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The Weird Weird West

“Under an alien sky where gods of eldritch matter rule, the only truth is revenge.”
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It is one hundred years past the rise of the Old Ones which has been reduced to a giant monster-filled desert and pockets of human survivors (along with Deep Ones, ghouls, and other “talking” monsters). John Henry Booth is a ranger of one of the largest remaining city-states when he’s exiled for his group’s massacre and suspicion he’s “tainted.” Escaping with a doctor who killed her husband, John travels across the Earth’s blasted alien ruins to seek the life of the man who killed his friends.

Cthulhu Armageddon is a series by C.T. Phipps set in the world of H. P. Lovecraft's Cthulhu Mythos. The first book is also called Cthulhu Armageddon and has its tropes listed here.

Books in the series include:


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     Tropes in the series 
  • After the End: It's over a century after the Great Old Ones rose and destroyed the Earth.
  • Alien Sky: Earth has developed one of these due to the Great Old Ones. It is implied the laws of physics themselves are breaking down.
  • Apocalypse Cult: Much of humanity has converted to worshiping the Great Old Ones. Which is understandable since this is implied to be the future of Call of Cthulhu.
  • The Apunkalypse: Some Cthulhu cultists seem to have adopted the look but no one else has.
  • Cosmic Horror Story: The backdrop to a post-apocalypse western.
  • Crapsack World: The Great Old Ones have killed most of humanity, monsters rule the Earth, and most of the surviving human communities are dictatorships. Oh and slavery has returned.
  • Eldritch Abomination: It wouldn't be a Cthulhu Mythos story if they weren't present. Notably, the first book contains nightgaunts, Elder Things, ghouls, Deep Ones, a "dragon" a shoggoth, mutated humans, a Earthmother, a giant byakhee, and more.
  • Eldritch Location: The Black Cathedral is made of organic and inorganic material, has non-euclidean geometry, and also exists in multiple dimensions.
  • Fantastic Racism: Called out in the text that Deep Ones, ghouls, and Serpent Men are all closer to humanity than they are to the Great Old Ones they worship. Nevertheless, all of them hate each other and consider their variations monstrous. Word of God says this is a deliberate inversion of Lovecraft's beliefs on race.
  • Future Primitive: Played with. The Dunwych are a tribal society but encountering them reveals they're more advanced than just about anyone else, they just choose to mix low-tech with high tech due to magic getting better results.
  • Gray and Gray Morality: Overall. Just about everyone has a reason for what they do, even if those reasons are inexplicable to human minds.
    • Black and Gray Morality: For the human characters. The Wasteland has embittered humanity so the majority of survivors are one kind of scumbag or another. Some are pure evil, though, and this makes the others look better.
    • Blue and Orange Morality: The Great Old Ones themselves. They destroyed the world waking up and are probably not even aware of humanity. Averted with the human or near-human characters who may be good or evil depending on their actions.
  • Half-Human Hybrid: Jackie is one of these, being the daughter of a ghoul and destined to become one herself.
  • Humans Are White: Resoundingly averted as the protagonist is black, his girlfriend is Asian, the Dunwych are multiracial, and no one bats an eyelash at it. Word of God says this is a (gentle) tweak at Lovecraft's RL views.
  • Humanoid Abomination: Nyarlathotep (of course) takes this form a few tiems. John Henry Booth turns out to be one himself.
  • New Old West: The post-apocalypse Cthulhu one.
  • Religion of Evil: Subverted by the cults of Cthulhu. While everyone treats them as this, it's implied to be no worse than any other faith.
  • Scavenger World: The Fallout and Wasteland influences are very visible.
  • Shout-Out: The Hyborian Age, Titus Crow, and Herbert West are all given shout-outs. Also, there's some allusions to Stephen King's The Dark Tower. The video game Wasteland also gets one in the middle of the book.
  • The Stars Are Going Out: More like re-arranging, which John admits is even more impossible than it sounds (and it sounds insane) since they shouldn't have their light visible for millennium.
  • Weird West: While only lightly so (Rangers, cowboy hats, quirky towns, and native tribes), there's definitely a New Old West vibe to the place. It's just merged with the fact it's also a Lovecraftian horror story and a sci-fi apocalypse.

     The Book 
  • Adventure Towns: Scrapyard, Kingsport, and New Arkham.
  • The Atoner: Mercury wishes to become this but doesn't quite realize how difficult it's going to be in the Wasteland.
  • Big Bad: Alan Ward, implied to be a reincarnated Joseph Curwen, is this. Also qualifies as a Big Bad Wannabe since he lives in a world with alien gods.
  • Bittersweet Ending: Bordering on a full-blown Downer Ending. Alan Ward is killed and so is Peter Goodhill but New Arkham is devastated, the children are all dead, while John is turning into a monster.
  • Body Horror: Alan Ward has a nasty case of this, having mutated horribly from his use of black magic. John has a serious case once he discovers his true nature as a half-human hybrid. Richard Jameson suffers a mild one of these, still hating the fact he's a ghoul centuries after becoming one.
  • Dead All Along: The children the heroes were originally planning on rescued were sacrificed long ago and their souls bound to a Lotus-Eater Machine to "save" them from living in the hell that is post-apocalypse Earth.
  • Doomed Hometown: New Arkham becomes one of these at the very end for no reason at all other than to kick our heroes when they're down.
  • Expy: The Earthmovers appear to be ones for Chthonians combined with Dune's sandworms.
  • Evil Overlord: Alan Ward rules a portion of the Wasteland like this.
  • Friendly Neighborhood Vampire: Richard Jameson is a Friendly Neighborhood Ghoul.
  • Last Fertile Region: Ghoul Pass isn't the only one but it shocks Mercury when she sees it.
  • Lovecraft Lite: Averted. It appears to be this way but humanity has only three centuries to live, New Arkham is destroyed, and the children were Dead All Along. Played straight in the fact the monsters are shown to have more human qualities than typically found in Lovecraftian writing.
  • Magical Native American: The Dunwych to an extent with the subversion they're descendants of a bunch of tourists who formed a tribal (but functional society) in a green zone near the aforementioned town. They're stated to be a "new race" due to the mixture of the people onboard the bus.
  • Military Coup: Near the climax, New Arkham's military overthrows the ruling council as a prelude to ending isolationism and going expansionist. It ends up being for naught, however.
  • Ooh, Me Accent's Slipping: This happens with Jessica a couple of times since she's only feigning a Texas drawl.
  • One-Man Army: John repeatedly kills things no human has any right to be able to. Because he's not human.
  • Omnicidal Maniac: Alan Ward believes he needs to exterminate humanity's survivors in order to transcend them into something else. John is disturbed to note there's a little logic to his words given humanity's imminent extinction.
  • The Remnant: The government of New Arkham styles itself as the official United States Remnant. However, since its control only extends to New Arkham itself (a pre-Rising military base converted into a burgeoning city) and the surrounding territory (some small towns and villages), no one really takes the claim all that seriously. They do take over Kingsport later on, only for New Arkham itself to be destroyed shortly after.
  • Torture Technician: Mercury was forced into being one of these when she was barely above a teenager.
  • Would Hurt a Child: Alan Ward proves to be this most resoundingly. He killed all of his young captives in order to make them immortal.


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