The creatures of myth are real. The vampires¸ the warlocks¸ the shape- changers and dopplegangers¸ the ghosts and trolls¸ and more. They're real ... they're here today ... and they're organized. The Cabal is the conspiracy¸ trade union¸ and mutual-assistance society that lets all these creatures survive in a world of hostile humans. If a demon needs a lawyer to keep the exorcists off his back ... or if a little old vampire lady needs a bit of daylight muscle ... who are they gonna call? The mortal-busters ... the Cabal. The Cabal can be a Patron for monstrous PCs or an antagonist for monster- hunters. This book includes a complete alternate (true!) history of the world¸ adventure seeds¸ occult cosmology¸ an assortment of artifacts and supernatural creatures¸ and suggestions for bringing horror and conspiracy into a variety of campaigns.