof'nn Hupadgh are ascended cultsts of the Black Goat. They have the legs and face of a goat, as well as tree branches growing out of their back.
    • The Yellow Vassals are ascended cultists of the Yellow King. They can be distinguished from the normal cultists by their more ornate robes and Crown of Horns, but do not have any physical mutations.
  • In the Hood: Many cultists wear hooded cloaks, though some of Shub-Niggurath's cultists just wear a mask.
  • Lovecraftian Superpower: As described under Elite Mooks, the "ascended" members of the cults are those who have grown closer to their god, altering their body and mind and becoming far stronger for it.
  • Malevolent Masked Man: The Cultists of the Goat wear three-eyed, horned masks and the Serfs of the Yellow King wear masquerade masks. The "malevolent" aspect of this trope is somewhat subverted, as the cultists are actually neutral and willing to trade with a player.

    Cultists of the Black Goat 
https://static.tvtropes.org/pmwiki/pub/images/mm_shub_cultists.png

Mortal followers of the Black Goat. They wear triple-eyed goat masks to reflect their goddess, and build shrines to her in forests far from civilization.


  • Black Cloak: They often wear hooded black cloaks.
  • Fauns and Satyrs: The Gof'nn Hupadgh, ascended cultists of the Black Goat who have received her blessing and had their legs twist into goat limbs that make them resemble satyrs.
  • Third Eye: The cultists of Shub-Niggurath all wear masks with a third eyehole in the forehead to mimic the image of their goddess.

    Serfs of the Yellow King 
https://static.tvtropes.org/pmwiki/pub/images/mm_hastur_cultists_1.png

Mortal followers of the King in Yellow. They build their shrines in or near villages, and all wear hooded yellow cloaks and bandages over their faces in order to to reflect their god.


  • Bandaged Face: Many of the Serfs have bandaged their faces in an attempt to mimic the King in Yellow.
  • Brown Note: Many of them wield shields emblazoned with the yellow sign, which inflicts the Mania effect on anyone who looks at directly at them while they're blocking.
  • Creepy Good: They may be a cult that serves an Eldritch Abomination and wields strange magic, but they're neutral to players and work to protect other villagers.
  • Crown of Horns: The Yellow Vassals, the ascended version of the Serfs, wear these.
  • Mad Artist: A side-effect of Hastur's influence is an obsession with art, and coupled with his Infectious Insanity that makes pretty much all of his cultists this by default.

Villagers

    Investigators 
https://static.tvtropes.org/pmwiki/pub/images/mm_investigators.png

Should a player delve too deeply into forbidden knowledge, they might find themselves the target of a group of Investigators. These Villagers will attack the player in a somewhat similar manner to an Iillager raid and attempt to destroy any occult horrors or cultists they come across, including the player.


  • Adventurer Outfit: One of the variants is wearing one of the "Airman" variety.
  • Ambiguously Human: Like all the other Villagers, they're humanoid, but don't seem quite human.
  • Anti-Grinding: They drop nothing when killed, not even XP. This is to keep players farming them.
  • Badass in a Nice Suit: One of the variants wears a dark grey suit.
  • Badass Longcoat: Another one of the variants wears a brown trench coat.
  • Cigar Chomper: Two of the four variants have a cigar in their mouth, to go with their grizzled 1920s private-eye look.
  • Good Counterpart: They attack in a somewhat similar manner to Illager raids, but they're Villagers acting for totally heroic reasons.
  • Hero Antagonist: They're supposed to be a sort of stand-in for Lovecraftian protagonists, to the point that the working name for them was actually "Protagonists." They're really just trying to stamp out shadowy cults and slay horrors like the Dark Young, and come into conflict with the player mostly because the player is probably a part of one of those shadowy cults.
  • Occult Detective: As their name implies, they investigate occult goings-on so that they can put a stop to them.
  • Palette Swap: There are four variants of the Investigator, only differing in outfit and whether or not they have a cigar, a pipe, or neither.
  • Took a Level in Badass: Compared to the normal Villagers, Investigators can not only defend themselves but have actually set out with the intention of slaying monsters and stamping out eldritch cults.

    Psychonauts 
https://static.tvtropes.org/pmwiki/pub/images/mm_psychonaut_villager.png
A new variety of Villager added by the mod, the Psychonaut sells chemistry equipment, drugs, and the Resonator.


Great Old Ones and Associated Creatures

Great Old Ones

    In General 

  • Adaptational Abomination/ Adaptational Badass: While Hastur, Cthulhu, and Shub-Niggurath are typically portrayed as powerful alien entities in the mythos, here they are portrayed as basically being the Anthropomorphic Personifications of different concepts, putting them all at about the same level of power as Yog-Sothoth.
  • Eldritch Abomination: Being depictions of some of the fictional entities which codified the trope, the Great Old Ones present in the mod are of course this. Here they are depicted as unfathomably ancient and completely unknowable beings that are simultaneously entities, locations, concepts, and states of being. Cthulhu, for example, is simultaneously the Great Dreamer who slumbers in R'lyeh, the city of R'lyeh itself, the very concept of the subconscious, and the act of dreaming.
  • Genius Loci: Each of the Great Old Ones is simultaneously an entity, a feeling, a concept and a place. Cthulhu, for example, does not merely sleep in R'lyeh but actually is the city of R'lyeh.
  • Non-Malicious Monster: The Great Old Ones are unknowable and totally alien beings who have existed since the beginning of the universe and may well outlive it. They're so above everything else that they barely even register the existence of anything other than themselves and each other, and any harm they do is entirely unconscious on their part.
  • Summoning Ritual: The Great Old Ones cannot be directly interacted with, but parts of them can be made to intersect with the mortal world through certain powerful rituals, turning the area into an extension of their Eldritch Location.
  • The Unfought: The mod's developers have stated that the player will not be able to fight any of the Great Old Ones, since having them as "big monsters for the player to kill" would be somewhat antithetical to the very concept of them.

    The Yellow King 


  • Adaptational Heroism: Compared to his depictions in the mythos, the mod's version of Hastur is somewhat benevolent, drawing on his early description as a god of shepherds.
  • Bright Is Not Good: Downplayed. He is a maddening eldritch horror strongly associated with bright yellows, but he's actually relatively benign.
  • Composite Character: Hastur in the mod is depicted as something of a combination of his original depiction in Bierce's short story Haïta the Shepherd and his depiction in later Mythos stories, being a benevolent and protective patron of shepherds who nonetheless drives mortals to violent and painful madness by his mere presence.
  • Gameplay and Story Integration: He embodies leadership and inspiration, and as such many of the more powerful rites associated with him can only be done in a village where the player has a high reputation.
  • Infectious Insanity: His mere presence is said to drive people to a painful and violent madness, and his worshipers can spread this madness with the use of the Yellow Sign.

    The Gate-and-Key 

  • Liminal Being: This version of Yog-Sothoth is basically liminality itself, and invocations of its power are a necessary part of any summoning or teleportation rite.
  • Punctuation Shaker: His Eldritch Location is called Quæt’aleyuh, the Hall of Eyes.

Hastur-associated creatures

    Byakhee 
https://static.tvtropes.org/pmwiki/pub/images/mm_byakhee.png
Servants of the Yellow King, these strange creatures can be summoned by his worshipers to serve as mounts and guardians.

    Feasters 
https://static.tvtropes.org/pmwiki/pub/images/mm_feaster.png
A mob that only spawns in Hastur-enthralled areas. Neutral to Hastur-affiliates, but hostile to other players, cultists, and monsters that are not connected to Hastur.
  • Ambiguous Situation: The Necronomicon states that no one actually knows what connection they have to Hastur. Some believe they are lesser avatars of the Great Old One, others say they are his offspring, and still others say they're just some cosmic pest attracted to the energies of Carcosa.
  • Brain Food: Double Subverted. They don't normally eat brains, just read them. However, since they do this by extending their tendrils into a person's head, the uninitiated often assume that it is trying to eat their brain and attack, at which point the Feaster does actually eat their brain in order to kill them.
  • Combat Tentacles: Any attack that doesn't involve magic will have it grappling or bludgeoning their enemy with their tentacles.
  • Infectious Insanity: One of its attacks is to fire a projectile that explodes into a cloud of mania-causing gas.
  • Life Drain: One of its attacks grabs a player and drains health, transferring it to the Feaster.
  • Mighty Glacier: While its attacks are fast and violent, the creature itself is thankfully quite slow.
  • Shock and Awe: When a target is out of range of its melee attacks, its can loose a bolt of lighting.

    The Tattered Prince 
https://static.tvtropes.org/pmwiki/pub/images/mm_tatteredprince.png

A strange, regal figure, the Tattered Prince is a lesser avatar of Hastur and acts as his emissary for interacting with Serfs and helping them to ascend.

The Tattered Prince can be summoned by a player who performs the Golden Coronation rite, and its presence is necessary to perform other Hastur-related rites.


  • Chain Lightning: One of its attacks is to shoot out a bolt of lightning that jumps between any mobs that are not affiliated with Hastur, gaining power with each jump.
  • Healing Hands: When in combat it will sometimes cast a spell that heals itself and nearby Serfs.
  • Summon Magic/ Flunky Boss: It is capable of creating yellow portals that spawn Yellow Serfs to assist it in combat.
  • Wings Do Nothing: Despite having wings, it can't actually fly at all.


Other Creatures

    Creatures From Beyond 
Strange, interdimensional entities that appear when the Resonator has been left active for long enough.
  • Intangibility: Since they don't quite exist on the same plane of reality as everything else in the game, they float and phase through blocks as they they weren't there.
  • Mysterious Purple: They're a dark purple in color, fitting for their strange and otherworldly appearance.
  • Pineal Weirdness: The reason that they appear when the Resonator is activated is because the Resonator stimulates the Pineal Gland, allowing the player to perceive them.
  • Shout-Out: They, like the Resonator, are a reference to the creatures from From Beyond.
  • Starfish Aliens: Strange interdimensional entities that very vaguely resemble translucent sea life, though they don't quite look like any particular animal species.

Abominations

https://static.tvtropes.org/pmwiki/pub/images/mm_aberration.png
The larger, more hostile variety of creature to appear from the Resonator.

Phantasma

https://static.tvtropes.org/pmwiki/pub/images/mm_phantasma.png
Passive creatures that appear when the Resonator has been activated for long enough, though not long enough to summon Abominations. They are non-hostile and drop nothing when killed, existing mostly for flavor and as a warning sign that leaving the Resonator on for too much longer will start to spawn Abominations.
  • Meaningful Name: Their name comes from "phantasmagoric," referring to something with a dreamlike or fantastical appearance, which makes sense for strange, interdimensional Starfish Aliens.

    Harrows 
https://static.tvtropes.org/pmwiki/pub/images/harrow.png
Flying, translucent yellow entities summoned by the Harrow spell. They fly around and fight on behalf of their summoner before eventually fading away. They can also spawn near open portals, in which case they're just hostile to everything.
  • Intangibility: They can pass through any block as if it wasn't there.
  • Meaningful Name: To "harrow" someone is to torment or irritate them. It's also a synonym for "vex," and Harrows act near-identically to the vanilla game's Vexes.


Top