Arkham Horror
14 primary works • 19 total works
Pulp action and fantasy adventure in 1920s Massachusetts, pitting brave investigators against a sweeping tide of occult activity aimed at resurrecting alien gods who will consume our world.
It is the height of the Roaring Twenties – a fresh enthusiasm for the arts, science, and exploration of the past have opened doors to a wider world, and beyond… And yet, a dark shadow grows in the city of Arkham. Alien entities known as Ancient Ones lurk in the emptiness beyond space and time, writhing at the thresholds between worlds. Occult rituals must be stopped and alien creatures destroyed; before the Ancient Ones make our world their ruined dominion. Only a handful of investigators stand against the horrors threatening to tear this world apart. Will they prevail?
Countess Alessandra Zorzi, international adventurer and thief, arrives in Arkham pursuing an ancient body freshly exhumed from a mound in Oklahoma, of curious provenance and peculiar characteristics. But before she can steal it, another party beats her to it. During the resulting gunfight at the Miskatonic Museum, the countess makes eye contact with the petrified corpse and begins an adventure of discovery outside her wildest experiences. Now, caught between her mysterious client, the police, and a society of necrophagic connoisseurs, she finds herself on the trail of a resurrected mummy as well as the star-born terror gestating within it.
Aspiring painter Alden Oakes is invited to join a mysterious art commune in Arkham: the New Colony. When celebrated Spanish surrealist Juan Hugo Balthazarr visits the colony, Alden and the other artists quickly fall under his charismatic spell. Balthazarr throws a string of decadent parties for Arkham’s social elite, conjuring arcane illusions which blur the boundaries between nightmare and reality. Only slowly does Alden come to suspect that Balthazarr’s mock rituals are intended to break through those walls and free what lies beyond. Alden must act, but it might already be too late to save himself, let alone Arkham.
Book 2
Book 2
Carl Sanford's mastery of the Silver Twilight Lodge gives him unbridled power and influence, but unforeseen turmoil is coming to Arkham... A new occult curiosity shop in the city, opened by newcomer Randall Tillinghast, draws Sanford's ire, challenging his formerly unrivalled authority. Sanford expects to crush the newcomer like an ant and take what he wants from the wreckage, but Randall Tillinghast isn’t quite as humble and harmless as he seems. In possession of an array of magical artifacts, Tillinghast begins to subvert Sanford’s reputation in more ways than one, forcing Carl Sanford to call all the monsters and magic at his disposal to stop him. Will it be enough?
Hollywood make-up artist and costumier, Jeany Lin, travels to Arkham to work on the new “nightmare movie” by enigmatic director Sydney Fitzmaurice. The star is her sister, Renee Love, Sydney’s collaborator and lover. Desperate to outdo the thrills and terror of Lon Chaney’s popular pictures, Sydney prepares occult-infused dream sequences for Love and her co-stars to perform. But there’s more than mere imagery at play as the cast suffer recurring nightmares, accidents, and impossible waking visions. When events take a sinister turn and people start dying on set, it’s up to Jeany to unmask the monsters before Sydney’s obsessions doom them all.
Dark incantations expose the minds of Miskatonic University students to supernatural horrors, in this chilling mystery novel of Arkham Horror
The mysterious disappearance of a gifted student at Miskatonic University spurs his troubled roommate, Elliot Raslo, into an investigation of his own. But Elliot already struggles against the maddening allure of a ceaseless chant that only he can hear... When Elliot's search converges with that of a Greenland Inuk's hunt for a stolen relic, they are left with yet more questions. Could there be a connection between Elliot's litany and the broken stone stele covered in antediluvian writings that had obsessed his friend? Learning the answers will draw them into the heart of a devilish plot to rebirth an ancient horror.
Book 4
The Devourer Below
Something monstrous has come to Arkham, Massachusetts. There have always been shadows here, but now a new hunger has risen from the depths and threatens those who dwell here. But there are heroes too – people who stand up and fight to stem the tide, even when it costs them everything. Explore eight shocking new tales of occult horror, captivating mystery, and existential fear – from a zealous new heroine to conniving cultists, bootleg whiskey to night terrors, and fiends that crawl from open graves. A nightmare has fallen across Arkham, and it will devour all.
Book 5
Dark Origins
by Dave Gross, Graeme Davis, Richard Lee Byers, and Chris A Jackson
Hour of the Huntress by Dave Gross – the mysterious disappearance of dilettante Jenny Barnes’ beloved sister triggers a frantic search through Arkham’s darkest shadows.
The Dirge of Reason by Graeme Davis – for federal agent Roland Banks, investigating a bizarre incident exposes him to the supernatural horrors of Arkham.
Ire of the Void by Richard Lee Byers – the astronomer and professor Norman Withers finds himself the subject of a strange creature’s gaze when he agrees to assist in a fellow scientist’s weird experiment.
The Deep Gate by Chris A Jackson – sailor Silas Marsh must return to Innsmouth and confront his harrowing nightmares when he stumbles on a tome foretelling the end of the world.
When Arkham Advertiser reporter Andy van Nortwick receives a mysterious film reel in the mail, with a simple note: “Maude Brion is very much alive!”, he steps onto a path which will lead him to the brink of madness. Brion, the famous actress and film director, vanished a year ago on an ill-fated expedition into the Amazon rainforest, delving into the legend of the Spider Queen. Thrilled by the prospect of his big break, Nortwick swings the funds to launch a rescue mission. He gathers a team of explorers and a keen folklorist to bring back Brion and cement his reputation. But deep in the Amazon jungle, the boundaries between intrepid adventurers, dreamers, and deranged fanatics blur inside a web of terror.
Betsy Baxter is the plucky stunt-actor star of the 1920s serial adventure, The Flapper Detective. While researching a wing-walking scene, she meets the fearless Winifred Habbamock and discovers a shared background of eerie encounters and eldritch phenomena. For years, Betsy has been investigating the disappearance of an old friend during the horror-struck filming of The Mask of Silver, when she learns of his reappearance in Arkham, she and Winifred hit the road to investigate. But Arkham is full of mysteries and danger. Betsy will need all her skills, and new allies, to prevent an otherworldly cataclysm from consuming her and all of Arkham.
Grim Investigations
by Jennifer Brozek, Richard Lee Byers, and Amanda Downum
To Fight the Black Wind by Jennifer Brozek – psychologist Carolyn Fern’s treatment of a patient’s terrifying nightmares tears open a doorway into the Dreamlands and the Elder Gods.
The Blood of Baalshandor by Richard Lee Byers – the arcane tomes of Miskatonic University are an irresistible lure for stage magician, Dexter Drake and his assistant Molly Maxwell, where they soon fall prey to dark forces.
Dark Revelations by Amanda Downum – when author Gloria Goldberg visits Arkham to complete the unfinished novel of her fellow author, its words escape the page and transform Arkham.
Also featuring the essential Investigator Origins stories, drawn from deep in the Arkham Horror archives.
Professor Miranda Ventham is having bad dreams – nothing new in 1920s Arkham – but hers are horrifying glimpses of a dark future. Now seriously ill, she books herself into the new sanatorium, Stroud Institute. With luck, the town’s eldritch taint won’t reach her there. And yet the nightmares worsen. With the aid of her friend, parapsychologist Agatha Crane, they delve into the background of the sanatorium’s enigmatic director, Donovan Stroud. Plagued by doubts, delusions, and terrifying visions, Miranda must unravel the shrouded history of the Strouds before she is trapped in a labyrinthine nightmare. Something sinister lurks at its heart, and it longs to be set free.
Secrets in Scarlet
Beyond our world lies another, one full of paranormal forces and eldritch horrors, and once that membrane has been pierced, life can never be the same again. In every corner of the globe, a secret international organization is seizing objects of extreme supernatural power. They declare themselves defenders of humanity, fighting off the darkness which presses against the veil shrouding our reality from the unknowable. But do their claims of altruism ring true? And should a shadowy cabal be permitted to wield such power alone? From the world of Arkham Horror comes an exciting new anthology that delves into the mysterious Red Coterie and those who seek to stop them.
Adventuress Countess Alessandra Zorzi has a new vocation: reacquiring the occult artefacts she stole to put into the safer hands of Miskatonic University. With her new apprentice, Pepper Kelly, Zorzi tracks the infamous Zanthu Tablets to Paris. But the city is rife with spies and the countess has many enemies. When Pepper is kidnapped, it becomes clear that someone is out for revenge. Zorzi must rescue her apprentice, find the tablets, and prevent an old enemy from summoning an army of vengeful ghouls from the depths of the catacombs. Stealing relics is a lot harder the second time around…
A nightmarish power unleashed from the depths infiltrates Arkham in this nautical-horror pulp adventure from the acclaimed Arkham Horror game world
When dissolute fisherman Abel Davenport discovers an ancient temple in the deep ocean, he under the influence of a long dead god. In his attempts to restore the god’s cult, Abel unleashes a plague of twisted doppelgangers on Arkham. Horrified by the consequences, Davenport realizes that he alone cannot stop the monsters from resurrecting the Ancient One. Sometimes the only way to end one cult is to start another… Teaming up with redeemed cultist Diana Stanley and notorious thief Ruby Standish is the first step. The second is convincing Carl Sanford, the powerful leader of Arkham’s Silver Twilight Lodge, to join their cause. Together they might be the only hope of averting a cataclysmic eldritch invasion.