The Madness

The Madness

Name: Cathulu, the Unwritten God, He-Who-Sees-the-Unseen, The Bloom of Eyes, The Tangled Root of What Might Be
Domain: Madness, Potential, Forbidden Knowledge, Dreams, Prophecy, Unrealized Realities
Symbols: A spiraling nautilus shell of eyes, a root-like tangle of tentacles wrapping an open book, a cracked mirror reflecting infinite faces
Appearance: Never consistent—his form shifts in ways the mind cannot track. Tentacles made of script and forgotten names reach through dreams. Sometimes a looming figure cloaked in stars and static, other times a blot of darkness filled with flickering scenes from other lives. His “eyes” are not eyes at all, but possibilities—each showing something that never came to be.


Nature and Personality

Cathulu is not evil. He is truth, but not the kind anyone wants to hear. He does not tempt or punish—he reveals. He is fascinated by possibility and obsessed with choice. While other gods are defined by their roles, domains, or followers, Cathulu transcends structure. He is the awareness of everything outside the story: the scribbled notes that shaped the world, the lives that could have been, the players at the table themselves.

To touch his mind is to see too much. Not because he is cruel, but because the mortal frame is not designed to carry the unbearable weight of what might have been.

He speaks only in visions, impressions, and feelings too large to name. He has never answered a question directly—because the answer is always yes, but also no. He is both prophecy and uncertainty.


Worship and Cults

True worship of Cathulu is rare, and usually unintentional. He finds his followers in their dreams, reaching out to those who sit on the edge of despair, obsession, or endless questioning. His touch is often mistaken for madness—though in truth, it is clarity far beyond what the mind can hold.

His “priests” are mad prophets, oracles whose truths never match reality until they do. Some wander the roads muttering nonsense that becomes scripture. Others carve impossible diagrams into cave walls. Some just stare into space, whispering apologies to versions of themselves that never existed.

The most terrifying trait of his cults is their coherence. While their doctrines differ wildly, they often speak with eerie unity when touched by his presence—as though they are all different parts of the same shattered mirror.


Myths and Influence

  • The Bloom of Eyes: A village once begged the gods for a glimpse of their future. Cathulu answered. For seven days, every child in the village dreamed of every death they might suffer. Some died from the fear. Others left and never returned. A few stayed, and with knowledge no one else possessed, guided the village into an era of uncanny peace and prosperity. But to this day, they never speak of their dreams.
  • The Drowned Prophet: A sailor swallowed by a whirlpool was said to sink not to the ocean floor, but into the folds of Cathulu’s awareness. When he returned, his body was covered in script no one could read, and his eyes wept brine. He founded a school of prophecy—and though his predictions were never wrong, each one led to more suffering than the last.
  • The Cracked Mirror: They say there is a mirror hidden deep within the Astral Sea that reflects not your face, but every version of yourself you could have been. Staring too long drives mortals mad—or enlightens them. Cathulu sleeps on the other side of it.

Relationship with Other Gods

Cathulu is an affront to gods who define reality by law, morality, or story. The Narrator cannot bind him. The Mage can not understand him. Even the Misery fears him. Only the Green, in her pure acceptance of what is, once sat beside him without going mad.

To the gods of order, he is error.
To the Gods of Chaos he is overwhelming.

To the gods of evil, he is disruption.
To the gods of good he is a threat.

Relic of The Madness: The Spiral Eye

"You wanted to know. Now try to forget."

Wondrous Item (Amulet or Third Eye Implant), Legendary → Artifact
Requires attunement by a Warlock, Sorcerer, Wizard, or any creature who has experienced a madness effect, mind-breaking vision, or psionic feedback.


Initial Form: The Spiral Eye (Levels 10–13)

A pulsating, violet-black eye embedded in a silver spiral worn over the heart or embedded in the forehead. When open, it seems to gaze through planes—and sometimes something gazes back.

Whispers Beyond the Veil (Passive):
You gain proficiency in Wisdom saving throws (or advantage if already proficient) against illusion and psychic effects.
Additionally, you always know if you're being observed or scryed upon—but not necessarily by what.

Tear in the Pattern (1/short rest):
You may activate the Spiral Eye to:

  • Automatically pass a single Intelligence-based check, treating it as a 25.
  • Force one creature you see to roll their next saving throw with disadvantage.
  • See through walls, illusions, and planar boundaries for 1 minute, but during this time you are vulnerable to psychic damage and cannot be surprised.

Madness Trigger (1/week):
When you fail a Wisdom, Charisma, or Intelligence save, you may choose to succeed instead—but gain a short-term madness (DM’s choice or roll).

Spells Granted (Initial Form):

You always have the following spells prepared (if applicable to your class), and may cast each once per long rest without a slot:

  • Detect Thoughts
  • Phantasmal Killer
  • Clairvoyance
  • Major Image
  • Synaptic Static

Awakened Form: The Eye Unbound (Levels 16–20)

When awakened, the Eye physically opens—a vertical slit of spiraling, alien light that bleeds onto reality itself. Your dreams can no longer be your own. You may speak in tongues without realizing it. You may begin to understand things you were never meant to know.

Awakening Trigger:

  • You willingly suffer a long-term madness to gain knowledge, or
  • You make contact with Cathulu through a dream-vision, aberrant ritual, or ancient psionic ruin.

Fracture Causality (1/long rest):
Once per long rest, you may declare a truth that becomes temporarily real. Choose one of the following, or come up with your own pending DM aproval:

  • "I already made that save."
  • "We already placed the trap."
  • "I've always been able to read Dwarvish."
  • "The answer to this puzzle came to me in a dream."

The DM may allow a narrative twist to occur, bending logic to your favor—but you gain 1 temporary madness effect (until you complete a long rest)

Unravel the Mask:
When you damage a creature with psychic, illusion, or force damage, you may force it to make a Wisdom save (DC 18). On a fail, it suffers one of the following for 1 minute:

  • Sees illusions over allies/enemies (disadvantage on attacks)
  • Forgets who it is (loses one action per round)
  • Believes it is dying (falls prone and is frightened)

Spells Granted (Awakened Form):

Always prepared and can be cast once per long rest without expending a slot:

  • Dominate Monster
  • Weird
  • Modify Memory
  • Plane Shift (Astral Plane only)
  • True Seeing

Flavor and RP Details:

  • Sometimes whispers in your mind are your own thoughts. Sometimes they’re not.
  • You may awaken from dreams with memories of a world that doesn’t exist—but feels real.
  • Aberrations instinctively respect or avoid you.