The innovative roleplaying game where you are the cultist.
From Great Cthulhu to the King in Yellow, from the Crawling Chaos to the Black Goat, they are the Old Ones… and they are no myth. They were here on Earth long before the rise of civilized Man, and some — maybe even all, depending who you ask — never left at all. Something keeps the Old Ones’ interest tethered to our planet, and for those people who simply want left to live their ordinary lives in peace, the baleful aims of such entities can only portend doom.
But you are not one of those people.
Unspeakable: Sigil & Sign is a roleplaying game that challenges some of the more traditional conventions of the hobby. In this RPG you assume the role of the cultist, servant, cast-off, or misbegotten child of the Old Ones. In this game you are of the Mythos.
In Sigil & Sign, you are not the all-too-ordinary human. You are the Outsider.
As an Outsider, you are caught between two worlds: the mundane world of humankind and the dark and alien world of the Mythos. You might have been truly human once, but no longer. Or perhaps you’ve never known what it means to be human: many Outsiders are now some generations removed from their origins as homo sapiens.
Unspeakable Sigil & Sign challenges Narrator and player alike to inhabit the protagonists of that secret world; people whose personas, conflicts, themes, views, and philosophies might well stand in stark contrast to those held by the players depicting them. You’ll face stark choices and challenges as you attempt to navigate your way through the twin minefields of mundane human existence and cult life.
As a character brought up in an Old One cult in the 1930s, you might be a true loyalist, a member of what your people call the Oathbound. You might serve in an active capacity, and be called upon to perform strange tasks or investigate even stranger places, all in the pursuit of the greater glory of your otherworldly patron.
Your character might instead be one of the Outcaste, a group of Outsiders who forsake the suffocating welcome of their central cult in order to make their way.
Whatever your personal, spiritual, or philosophical bent, you are an Outsider, and with that inescapable reality comes the dark Primogeniture of the Mythos. With it comes being marked of the Great Sigils: Change, Chaos, Darkness, Death, Madness, Ruin, or Silence.
To be Outsider is to be burdened with difference and increasingly horrid Aberration. But it also signifies that you are truly gifted of the Old Ones and of their eldritch power, capable of wielding some portion of that power, able to call upon unearthly Bequests and perform rituals so dark that none dares conduct them in the light.
Rivalries run deep, and the cults work at cross purposes with one another, so mystery, intrigue, and explosive violence wait around every corner.
The campaign is just a few days in at this point, but we’re already looking at stretch goals! We’ve got some exciting additions in store, including tie-in fiction by well known Mythos writers, expansions of the core setting material, and a custom Axiom System play mat with spaces for cards, tokens, and dice.