Call of Cthulhu in the Land Down Under
The driest, flattest, and smallest continent, Australia is almost as big as the continental United States, but has a fraction of the inhabitants—six million people in 1925. Beyond the settled areas, three-quarters of the land remain relatively little known until after World War Two. Seen by those in Europe and America as one of the last great wildernesses, despite decades of exploration and incursion, it remained a place that guarded its secrets.
While the ancient and primordial character of the Australian inland lures many, it is the cities in the south and east that have become centers of population. Surprisingly modern and surprisingly British in character—it is not uncommon for foreign visitors to express astonishment when they disembark from their steamer in Sydney or Melbourne and find themselves in a great metropolis with all the modern refinements of London or New York. Ever present, though, are the modern blights afflicting cities worldwide: organized crime, overcrowding, civil unrest, and uncertainty.
This unique mix of old and new—the tension between civilization and the frontier—is what makes Australia a particularly fertile 1920s setting for Call of Cthulhu. Those Keepers wishing to challenge their players with tales of gang-related squalor underpinned by ancient Mythos threats can find ample opportunity in Australia’s urban environments. Equally, investigators do not have to go too far into the Outback to become entangled in tales of stark frontier life bereft of modern conveniences of technology, underpinned by dark shadows cast by the Ctuhlhu Mythos that seem to haunt the very landscape. And for Keepers who wish to push investigators to the very limits of wilderness survival, there is no shortage of opportunities for true expeditions into places where Europeans and Americans have never set foot.
In Australia, the investigators come face-to-face with supernatural forces that have endured for longer than humanity has existed; they can attempt to step inside the ancient legends of the Aboriginal peoples of Australia in search of mystical knowledge; they can cross swords with nefarious cults intent on diabolic schemes, or challenge unwitting scientists who haplessly threaten to achieve a similar end by probing the mysteries of the Australian land.
Brining your investigators to Australia is certain to reward your gaming group. For, as soon as they have set foot upon this ancient continent, adventure, peril, and mystery abound. Whether run as an Australian campaign, a series of one-shot games, or a protracted stop over during a globe-spanning campaign, the time spent in the Land Down Under will not be wasted!
Chaosium Unveiled: Inside Terror Australis - 2nd Edition
What’s In the Book?
Australian History and Geography
Covers the European exploration, from the land being a convict colony through to the Australian gold rush, and beyond to the Great War and its aftermath. We then look at the geography of the Australian continent, noting some archaeological sites and providing an overview of the differing regions and climates.
Here we focus on the history of Aboriginal Australians and Torres Strait Islanders, as well as the white population, and contrast life in the urban and life in the rural environments. Special focus is given to Australian investigators, with new skills and occupations appropriate to for Aboriginal and white Australians. We round things out with brief biographies of some key Australians of the post-Great War period, who might be encountered by wandering investigators.
Resources for 1920s Australia
This chapter provides a toolkit of historical subjects, usable by Keepers, for running games in Australia. Topics include law enforcement, transport, mounting expeditions into the Outback, communications, and sources for research.
Provides an in depth look at some of Australia’s key cities, including Sydney, Melbourne, Perth, Adelaide, and Brisbane. Maps are provide for each city, as well as details on notable mysteries or events, and suggestions concerning cults in thrall to the gods and horrors of the Cthulhu Mythos.
Known to some as “the Dreaming” or “Dreamtime,” the Alcheringa chapter focuses on how to incorporate the wisdom and learning stemming from Aboriginal cultural traditions into games, and features special rules and mechanics for running “dream quests” to gather important information to solve dire situations facing the investigators, as well as the rewards for “solving” a “Song-Line.” The stages of a Song-Line are discussed and presented with examples, such as the Story of Bigibila, which can be played as a scenario introduction to Alcheringa. Topics such as Aboriginal sorcery and artifacts are also discussed.
The Mythos in Australia
Here, the book looks at the dark conspiracies and taint of the Cthulhu Mythos upon the Australian soil, with particular reference to the legacy of the Great Race, the Flying Polyps, and to the elusive and mysteries Sand Dwellers. A range of Mythos cults are presented, ready for the Keeper to incorporate into games, as well as featuring some of the other Mythos monsters that could be found lurking in dark shadows.
The book is rounded out with two large scenarios and appendices.
Long Way From Home: the investigators look into a series of odd and unexplained meteor showers and are drawn into a web of intrigue involving some ancient foes. Presented as a sandbox with multiple entry points, the scenario features a range of plots and encounters set in the remote region of Paralana.
Black Water, White Death: sought-after papers concerning Australia’s convict history lead the investigators to Tasmania and to a dark mystery to terrify the dreams of all concerned. What begins as a simple matter of attending an auction ends with terror and a cosmic threat.
Gathered in the appendices are some of Australia’s deadly wildlife, with game profiles provided for their use in games, as well as timelines covering Australia, and recommended further reading and viewing.
In Australia, investigators will come face-to-face with supernatural forces that have endured for longer than humanity has existed. It is a land of adventure, danger, and ageless wisdom—a perfect for setting for Call of Cthulhu!
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What the Critics Say
"A superbly produced update of one of the more original and fascinating settings for Call of Cthulhu, brought up to speed with the latest edition rules, with added cultural sensitivity, historical depth, and sheer atmosphere". Substance 5/5, Style 5/5—Paul StJohn Macintosh review, RPGNet.
"Terror Australis knows the strengths of the Mythos setting and plays them to the hilt… a sourcebook about a country that is instantly recognizable to all Americans and Brits, yet which differs in most of the details. This isn't just about a change of pace, but about a point of view that European or American adventures can never successfully produce. Be it because of the Alcheringa (Dreamtime chapter), of the tyranny of great distances, or of the last unexplored continent, this is a sourcebook I treasure."—Antonios S. review, RPGNet.
"…an incredible book filled with great information, beautiful art and lots of inspiration for Keepers and Players alike."—In Space No One Can Hear You Roll.
"undeniably impressive...(it) fully fleshes out the continent, not just in mundane and Mythos terms as you would expect, but in magical terms with the extra dimension of Alcheringa. The rules for Alcheringa and song-lines are an impressive addition to Call of Cthulhu, helping to bring an aspect of Aboriginal culture and spirituality to life and mark investigations in Australia as being different to those in other countries."—Reviews from R’lyeh.
"Terror Australis makes a potent case for 1920s Australia as a highly promising setting for Call of Cthulhu – either to visit, or to set an entire campaign in. The local culture – both indigenous and settler – is vividly depicted, but at the same time the same rules of thumb apply when the Mythos goes rampaging in Australia as it does anywhere else – when you hear, when you hear the thunder, you better run, you better take cover."—Refereeing and Reflection.
Physical Product Settings
Is Physical Product: [N]
Has Inventory: [Y]
United States: [Y]
United Kingdom: [Y]
Is PDF Available: [Y]
PDF Product Name: [Dead Light and Other Dark Turns - PDF]
PDF Product Link: [/dead-light-and-other-dark-turns-pdf/]
Has Physical Product: [Y]
Is Physical Available: [Y]
Physical Product Name: [Terror Australis - 2nd Edition - Hardcover]
Physical Product Link: [/terror-australis-2nd-edition-hardcover/]
- Year Released:
- 7th Edition Call of Cthulhu
- Full Color PDF
- Page Count:
- Penelope Love, Mark Morrison, Dean Engelhardt, Marion Anderson, Phil Anderson, Geoff Gillan, Richard Watts, Darren Watson, Vian Lawson, John Hughes, Tristan Goss, James Haughton, Sandy Petersen, Brian M. Sammons, with Mike Mason and Lynne Hardy.
- Editing and Development:
- Mike Mason
- Cover Artist:
- M. Wayne Miller
- Interior Artists:
- Corey Brickley, Caleb Cleveland, David Grilla, Eric Lofgren, Joel Chaim Holtzman, Jonathan Wyke, Lee Simpson, Linda Jones, Matthew Wright, Michelle Lockamy, Pat Laboyko, Victor Leza, M. Wayne Miller
- Matt Ryan, Kalin Kadiev, Andrew Law, Nicholas Nacario
- Nicholas Nacario
- Proofreading and Additional Editing:
- Lynne Hardy, Andrew Kenrick, Keith Mageau, Olivia Lauritzen, Doug Bailey, James Haughton, and Michael O’Brien
It's been a trend of Call of Cthulhu 7th Edition that new versions of old books have been more than simple updates. Terror Australis continues in this vein, with not just expanded but substantially reinvented material. Apart from the history and geography of the continent, both settler and indigenous, this is most notable in a completely different interpretation of Alcheringa, the Dreamtime. Instead of what was essentially a regional Dreamlands, this Alcheringa is made up of living stories tied to places in the landscape - stories which can be entered and played through for power and insight. I'm not really qualified to offer an opinion on whether this is truer to the real spirituality, but it certainly centres the indigenous people and their knowledge of their land in way the old version did not. There's more, but that is the biggest taste of what you can expect. It's absolutely worth getting this book, even if you have a previous edition.