Hastur, is not merely a name whispered by the mad or a vague cosmic presence. He is a mysterious and ancient entity whose presence looms over Carcosa and, by extension, Savannah itself. As a Numina, Hastur is a being of ineffable power and purpose. A lich of unimaginable power, a witch who transcended death long ago, binding his essence to Carcosa. Carcosa serves as his playground, an endless maze of shifting landscapes and golden light where his soul resides, safe from destruction.
His motives are inscrutable, but his influence is felt wherever chaos and despair take root. In the myths of Carcosa, Hastur is depicted as the weaver of fates, a being whose whispered words can unravel minds and distort reality. Hastur’s strength lies in his mastery over mind and reality. Those of weak minds who come into contact with his influence are not physically killed but mentally enslaved, their minds breaking under the weight of his truths. To the outside world, these victims might appear as empty shells, mumbling fragments of his forbidden knowledge.
Hastur is the force of madness, memory decay, and entropy. It is the slow rot of reason, the madness behind the mask, the whisper that turns friends against each other. It does not wage war openly but erodes meaning, unravels reality, and tempts with forbidden knowledge, especially through the thinning Veil between Savannah and Carcosa.
Hastur does not manifest physically, nor does he answer summons in any direct or reliable way. He does not walk among mortals, appear in bodies, or reveal himself face to face. To do so would diminish him. Hastur exists beyond proximity, bound to Carcosa and the void between worlds, where his consciousness remains anchored and unreachable. Any claim of having “met” Hastur in the flesh is either madness, deception, or a dangerous misunderstanding.
Instead, Hastur influences reality indirectly, acting as a puppeteer whose strings are never fully seen. His voice carries through the thinning Veil as whispers, tones, fractured visions, automatic writing, dreams, and intrusive thoughts. He speaks through absence as often as presence, through implication rather than command. When guidance is given, it is never whole. Meaning arrives fragmented, distorted, or encoded, leaving the recipient to unravel it at their own peril.
Hastur’s will is enacted through Banes, abominations, corrupted spirits, and warped constructs birthed or altered by Carcosa’s influence. These entities serve as extensions of his intent rather than avatars of his form. They act as messengers, catalysts, or instruments of entropy, spreading confusion, obsession, and decay wherever the Veil grows thin. Even then, Hastur rarely controls them directly; he sets forces in motion and allows mortals to damn themselves through choice.
To follow Hastur is not to be led.
It is to be pulled, slowly, irresistibly, toward truths that erode identity and meaning. He does not grant power so much as reveal knowledge that reshapes the mind, leaving those who survive forever changed. Hastur never demands worship. He waits. He watches. And when the time is right, the pieces move exactly where they were always meant to fall.
Domains: Madness, obsession, despair, corruption, forbidden knowledge
Characteristics:
Prone to obsession, whether with forbidden knowledge, art, power, or their own fears (not people).
A sense of detachment from reality, often accompanied by visions, hallucinations, or dreams of Carcosa. (If these affect another player, they have to give OOC consent and if it would affect a group or the whole sim, it has to be approved by a Story Teller)
A corrupting presence, spreading doubt, despair, or madness to those around them.
A tendency to see patterns and connections that others cannot, or to invent them.
Conscious Followers: Some Freemasons, Strix, and occultists knowingly pursue Hastur’s power, seeking to uncover the mysteries of Carcosa or gain dominion over the unknown. They view his influence as the path to ultimate enlightenment or control.
Blind Followers: Artists, scholars, or mortals driven to the brink of madness by ambition or despair often echo Hastur’s teachings without realizing it. They are drawn to his influence through their own weaknesses, becoming pawns in his greater game.