World War Cthulhu


Book Description

The world is at war against things that slink and gibber in the darkness, and titans that stride from world to world, sowing madness and death. War has existed in one form or another since the dawn of human civilization, and before then, Elder terrors battled it out across this planet and this known universe in ways unimaginable.It has always been a losing battle for our side since time began. Incidents like the Innsmouth raid, chronicled by H.P. Lovecraft, mere blips of victory against an insurmountable foe. Still we fight, against these incredible odds, in an unending nightmare, we fight, and why? For victory, for land, for a political ideal? No, mankind fights for survival.Our authors, John Shirley, Mark Rainey, Wilum Pugmire, William Meikle, Tim Curran, Jeffrey Thomas and many others have gathered here to share war stories from the eternal struggle against the darkness. This book chronicles these desperate battles from across the ages, including Roman Britain, The American Civil War, World War Two, The Vietnam Conflict, and even into the far future.




World War Cthulhu


Book Description

The forces of fascism have overwhelmed Europe. Britain fights on desperately, and every man and woman must do what is necessary to avoid defeat. In forgotten corners, darkness stirs. The cycles of the ancient god-things are measured in millennia, but those who serve them plot to take advantage of the chaos of conflict to advance their own schemes. For an unlucky few, the war collides with evils out of time, and they see and learn things that humanity is ill-prepared to encounter. The truly unlucky survive, and come to the attention of a certain spymaster, code letter N, who has plans for them. Pressed into service with British intelligence, they are thrown into a desperate two-front war against the Axis forces and the insidious menace of the Cthulhu Mythos. World War Cthulhu: The Darkest Hour is a World War 2 setting book for Call of Cthulhu from the multi-award-winning team of Dominic McDowall, Gareth Ryder-Hanrahan, Jason Durall, Stuart Boon, Martin Dougherty & Ken Spencer (writers) and Jon Hodgson, Paul Bourne, Scott Neil, Scott Purdy & Steffon Worthington (artists). You'll need a copy of the Call of Cthulhu rules to make full use of this setting.




The Cthulhu Wars


Book Description

From the Patriots' raid on the necromancer Joseph Curwen to the Special Forces' assault on Leng in 2007, this unique document reveals the secret and terrible struggle between the United States and the supernatural forces of Cthulhu. In this war, immortal cultists worship other-dimensional entities and plot to raise an army of the dead. Incomprehensible undersea intelligences infiltrate and colonize American seaports, and alien races lurk beneath the ice of Antarctica and high in the mountains of Afghanistan. It is only through constant vigilance and violence that the earth has survived. Also included are threat reports describing the indescribable – humanity's deadliest foes serving Cthulhu and the other Great Old Ones. Strange times are upon us, the world is changing, and even death may die – but, until then, the war continues. This product is not associated with the Cthulhu Wars tabletop game by Petersen Games, LLC; PetersenGames.com




Pulp Cthulhu


Book Description

Call of Cthulhu RPG 1930s




Atomic-Age Cthulhu


Book Description

[CALL OF CTHULHU ROLEPLAYING] ATOMIC-AGE CTHULHU brings Lovecraftian horror roleplaying into the post-war golden age. Here you find background and history that led to the development of the 1950s world, along with new skills and professions for your investigators. A number of Sinister Seeds are included to help you grow your own 1950s horrors, but seven complete adventures are ready for you to spring on your unsuspecting players.




Cthulhu by Gaslight


Book Description

Cthulhu and his minions, in the 1890s sharing the globe with the mighty British Empire, had duties to an empire of their own: a dark and cruel design against the ownership of the world and the dreams of humanity. Even in the peaceful fields of rural England only intelligent and energetic intervention could keep the shadows at bay. "Cthulhu by Gaslight" includes a lengthy roleplaying adventure, "The Yorkshire Horrors" in which the investigators join forces with the world's most famous consulting detective, Sherlock Holmes! Extensive background essays provide period skills, social classes, world politics, biographies and timelines for the 1890s, maps and London location notes (including the best stores of the time), travel, criminals and police, Cockney slang, cost of living, royalty and titles, club life in London, the occult in the 1890s, prices, and clothing. A lengthy essay considers time-travel rationales for moving investigators of another time into the 1890s.







Children of Fear


Book Description

1920s Campaign for the Call of Cthulhu RPG




Encyclopedia of Weird War Stories


Book Description

Fictional war narratives often employ haunted battlefields, super-soldiers, time travel, the undead and other imaginative elements of science fiction and fantasy. This encyclopedia catalogs appearances of the strange and the supernatural found in the war stories of film, television, novels, short stories, pulp fiction, comic books and video and role-playing games. Categories explore themes of mythology, science fiction, alternative history, superheroes and "Weird War."




Playing at War


Book Description

Playing at War offers an innovative focus on Civil War video games as significant sites of memory creation, distortion, and evolution in popular culture. With fifteen essays by historians, the collection analyzes the emergence and popularity of video games that topically engage the period surrounding the American Civil War, from the earliest console games developed in the 1980s through the web-based games of the twenty-first century, including popular titles such as Red Dead Redemption 2 and War of Rights. Alongside discussions of technological capabilities and advances, as well as their impact on gameplay and content, the essays consider how these games engage with historical scholarship on the Civil War era, the degree to which video games reflect and contribute to popular understandings of the period, and how those dynamics reveal shifting conceptions of martial identity and historical memory within U.S. popular culture. Video games offer productive sites for extending the analysis of Civil War memory into the post–Confederates in the Attic era, including the political and cultural moments of Obama and Trump, where overt expressions of Lost Cause memory were challenged and removed from schools and public spaces, then embraced by new manifestations of white supremacist organizations. Edited by Patrick A. Lewis and James Hill Welborn III, Playing at War traces the drift of Civil War memory into digital spaces and gaming cultures, encouraging historians to engage more extensively with video games as important cultural media for examining how contemporary Americans interact with the nation’s past.