Third Law Collected
Third Law Collected
Third Law Collected
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Third Law has a wider scope than most canons, lacking an
Startup (1881-1939) overarching narrative or a fixed setting. Instead, Third Law
--------------------------------------------------------------------------------------------------------- is defined by a single continuity, a common tone, and a set of
The early days of the paratech industry, as companies like recurring themes; as a result, almost any story which fits
Prometheus Labs form to capitalize on the potential of these criteria is eligible for inclusion in this canon.
anomalous research in the wake of the Sixth Occult War.
Many important discoveries are made during this period, a. Continuity. While a full overview of Third Law's expansive
laying the groundwork for all future paratech development. continuity would be too long to cover here, the following are
Normalcy preservation organizations begin to assume their the basic tenets of the canon's worldbuilding which form the
modern forms, and the idea of the Veil — long upheld by foundation of the continuity. If an article contradicts a point
informal consensus — is first articulated as a formal policy. listed here, it is fundamentally incompatible with Third Law.
b. The universe is ultimately comprehensible. While there
Bubble (1939-1992) are many things that exist which defy the conventional
--------------------------------------------------------------------------------------------------------- understanding of physics, the universe is fundamentally
The Second World War, the concurrent Seventh Occult War, ordered and logical, and all anomalous phenomena may
and the subsequent Cold War create a surge in demand for eventually be understood, given time and effort. This is most
paratech, leading to a parascience bubble that will last until evident in the fields of parascience — thaumatology,
the end of the Cold War. This period is filled with numerous metaphysics, psionics, etc… — which have succeeded in
mergers of paratech suppliers as the market consolidates in providing theoretical frameworks for many anomalous
order to better meet growing demands. Normalcy phenomena, even if they remain separate from conventional
preservation organizations and national paranormal physics. This is a more optimistic take on the
agencies reach the height of their power, giving rise to a Foundationverse than is usual, and it means that works
strong Veil and the so-called "Golden Age of Normalcy". which take a more pessimistic stance — works that can
usually be classed as cosmic horror — are likely to be
Burst (1992–1999) incompatible with Third Law.
--------------------------------------------------------------------------------------------------------- c. Paratech is common. This serves as a corollary to the first
The fall of the Soviet Union and the end of the Cold War point. Rigorous parascience has allowed for the extensive
causes the paratech bubble to burst. An anomalous black development of paratechnologies, which are widely used on
market begins to emerge as old Soviet paratech stocks are both sides of the Veil. Many consumer products contain
lost and looted. The decline and eventual dissolution of technology that is paranormal in nature or derived from
Prometheus Labs in 1998 sends further ripples through the paranormal phenomena, although the truth of this may only
already reeling paratech market. The downsizing of national be known to a few. In an expanding anomalous world,
paranormal agencies and the emergence of new mass normalcy preservation agencies like the Foundation
communications technologies puts the integrity of the Veil in increasingly rely on paratech to uphold the Veil, despite
question for the first time in decades. potential ideological reservations.
d. The Veil is present but weakening. The existence of the
Repercussions (1999– ) anomalous, including entire fields of parascience, is
--------------------------------------------------------------------------------------------------------- concealed from the majority of the world by normalcy
The emergence of several smaller companies from the preservation agencies and national governments, in an effort
remnants of Prometheus Labs leads to increased known as the Veil. This largely takes the form of suppression
competition within the paratech industry, driving a period of of information relating to anomalous phenomena, although
technological advancement and economic recovery. The agencies such as the Foundation may take a more proactive
paratech black market continues to expand as Prometheus role in attempting to contain anomalous objects. The Veil is
Labs paratech lost during the breakup falls into criminal not absolute — most people have at least a vague awareness
hands. Normalcy preservation organizations fight to of the existence of things unexplained by science, although
maintain the weakening Veil as they adapt to the chaotic few individuals would admit to such if pressed. Indeed,
landscape of the new millennium. entire cities and communities exist on the other side of the
Veil, populated entirely by people aware of the anomalous
and the efforts to conceal it. Peaking in strength in the
middle of the 20th century — shortly after the 7th Occult War
— the Veil has been steadily deteriorating since the end of
the Cold War, despite the best efforts of normalcy
preservation agencies.
e. Normalcy is defined by consensus. Anomalous
phenomena are an inherent part of the universe and are only
deemed "abnormal" by the consensus of those who uphold
the Veil. Many thoroughly understood fields of parascience
are kept behind the Veil, while many mysterious phenomena
have been publicly documented by conventional science. The
decision on what is and is not anomalous is often due more
to politics than science.
f. Artificial Intelligence is exceedingly rare. Due to the
extreme potential danger posed by the possible development Parahistory
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of machine thaumaturgy, all research into general AI is
heavily restricted by normalcy preservation agencies. As of It is nearly impossible to give a concise summary of
2020, the only general AI in existence are the GOC's Silicon parahistory, for the history of the anomalous is expansive,
Nornir, the Foundation's SCP-2897, and a small number of long, and prone to time-travel-related complications. Much of
uncontained Bardeen-derivatives. it has been naturally lost to time, but even more has been
g. There is no Heaven. There are various empirically destroyed by those who seek to conceal information of the
observable phenomena which can be considered "souls", and anomalous. Seemingly basic pieces of information, such as
it is possible for consciousness to persist after death, the date of the First Occult War, are entirely absent from the
independent of a body, but cessation of consciousness is parahistorical record, forcing scholars of the occult to rely on
final. If there is an afterlife, no one's found it yet. hearsay and speculation.
h. Tone. Third Law is best described as science fiction in an The modern era of parahistory is thus defined by the
urban fantasy world, a combination which gives rise to its consistent presence of reliable records of paranormal events
own unique tone. The world is full of fantastical wonders and and is generally regarded as having begun after the end of
horrors, but through human ingenuity and capability, they the Sixth Occult War. The emergence of modern normalcy
can ultimately be understood, and even harnessed. Yes, there preservation organizations, the codification of the Veil, and
are monsters and demons and even worse things from the start of the Paranormal Renaissance in the aftermath of
Outside, but humans can and will fight them. Thus, the the war all contributed to the widespread documentation of
overall tone of the canon is one of optimistic stubbornness in anomalous phenomena — even if the conditions of the Veil
the face of a universe that is terrifyingly vast and unknown. meant that such documentation was kept secret.
and respond but can't initiate or terminate a telepathic As an action, you can polymorph into any humanoid of your
conversation. You must be conscious to use this trait and size that you have seen, or back into your true form.
cannot telepathically communicate with multiple creatures at However, your equipment does not change with you. If you
once. die, you revert to your natural appearance. You retain all of
your normal statistics while in this form. You may use this
feature once before you must complete a short or long rest to
Wandering Fate use it again. Additional uses beyond the first incur one level
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You have a limited amount of control over this and it is of exhaustion.
largely up to your Dungeon Master what happens. However,
when a creature attempts to teleport within 10 feet of you or Outsider’s Blood
attempts to teleport while within 10 feet of you, you may ---------------------------------------------------------------------------------------------------------
force them to make a Wisdom saving throw a number of You are immune to diseases, the poisoned condition, and you
times equal to your Anomalous Ability Score per day. On a have resistance to poison damage.
failed save you become aware of the means they were
attempting to teleport and can force them to teleport to a
location of your choice within 30 feet of the creature's
original destination. The DC for this saving throw is equal to
8 + your proficiency bonus + your Anomalous Ability Score's
modifier.
Sidhe Society
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Sidhe society is deeply rooted within the rules that govern
Otherworldly Grace them. They are very tricky with words due to their inability to
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lie, and the nature of their deals. The Summer Sidhe are
Sidhe are typically beautiful beyond any mortal dream, with
generally viewed as being kind and benevolent due to their
pointed ears, reminiscent of elves, and occasionally possess
association with warmth and growth, but this perception can
feline or otherwise animalistic traits, like cats eyes. Rather
be misleading. While Summer does seem warm, they are
than detract from their normal beauty, these features tend to
still dangerous and can be vicious, perhaps doubly so
enhance them. Summer Sidhe have hair and skin that
because it can be unexpected. The Winter Sidhe are seen as
feature warmer tones, while Winter Sidhe tend to be pale
malevolent and dangerous, giving in to their more predatory
with hair the various colors ice can take, such as shades of
nature. They are associated with the cold, death, and decay.
blue, white, and silver. Finally, Wild Sidhe take after the
There are also a portion of the Sidhe who are unaligned,
forests and greenery, and are often found with chestnut or
known as the Wild Sidhe. They are more neutral, though
hazel hair and an earthy skin tone.
their actions can shift closer to those of the aligned courts.
Fey Ancestry
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You have advantage on saving throws against being
charmed, and magic can’t put you to sleep.
Summer Court
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Warmth. You gain resistance to fire damage.
Natural Spellcasting. You know the Firebolt cantrip. When
you reach 3rd level, you can cast the Bless spell as a 2nd-
level spell once with this trait and regain the ability to do so
when you finish a long rest. When you reach 5th level, you
can cast the Flaming Sphere spell once with this trait and
regain the ability to do so when you finish a long rest.
Charisma is your spellcasting ability for these spells.
Creating A Mage
The Mage
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Want to use magic but don't have the patience?
The terrorists sit at ease, late at night. Suddenly, a figure Mages are spellcasters that often don't have the time or
appears behind one of the bandits and disintegrates him patience to prepare spells every day but lack the innate
before blinking out of existence. Now on alert, the terrorists abilities of a sorcerer. By creating a shortcut to actual
stand, but before they can make any further moves, the memorization, they store a limited number of spells in their
figure blinks back into sight in the center of the camp and mind as a sorcerer would, but also keep the spell effectively
unleashes a fireball, burning all of them in one single wrist "prepared" in a focus. This way they only need a small
flick. In moments, all enemies lie dead, the battle and not a gesture or word to finish the given spell and don't have to
soul moves within the camp. The figure that killed them keep track of as much knowledge at once, allowing for free
slumps in front of the campfire as blue EVE particles time like no wizard will ever know!
dissipate from the dead bodies.
An elderly man that lives on the edge of a farming town
performs daily rites at sunrise and sunset. Most in the town Class Features
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believe him superstitious and a fool, but what they do not
As a Mage you gain the following class features:
know is that his offerings are all that keep the nearby Sidhe
gang from cursing the crop to wilt. A young woman living in
the same town invokes thaumaturgical hexes to lay a curse Hit Points
of retribution on the mayor of a nearby city for raising the Hit Dice: 1d6 per Mage level
people's taxes. Hit Points at 1st Level: 6 + Constitution modifier
Small and scared, a Sidhe child backs into a dead end, her Hit Points at Higher Levels: 1d6 (or 4) + Constitution
back bumping against the cold concrete wall. Her entailing modifier per Mage level after 1st
captors approach, grinning maniacally. She furrows her
brow as she whispers in an occult language, and they freeze, Proficiencies
their eyes beginning to bleed. Suddenly, their skulls cave
Armor: Light Armor
inward as hands made out of blue EVE energy crush their
Weapons: Daggers, darts, slings, quarterstaffs, light
heads and they slump to the ground, their brains turned into
crossbows
mush. The girl wipes the trickle of blood from her lips, and
Tools: Choose one
teleports away.
Saving Throws: Spell Ability, Dexterity
Mages are often eager and impatient to become the powerful
Skills: Choose two
master of the arcane they believe themselves to be.
Beginning early, they pursue reckless powers with
occasionally devastating effect, often using what little actual Equipment
knowledge they have for flavor and utility. You start with the following equipment, in addition to the
equipment granted by your background:
Occult Knowledge a. a dagger or b. a quarterstaff
a. a dungeoneer's pack or b. an explorer's pack
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Due to the nature of the Veil, many magical practitioners are a. an arcane focus
often found in hidden enclaves that are dispersed throughout
the globe, free, mostly, of judgement and interference from
their peers and government authorities. As with many
mundane gatherings, however, curiosity will spur the
creation of research teams in order to understand more
about their powers.
The City of Three Portlands, for example, has three learning
institutes with high, mid, and low levels of occult training.
Your character could be a graduate from the local
International Center for Study of Unified Thaumatology
campus, a highly technical college funded by the Global
Occult Coalition, an anartist from the elusive Deer College,
or a mundane physicist who took Thaumatology 101 at the
more grounded Three Portlands Community College.
Spellcasting
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Arcane Bolt
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As a student of magic... you gave up using your spellbook Evocation cantrip
years ago. You can snap your fingers and do magic, what use Casting time: 1 action
is a dusty old tome? You can figure the rest out as you go. Range: 120 feet
Components: Somatic
Cantrips Duration: Instantaneous
--------------------------------------------------------------------------------------------------------- Your signature and masterpiece.
At 1st level, you know three cantrips which you may choose At 1st level, you gain Arcane Bolt as a bonus spell which you
from the bard, sorcerer, warlock, or wizard spell lists. You may cast without using a spell slot. For purposes of
learn additional cantrips of your choice at higher levels, as Counterspell & etc., this spell's level is equal to your
shown in the Cantrips Known column of the Mage table. proficiency bonus.
Make a spell attack against a creature you can see within
Casting Spells range. The target has to make a dexterity saving throw on a
--------------------------------------------------------------------------------------------------------- hit, Arcane Bolt deals a number of damage dice to the target
The Mage table shows how many spell slots you cast your equal to your proficiency bonus. Each time you cast Arcane
spells of 1st level and higher. To cast one of these spells, you Bolt, choose a unique damage type among acid, cold, fire,
must expend a spell slot of the spell's level or higher. You force, lightning, necrotic, poison, psychic, radiant, and
regain all expended spell slots when you finish a long rest. thunder. You must complete a short or long rest before you
You prepare each spell only once, imbuing it into your focus. can cast arcane bolt with the same damage type again.
An effective shortcut around the age-old practice of Starting at 1st level, roll d6 for damage. Increase the damage
preparing spells each morning, you can cast each as many die size by one at 6th (d8), 11th (d10) , and 15th level (d12).
times as your spell slots will allow.
Spellcasting Focus
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You have been figuring things out on your own ever since
you abandoned your spellbook, and you've got a good
method now.
At 2nd level, choose a skill or a tool. Your proficiency bonus
is doubled for any ability check you make that uses the
chosen proficiency.
At 6th level, you can choose another skill or a tool
proficiency to gain this benefit.
Practice Makes Perfect Efficient Spell
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You have been figuring things out on your own ever since At 18th level, casting some spells has simply become second
you abandoned your spellbook, and you've got a good nature.
method now. When imbuing your focus, you may now have up to two
At 2nd level, choose a skill or a tool. Your proficiency bonus spells that are reduced by one spell level. Each of those
is doubled for any ability check you make that uses the spells counts as being one spell level lower for figuring
chosen proficiency. which spell slot to spend when casting it, but not for what
At 6th level, you can choose another skill or a tool spells you know.
proficiency to gain this benefit. If done on a 1st level spell, the spell becomes a cantrip that
takes no slot or material components unless the spell is cast
Tricks of The Trade at higher levels for increased effect. Reducing a 1st level
--------------------------------------------------------------------------------------------------------- spell to a cantrip is permanent, as cantrips cannot be
Not being up to the usual study of schools and books, the unlearned.
Mage sets about a different means of getting by. Picking and
choosing to find the best path for themselves.
At 3rd, 7th, 10th, 14th, and 17th levels, a Mage may gain a
Permanency
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feature of any other class as long as a character of that class You have been imbuing spells in your focus for so long that
could do so at that level or lower and can ignore any other you don't even have to think about it much to get the magic
prerequisites associated to attaining the feature. flowing.
A feature which grants access to a single spell automatically At 20th level, you may cast a spell which requires
grants it as a bonus spell. You must still have your focus in concentration and keep it permanent without concentrating.
order to cast such a spell. Alternatively, you can cast any spell which targets yourself
A feature which grants access to more than one spell and keep it permanent with the same conditions. Any
(Warlock patron spells, druid circle spells, etc) does not condition that would end the spell other than time or
grant bonus spells, but if you choose such a feature you may concentration will still end it. If the spell would be forcibly
choose from the spells it provides when learning spells of a dispelled or negated through means such as Counterspell or
new level. Dispel Magic, your opponent must roll for success no matter
Features which go off of levels in a class are substituted with what level of spell slot they used to counter or dispel, if the
levels in mage and progress as normal. spell slot your opponent used to counter or dispell your spell
Alternatively, you can take feats instead of taking features. is equal to or lower than the spell level, the roll is made with
You must still meet the prerequisites of these feats. disadvantage. The DC for your permanent spell equals 12 +
the spell’s level. If the spell would be suppressed, such as by
Ability Score Increase an Antimagic Field, you may roll vs. your spellsave DC using
--------------------------------------------------------------------------------------------------------- your spellcasting modifier. On a success, the spell is not
When you reach 4th level, and again at 8th, 12th, 16th, and suppressed and cannot be suppressed for 1 minute.
19th level, you can increase one ability score of your choice You may only have one permanent spell active at a time.
by 2, or you can increase two ability scores of your choice by Casting a second permanent spell ends the first.
1. As normal, you can't increase an ability score above 20
using this feature.
Anartist
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Anartists are skillful thaumaturges and exploiters able to
bend reality to their ideology, vision, or message. While not
necessarily terrorists, their art is often harmful to the
mundane public, as these pieces are made without
consideration for the danger it causes when not in a
paranormally safe setting. As such, many normalcy
preservation organizations declare many anartists in the
mundane world as terrorists and seek their capture and
detainment.
When choosing this background for your character you must
ask yourself these questions: Is your character self-taught?
Are they a natural at what they do, or must they work as hard
as they can? Is your character struggling or successful? If
they are indeed good at what they do, are they well known or
new to the anartist scene? Do they have a high opinion of
themselves or are they humble? What has brought them into
the world of freelancing? Did they choose to join a
paranormal freelance operation for inspiration? Or are they
caught in the midst of a mess they can’t get out of?
Skill Proficiencies: Arcana and Performance
Tool Proficiencies: Artist’s Tools
Equipment: One burglar’s pack, a set of artist’s tools, a
backpack and some clothes, and a wallet containing $15
Specialization
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Not every anartist is great at everything. Though you may
dabble with the different types of artistry, there will always
be one thing that places you above the rest. What is that
thing? And are you the best?
Paranormal Agent
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You are an experienced operative under the payroll of one of
the several active Groups of Interest, due to your knowledge
of the paranormal, the occult, or the anomalous. It could also
be simply because your survivability percentage is higher
than the rest of your squad.
You may have been tasked to stake out a location, keep an
eye out for one of your fellow party members, or maintain an
agency influence within multi-agency operations. Your higher
ups are expectant, and they trust you to do your duty, shut
your mouth, and accomplish your mission. Failure to do so
will result in termination and investigation.
Skill Proficiencies: Investigation, then choose one from,
Athletics, Stealth, Arcana, Perception, Deception
Tool Proficiencies: Choose two
Equipment: A Swiss pocketknife, a secret identification
token, a backpack & clothes, and a wallet containing $15
Feature: Briefing
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Prior to commencing a mission (adventure), you request an
overview and analysis of the area of operations from your
superiors. You are briefed via letter on the current situation
in the region and some lore about the area (at the DM's
discretion). This lore tends to relate to military threats,
hazards and potential assets (including some side-quests).
Additional information in a briefing may be included at the
DM's discretion. Additional letters may be sent at later dates
containing additional information.
The Veiled City
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New History
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The origins of Three Portlands are unknown, and the subject
of much speculation, but it is generally assumed that the city
did not exist prior to the incorporation of Portland, Oregon in
1851. Parahistorian L. Rowe has theorized that Three
Portlands may have been formed by the global thaumic
backlash from the 6th Occult War, which would place the
city's origin in the 1880s. The earliest reliable record of
Three Portlands is an internal memorandum of the British
Occult Service dating from 1899, documenting the activities
of various minor occult cabals in the south of England and
the adjacent multiverse; this memo indicates that Three
Portlands had been lightly populated for at least a decade at
that point, which closely matches Rowe's timeline.
In 1905, following negotiations with the native genius loci,
the BOS began using Three Portlands to house Sidhe
refugees from the ongoing collapse of Avalon. Although
many of these would eventually be relocated to isolated
portions of the Hebrides, the influx of displaced Sidhe
greatly increased the city's population and left a lasting
influence on its culture and future development. However,
aside from the Sidhe relocation efforts, British authorities
remained largely disinterested in Three Portlands, preferring
to focus their attentions on occult activities on Earth.
With the start of the First World War, the BOS became
committed to preventing an outbreak of occult warfare; most
British operatives in the city were recalled, leaving Three
Portlands to manage its own affairs. In 1915, a city council
was elected and a municipal government organized,
although this went unrecognized by British officials, who
continued their policy of treating the city as the demesne of
the native genius loci; this lasted until 1922, when the city
charter was amended to include the genius loci in the unexpectedness of the attack, a combined force of UIU
government as the Mayor. agents and BOS operatives, alongside ICSUT faculty and
The near total absence of any paranormal authorities was students, municipal police golems, and local citizens,
quickly capitalized upon by various criminal organizations, succeeded in repelling the assault.
who used the city's extensive Way network to evade US The city grew rapidly in the post-war era, driven by a global
customs authorities and — following the passage of the tightening of the Veil, which led to the mass expulsion of
Volstead Act — Prohibition agents. Even after the end of the parahumans, occultists, and anartists from urban areas in
World War, the BOS did little to curb the growth of Europe and North America, many of whom sought refuge in
paracrime, despite the increasing British presence within the paranormal enclaves such as Three Portlands and Backdoor
city. However, recognizing the strategic importance of the Soho. The city's status as a major paranormal freeport was
city's Way network, British authorities began working to further cemented in 1956, when Prometheus Laboratories
actively conceal its existence from other normalcy chose to massively expand its operations in Three Portlands,
preservation agencies, including those of the United States motivated by its unique taxation laws and its exemption from
government. most Veil regulations. Over the next few decades, Three
Despite the efforts of their British counterparts, American Portlands evolved to become a hub of both anartistic
law enforcement discovered Three Portlands in 1929, after endeavors and parascientific research, reflecting many of the
Bureau of Prohibition agents managed to track the same cultural pressures that were shaping the adjacent
operations of the bootlegging group known as the Chicago Portland, Oregon.
Spirit to the city. In accordance with federal policy at the As part of the Howard-Grant Agreement, the UIU and the
time, the existence of the city was concealed, and all related BOS had both agreed to continue the policy of concealing
cases were transferred to the Bureau of Investigation. BOI Three Portlands from most other normalcy preservation
Director J. Edgar Hoover immediately began waging a agencies, with exceptions made during the 7th Occult War to
clandestine war against the Chicago Spirit within Three facilitate AOI operations. While these efforts were never
Portlands. While early raids and sting operations were highly totally effective, especially given widespread awareness of
successful, the BOI soon met opposition from the citizens the city among the paranormal communities in adjacent
and city government, who resented the unprecedented regions, they were deemed necessary to preserve the city's
intrusion upon their autonomy, ultimately culminating in a status as a paranormal freeport. Following the
firefight between BOI agents and members of the city reorganization of the AOI into the Global Occult Coalition,
council. the primary focus of these efforts then became concealing
In response, Director Hoover had all known entrances to the city from the Foundation, which was — and still is —
Three Portlands within the United States placed under viewed as the single largest threat to Three Portlands'
siege, imprisoning anyone who attempted to enter or exit the autonomy.
city. This standoff lasted for almost two months, only ending Although the Foundation's eventual discovery of the city was
with the intervention of President Herbert Hoover and the largely viewed as inevitable, UIU agents, relying heavily on
formulation of the Hoover Mandate. Under the Hoover memetic misinformation campaigns, succeeded in delaying
Mandate, the United States would guarantee the autonomy this event until 1970. This marked the start of a major shift
of Three Portlands; in return, federal agents would be in relations between the UIU and Three Portlands residents,
allowed to operate within the city to a limited degree. ushering in an improvement of public opinion that swelled
Fearing furthering escalation, the city council eventually even further following the death of Director Hoover in 1972.
accepted President Hoover's terms, despite protests from Local recruiting into the UIU increased dramatically, and by
many of the city's inhabitants. the end of the decade, almost a quarter of the Unit's irregular
The British response to the Hoover Mandate was extremely agents were from Three Portlands.
negative, as the United States' guarantee of autonomy was Starting in the late 1970s, Three Portlands emerged as a
perceived as a threat to their expanding operations in the center for the nascent Maxwellist movement; the city's
city, particularly their use of the Way network. Although thriving paratech industry and relaxed Veil made it a perfect
direct confrontations between British and American agents fit for the transhumanist religion, which was facing active
were rare, tensions remained high throughout the next suppression efforts by major normalcy organizations on
decade, as both sides made competing claims of jurisdiction Earth. As Maxwellism continued to spread throughout the
and sought to exercise exclusive authority within Three city and its paratech industry during the 1980s, the GOC
Portlands. The outbreak of the 7th Occult War in 1939 responded by orchestrating the creation of Eurtec, a
finally encouraged the British Occult Service to seek a paranormal freeport controlled by one of its member
rapprochement with the Unusual Incidents Unit, eventually organizations, with the intention of establishing a competing
leading to the Howard-Grant Agreement in 1940, under hub of parascientific research under its own oversight.
which the United Kingdom abandoned its claims on Three Under the GOC's sponsorship, Eurtec rapidly grew to rival
Portlands in exchange for a number of wartime concessions. Three Portlands, leading to a gradual erosion of the city's
During the 7th Occult War, Three Portlands played a paratech industry.
significant role as a clandestine supply route and shelter for The decline of the city's paratech industry was further
the Allied Occult Initiative4, with the AOI making extensive exacerbated by the economic shock from the end of the Cold
use of the city's Way network to move personnel and War and its accompanying anomalous arms race. While
materiel between Britain and North America. As a result, in Eurtec offered generous bailouts to local businesses, Three
1943, Three Portlands came under attack by a force of Portlands' paratech companies were left to weather the
Obskuracorps commandos and Thule battlemages, who downturn on their own, resulting in the near total collapse of
apportated onto the Isle of Portland and opened a Way into the city's paratech industry, culminating in the closure of the
the city, with the intention of seizing the ICSUT campus and Three Portlands offices of Prometheus Labs. At the same
looting the AOI storehouse there. Despite the
time, organized paracrime was beginning to return to the Portlands — this is particularly pronounced among local
city, this time in the form of the Lighthouse Mafia. Maxwellists, who are responsible for many charitable
The city finally began to recover with the start of the new ventures within the city.
millennium, due in large part to the efforts of Portland native Three Portlands has the largest Sidhe population outside of
Vincent Anderson and his paratech startup, Anderson New Avalon and is a major center of Sidhe culture. The
Robotics. Taking advantage of the void left by Prometheus distinctive architectural styles of the Sidhe can be found in
Labs, Anderson established his corporate headquarters in many buildings, including the exterior facade of City Hall.
Three Portlands and rapidly expanded, spurring a revival of The Sidhe language of Modern Celtic is common throughout
the city's local industry. This, along with his numerous the city, and shares status with English as one of Three
philanthropic contributions throughout the city, helped Portlands' two official languages, with nearly all signs and
endear Anderson to Portlands' population, particularly its notices made in both; while full fluency in Modern Celtic is
large Maxwellist contingent. rare outside of Sidhe communities, most native Portlandsers
This popular support made it politically unfeasible for the possess a limited degree of fluency, and Portlands English
UIU to take action against Anderson, a fact which he has assimilated many pieces of Sidhe vocabulary.
exploited to circumvent — and eventually ignore outright — While artists make up a much smaller proportion of the
federal and international restrictions on paratech population than they do in anartist enclaves like Backdoor
development. This flagrant disregard for normalcy eventually Soho, Three Portlands is widely renowned within the
drew the attention of the Foundation, which launched a paranormal community for its thriving art scene. Public
protracted campaign against Anderson and his operations, displays and performances are common, and the relaxed Veil
with limited success. Anderson further consolidated his within the city allows for anart to be displayed openly
company in Three Portlands, using the Hoover Mandate to alongside more mundane works. While Three Portlands is
shield himself from Foundation reprisals. best known for its visual arts, with numerous galleries
The stalemate between Anderson Robotics, the UIU, and the displaying works of painting and sculpture scattered across
Foundation lasted until 2018, when it was discovered that the city, it has a notable performance art community as well.
Anderson had used his Saker androids to infiltrate the Cambium Circle hosts local theater troupes on weekdays
United States Government. A warrant for his arrest was and public concerts on weekends, and the infamous All
issued and he vanished from public life — both the Orpheum Theatre is occasionally located in the city.
Foundation and the UIU believed he had been taken into Almost half of Three Portlands' residents identify as having
Foundation custody. However, Anderson Robotics continued no religious affiliation, although only a tenth of these
operating with Anderson secretly in control, until his final (representing approximately 5% of the total population)
capture in 2024 by a joint task force of the Foundation and describe themselves as atheists. Christianity and other
the UIU. The accompanying raid on Anderson Robotics' "conventional" religions are a minority within the city, with
Headquarters in downtown Three Portlands was the largest the largest faith being Sidhe ancestor veneration (12% of the
concerted UIU action in the city since Hoover's Siege, population, largely among the Sidhe minority). This is closely
leading to widespread protests and a decline in public followed by Maxwellism (11% of the population), which has
opinion of the Bureau to the lowest levels of the post-Hoover been steadily increasing in popularity since its emergence in
era. the 1970s. In contrast, non-Maxwellist Mekhanite faiths are
a considerable minority, with less than 1% of the population
identifying as Mekhanite but not Maxwellist.
Anomalous Urbanites
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Three Portlands is by far the largest paranormal enclave in Living Lands
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North America, with an estimated 80,000 persons
The pocket universe containing Three Portlands is a finite 3-
permanently residing in the city. The current number of
space bounded by two elliptic paraboloids. Local gravity is
people at any given time is often greater than this, due to the
oriented downwards along the central axis, allowing for a
large transient population which passes through the city
distinction between the upper and lower paraboloids. The
each day; as many as 2000 persons with full-time jobs in
lower paraboloid is a solid surface which constitutes the
Three Portlands live in one of the adjacent Portlands on
ground; the constant gravitational vector and the curvature of
Earth, relying on Ways to commute to work; an even larger
the ground surface combine to produce a gentle but
number of occultists and anartists travel to the city
noticeable slope. Three Portlands occupies a roughly
sporadically to purchase supplies and procure services. As a
circular area upon this surface, centered around the lowest
result, it is difficult to produce a complete and accurate
point of the ground paraboloid. While the curvature of the
assessment of the city's demographics, a problem
ground is extremely shallow, it still makes it possible to see
compounded by the lack of any kind of comprehensive
any point of the city from any other point, resulting in an
census.
inverted horizon that can be extremely disorienting for
With its connections to two major American cities and the
newcomers.
United Kingdom, Three Portlands has developed a unique
Three Portlands has no natural astronomical or
multinational character. The dominant Anglo-American
meteorological events, although a day/night cycle and
culture has seen significant influence from the sizable Sidhe
weather are provided by the Mayor. The upper paraboloid
minority, and the city's status as a paranormal freeport has
which encloses the pocket universe is used as a skybox; a
attracted parahumans from many different nations and
point light is projected onto this surface to produce daylight,
cultures, all of whom have contributed to Three Portlands'
moving across the skybox in mimicry of the sun. Solar time
diversity. As a general rule, Portlandsers tend to be
as provided by this artificial sun approximates that of
distrustful of authority, especially external authority;
Portland, Maine, although sunrise and sunset times may
individual expression and liberty is highly valued, but there is
differ by as much as an hour. Weather, mostly in the form of
a strong undercurrent of mutualism throughout Three
rain, closely emulates the current weather of the adjacent representatives of the global paranormal community,
regions of Earth. including the Sidhe Consulate and the local Gormogon
The ground surface of Three Portlands is constantly Wedge.
expanding away from the city center. The rate of this In addition to anchor points, Shadows provide another type
expansion is normally imperceptible, but results in the of landmark in the city. Shadows are metaphysical
gradual outward migration of almost all permanent projections of locations and events in the adjacent Portlands.
structures. At a distance of approximately 3 miles from the While anchor points maintain a fixed location relative to the
city center, there is an impassable, invisible barrier imposed city center, Shadows maintain a fixed location relative to
by the Mayor, which delineates the outer edge of the city, each other and the city's Way network. Under normal
called the Periphery. The ground surface continues for an circumstances, Shadows are imperceptible and non-
unknown distance beyond the barrier, forming a region corporeal; however, various occult workings exist that can
known as the Outer Periphery; local reality in this region render a Shadow visible, and certain structures, such as
gradually degrades with increasing distance from the city lighthouses, have reality stabilizing properties that cause
center, producing a transition layer between the pocket their Shadows to manifest naturally. There are eight such
universe and Outside unspace. Old buildings are abandoned lighthouse Shadows in Three Portlands, which serve as
as the expansion of the city pushes them into the Outer valuable navigational aids for the Way network, due to their
Periphery, where they eventually pass into the Outside and strong manifestations and high visibility.
deconceptualize. Three Portlands' street plan is arranged along a polar grid,
While most buildings in Three Portlands inevitably move with straight "spoke" streets radiating from the city center,
towards the Periphery as a result of the city's expansion, connected by concentric rings at irregular intervals. There
there are a handful of structures that are anchored in place are numerous narrow alleyways between buildings, created
relative to the city center, providing a set of fixed landmarks. by the expansion of the ground beneath the city. As Three
These anchor points can disrupt the normal outwards flow of Portlands is primarily a pedestrian city, these roads are not
the ground, causing distortions in the polar street grid and designed for motor vehicles and are largely inaccessible to
potentially even creating tears in the underlying surface that them; moreover, the City Council maintains a city-wide ban
expose the Outside. As a result, the City Council has placed on personal automobiles and heavy motor vehicles, with only
tight restrictions on anchoring parts of the city; most existing a few limited exemptions. Instead, personal transportation is
anchor points were created by the Mayor, with only a small provided by several cab companies operating auto-
number of independent anchorings maintained by private rickshaws, which are able to navigate through Portlands'
thaumaturges. narrow streets.
The most prominent anchor point is the city center itself, In addition to these auto-rickshaws, Three Portlands has a
Three Portlands Plaza where City Hall and other municipal robust mass transit system based on street-level trolleys.
government buildings are located. The Plaza is surrounded These trolleys run along all major spoke and ring streets at
by Cambium Circle, where the city's outward growth regular intervals, with a special express line connecting
originates. The rapid pace of expansion in the Circle makes Prometheus Plaza and Three Portlands Plaza. Use of the
it unsuitable for development, and as a result it sees use as a trolley system is free to all, except for members of the FBI;
public park. At semi-regular intervals, once enough the city offers a monthly transit pass to members of the UIU
expansion has taken place, the outer edge of the Circle is for $20, with the Bureau providing compensation for this
sectioned off and zoned for new development, allowing for cost to agents who request it.
the replacement of buildings lost to the Outer Periphery. While electrical and hydraulic utilities are provided by the
The largest anchor point is Prometheus Plaza. Created in city through the Mayor, Three Portlands' communications
1956 as part of an urban planning experiment aimed at infrastructure is much more patchwork. City-wide intranet
establishing a downtown area, Prometheus Plaza hosted the access is provided via a combination of Maxwellist network
local headquarters of Prometheus Labs, after whom the hubs, cafe WiFi, and independently maintained point-to-point
Plaza was named. The Plaza developed into a mixed-use hardlines. This intranet is not connected to the global
industrial and commercial district occupied by a variety of internet, and as a result is not subject to the information
parabusinesses that desired permanent leaseholds in the sanitization that would normally be required by the Veil. The
city. However, the size of the Plaza caused a major Three Portlands intranet has its own forms of social media,
disruption to the city's surface expansion, which resulted in the most popular being Void, which is essentially a local
the Docks District. Situated on the leeward side of the Plaza, clone of Twitter.
this region of the city is marked by gaping chasms in the Connections to the global internet are provided via the
ground surface that expose the Outside. Reality near these Prometheus Labs Aethernet protocol and were formerly
chasms is extremely thin, giving rise to the densest cluster of handled by that company at the behest of the city. Following
Ways in the city, which have made the area a major transport the breakup of the Prometheus conglomerate, the city
hub. purchased a fifty percent stake in Prometheus' former
Other notable anchorings include Memorial Park and the Aethernet subsidiary and reconstituted it as Asterism
ICSUT campus, a pair of points located near the Periphery. Communications to serve as a municipal ISP. Asterism has
The ICSUT campus anchors itself using advanced partnered with local Maxwellists in an effort to expand and
architectural sorcery, and forms the largest anchor point not consolidate Portlands' patchwork intranet and internet
maintained by the Mayor. The adjacent Memorial Park was infrastructure, although progress in this venture is slow.
created by the City Council to preserve the site of the Battle Outgoing internet traffic is required to pass through UIU
of Portlands, and contains the 7th Occult War Memorial. filtering servers to ensure compliance with the Veil, which
Due to its proximity to a major GOC affiliate and the residual has hampered the addition of more Aethernet access points.
anchoring effects near the campus, the area around
Memorial Park hosts offices and embassies for many
Golemancy & Thaumaturgy Plaza resulting in the displacement of many low-income
--------------------------------------------------------------------------------------------------------- residents.
Three Portlands lacks a local currency; as a result, most With most city services maintained by the Mayor or operated
business is conducted using the US dollar and the British by golems, city revenues are primarily spent on public works
pound sterling. In addition, there is a well-developed barter projects. The City Council provides endowment funds to
economy within the city; geas work contracts are often used various anartistic and parascientific endeavors throughout
to guarantee delivery of promised services, allowing for the the city and employs numerous artists to design public art
direct exchange of goods for labor. This sector of the installations. The daily public performances in Cambium
economy is largely unregulated and uncontrolled, despite the Circle are all paid for out of the city's art budget, with most
best efforts of the Unusual Incidents Unit and the Infernal scheduling slots reserved for unemployed performers.
Revenue Service. However, the efficacy of these programs is limited, due to the
The city's labor economy is almost entirely based upon golem monopoly on construction work, which is the normal
golem workers, and the local golem-makers union, cornerstone of jobs programs. The City Council is currently
Golemancy United, exercises significant political and evaluating hiring citizens to act as guides for visitors,
economic power within the city. Golems fill jobs in although there are concerns that this would undercut the
manufacturing and construction, supplement the ranks of local scam economy.
the local police force to perform crowd control and security
duties, and are involved in the operations of city services
such as sanitation and transit. While the replacement of
Education
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human labor with golems has allowed many residents to Three Portlands notably lacks a public school system;
pursue creative and scientific endeavors, it has also resulted attempts by the City Council to establish a local school
in widespread unemployment. Attempts to relieve this district have been met with resistance by the city's citizens,
problem by limiting the use of golems has met stiff citing concerns that the federal or municipal governments
opposition from Golemancy United; at this time, there are no could use it for indoctrination. Instead, primary education is
city ordinances regulating the type or number of golems a done through home schooling and independent community
business can employ, and this is unlikely to change in the schools. These independent schools are run as charitable
near future. endeavors and are generally established and maintained by
Much of the city's overalll economy is based around the local the city's non-human inhabitants, as the human population
paratech industry, which contains a large amount of has the option of enrolling in one of the adjacent Portlands'
sensitive manufacturing that cannot be handled by golems. school systems (although this practice is discouraged by the
This industry is based out of Prometheus Plaza in the UIU due to the potential risks to normalcy it presents). While
downtown area, but many startups which lack capital for a rare, private for-profit schools also exist within the city,
lease in the Plaza rent space throughout the city. While the although these are generally considered inferior to the
industry is anchored by a number of relatively stable community schools they compete with.
companies, such as Anderson Robotics and Vanadox, the In terms of secondary education, Three Portlands hosts a
current economy is dominated by venture-capital-funded number of occult and non-occult colleges. Three Portlands
startups that often fail within the first few months of Community College is the largest of these, with enrollment
operation. Even when successful, these companies often open to all Portlands residents. TPCC offers two- and four-
suffer from high rates of employee turnover and chronic year degree programs in a variety of mundane fields and
stability problems, and their proliferation throughout the city paratech disciplines, as well as a small anart studies
has enabled gentrification and led to housing shortages. program. However, the college does not teach courses on
ICSUT and the GOC have remained relatively constant thaumatology beyond an introductory level and is generally
factors in the city's economy since the 1940s, with ICSUT not considered an occult college as a result.
Portlands receiving a large share of the GOC's research The city's occult colleges are dominated by ICSUT
contracts. In addition to student researchers, ICSUT Portlands, the Three Portlands campus and branch of the
employs a large number of the city's residents in auxiliary International Center for the Study of Unified Thaumatology.
roles, and often partners with local companies to work on Established in 1941 as one of the concessions of the
major research projects. Over a hundred mechanics and Howard-Grant Agreement, ICSUT Portlands initially housed
thaumic engineers are employed just in the maintenance of the administrative headquarters of ICSUT, which were
the university's massive Everhart Resonators, and the GOC relocated from London during the 7th Occult War. Since the
often outsources paratech production contracts to ICSUT's conclusion of the occult conflict, ICSUT Portlands has
local partners. grown to become a major technical and research university
The city government maintains title to all land in Three in its own right, with the highest levels of enrollment of any
Portlands, which is rented out through fixed-term leaseholds. ICSUT campus. Offering extended degree programs
The fixed-term nature of these leases allows the City Council focusing on advanced occult studies, ICSUT Portlands
to control zoning as buildings migrate towards the attracts students from across the globe.
Periphery, and the rents collected constitute the majority of The other major occult college in Three Portlands is the
city revenues. While sub-letting is relatively common, rent local Deer College. Founded in 1948 and anchored to the
control policies and aggressive adverse possession laws are Shadow of Reed College, Deer is often seen as the liberal
in place in an attempt to limit the ability of landlords to arts counterpart to ICSUT Portlands, and the two schools
engage in rent seeking. Additionally, the city maintains a have a well-developed rivalry. Deer's thaumatology
number of public housing projects, in order to cope with the curriculum is much less technically inclined, and instead
high levels of unemployment within Three Portlands. focuses on combining mundane and occult studies. The
Despite these measures, housing shortages are still college's anart program is generally well regarded and is
common, with gentrification of the areas around Prometheus considered one of the institution's cornerstones. While it
lacks the lucrative GOC research partnerships of its rival Three Portlands is also a major recruiting ground for the
ICSUT, Deer benefits from several generous endowments, UIU's irregular agents, as its diverse parahuman population
including one from Anderson Robotics, which it uses to fund offers many talented individuals willing to work for the
scholarships for non-human students. Bureau. This is especially true in the wake of Director
Hoover's death in 1972, as the UIU's popularity in the city
The Mayor has risen considerably — although recent events involving
--------------------------------------------------------------------------------------------------------- Anderson Robotics have done much to damage the Bureau's
The municipal government of Three Portlands is organized reputation. Joint operations with the Foundation through
under a Mayor-Council model, with the Three Portlands City Joint Task Force Delta-3 have provided supplementary
Council exercising combined legislative and executive manpower to deal with crisis operations, such as the raid on
functions under the nominal oversight of the Mayor. The City Anderson Robotics Headquarters, but over-reliance on
Council is a unicameral body, whose members are selected Foundation agents risks compromising the Hoover Mandate,
by city-wide election using a single transferable vote system and may further damage public opinion of the UIU. Due to
to achieve proportional representation. All permanent this, plans for further joint operations in Three Portlands are
residents of Three Portlands above the age of majority are currently on hold.
entitled to vote in these elections; notably, Three Portlands is
one of the few municipalities to allow ghosts to vote.
The City Council is responsible for drafting and passing
municipal ordinances and regulations, as well as carrying
out the day-to-day business of the city. The Mayor's role in
the city government is largely a formality, as it rarely
participates in the City Council's deliberations. Instead, as
the native genius loci of Three Portlands, the Mayor is
ultimately responsible for the overall health of the city — the
day/night cycle, weather, ground expansion, periphery
barriers, anchoring points, and electrical and hydraulic
utilities are all controlled directly by the Mayor, although it is
suspected that much of this control is exercised passively or
unconsciously. While the City Council is able to
communicate directly with the Mayor when needed, this is a
rare occurrence.
Local law enforcement in the city is provided by the Three
Portlands Police Department, which is comprised of a small
officer corps supplemented by volunteer auxiliaries and
special security golems. Due to the Unusual Incidents Unit
holding primary jurisdiction over most major investigations,
including investigations of all felonies, the focus of the Three
Portlands Police Department is largely on crime prevention
and community outreach. TPPD provides security to major
local events, runs regular patrols throughout the city to deter
vandalism and violence, and assists the UIU in its
investigations when necessary.
Three Portlands operates its own municipal courts, which
cover violations of city ordinances and handle most civil
cases arising in the city. Federal judicial functions are
performed by the United States Domestic Security Court for
Three Portlands, one of the seven Domestic Security courts
responsible for handling Veil-related cases. The USDS Court
for Three Portlands is responsible for authorizing local UIU
warrants, trying criminal cases brought by the Special US
Attorney, and hearing civil lawsuits outside the jurisdiction of
the municipal courts. All proceedings of the Domestic
Security Court are done under geas-seal, in order to preserve
the integrity of the Veil.
Federal authority in Three Portlands stems from the Hoover
Mandate, first issued in 1929, and upheld in the Compact of
Free Association signed between Three Portlands and the
United States in the wake of the Howard-Grant Agreement.
The terms of the Hoover Mandate grant the UIU primary
criminal jurisdiction within the city, and exclusive
jurisdiction over matters related to the maintenance of the
Veil. Due to the size of the city, the local UIU field office is
the largest of any paranormal enclave, and is second only to
the Miami field office in caseload.
Groups of Interest
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Department of Analytics — The Foundation's primary signals
intelligence apparatus, the Department of Analytics is tasked
with collecting and analyzing a wide variety of information
There are many organizations that operate behind the Veil, from nearly every imaginable source. They possess
either wholly concealed within or straddling the border significant operational and support capabilities of their own,
between the paranormal and the normal. Their purposes are and thus are able to function almost entirely independent of
many and range from upholding the Veil to tearing it down, the rest of the Foundation.
but their methods are often the same, relying on the Records and Information Security Administration — The
application of paratech to compensate for the deficiencies in archival and IT department of the Foundation, responsible
manpower and funding that are nearly omnipresent among for maintaining and securing Foundation records and
the paranormal community. To this end, almost every major communications. Almost every piece of information collected
organization that operates within the confines of the Veil is by the Foundation passes through RAISA multiple times,
involved in parascience research to some degree, as it is the although there are certain highly-secret projects which do
surest way to gain an edge against potential rivals. not generate RAISA records, instead reporting only to the
While no two organizations are exactly alike, most of the Overseer Council.
groups that operate behind the Veil can be placed into one of
four categories, based on their goals and structure. Global Occult Coalition
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The Factory
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Despite being one of the largest suppliers of anomalous raw
materials, the entity known as the Factory has no known
investors, board of directors, executive officers, or even
manufacturing facilities. What is known is that they act as a
supplier of anomalous materials and components to other
paratechnology companies, although the quality of these
materials is often suspect. Despite its poor reputation, the
decline of the paratech industry since the end of the Cold
War has left many paratech companies with no other
suppliers, forcing them to turn to the Factory.
performance enhancing drugs. Also refers to the drugs Gawker. Slang term for a member of the Global Occult
created through this practice. Coalition, derived from the initialism 'GOC'.
Demonics. Refers to the application of demons in integrated Geas. The use of memetic agents to force a person to obey a
circuits, through the use of solid-state demon summoning set of rules or guidelines. Widely employed in upholding the
devices. Veil.
Ghostlight™. A line of lightbulbs manufactured by Titan
E Consumer Appliances and Electronics, which utilize the
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ectoluminescent properties of ghosts to produce light.
Ectomorph. Paranormal entities composed of ectoplasm,
Recalled in 2006 due to quality problems in the supply of
sometimes created by the death of a living organism. Also
ectomorphs used. Manufacturing resumed at a later date
known as ghosts, spirits, specters, and shades.
under Foundation supervision.
Ectoplasm. A semi-corporeal fluid which is transparent
Golden Age of Normalcy. The period during the 20th century
under normal circumstances and evaporates at room
when the strength of the Veil reached its peak.
temperature. When subjected to an electric current it will
Golem. A physical construct animated by thaumaturgy,
emit visible-wavelength photons in a process known as
possessing basic sentience and a rudimentary intelligence.
ectoluminescence.
Essential instructions and complex behavioral parameters
Eigenweapon. A paraweapon capable of killing large
can be ascribed with an emet, a written inscription on or
numbers of people and/or dealing massive amounts of
within the golem. While technically only referring to
damage to terrain, infrastructure, or the environment. An
constructs animated via Kabbalistic thaumaturgy, the term is
anomalous weapon of mass destruction.
commonly and colloquially used to refer to any type of
Electroneural Cognitive Interface. An implanted neural
thaumic construct.
prosthetic, used for electronic telepathy. Based on the work
done by Conrad Trent and Myra Rider in 2015 on behalf of
H
the Maxwellist Church. ---------------------------------------------------------------------------------------------------------
Esoteric. An alternative term for the occult and paranormal, Hoover Mandate. A longstanding policy of the US Federal
generally encompassing both. Government, enacted by President Herbert Hoover to
EVE. Elan-Vital Energy. The fundamental particle of aetheric address the handling of paranormal enclaves within the US
energy, which powers all thaumaturgy. following the disastrous mishandling of initial relations with
Everhart Resonator. A machine used to produce EVE from Three Portlands by BOI/FBI Director J. Edgar Hoover.
electricity, developed by John Everhart at ICSUT during the
Seventh Occult War. The conversion requires a thaumaturge I
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to start the process, and is extremely inefficient, but it is far Infohazard. A cognitohazard which can affect an individual if
more reliable than any other method for generating large they learn about it, even without directly perceiving it.
quantities of EVE. ISV Daedalus. A massive spaceship, intended for use as an
Evocation. A spontaneous act of thaumaturgy, done without interstellar research vessel. Construction was abandoned by
preparation or planning, and typically relying on the caster's Prometheus Labs in late 1997 before it could be completed.
own energy reserves as a source of EVE. Extremely difficult The unfinished hull is currently in a low-orbit around
to perform successfully, and highly susceptible to backlash. asteroid (532) Herculina.
Exorcism. An occult ritual intended to remove non-corporeal
entities from a person or object. If the exorcised entity or
entities originate in a different universe, they will be returned
to it if possible.
Exploit. A term for pattern-based reality bending accessible
by any sufficiently skilled persons. Usually limited in scope
and scale. Commonly associated with anartists.
K N
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Köln Agreement. A bilateral treaty between the GOC and the Necromancy. The act of consulting the remnants of a
Foundation, signed in the immediate aftermath of the 7th deceased intelligence in order to gain information which may
Occult War, which establishes the terms for the joint be used in attempts to predict future events.
containment of the Rite of Solomon and its components, and Normalcy. That which is accepted and understood. The
provides a framework for future joint efforts between the two status quo.
organizations. Along with the GOC Charter, serves as one of NOTUS. A Prometheus Paraeconomics supercomputer built
the foundational documents of the post-war Veil and in 1968 to produce accurate stock market forecasts for
international consensus normalcy. selected stocks of interest to the company's economists.
Later acquired by the Foundation in 2005.
L
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O
Law of Contagion. The part affects the whole. One of the ---------------------------------------------------------------------------------------------------------
basic tenets of unified thaumatology. Observer. An individual or entity capable of perceiving and
Law of Sympathy. Like produces like. One of the basic tenets manipulating EVE. See also; Thaumaturge
of unified thaumatology. Also called the Law of Similarity. Observer Effect. The term for the ability of thaumaturges and
many deities to use EVE to alter reality. The mechanism
behind this remains poorly understood.
M
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Occult. A term for things that violate the laws of physics, but
Mainline Universe. The central universe of a multiverse, which act in a manner consistent with the theory of unified
from which all of the branch universes ultimately derive their thaumatology. AKA "magic".
structure and existence. Also called a baseline universe.
Mekhane. The fragmented and dormant deity worshiped by Ontic Bleed. A term used to describe the aspect radiation
Mekhanite religions. Also called the Broken God. flux that commonly surrounds Ways, which arises as a result
Meme. An infectious idea which influences human actions, of branch universes drawing on the reality of the baseline
especially one which encourages further propagation of universe to support their existence.
itself. Memetics is the study and application of memes.
Memetic Bomb. A meme carrying a dormant cognitohazard, P
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activated by a predefined trigger (which may be a specific
Parahuman. An alternative term for humans with anomalous
date, a time delay, a perceptual pattern, or even simply
properties. Largely interchangeable with the term
random.) Effects are various, and can include death, insanity,
anahuman, although different organizations have different
and spontaneous localized reality alterations.
usage preferences.
Metafiction. The field of metaphysics dedicated to the
Paranormal. A term used for things which, while
application of paratech in order to manifest and manipulate
unexplainable under current laws of physics, act in a
self-contained, dependent realities based on fictional
consistent, logical manner.
narratives, most often with the goal of inserting or removing
Paranormal Renaissance. The era between the 6th and 7th
persons and objects from specific fictions.
Occult Wars, during which many important discoveries of
Metaphysics. The scientific study of concepts as independent
modern parascience were made.
and fundamental expressions of qualitative properties. Often
Parascience. An encompassing term for scientific fields and
considered a more rigorous and practical extension of the
endeavors which work behind the Veil to study paranormal
philosophical field of the same name, from which it derives
phenomena and principles, with the ultimate goal of
much of its terminology.
producing explanations compatible with standard physics.
Mnestic. A memory-enhancing drug used to counteract the
Paratechnology. A catch-all term for technology that is either
effects of antimemes.
non-anomalous but beyond the current state-of-the-art, or
Multiverse. The section of reality composed of a baseline
which is derived from or makes use of paranormal principles
universe and all of its associated branch universes. Many
which are understood well enough to reliably replicate. Often
multiverses are known to exist throughout reality, although
abbreviated to paratech.
the total number is impossible to know with certainty (and is
Paraweapon. A weapon which incorporates paratech as a
possibly infinite). Travel between multiverses is
critical part of its operation.
extraordinarily difficult and exceedingly rare.
Mundane. That which is normal. Lacking in any anomalous,
paranormal, or occult properties.
Plasma Projector. A type of directed energy paraweapon S
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developed during the Cold War and employed throughout
Seance Dust. A paradrug that enables post-mortem
the Soviet Bloc. Plasma projectors typically use a blackbox
communication, commonly used recreationally in Three
power source to generate a highly-charged, dense plasma,
Portlands.
which is then accelerated to hypersonic velocities and fired
Shadow (metaphysics). The conceptual projection of an
at a target. The resulting projectile inflicts extensive thermal
object or event into an adjacent universe. Normally invisible
and mechanical damage upon hitting a target, and produces
and incorporeal, Shadows can be stabilized into physical
a noise resembling a thundercrack.
artifacts through thaumaturgy or from innate reality
Pocket Universe. A smaller universe associated with a
anchoring properties in their source. Lighthouses are a
particular multiverse, which may or may not be dependent
common source of self-stabilizing Shadows.
on the reality of the relevant mainline universe. Most pocket
Sigil Machine. A machine that can generate various occult
universes are dependent branch universes, but independent
symbols and sigils to aid in thaumaturgical workings, with a
pocket universes may naturally arise when a branch universe
uniformity and precision greater than that normally attained
becomes separated from the mainline, or artificially through
by unaided thaumaturges. Derived from the technology used
the actions of a thaumaturge, deity, or reality bender.
in the Automated Exorcism System.
Powdered Unicorn Horn. A retrocausal contraceptive and
Skipper. Slang term for a member of the Foundation,
industrial pesticide sold by Marshall, Carter and Dark.
derived from its commonly used initialism 'SCP'.
Project Auto-Magus. A long-term research and development
Suit. Slang term for a member of a normalcy preservation
program at Prometheus Labs in the early 1970s, focused on
organization. The plural form is commonly used to refer to
creating a fully mechanical thaumaturge. Canceled in 1976,
all the organizations involved in maintaining the Veil, or to
the technologies developed were later used to create the
the general concept of normalcy preservation organizations.
Automated Exorcism System.
Project Bardeen. A project undertaken by a team of neural
T
network researchers at Prometheus Advanced Logic ---------------------------------------------------------------------------------------------------------
Devices, with the goal of developing an artificial intelligence. Thaumatology. The parascientific study of paranormal
Despite its success, the project was shut down after phenomena historically referred to as magic. Unified
Prometheus Computing was purchased by the Foundation. thaumatology is the most widely accepted theoretical
Project Samsara. Originally a program for developing framework within this field and provides the basis for nearly
regenerative stem cell treatments, it transitioned into all modern implementations of functional magic.
studying full-body regeneration and brain uploading in the Thaumaturge. An individual capable of harnessing EVE via
mid-1990s. Met with some early success prior to the breakup the Observer Effect to perform occult workings. Also called
of the Prometheus conglomerate, and was later revived by Type Blues, Sorcerers, Wizards, and Observers.
the Foundation. Thaumaturgy. The use of occult workings to alter reality, in
PSAT Setanta. A Prometheus Astrotechnologies Geas conformance with the theories of unified thaumatology.
Switchboard Communicator satellite launched in 1972, The Outside. The infinite void of conceptual unspace which
which served as a legal witness for the contracts involved in surrounds and encompasses the multiverses. It is a realm of
geas bindings until its decommissioning ten years unbounded concepts, devoid of mind or matter, which defies
afterwards. rational comprehension or explanation.
Psionics. A field of parascience dedicated to the study of The Veil. The name given to the ongoing policy of world
psychic and extrasensory abilities, and of individuals who governments and normalcy protection agencies of hiding or
possess these abilities. Psionics focuses on documenting disguising the existence of the anomalous, paranormal, and
various forms of psychic phenomena, analyzing their occult from the majority of humanity.
biological origins, and treating psionic diseases and
disorders. U
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Psychic. An individual possessing any number of psionic Universe. A single self-contained region of reality with its
abilities, including extrasensory perception, innate own physical laws and characteristics. Travel between
precognition, telekinetic manipulation, and multiple forms of universes is accomplished via Ways.
telepathy.
W
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--------------------------------------------------------------------------------------------------------- Way. A portal between universes within the same multiverse,
Reality Bender. An individual with the innate ability to alter which can be opened with an incantation or ritual to allow
reality without employing thaumaturgy or exploits. Also passage. Ways can also be created artificially by
called Type Greens, Bixbies, and Shapers. thaumaturges and reality benders.
Rite of Solomon. A powerful occult working of extreme
magnitude, which can be used to indirectly alter the
underlying nature of thaumaturgy.