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Characters / Titus Crow

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The Heroes

     Titus Crow 

The world's greatest Occult Detective and opponent of the Cthulhu Cycle Deities. He is the protagonist for the short stories and the first two books in the series.


     Henri Laurent de Marigny 

The son of Étienne-Laurent de Marigny, the New Orleans mystic and The Watson to Titus Crow until he Took a Level in Badass to become the series main protagonist.

  • Badass Cape: Has one which grants him the power to fly.
  • Gentleman and a Scholar: Like Titus Crow himself, Henri is a devotee of the occult and antiques.
  • In the Blood: His father was a notable mistake and sorcerer before him.
  • Non-Idle Rich: Henri is rich enough to purchase antiques and adventure around the world even before he becomes a space explorer.
  • The Lancer: To Titus Crow.
  • Legacy Hero: Becomes one to Titus Crow, taking up the fight after he moves to Elysia.
  • Love at First Sight: With Moreen.
  • Psychic Powers: To a lesser extent than Titus Crow but still formidable.
  • Supporting Protagonist: Only in The Burrowers Beneath as he becomes the primary one in The Clock of Dreams.
  • Took a Level in Badass: Becomes a time and space wandering hero even the Great Old Ones are afraid of.
  • The Watson: Serves this role in the beginning of the series, being little more than a sounding board for Titus Crow but gradually moves to become The Hero.

     Hank Siberhutte 

A Texan psychic who works for the Wilmarth Foundation. He is eventually stranded on the planet Borea where he decides to become leader of the local La Résistance.

  • Ascended Extra: Was mentioned in The Burrowers Beneath as a important member of the Wilmarth Foundation.
  • Authority Equals Asskicking: Hank's rank among the Plateau peope is based on his ability to defeat Ithaqua's people.
  • Badass in Charge: He eventually rises to become the warlord of the Plateau people.
  • Contrasting Sequel Main Character: Hank is significantly less bookish and more two-fisted than Henri and Titus.
  • Expy: One for John Carter, Warlord of Mars. A Southerner who journeys to an alien planet where becomes leader.
  • I Choose to Stay: He chooses to stay on Borea in ordert o be with Armandra.
  • Psychic Powers: Which he uses to connect with the locals.
  • Revenge: His motivation for going after Ithaqua. The Great Old One killed his cousin after driving him insane.
  • Tsundere: Is actually a male example fo this with Armandra. He doesn't want to seem too eager or uninterested.

Elder Gods

The ruler of the Elder Gods and their wisest, most powerful member. He is literally Cthulhu's brother and as benevolent as the R'lyehian overlord is evil.


Cthulhu Cycle Deities


     Shudde M'ell 
Debut: The Burrowers Beneath, Brian Lumley

Leader of the Chthonians: race of worm-like monsters with a squid-like head. Shudde M'ell appears like a larger form of a Chthonian, and possibly the progenitor of the species.

  • Broke Your Arm Punching Out Cthulhu: While the Wilmarth Foundation managed to wipe out many Chthonians, they lost a lot of people and resources. Also occurred when they tried nuking Shudde M'ell himself, and failed.
  • Eyeless Face: Chthonians in general have no eyes.
  • Nigh-Invulnerability: Shudde M'ell can take on a nuclear explosion and live, as well as able to bore through Earth's crust and survive in the planet's mantle.
  • Made of Iron: Cthonians are able to resist great pressures and temperatures.
  • Mama Bear / Papa Wolf: Generally, it’s a bad idea to mess around with Chthonian eggs.
  • Mental Fusion: Groups of Cthonians can combine their psychic powers to overcome any protection.
  • Psychic Link: All Chthonians are linked to each other, allowing to know exactly what other one knows.
  • Sandworm: Chthonian physical appearance suggests this, but they're more like the Horta from Star Trek. They can easily burrow through rocks, and can resist high pressure and heat. Although, the Cthonians and Sandworms do share the same...
    • Weaksauce Weakness: Chthonians don't take well to exposure to, of all things, water. Which helps explain why they usually tend to stay safely miles underground rather than visit Earth's mostly water-covered surface, of course.
  • Telepathy: The worms can influence a person's thoughts and emotions, causing them to make mistakes or force them to stay in one location.
  • Tome of Eldritch Lore: The G'harne Fragments, which tell of the history of the titular Cthonian city.
  • Tunnel King: Chthonians excel at this.


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