"This is a waste of 
time," Krogar snarled. "She's suffering from some sort of disease, nothing more. 
We should be looking for a priest, not crawling around in her dreams."
"I am a priest, 
remember?" Sera replied. "There's definitely a supernatural force at work, and 
if something is keeping Rain asleep I think it's worth taking a look at her 
dreams."
"And what are we 
looking for?" Krogar said, as they reached the top of the crystal ridge. 
Sera looked down, 
shading her eyes against the violet sun. At the base of the valley, a tower rose 
out of the earth. Formed of a single piece of black marble, it was carved in the 
shape of a massive, withered tree trunk. As they watched, three warriors 
shimmered into existence and entered the gates. "Oh
 that, maybe?" Sera said. 
The world of dreams can be 
a dangerous place. Atlas Games' Occult Lore provides rules for 
adventuring in dreams and for dealing with the natural manifestations of a 
dreamer's psyche. But there are other forces lurking in the nocturnal realms. 
These include the Forgotten, a fanatical cult who abandoned the material world 
ages ago to haunt the realms of night. In the waking world their fortress are 
dust. But they continue to fight an eternal battle, spreading terror and 
nightmares throughout the world of dreams. 
If one pores over dusty 
tomes of history, one might find a cautionary tale of a city-state that fell to 
madness hundreds of years ago. It is said that the inhabitants of the city 
"
heard the call of the Voice in the Night", and that "
they became as fiends in 
human form, bringing terror to lands that had only known peace." Curiously, 
while these tales describe the fear that gripped the land in great detail, there 
seem to be remarkably few records of death or serious damage to the surrounding 
communities; it is almost as if the "fiends" were trying to scare people without 
actually harming them. If this was the case, it escaped the notice of the 
victims. They gathered together to fight these madmen and drove them back to the 
walls of the city. But when the walls were breached, "
 all within were dead as 
stone, though flesh appeared untouched by blade or plague. Some said that the 
fiends had drunk poison in remorse, while others praised the gods of light for 
striking down the forces of darkness. All agreed that the name of the city 
should never be spoken again, and that it should be torn from all records, lest 
the very sound open the gates of darkness once more."  
This is the outsider's 
view of events. Those who once inhabited the city have a very different story to 
tell  a tale of sacrifice and a long journey through darkness. 
The people of the city of 
Kintar were prosperous and peaceful. But some among them were troubled by dark 
dreams, visions in which they saw the world collapsing into flames and shadow. 
Eventually a council was called to discuss these visions. At this gathering a 
young oracle named Kennan proclaimed that the dreams were warnings of a possible 
future. He spoke of a goddess who had created the world in her dreams, who was 
now stirring in her sleep of eons; if she woke it would collapse the world back 
into primal chaos. This goddess  the Voice in the Night  delighted in visions 
of terror, and the only way to soothe her rest was to spread fear across the 
land. Kennan explained that as they had been shown these visions, it was their 
duty to stop them from occurring  even though this would turn the world against 
them, causing all to view them with hatred and fear.
And so the people of 
Kintar took up arms against their neighbors. They sought to cause dread while 
avoiding bloodshed, for their goal was to preserve life and not to destroy it. 
But knowing only fear, their victims fought back. Ultimately they were besieged 
in the city of Kintar. There Kennan spoke to the survivors, saying that there 
was only one course left to them; they would abandon the world of flesh and 
enter the realm of dreams, and continue their vital work there. Together with 
the greatest wizards of Kintar, Kennan called upon strange powers and opened a 
tear in the fabric of reality, pulling the souls from the bodies of his people 
and channeling these spirits into the dreams of the world.      
The city of the 
Forgotten could be placed anywhere in your game world. The tale of the city of 
the fiends is fairly obscure, but a character could recall the story by making 
any of the following checks successfully: Bardic Lore (DC 23), Knowledge (Arcana) 
(DC 28), or Knowledge (History) (DC 23). If the character makes the roll by at 
least five points, he has heard rumors about the motivations of the fiends and 
the tale of their escape into dreams.  
For centuries the people 
of Kintar were scattered throughout the dreaming minds of the world. Fighting to 
survive in the nocturnal realm, many became skilled warriors and oneiromancers, 
and in time the greatest dream wizards among them were able to locate the 
refugees and gather them together in one place. Kennan, now an oneiromancer of 
tremendous power, addressed the survivors. "We are forgotten by the world. But 
our duty remains. We are the wall that stands between humanity and chaos. Let 
our name remain forgotten, but let the fear that we spread bring salvation." And 
so the Forgotten divided into bands, dispersing across the night to sow terror 
in dreaming minds. 
The inhabitants of Kintar 
were predominantly human. The Forgotten are human only in appearance. Having 
abandoned their physical bodies centuries ago, they now exist as creatures of 
pure spirit. The Forgotten are not undead; they are living creatures who had 
their life-force translated into dreams. As such, the essence of one of the 
Forgotten replenishes itself over time, as opposed to a dream lich which must 
drain energy from other creatures to maintain its unnatural existence. As beings 
of dream energy, the Forgotten no longer need to eat or sleep, and they do not 
suffer from age or illness. However, they can only exist in the dreams of other 
beings; as a result, it is difficult for them to establish permanent 
settlements. The leaders of the Forgotten have tried a few different approaches 
to this problem. Some have settled in the dreams of fading gods or ancient 
cities  stagnant dreams of beings that never wake, thus leaving the Forgotten 
in peace. But these nocturnal backwaters are useless to those who wish to be on 
the front lines of the campaign of terror. The master oneiromancers have created 
artifacts that can trap the soul of a dreamer, creating a forward base to 
terrorize the dreams of those around her; each active Forgotten cell carries one 
of these relics with them.
The Forgotten are 
relatively few in number. Many of the original inhabitants of Kintar died before 
the transition into dreams, and those that survived can no longer reproduce as 
flesh and blood creatures do. When one of the Forgotten reaches a certain level 
of spiritual strength it may choose to divide its energy, creating two weaker 
spirits with the memories and form of the original. But many of the Forgotten 
never attain this level of energy, while others  usually those diminished by 
ennui or repeated defeat in battle  eventually lose the ability to maintain a 
coherent form. The oneiromancers try to preserve the memories of these weak 
souls by storing them in mystical pendants, with the hope that they may one day 
be reconstituted. But for now, the Forgotten are a slowly dying race. As a 
result, they operate in small groups. A cell of around twenty individuals will 
establish a beachhead in the mind of a vulnerable dreamer. Scouts examine nearby 
dreams, paving the way for small strike teams to spread terror across the local 
dreamscape. Forgotten cells rarely stay in one location for more than a month 
before moving along in search of fresh minds. 
Forgotten society is bleak 
and austere. While they live in a world of dreams and have the power to create 
visions of joy and happiness, they are driven by their sacred mission and have 
no energy to spare creating comforts for themselves. The Forgotten are not evil; 
they truly believe that through their actions they are saving lives and 
preventing the destruction of the world. However, centuries of causing 
nightmares, never eating, never sleeping, never watching children grow or living 
in a normal family have taken their toll on the minds of the Forgotten. They are 
warriors who have been fighting a war for centuries, a war they can never win, 
and as a result they have become somewhat inured to the pain that they cause. 
While their goal is to save humanity, and while they do not act with malicious 
intent, the Forgotten are not truly good; the best they can do is to cling to 
grim neutrality. The warriors and scouts rarely speak, caught in a constant 
struggle with despair and pessimism. The oneiromancers are often more talkative 
and possess powerful personalities that keep the cells moving, but they are 
obsessed with their cause and have little interest in other subjects.     
The Forgotten are a 
race of humans who abandoned their physical bodies to exist in dreams. A member 
of the Forgotten generally maintains the appearance she had in her mortal life, 
but it is a simple matter for her to alter her appearance by using Lucid 
Dreaming to mimic change self. In dreams, language is no barrier, but the 
Forgotten do share a noticeable accent. Everything about the Forgotten, from 
their black and gray clothing to their identical weapons, is designed for pure 
function. They are obsessed with their quest and have no time for aesthetics.
One notable thing 
about the Forgotten is how they are affected when they are slain in dreams. 
Unlike mortals, the Forgotten cannot return to the waking world; they have no 
bodies to return to. Instead, they are dispersed into the dreamscape. Once 
slain, the Forgotten cannot return to the dreams of the individual whose mind he 
was killed in, and he can never again enter that person's dreams. But within 24 
hours he can reform in any adjacent dreamscape. The only way to permanently kill 
one of the Forgotten is through damage inflicted by an oneiric bolt 
spell. With that said, each death does drain the energy of the spirit; 
weaker-willed members of the Forgotten may lose the ability to maintain a 
coherent form after multiple deaths. The memories of these individuals are 
stored in dream cameos. The master oneiromancers have been searching for 
a way to restore these lost souls, but so far without success.  
Statistics are 
provided for the most commonly encountered members of the Forgotten, along with 
their preferred tactics. It is possible to encounter Forgotten of different 
levels or with other skills. In particular, the statistics for the Forgotten 
Oneiromancer are those of a combat-oriented sorcerer; an oneiromancer dedicated 
to research would have more craft skills and item creation feats. Other classes 
are rarely seen, however. In particular, there are no clerics among the 
Forgotten. The only deity they acknowledge is the Voice in the Night, and they 
do not worship her  instead, they fight their endless struggle to prevent her 
from rising. 
 
Forgotten Scout (2nd level dream warrior/4th level rogue)
CR 6; SZ M 
(outsider); HD 2d8+4d6; hp 23; Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 
ft; AC 14 (+2 leather armor, +2 Dex); Atk melee +8 (1d8+3/19-20/x2, +2 
longsword), ranged +9 (1d8+2/crit 20/x3, +2 composite longbow); Face 
5 ft. X 5 ft.; Reach 5 ft; SQ: +2d6 Sneak Attack, Dreamsteel, Evasion, Forgotten 
Racial Traits, Uncanny Dodge; AL N; SV Fort +1, Ref +6, Will +6; Str 12, Dex 14, 
Con 11, Int 12, Wis 14, Cha 9            
Dream 
Points: 35 
Skills: Balance +9, Climb+6, Hide +10, Jump +8, Listen +7, Lucid Dreaming 
+11, Move Silently +10, Spot +10, Tumble +9, Wilderness Lore +6
Feats: 
Dream Spy (See below), Improved Initiative, Point Blank Shot, Precise Shot, 
Track 
Special Qualities: 
Dreamsteel  See the Dream Warrior 
description on page @@. 
Evasion  If a successful Reflex 
saving throw should result in half damage, it instead results in no damage.
Forgotten Racial Traits  All 
Forgotten may purchase Intimidate and Lucid Dreaming as class skills. Forgotten 
receive a +4 racial bonus when making skill checks with these skills. Due to 
centuries of single-minded dedication to their cause, Forgotten receive a +4 
racial bonus to resist mind-altering effects, including magical effects and uses 
of social skills like Intimidate, Bluff, or Diplomacy. Finally, members of the 
Forgotten regain 10% of their total dream points every hour.  
Uncanny Dodge  Gains Dex bonus to AC 
even while flatfooted.
Forgotten scouts are 
usually solo operatives. A scout will enter a dream in advance of a strike team 
in order to map its borders, study the host, and determine if there are any 
outside forces at work in the dream. She will use the Dream Spy feat and Study 
Dream Host action to find out all that she can about the dreamer and any 
intruders.
 
Forgotten Warrior (6th level dream warrior)
CR 6; SZ M 
(outsider); HD 6d8+6; hp 33; Init +5 (+1 Dex, +4 Increased Initiative); Spd 30 
ft; AC 18 (+5 chainmail, +2 large steel shield, +1 Dex); Atk melee +11/6 (1d8+4/crit 
19-20/x2, +2 longsword); Face 5 ft. X 5 ft.; Reach 5 ft; SQ: Dreamsteel, 
Emulate Feat, Forgotten Racial Traits, Weightless Armor; AL N; SV Fort +3, Ref 
+3, Will +7; Str 14, Dex 12, Con 12, Int 11, Wis 14, Cha 9 
Dream 
Points: 44     
Skills: Balance +8, Lucid Dreaming +11, Jump +10, Spot +10, Tumble +10
Feats: 
Blind-Fight (Invisible attackers get no bonus in melee; may reroll first attack 
that misses as a result of concealment; darkness reduces speed to 
three-quarters; blindness reduces speed to one-half), Cleave (May make one 
additional melee attack immediately after dropping an opponent), Increased 
Initiative, Power Attack (May reduce chance to hit by up to 6 to add an equal 
amount to damage), Sunder (May strike a weapon without provoking an attack of 
opportunity), Weapon Focus (Longsword) (+1 to hit with longswords) 
Special Qualities: 
Dreamsteel, Emulate Feat, 
Weightless Armor  See the Dream Warrior description on page @@.
Forgotten Racial Traits  See 
description under Forgotten Scout.
 
Forgotten 
Oneiromancer (4th Level sorcerer/6th Level oneiromancer)
CR 10; SZ M 
(outsider); HD 10d4 + 25% (Reinforced Self-Image); hp 32; Init +5 (+1 Dexterity, 
+4 Improved Initiative); Spd 30 ft; AC 15 (+1 Dexterity, +4 mage armor); 
Atk melee +4 (1d8-1/crit 19-20/x2, longsword); Face 5 ft. X 5 ft.; Reach 5 ft; 
SQ Dreamreader, Forgotten Racial Traits, Reinforced Self-Image, Stabilize 
Spellcasting; AL N; SV Fort +2, Ref +7, Will +5; Str 9, Dex 12, Con 11, Int 12, 
Wis 17, Cha 16 
Dream 
Points: 90    
Skills: Concentration +13, Knowledge (arcana) +7, Lucid Dreaming +16, Sense 
Motive +12, Spellcraft +7 
Feats: 
Dodge (+1 AC bonus against a single opponent), Improved Initiative, Silent Spell 
(May remove verbal component; spell requires +1 level spell slot), Spell Focus 
(Enchantment), Spell Focus (Illusion) 
Special Qualities: 
Dreamreader  The oneiromancer gains a +6 to all Study Dream Host checks.
Forgotten Racial Traits  See 
description under Forgotten Scout.
Reinforced Self-Image  The 
oneiromancer gains an additional 25% bonus to his hit points while dreaming.
Stabilize Spellcasting  Spells cast 
by the oneiromancer always have their intended effect, ignoring the usual chance 
for spell malfunction within dreams.  
Spells: 6/7/7/7/5/3/0/0/0/0 per day. DC 13 + spell level, 15 + spell level 
for illusions or enchantments (indicated by an asterisk).  
0 level:
arcane mark, dancing lights*, daze*, detect magic, detect poison, flare, 
ghost sounds*, light, mage hand
1st 
level: cause fear, change self, mage armor, silent image*, ventriloquism* 
2nd 
level: blindness/deafness, detect thoughts, minor image*, scare
3rd 
level: emotion*, major image*, oneiric bolt 
4th 
level: circle of dreams, phantasmal killer*
5th 
level: greater shadow conjuration*
Strike teams 
typically consist of two warriors and one oneiromancer. All three individuals 
will be wearing linked bonds of the spirit. These magic rings allow the 
wearer to transfer up to 10 hit points or dream points to another ringwearer as 
a partial action. In addition, if a ringwearer suffers an injury or uses a Lucid 
Dreaming action that should reduce her hit points or dream points below five, 
the excess is divided up between the other ringwearers (unless this loss would 
reduce the new target below five hit points or dream points, in which case the 
original character pays the cost). 
The goal of a 
Forgotten strike force is to spread nightmares, not quick slaughter. If a scout 
locates outsiders in a dream, they will be seen as a welcome bonus  a chance to 
terrorize multiple minds at once. Members of the strike force will approach the 
party under cover of invisibility (using Mimic Spell Effect to produce 
this effect) or improved invisibility in the case of an oneiromancer. 
Using Silent Spell in order to remain undetected, the oneiromancer will then use
detect thoughts, emotion (despair), major image, and 
phantasmal killer. Detect thoughts will be used to try to isolate 
fears or hidden secrets. Major image can create scenes that highlight 
those fears or bring dark secrets to light. Emotion (despair) will 
generally weaken resolve and defense. And phantasmal killer  well, 
friends suddenly dropping dead is certainly disturbing, provided someone is left 
alive to appreciate it. In addition to these spells, the oneiromancer can use 
the Modify Reality function of Lucid Dreaming to cause even greater changes in a 
dream  twisting the environment to fit the needs of the nightmare. 
The warriors are 
there to serve as bodyguards for the oneiromancer; they will protect him should 
he be spotted, and they will help to eliminate the victims once the 
oneiromancer's planned nightmare has run its course.   
Never forget that 
the Forgotten are masters of Lucid Dreaming. An encounter with the Forgotten is 
a chance to show your players the full potential of the Lucid Dreaming skill. 
Forgotten warriors will use their dream points to emulate feats and increase the 
threat range of attacks in order to strike with flurries of critical hits. 
Oneiromancers will support their allies by twisting probability or reality, 
causing player characters to have terrible luck while increasing the abilities 
of their enemies. 
The weapons listed 
in the entries for the scout and warrior have been created using Dreamsteel. As 
a result, they will vanish should they leave the wielder's hand. In addition, 
the solider or scout could produce any sort of +2 martial weapon at will; the 
weapons listed are standard Forgotten equipment, but if there was a reason for a 
warrior to switch to a greatsword or a maul, he could do it by taking a full 
action to engage his Dreamsteel power.  
The character is 
exceptionally skilled at sensing mental emanations within dreams, and may probe 
the minds of outsiders invading a dream as well as the dream host himself.
Prerequisite: 
4 ranks of Lucid Dreaming
Benefit: A 
character with this feat receives a +3 to any Lucid Dreaming made in conjunction 
with the Study Dream Host action. In addition, the character can use Study Dream 
Host in a few additional ways. By making a Lucid Dreaming check with a DC of 15, 
she can sense the presence of other outsiders in the mind of the dream host; 
this check provides her with the number of outsiders but does not reveal their 
location. She may then use any of the other functions of Study Dream Host on any 
of the outsiders, with the usual DC for the action and the normal modifications 
for the user's connection to the target. The only exceptions are analyze 
dream image and see recent event, which can only target the dream 
host.
Over the centuries the 
master oneiromancers of the Forgotten have designed many magic items to help in 
their crusade of fear. Two of these  the bonds of the spirit and 
dream cameo  have been described elsewhere. Here are two additional tools 
in the arsenal of the Forgotten. 
The Forgotten live 
in the dreams of others. This can make long-term planning quite awkward, as a 
crucial base of operations can suddenly wake up and remove her mind from the 
dreamscape. The soul keep is designed to solve this problem. The keep 
is a sphere of dark crystal, about 3" in diameter. If the character holding the 
sphere possesses the spell oneiric bolt, he can channel the bolt through 
the sphere. This has two effects. First, the bolt gains the benefits of the 
Maximize Spell feat, inflicting maximum damage. The second effect only occurs if 
the bolt strikes and kills the dream persona of the current dream host. In this 
case, the victim must make an opposed Will Saving Throw against the holder of 
the sphere. If she fails, the target's spirit is pulled into the sphere and her 
body falls into a coma (the keep does provide magical sustenance, so she 
won't starve to death). As soon as the sphere is occupied it will take root in 
the ground and a fortress will rise up around it, remaining in place until the 
spirit is released from the sphere. 
Anyone who is 
touching the sphere of an occupied soul keep is considered to be the 
dream host for as long as he remains in contact with the sphere; this can allow 
a character to alter reality to a degree that would normally be impossible 
(including dictating the appearance and layout of the fortress surrounding the 
sphere). The only action that the trapped spirit can take is to communicate 
telepathically with anyone who touches the sphere. Releasing the spirit from the 
sphere requires a Lucid Dreaming check with a DC of 15. If the spirit is 
released the fortress disappears and the sphere comes loose from the ground.
A soul keep 
is not a transient item. If a dreamer is killed while the keep is in his 
possession, it will be left behind on the dreamscape. 
Caster Level: 
16th; Prerequisites: Craft Wondrous Item, 16 ranks of Lucid 
Dreaming, Mordenkainen's magnificent mansion, oneiric bolt, trap the soul;
Market Price: 150,000 gp; Weight: - 
For the most part 
the Forgotten are content with their exile in the realm of dreams. After all, it 
allows them to pursue their nightmare crusade without having to worry about 
accidental bloodshed. But occasionally it is necessary for one of the Forgotten 
to return to the material world. And since the Forgotten have no physical 
bodies, to return to the waking world they first obtain a body.
A spirit vessel is a 
special form of transient object. In dreams, it takes the form of a humanoid 
figure carved from stone, about six inches in height. To activate the vessel, a 
character must hold it in one hand and use the Wake at Will action. A normal 
mortal cannot use the vessel, and it will be left behind in dreams. But if the 
user is a spiritual entity like a dream lich or one of the Forgotten, the figure 
will be transported to the waking world and placed at a random point within a 
one-mile radius of the host of the previous dream. The figure will grow in size 
and assume a fleshy texture, using an automatic alter self enchantment to 
assume the natural appearance of the user. 
A character 
inhabiting a spirit vessel possesses the same statistics in the waking world 
that he has in the world of dreams. The vessel temporarily becomes flesh and 
blood, so the spirit does not gain any sort of increased armor class. If the 
character becomes unconscious or falls asleep the figure shrink and disappear, 
returning both vessel and spirit to dreams. If the user is killed in the 
material world, the spirit will return to dreams and the vessel will shatter, 
leaving shards of shrinking stone as the only trace of the spirit's passage.
Needless to say, the 
market price for this item is primarily for construction purposes. Very few 
beings would have any reason to wish to purchase such an item. 
Caster Level: 
16th; Prerequisites: Craft Wondrous Object, 14 ranks of Lucid 
Dreaming, limited wish, polymorph any object; Market Price: 
100,000 gp; Weight: 1 lb
The Forgotten can be a 
good tool for pulling characters into dreams. If an ally of the party is 
suffering from Forgotten raids, the party may need to find a way to get inside 
her dreams and evict these unwelcome visitors. Conflict with the Forgotten can 
help to teach characters the many ways to use Lucid Dreaming  even if they 
learn these tricks the hard way. And given that they are effectively immortal, 
the Forgotten can also serve as effective long-term villains in a campaign in 
which dreams play a significant role. You may have forced Kol the Oneiromancer 
from the mind of your friend, but who knows when your paths will cross again?
Of course, when using the 
Forgotten as villains, it is important to remember that they are not evil as 
such. In a sense, they are tragic figures, doomed to live amidst endless horror 
in order to save the world (at least, that's what they believe).  
Here are a few specific 
ways you might use the Forgotten.
"You shall never claim 
the Orb of Drusirius, mortal!"
There are only a few 
static locations in the world of dreams  the memories of fading gods, ancients 
cities, and similar oddities. Often, these dreams contain powerful transient 
relics; these relics may be one of the things that preserves the dream and keeps 
it stable. The constant dreams are also extremely valuable to the Forgotten, who 
use them as staging areas. So, if a party is following a lead to reclaim the 
fabled Sword of Victory from the mind of the Fallen God, they might discover a 
force of Forgotten camped out in the temple  and the Forgotten aren't too keen 
about humans coming in and destabilizing their homes.  
"I don't know what's 
wrong with Raindrop
 but I'm guessing that it has something to do with all these 
nightmares we've been hearing about."
At some point a party who 
spends a lot of time exploring dreams is going to run into Forgotten crusaders. 
This may simply be a random encounter with a wandering strike team. Or it could 
be more serious. Perhaps a Forgotten cell seizes the mind of one of the allies 
of the party using a soul keep, and starts using her as a base of 
operations to terrorize the city. People start talking about terrible 
nightmares. Mages can't memorize their spells. Tempers are flaring and people 
are afraid. And, of course, the friend of the PCs is in a coma. What do they do? 
If there is a dreamwalker in the party, he may choose to investigate the matter 
on his own. Otherwise, the PCs can be approached by a priestess of Caeryn 
Donaleth. She knows what is going on, but doesn't have the power to stop it; 
however, she can use circle of dreams to get the party to where the 
action is.     
One thing to remember is 
that while it is convenient to say that the dreams of one individual border the 
dreams of those somewhere in her vicinity, it doesn't have to be a direct 
one-to-one correlation to the physical world. It's more interesting to look at 
the local population and determine whose dreams are most similar to the victim 
of the soul keep. If she's a wizard, then perhaps the wizard's guild will 
be hardest hit. If she's always wanted to be an opera singer, perhaps it will be 
other aspiring performers. There should be some tie between the victim of the 
keep and the others suffering nightmares  but it doesn't have to be a 
direct physical connection.
"Every moment that I 
waste in the waking world places reality in peril. So just give me the necklace 
and no one will get hurt."
While exploring dreams, a 
party may unwittingly pick up an item that is very important to the Forgotten  
something like a dream cameo. Alternately, a group that repeatedly 
disrupts the affairs of the Forgotten may be targeted for permanent 
assassination. In either case, an agent could be given a spirit vessel 
and sent to the waking world. This is most effective if the characters have 
become complacent in the belief that the Forgotten can't do anything to them 
while they are awake. 
"This thing is an 
abomination against all life  a creature of the darkness we seek to hold at 
bay. If we can help you, we shall."
The Forgotten often appear 
to be villains. But when the party encounters a powerful dream lich, the 
Forgotten may be the only ones with enough knowledge of the dream realms to deal 
with the creature. If a dream lich has possessed an ally of the party, the only 
chance to defeat the beast may be to team up with a Forgotten strike force. 
Dream liches are malicious undead beings, and while the Forgotten usually have 
no interest in mortal affairs, they could be convinced to help fight such a 
monster.
Another possibility is to 
seek the help of the Forgotten in dealing with a modern-day cult of the Voice in 
the Dark. This group is trying to spread terror to placate the Voice, but they 
are doing it through a serious of horrific murders. The Forgotten believe that 
fear is necessary, but they dislike bloodshed. Can they help the party find the 
killers?