Cthulhu's Dark CultsTen Tales of Dark and Secretive Ordersedited by David Conyers
Date Published: 2010
Publisher: Choasium IncISBN: 978-1-56882-235-8
Format: B
Pages: 246
Reviewed by Andrew J. McKiernanH.P. Lovecraft's Cthulhu Mythos has been one of the most influencial and successful of all of horror fiction's many and varied tentacular branches. Expanded upon by such horror luminaries as Robert Bloch, Robert E. Howard, Clark Ashton Smith, Ramsay Campbell and Stephen King, it's sanity shattering horror has oozed its way (to greater and lesser effect) off the page and into our cinemas, our TV screens, and our video games. There is even a large range of plush and vinyl Cthulhu toys; just the thing for your baby to snuggle up to in their crib through the dark of night. And, through all this mythos change and expansion and almost mainstream acceptance, one aspect has remained strong and steady for almost 30 years... and that is Chaosium Inc.'s
Call of Cthulhu Role Playing Game (RPG).
I first started reading Lovecraft and other mythos fiction when I was 9yrs old and it still makes up a strong and important part of my adult reading. I've been playing
Call of Cthulhu RPG since its 2nd Edition in 1983, and to this day (barely changed in over six editions) it still stands as a favoured Role Playing Game in our household. And yet, for all this time I never realised there is a difference between 'Lovecraftian' mythos fiction and 'Call of Cthulhu' mythos fiction. But, there does seem to be a difference and editor David Conyers ably shows us these differences in Choasium Inc.'s anthology
Cthulhu's Dark Cults.
At just on 246 pages,
Cthulhu's Dark Cults is a collection of ten tales which all take as their basis a particular cult or secretive order first written about in various rule books and adventure scenarios produced for the Call of Cthulhu RPG. All of the stories are set during the 'standard' Lovecraftian era of the 1920s and 1930s in keeping with the games core rules, but I never had the feeling that any of the stories were in the style of Lovecraftian-pastiche... for some stories this was a definite plus, while I felt others could have stuck a little closer to the standard mythos style and voice in order to increase their credibility for the reader. My only other problems were a few anachronisms in the speech of characters, and one our two objects misplaced in time and space - an American character wearing a 'bowler' hat when, at that time in the US, that style was exclusively called a 'derby' - but these sorts of things occur infrequently and largely only in the first half of the anthology. The stories in the second half came across as a much smoother ride... or maybe that's because I'd finally fallen into the groove of understanding the difference between 'Lovecraftian' fiction and 'Call of Cthulhu' fiction?
The anthology open's with John Sunseri's "
The Eternal Chinaman", a tale set in 1920s San Fransisco that reads in some places more like Quentin Tarantino-style thugs in modern day New York. The Eternal Chinaman is a cult that receives more than one mention in the stories that are to follow and in this way Sunseri's tale is a great introduction to evil priest Lang Fu and the cult which surrounds him. Unfortunately, for a first-person narrative from 1920, I found the voice and dialogue a little too modern to really lose myself in the story - even if the narrator is a well-seasoned sailor. I'm not saying that sailor's didn't speak like that in the 1920s (I'm sure they did), but they certainly didn't write that way and when reading a written story this is something that pulled me out what is otherwise and entertaining and action packed tale of dark cults on the San Fransisco wharves.
John Goodrich's "
Captains of Industry" finds us moving from the docks to the factory, this time in Boston 1921. Goodrich's story, like the one preceding it, could almost have been set in modern times but the dialogue never strays too far from its era. Despite a slow start, the "Captains of Industry" becomes increasingly brutal in that exciting Pulp/Tarantino way (more akin to Robert E Howard than HP Lovecraft). The clash between disgruntled factory works, union officials and servants of the Hermetic Order of the Silver Twilight leads to a climax that seems almost premature and stifled when you consider that path taken to get there.
"
Perfect Skin" by David Witteveen is the first story in the anthology to make me realise the untapped depth of information and story ideas contained in the 'Call of Cthulhu RPG' and its related supplements. There isn't much given away here - just vague and unsettling hints - and there are no 'cosmic horrors', but "Perfect Skin" is well written and intriguing in a way that tells me I'm only just scratching the surface of the cult known only The Brotherhood. Set in Istanbul, 1922, Witteveen weaves a tale that begins equal parts PG Wodehouse and Evelyn Waugh, and ends with a creepy twist worthy to grace the pages of the original Weird Tales magazine.
William James' "
Covenant of Darkness" is possibly the shortest and most action packed of all the tales in the anthology. Almost a 'locked room' story, with our intrepid adventurers (a doctor, a detective and an anthropologist) barricading themselves in an apartment for the duration as unspeakable horrors pound on doors and windows seeking unholy ingress. Despite the sheer improbability of almost everything that happens in "Covenant of Darkness" it is the most fun of all the included stories and probably comes closest to the sheer enjoyment of actually playing the
Call of Cthulhu RPG.
Penelope Love takes a very different tack to the previous stories - moving away from the hero as the point-of-view character and offering us something a little more unsettling - in "
The Whisper of Ancient Secrets". Here we see things through the 'eyes' of a character more akin to the villian, the scientist/cultist gone made whilst dabbling in strange geometries and sacrifices. The writing is beautiful, the Australian setting haunting, and the chance the author has taken to 'do-something-different' really put this story at the top of my favourites list for this anthology.
"
Old Ghost" by Peter A. Worthy uses the familiar Lovecraftian trope of presenting the story as a series of first-person account letters. Set in Shanghai in the years prior to the Second Sino-Japanese War, "
Old Ghost" is a complex tale of personal ghosts and conjured ones, and of a Catholic Father who must fight for his life and sanity against the mysterious cult of The Bloated Woman.
Like Penelope Love's "
The Whisper of Ancient Secrets", Oscar Rios' "
The Nature of Faith" tackles the notion of cults and pagan religious practices from a slightly different angle. Rios lulls us into small town Massachusetts - Dunwich, the be exact, so we should know what to expect - and makes us wonder if all this talk of evil backwoods cultists is anywhere near as bad as it is made out to be. He lulls us in until we almost believe it, and then... well, lets just say I found "
The Nature of Faith" extremely effective at setting off my 'creeped-out' buttons.
Cory Goodfellow's "
The Devil's Diamonds" didn't pack quite the punch for me that the previous three stories did, but it is still an ably written and enjoyably action-packed mythos tale. I think this is the sort of story that really defines the difference between 'Lovecraftian' mythos tales (those stories that are tight-set, with minimal characters and scant locations) and 'Call of Cthulhu' tales which can have multiple protagonists acting together amongst large set-pieces such as enormous diamond mines in the wilds of Kenya. Like "
Covenant of Darkness", this is a story that reads on the page the way a good session of
Call of Cthulhu RPG should run in real life.
"
Requiem for the Burning God" by Shane Jiraiya Cummings is the longest story in the anthology, and probably the best realised in terms of plot, character and setting. This is almost certainly due to the fact that Cummings has more room to play with in this novelette of evil cult-run corporations, gun-toting mercenaries and dark evils festering deep beneath the mountains of Peru. Like "
The Devil's Diamonds", this is a story of epic scope and grand pulp-style adventure, with everything from flesh-eating ooze to bi-planes dogfighting zeppelins over the Pacific Ocean that comes across almost like Bulldog Drummond vs The Great Old Ones. Not only a fun and exciting read, "
Requiem for the Burning God" is the sort of story that I wish my role-playing sessions ran like!
Editor David Conyers rounds out the anthology with his own story "
Sister of the Sands". Maybe not as epic in setting as the previous two stories, "
Sister of the Sands" definitely holds its own when it comes to depth of story and an historical background that comes across as sufficiently ancient and disturbingly realistic. When a woman walks out of Egypt's White Desert and into the life of an Australian serviceman, he finds his world turned upside down by an ancient cult known as The Brotherhood of the Black Pharoah who want the mysterious woman all for themselves. Conyers' story is a strong end to the anthology and acts as a great climax after the pulpish build-up of the stories by Goodfellow and Cummings.
Overall, the quality of the stories in
Cthulhu's Dark Cults is a little uneven in their voice and tone but the plots themselves are a lot of fun. I think that it is this 'fun' aspect that really separates what David Conyers and Chaosioum Inc. mean by 'Call of Cthulhu' fiction instead of 'Lovecraftian' fiction. A number of stories, such as those by Penelope Love, Oscar Rio, Shane Jiraiya Cummings and David Conyers are especially good and it is a shame these stories all appear in the second half of the anthology, making it seem a little weighted towards the back. It would have been nice to have the stories spread in a slightly different way to even things out, but it does mean the anthology only builds in excitement as it progresses and the final stories are real mind-blowing doozies worthy of the pulp tradition that has made
Call of Cthulhu such a popular and long lasting role-playing game.