Category:Call of Cthulhu
“The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far. The sciences, each straining in its own direction, have hitherto harmed us little; but some day the piecing together of dissociated knowledge will open up such terrifying vistas of reality, and of our frightful position therein, that we shall either go mad from the revelation or flee from the deadly light into the peace and safety of a new dark age.” ― H.P. Lovecraft, The Call of Cthulhu
Our Mythos Setting
During the Second Wizarding War the world was exposed to Death Eaters (rampaging Wizards) who attacked without discrimination making all sorts of issues for Londoners. Trains vanished, bridges blew up, and chaos rained down on a beseiged city. With that amount of magic flying around it was impossible to obliviate everyone, some mortals slipped through the cracks and got away.
During the clean up post-war a muggle was caught casting a magic unknown to the Wizarding World. Since that time various Wizards have attempted to understand the Mythos, all have failed to harness the power and have been driven to insanity attempting to do so.
Having been uncovered by the Wizarding World, Cultists made a deal to secure mythos magic (via ritual with cosmic deities) from the Wizarding World; Rendering it useless to all Witches and Wizards.
The wizarding council entered an agreement with various 'cult leaders' to attempt to maintain the 'masquerade' against 'normal muggles', it is not widely honoured, much to the peril of the cultists who attempt to abuse their powers beyond redemption.
The mortals that managed to escape were left mentally cracked as they struggled to accept their new reality. A safe and normal world they were used to was now ruined and the ones who did not get picked up and placed into mental hospitals started to ask questions.
Magic is not a simple topic to research. It would not go unnoticed if they were not careful and so they looked in places where rumours led them; tombs, crypts, amd decrepid libraries in abandoned residences. What they found was much worse than they bargained for and the sheer weight of cosmic powers and magic shattered them even more. Some joined cults either by forming them, being found, or simply stumbling upon one. Some formed socieities to stop it (Investigators).
The cultists & investigators (unable to be oliviated due to cosmic influences) have come to accept the Wizarding World, but want very little to do with it. Considered muggles with magics of alien origins, they are not welcome into Wizarding Society.
These days the ancient tomes of The Elder Gods are kept hidden from Wizards in the Magical World. Investigators and Cultists attempt to thwart one another to summon and prevent summoning of the Elder Gods as they are played by them. There is only one thing they can manage to agree upon together; the Wizarding World should NEVER harness the alien cosmic power they have unconvered.
The Elder God’s magic is not the same as so called ‘Magic’ and they will do everything in their power to prevent the magical Wold from gaining that ancient eldritch knowledge. Some things should not be.
Exclusive Scenarios and Playtests
On our board we have the unique ability to run play-tests for Chaosium (among other publishers). In these situations there will be an 'all call' and a pre-gen made for purposes of tracking and rolling abilities. Making rolls outside of the Exclusive scenarios is optional.
Lovecraft Country Locations
Lovecrafts country is located in New England and centralizes around north east Massachusetts. It comprises of a number of towns and villages that include Arkham, Kingsport, Innsmouth, Dunwich and the infamous Salem to name a few.
The famous Miskatonic river runs from Dunwich through to the Arctic via Arkham and Kingsport. Weaving its way through the diverse geography of rolling hills, mountains and irregular and craggy coastlines.
Being a hub for supernatural and mythos creatures, the veil between the mortals and Eldritch horror is thin and fluid throughout these lands.
Sitting on the banks of the Miskatonic river, Arkham is a town of ancient history and dark shadows. Sitting proudly amongst its denizens is Miskatonic University along with the Orne Library that resides within its campus. The gambrel roofs that adorn the buildings give an even more archaic feel to this ancient town. Places of note in Arkham aside from the University include the Sanitarium, the Witch House cafe and the foreboding island that sits in the centre of the river.
What was once a bustling seaport, filled with ship builders and traders of slavery among other things. Kingsport now resembles a sleep fishing town that relies on tourism from its dealings with Salem during the witch trials and the action that took place there during the American Revolutionary War. However, unbeknown to the tourists that frequent the town. A sizeable number of residence of Kingsport are dreamers, and have migrated to the town as it has strong ties to the Dreamland via the Strange Old House on the Hill.
Books of the Mythos
As characters encounter new books, a wiki will be created for the book, giving its content, and other information. Players will be able to link these wiki pages to their character's pages, to show what books they own or have read.
A list of these books can be found here: Mythos Books
Cthulhu Character Creation
This category has the following 2 subcategories, out of 2 total.
Pages in category ‘Call of Cthulhu’
The following 29 pages are in this category, out of 29 total.