Call of Cthulhu is big in Japan. Bigger than Dungeons & Dragons and the Japanese devotees of Call of Cthulhu have their official campaign from Chaosium, Inc., that enables them and devotees around the world to explore a significant period in recent Japanese history. In doing so, they find a country at the height of its economic dominance at the end of the electronic era, unknowingly threatened by insidious memetic virus that finds vectors in prayer books and manga and dreams, mapping on its pattern onto the psyches of its victims who then will seek to spread it wider. It wraps itself around faith and culture and hope, but is utterly alien. That threat is the King in Yellow, drawn from the short story collection by R.C. Chambers, The King in Yellow, and re-interpreted for the ‘Bubble Economy’ period in The Sutra of Pale Leaves – Carcosa Manifest as the Prince of Pale Leaves. This is not the first time that Call of Cthulhu and Chaosium, Inc. have visited Japan, the supplement, Secrets of Japan being published in 2005. In more recent years, the Miskatonic Repository has become an outlet for titles written by Japanese authors, such as Japonism 2024. Similarly, it is two decades since Chaosium, Inc. explored Hastur and the mythos of the King in Yellow with the campaign, Tatters of the King, published in 2006.
The Sutra of Pale Leaves – Carcosa Manifest: Encountering the King in Yellow in 1980s Japan is a published by Chaosium, Inc. for use with Call of Cthulhu, Seventh Edition and notable for a number of factors. One is that it is a modular campaign, one that can be expanded with The Sutra of Pale Leaves – Twin Suns Rising: Encountering the King in Yellow in 1980s Japan, simply ran as is, or run as sperate, standalone scenarios. In fact, the two are companion volumes. The second is that the supplement is co-written by residents of Japan, including the Sons of Singularity—responsible for The Sassoon Files: A Sourcebook for the Call of Cthulhu and GUMSHOE Role Playing Games and Journal d’Indochine—and Chaosium, Inc. Which gives it an authenticity and a strong sense of place. Third, almost like a meme itself, the scenarios in The Sutra of Pale Leaves – Carcosa Manifest can be played over and over again, as the players and their (new?) Investigators search for an alternate ending. Of course, the Prince of Pale Leaves can twist and change and learn, so that what might have worked in a previous playthrough (alternate timeline?) is not guaranteed to work in the current one.
As with its sister volume, what The Sutra of Pale Leaves – Carcosa Manifest is not, is a sourcebook for Call of Cthulhu in Japan in the late eighties. It does contain a glossary of terms in the appendix and it does contain source material and useful they are too. The source material covers Japan and its work-orientated culture during the period, examines the life of the working adult and the student, the divide between the generations and its consequences, organised crime, transportation, and more. That more focuses on the technology available, noting that personal computers and pagers are widely available, the Internet has yet to appear, mobile phones are rare, and weapons even rarer! So, no firearms, and despite what some might think, no swords—and definitely no Ninja! The downside to The Sutra of Pale Leaves – Carcosa Manifest not being a sourcebook book for Call of Cthulhu in Japan in the late eighties is that there is little in the way of advice for creating Investigators for the period. Even then, it only extends as far as telling the Keeper that Investigator should be able to speak Japanese and players to avoid the discriminatory cultural biases endemic to the period, though that was beginning to change. This leaves the Keeper and her players to be inventive should they want to create their own Investigators or have to create replacements in the event of Investigator death. Unlike in The Sutra of Pale Leaves – Twin Suns Rising, no pre-generated Investigators are provided in The Sutra of Pale Leaves – Carcosa Manifest and the Keeper will likely want to refer to The Sutra of Pale Leaves – Twin Suns Rising for those if needed.
There are two notable additions in terms of the mechanics specific to the campaign. The first is Exposure Points gained through exposure to the Sutra of Pale Leaves, whether through glancing at it, reading it, hearing it being read, and so on. As they are gained—whether by an Investigator or NPC—those exposed begin to fixate on Sutra of Pale Leaves, suffer dreams and altered perception, gain creative inspiration, and even begin to see the Prince of Pale Leaves. These are the very least of the effects of continued exposure, whilst The Sutra of Pale Leaves – Carcosa Manifest suggests that Sanity loss and severe orders suffered are ‘side effects’. Surprisingly, being exposed can have its rewards such as unexplained luck and being immune to Sanity loss, though these come at the cost of more Exposure Points. All this reflects the effects of the memetic virus rewriting the code in the sufferer’s brain. Exposure Points are kept secret from the players and count up in contrast to Sanity points counting down. The second addition is more distinctly defined and numbered ‘Endings’. Running from ‘0: Party Wipe (Failure)’ and up, these categorise player success in a scenario and are a common feature of scenarios in Japan where they enable players to simply communicate how well they did in a scenario. Strangely, this number gives a scenario what are effectively ‘winning conditions’, which is at odds with almost any description of how roleplaying works. However, they explicitly support the replay value of the scenarios and campaign since having achieved an Ending and a value in one playthrough, the players can playthrough the scenario with the aim of achieving a different Ending and ideally a higher value.
In addition to being different in how it spreads its influence, the ‘Mythos’ threat and its associated cult are also different in The Sutra of Pale Leaves – Carcosa Manifest. The cult—the Association of Pale Leaves—is mad and dangerous, but it is not murderous. In other words, no sacrifices before altars at the dead of night at propitious times of the year. It can resort to violence when protecting its interests and its assets, but in the main, what it wants to do is proselytise. To that end, the Sutra of Pale Leaves and its different versions play a bigger role in the campaign than the cult itself, and although the cult is detailed, the focus of the scenarios in The Sutra of Pale Leaves – Carcosa Manifest is not on the cult itself, but rather on the twistings of the memetic transmission of its master’s message. Where this means that in The Sutra of Pale Leaves – Twin Suns Rising there is no real beginning or no real ending, that is not the case in The Sutra of Pale Leaves – Carcosa Manifest. It has a definite ending in which the Investigators the vents that its subtitle suggests from coming to fuitition.
Similarly, the Prince of Pale Leaves is surprisingly human in its form and face even if it is alien. It is also calm, calculating, and confident, never angry, never Machiavellian, but it is manipulative and several of the scenarios revolve around the Prince of Pale Leaves’ manipulation of the Investigators. In other words, it has none of the sardonic and manipulative qualities of Nyarlathotep, and so perhaps requires much more subtle roleplaying upon the part of the Keeper.
Narratively, the campaign adds ‘Confidants’. These are inspired by Jackson Elias of Masks of Nyarlathotep fame and are designed to serve as hooks, facilitating the involvement of the Investigators in the plots. Several are given, both general and scenario-specific, but the main one is a special agent of the Public Security Intelligence Agency, the equivalent of Japan’s FBI, but the others include a Buddhist monk and abbot, and heiress-turned anti-occult crusader. Their use is not mandatory, but they will flavour and influence how the Investigators are introduced to each scenario and potentially grant them access to various resources. Both The Sutra of Pale Leaves – Twin Suns Rising and The Sutra of Pale Leaves – Carcosa Manifest share the set of Confidants, but some of them are only available if the Investigators have played through the scenarios in The Sutra of Pale Leaves – Twin Suns Rising where they initially appear rather than at the start of either campaign. For the players, the campaign includes Lore Sheets which provide them with information about Japan and its culture that their Investigators would ordinarily know.
Although there are four scenarios in The Sutra of Pale Leaves – Carcosa Manifest, only three of them make up the campaign proper. The three-part campaign consists of a two-part, set a year apart with a scenario in between. This provides it with a structure into which the Keeper can slot the other scenarios from The Sutra of Pale Leaves – Twin Suns Rising. This sets up a campaign that balances the drive of the Prince of Pale Leaves and his cultists in the Association of Pale Leaves to bring their plans to fruition at the climax in The Sutra of Pale Leaves – Carcosa Manifest versus exploring the transmission of their message and its effects upon various parts of Japanese society. The campaign overall is not a long one, and if the extra scenarios in The Sutra of Pale Leaves – Twin Suns Rising are not used, it is an even shorter mini-campaign.
The campaign opens with ‘The Bridge Maiden – Part One’, set in 1987. The Investigators are hired or asked to look for a missing person, Umezono Minoru, ostensibly by his sister, Kaho, it may be by others. A small-time businessman with big dreams, as the investigators look into his history and activities, including interviewing his family—his sister in particular, co-workers, employees, and even a local Yakuza representative, it quickly becomes apparent that he is not the golden boy that his parents think he is. However, as bad as his apparent reputation is, he is still a victim here, having been severely affected by The Mandela of the Divine Eye, an artefact that the Association of Pale Leaves has installed in a local payphone! Ultimately, the scenario switches from the Investigators tracking down a missing person to tracking down a monster not quite hiding in the sewers. The scenario also lays the tracks for ‘The Bridge Maiden – Part Two’, which leaves a few plot points hanging that will not pay off until that second part and it is disappointing to literally make Umezono Minoru a monster before and after his transformation without leaving room to get a glimpse of humanity. Potentially though, there may be some emotional payoff come ‘The Bridge Maiden – Part Two’. Otherwise, ‘The Bridge Maiden – Part One’ is a direct, relatively easy investigation.
The middle scenario, ‘Wonderland’ is not. A horrific crime in a school seems inexplicable at first, but is somehow linked to the fascination that some students have for a MUD—a ‘Multi-User Dungeon’—called ‘Wonderland’. Inspired by Alice in Wonderland and promising to be highly immersive, it sets up an interesting roleplaying situation where only the older players are really going to know what a MUD was and how it worked. Consequently, there will be players who know as much about them as their Investigators do, given that in 1988, a MUD would have been at the cutting edge of computer technology, and thus both will be encountering them for the first time. ‘Wonderland’ leans in part to the ‘Hikikomori’ or ‘shut-in’ culture of Japan’s youth, promising its users the opportunity to be greater than themselves, but secretly acting as another vector for the influence of the King in Yellow. This includes the Investigators when they log on—and long on again, as it will take multiple attempts to discover the nature of the threat that it represents, potentially leading to them being hollowed out much like the student users. This will earn the Investigators more Exposure Points and bring them into direct contact with the Prince of Pale Leaves, not as the Yellow King, but White King in keeping with the mythology of Alice in Wonderland. Ultimately, the Investigators need to find a way to stop the unsurprisingly creepy developer from distributing Wonderland across the country. ‘Wonderland’ is creepily, horribly modern interpretation of then modern eighties technology
Weirdly, the scenario presents a wholly different set-up with the teachers at the school as the Investigators looking into the horrific incident triggering the scenario rather than being NPCs to be interviewed as in the default set-up. This would be fine for a one-shot, but it would take some adjustment to use this cast of pre-generated Investigators with the other scenarios in both The Sutra of Pale Leaves – Twin Suns Rising and The Sutra of Pale Leaves – Carcosa Manifest.
‘The Bridge Maiden – Part Two’ brings the campaign to a close, but starts in slightly underwhelming fashion. Part of the issue is that the primary clues are contained in The Mandela of the Divine Eye which the Investigators will have first encountered in ‘The Bridge Maiden – Part One’, but have to wait until now to fully examine. It also ties back to Kaho, the sister of the missing Umezono Minoru, who at the end of ‘The Bridge Maiden – Part One’ simply ignored the Investigators instead of paying them or even thanking them. She is a fashion designer suddenly with a successful line of clothing which seems to have strange effects as the Investigators discover in the pedestrian paradise of Harajuku when a group of young dancers in the street suddenly begin dancing in concert and attack another girl. All of them, it turns out, are wearing clothing designed by Umezono Kaho. Was she actually part of the cult along or simply does her fashion brand have the backing of the Association of Pale Leaves? Unlike other scenarios in the campaign, this actually gives the Investigators a chance to interact with the cult leader on a formal—and above all, civilised basis. He proves to be articulate and amenable, though of course, still insane. He even invites the Investigators to a grand fashion launch down by the bay.
This is the setting for the grand finale as the Association of Pale Leaves creates a rainbow bridge—the bridge of light—out over the bay directly to Carcosa that will enable the Prince of Pale Leaves to descend to the Earth. It is a startlingly majestic, if off kilter, manifestation, effectively a summoning quite unlike that seen in any campaign for Call of Cthulhu. Its staging is enjoyably cinematic too, set on a radiant bridge over Tokyo Bay as helicopters buzz about and the Prince of Pale Leaves travels down from Carcosa in a driverless Cadillac!
Thematically, both The Sutra of Pale Leaves – Twin Suns Rising and The Sutra of Pale Leaves – Carcosa Manifest have both been exploring some of the consequences of the Bubble Economy in Japan in the late nineteen eighties with its ambition, technological advances, and so on. The fourth and final scenario in the book is ‘The Fixer’. This is not part of the campaign and it is not like any of the previous scenarios in either book. It opens with the Investigators as homeless and destitute, living on the streets. Thus, for them, the ‘bubble’ has burst. They can be the Investigators from the previous scenarios, but need not be. The scenario is based on ‘The Repairer of Reputations’, the short story from Robert W. Chambers’ The King in Yellow, and instead of going to a ‘Repairer of Reputations’, the Investigators go to a Fixer. He promises to help, but in return for several favours. This is to destroy the reputations of five figures in Tokyo—a CEO, a Shinto priest, a police detective, a Yakuza street boss, and a politician—that each in turn has reneged on a deal with the Fixer. What is interesting about this is that the Investigators are entirely free to go about this in any fashion that they want using the information that they learn about each target. So, it is much more freeform and player-led than just about any other Call of Cthulhu scenario. Of course, it makes clear that the scenario is about ‘Hobos, Not Murder Hobos’.
However, as each of the five is successfully and satisfyingly (none of them are nice people) targeted, there are strange consequences. One of these is the transformation of the Fixer himself, the other is the transformation of Tokyo itself. These are from the past and the future, the latter including the appearance of a cat cafĂ© fifteen years before the first one and a maglev hyperloop replacing the Tokyo subway. Not only that, but the Fixer also fulfils his promises, though not as the Investigators might expect. Instead of being restored to their former lives, they find themselves being appointed officials at the court of the Prince of Pale Leaves! So, what is happening here that the Investigators are both protagonists and antagonists, they are instigating the Mythos threat as much as they are investigating it. Ultimately, they will be (or should be) the ones to clean up their mess, but when and how, is again, up to them. Initially, this looked to be a disappointing affair, but upon close examination, ‘The Fixer’ is an original way of approaching the King in Yellow mythos, explicitly tying it to what the Investigators have lost and want again, and asking them how much they are prepared to sacrifice for their selfishness. Further, as much as ‘The Fixer’ does not specifically have to run after the events of ‘The Bridge Maiden – Part Two’ and the official end of the campaign, it actually works as a great epilogue to the campaign, the Prince of Pale Leaves reaching out one last time to tempt the ones who thwarted him.
Physically, The Sutra of Pale Leaves – Carcosa Manifest is very well presented and written. The artwork ranges from the ukiyo-e style of the seventeenth to nineteenth centuries to modern manga and much in between, most notably bitmapped-style for many of the images in ‘Wonderland’, echoing some of the look of The Matrix a decade early.
If The Sutra of Pale Leaves – Twin Suns Rising is not a campaign in the traditional sense for Call of Cthulhu, then The Sutra of Pale Leaves – Carcosa Manifest is. A mini-campaign to be sure, but a campaign still, and one that can be greatly added to with the scenarios from the first book if the Keeper wants. The Sutra of Pale Leaves – Carcosa Manifest is a very good campaign, exploring the manifestation of the King in Yellow in a culture of optimism, greed, ambition, and rapid technological development, in an age that feels almost as alien as the King in Yellow himself.





