Masks of Nyarlathotep: Empire of Shadows

Masks of Nyarlathotep: Empire of Shadows

A death in London is only the beginning. What you uncover will not stay in the past — it will move, spread, and come back for you.

TYPE

Campaign

SYSTEM

Pulp Cthulhu
Call of Cthulhu

LANGUAGE

English

EXPERIENCE

Intermediate

AGE

18+
1 SEAT LEFT
$25.00

/ Session

Details

Weekly / Saturday - 2:00 PM UTC

Session Duration / 2–3 hours

4 / 5 Seats Filled

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Schedule

Meet your party members

4/5

About the adventure

This is not a standard Call of Cthulhu campaign. You are not stepping into a story. You are entering a world that continues without you. London, 1890. A death. A document. A pattern that should not exist. You follow it across the Empire — through ports, colonies, private clubs, museums, expeditions, and places the Crown believes it understands. It does not. This is not just investigation. It is something that responds. And once you touch it, it does not stay contained. What you do here does not stay at the table. After the session: After the session: • factions react • information spreads • consequences surface •Sometimes, the world starts talking about you. And you may not like what it says. This campaign is built on real history, real myth, and real cultural fault lines. Not a fantasy setting. A version of reality that could have existed — if something had gone wrong. The Empire believes it can map the world, name it, and rule it. It cannot. This is not one cult. Not one city. Not one crime. It is a design. And by the time you begin to understand it, you will already be too deep in it to simply walk away.

Game style

Rule of Cool (RoC)

Puzzle / Mystery Focused

Game themes

Historical
Cosmic Horror
Mystery
Meet the Game Master
Hispanic/Latinx
Cosplayer
Multi-lingual

3 years on StartPlaying

389 games hosted

Highly rated for: Creativity, Storytelling, Sets the Mood

Average response time: 3 hours

Response rate: 100%

About me

You’re not looking for a GM. You’re looking for a world that reacts to you. A place where: your choices don’t disappear characters remember you the story moves — with or without you Not for a session. For months of play. For campaigns that actually hold together. That’s what I run. You don’t need experience. You don’t need to be perfect. 👉 You just need to show up. Session 0 is guided. We build everything together — step by step. For decades, I’ve run story-driven campaigns. Today, I run Mythveil Chronicles: a world that continues after you act Built on: real history myth and belief player behaviour system continuity At my table: You don’t just play. 👉 You leave a mark. Most campaigns fade. This one doesn’t.

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Character creation

Creating your character

Character creation is not paperwork. It is the moment the world notices you. In Session Zero, we don’t build stats. We define pressure points. Who you were. What you believe. What you carry. And what will break first. You don’t pick a class. You choose the part of yourself the story will push against. Possible roles include: • A Highland exorcist haunted by something older than faith • A Bedlam escapee whose visions refuse to stay dreams • A disgraced linguist who understands things better left unread • An occultist pursued by debts that cross oceans • A gentleman-spy serving in a war that officially does not exist • A performer whose bloodline should have remained buried Every character is tied into: real historical structures cultural and mythic context hidden networks moving beneath the Empire What this means in play: your background matters your choices carry weight the world reacts to who you are — not just what you do We build this together in a guided Session Zero. No experience needed. No templates to follow. You don’t begin as heroes. You begin as people the world can use, break, or remember. And once it does, it does not forget.

What to expect

Preparing for the session

No prior experience with Call of Cthulhu or Pulp Cthulhu is required. But this is not a casual drop-in game. This is a campaign that continues between sessions. The world moves. Consequences carry. Things you set in motion don’t simply disappear. What you need: • A microphone and a quiet space • A willingness to engage with the world and the story • Respect for the table and the people at it • A readiness for mature themes and slow-building tension This works best if you can commit regularly. Not because of rules — but because the world will not pause. Tools & Setup: • Discord (communication, handouts, ongoing world context) • Foundry VTT (browser-based, no install required) Optional, but recommended: • Headphones — you will notice more • A focused environment — this game rewards attention You don’t need system mastery. You need attention.

What Dunchan Hunter brings to the table

This is not a collection of features. It is a way the world responds to you. Everything in this campaign is built on one idea: The world is not waiting for you. And it does not forget. A World Built From Reality This is not a fantasy setting. Every place, institution, belief, and structure is rooted in real history, real research, and real cultural tension. You are not walking through fiction. You are moving through a version of reality that feels like it could have existed — if something had gone wrong. A World That Moves Without You Between sessions: factions act information spreads consequences take shape events continue Not because of a script. Because the world is built to move. Consequences Become Visible What you do does not stay private. It surfaces. in rumors in reports in shifting power in places your characters were never meant to be seen Sometimes, the world starts talking about you. Presence Over Performance This is not about performing a character. It is about being present in it. your decisions matter your perspective matters your reactions matter You are not solving a story. You are inside something that reacts. A Table That Can Hold Weight This campaign deals with: history identity belief power and things that do not resolve cleanly We go deep — but never without structure. Session Zero Lines & Veils X-Card check-ins when needed Intensity without harm. What This Means You are not here to “complete a campaign.” You are here to step into a world that: continues without you responds to you and stays with you This is Mythveil. Not a story you pass through. Something you leave with.

Equipment needed to play

Computer

Headphones

Internet

Microphone

Safety

How Dunchan Hunter creates a safe table

This is a game that can go deep. So we make sure it never goes too far. The goal is simple: The story can be intense. The players are always safe. Before We Begin In Session Zero, we set: tone boundaries expectations and what is off-limits Nothing starts without shared understanding. During Play You are never locked into a scene. content can be changed scenes can be skipped breaks can happen at any time No explanations required. No pressure to “push through.” Clear Boundaries Some things are simply not part of the game. Others may exist — but stay off-screen. These lines are respected without exception. Respect at the Table No harassment. No discrimination. No real-world hostility. This is a controlled space — not chaos. What This Means We deal with: horror identity history and things that can stay with you But never at the cost of the people at the table. We go deep. But we never lose control of the space we’re in.

Content warnings

Safety tools used

Frequently asked questions