Jebediah Herber, The Angry Farmer With Something Terrible To Hide


A character illustration for the Call of Cthulhu role-playing game setting.

Jebediah Herber and his 3 sons run a mid-sized farm located pretty much halfway between Kingsport and Arkham. The farm is accessible from the main road although one needs to travel a few miles west by small wagon trails not really suitable for motor vehicles. The farm consists of a dozen buildings three of which are built for human habitation, another three are for storage, one is a butchery, two are big hay barns and three are for livestock. The Herbers have some chickens and roosters, a few horses and lambs, a pack of dogs, a scattering of semi-wild cats and a retinue of goats and pigs.

The Herbers have been in voluntary isolation since the big storm that ravaged the area in 1910. They act aggressive towards any and all outsiders and even their immediate neighbors have accepted to shun them rather than remain in good terms. The neighboring farm folks tell tales of odd unearthly garbled and muffled roaring sounds coming from the general direction of the Herber place when the skies are clear and stars shine brightly. Some also suspect the Herbers have something to do with the occasional missing animals. It could be the wolves and bears, though.
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Jebediah Herber, The Angry Farmer With Something Terrible To Hide by Kimmo Mäkinen is licensed under a Creative Commons Attribution 4.0 International License.

The Wailer from Beyond

2015-05-03 banshee

Oh the horror! This illustration is of a semi-corporeal ghost-like undead creature for Call of Cthulhu role-playing game setting. Sometimes intrepid investigators need to enter shunned or abandoned locations – such as derelict mental institutions waiting for their own demise – in hopes of securing some obscure tidbit of information. Sometimes the locations are not that abandoned after all.



Creative Commons License
The Wailer from Beyond by Kimmo Mäkinen is licensed under a Creative Commons Attribution 4.0 International License.

Lord Abraham Burlington


A black/white portrait for 1920’s Call of Cthulhu role-playing setting (but actually works for any Victorian or Gothic setting as well).

Lord Burlington is a reclusive aristocrat with a passion for mad science up and including studying and causing mutations and genetic anomalies in human subjects. He is refusing to accept the changing times and is living the life of a solitary hermit. His remote mansion is staffed by a bare-minimum crew of servants. The basement is off-limits to anyone except the lord himself and although the servants know of Lord Burlington’s insane work, they get paid enough to turn a blind eye. Lord Burlington is called from time to time by universities to lecture on genetic abnormalities, but his social manners and human interaction skills have deteriorated year by year and the lecture calls are on the decline. Lord Burlington does not need the money from the lectures anyway since he is living on a sizable heritage that also includes numerous residential blocks in many cities and a pretty hefty chunk of land of which he collects rent from local farmers.

Adolphe Remy, a voodoo priest



A character illustration for the Call of Cthulhu role-playing game setting.

Adolphe Remy is of Haitian origin and comes from a long line of voodoo practitioners dating all the way back to Benin in Africa. He and a group of his devout followers followed some supernatural lead to Arkham in the early 1920’s and they eventually bought a remote manor house some good 20 miles away from Arkham city proper. Rumors  abound as to what exactly this group is doing there, but nothing concrete has even been proven. They generally maintain a low profile and visit Arkham twice a month purchasing living essentials and also sell their own products in the open market. Their spices, herbs, carrots, yellow tomatoes and other vegetables have become somewhat known for their exceptional quality in Arkham and on most market days they sell out their supply quite fast. Yet many city folks shun them due to their strange appearance, black skin and a unique Haitian accent of their speech.

The manor house is occupied by some twenty followers of Adolphe and another ten hired workers that maintain the premises, cultivate the manor grounds and farm the nearby fields. All of them are of Haitian origin, but some are of black/white mixed parentage. The house is well kept, but unaccessible to outsiders. The premises are guarded by armed henchmen who shoot first and ask questions later. They don’t have that many neighbors on the area but those that are, don’t generally have nothing bad to say against them. Although they might just be scared or intimidated to silence.


Illustration originally from 2007, but I did a little touching up here and there in 2013.