The Stars Are Right… For a blow-out sale!
We’re here to sell games, and chew bubblegum. And we’re all out of bubblegum.
Over the years, our warehouse has become stuffed full of more Cthulhuy goodness than the Martense Mansion. We’re bursting at the seams and need to make room for the new things coming in!
We’ve decided to blow the doors off Cthulhu’s tomb, and close out all the “Non-Standard” items in our warehouse.
So now’s your chance to get deep discounts on Monographs, Fantasy Flight Games’ Cthulhu games, non-English language editions of our games, CDs, Magazines, The Laundry RPG, miniatures and much more!
Thus, we have 50% off the Following: All BRP and Call of Cthulhu Monographs! Novelties & Accessories! All licensed Call of Cthulhu products, including Fantasy Flight Games boardgames and miniatures, Cubicle 7 books, Golden Goblin, Arc Dreams, and more! All non-English language books! Nephilim! (These books will not be reprinted or reordered once they’re gone!)
Also, we have 75% off all the remaining stock of Eternal Champion games and D20 Call of Cthulhu Gamemaster’s Packs! (Last chance!)
Plus, look for special bundle packs of Eternal Champion and Nephilim books!
Lastly, as an added incentive, take 10% off everything else we sell. Just because we love you so much.
Ia! Ia! Discounts Fhtagn!
(PLEASE NOTE: Discounts are not shown on the webstore catalog pages! You must add items to your shopping cart, and then the discount will be reflected in the cart.)
GREG STAFFORD & SANDY PETERSEN RETURN TO CHAOSIUM INC.
While we wanted the Kickstarter backers to hear this directly from us first, we also wanted all of you, the faithful, to get this information as soon as possible. Here is what we sent out. More very soon.
We have pressed the reset button.
In 1975 Chaosium started out as a quirky boutique game company. We were all about creativity, artistry and craftsmanship. With every game we vowed to provide you with new realms of imagination and entertainment. Over the last few years we forgot that, and lost our way.
The Great Old Ones have Returned…
Greg Stafford, founder of Chaosium and creative force during its heyday, is now President. Sandy Petersen, world renowned game designer who brought Cthulhu into the light three decades ago, has rejoined the team as well.
Greg says: "Chaosium is part of my legacy. My intent is to restore it to its rightful place in the world of gaming. Something we can all take pride in, and something that fans will look forward to." Where “what’s next?” is answered with “I can’t wait”.
The Stars are Right…
Sandy says: "I am excited to return to active participation in the Call of Cthulhu line, and I’m eagerly looking forward to working directly with Greg again. We are Chaosium's original team from the 1980s. My first focus is going to be the Call of Cthulhu 7th edition Kickstarter campaign."
Our main plan is simple (but a lot of work):
Quickly sift and sort through the current company problems
Immediately ship the remaining Horror on the Orient Express backer rewards
Focus on the Call of Cthulhu 7th edition Kickstarter backer rewards
Return to regularly making awesome new games.
We offer new hope, and ask only for your patience."
Please visit Chaosium.com for regualr news and updates. Contact us with questions, kudos, curses, or kindness. We are listening, and we will respond.
--Greg Stafford, President and CEO of Chaosium Inc. I’m puttin the band back together.
Five New Adventures for Basic Roleplaying, including:
MISSION TO EPSILON: The Intergalactic Federation encompasses a region of space hundreds of light years across.
Flare Teams are rapid response units of the Intergalactic Federation. Patrolling assigned sectors of IGF space in small starships, they respond to distress calls and render whatever assistance is possible. Their mandate includes humanitarian relief, technical assistance, emergency medical care, rescue, law enforcement, and military duties.
You are part of a Flare Team. You travel light and are trained to deal with nearly every conceivable situation. You might go long periods without receiving an emergency call—but when your subspace radio detects a call your Team must respond immediately.
However, resources of the IGF are spread thin. A Flare Team is always on its own, and is expected to overcome whatever challenges it may encounter. Teams know that there is no back-up—assistance from the IGF might take months to arrive.
The Adventures Included:
- Mission To Epsilon
- A Mortal Coil
- Cabin Fever
- Descent, With Modification
- Spacejack!
SIX REASONS TO FEAR THE UNKNOWN
The Cthulhu Mythos presents horrors far worse than mere death…
You won’t find any ghouls or deep ones, or other named Mythos entities here. The horrors found within have no names, but they are still very much of the Mythos. Your players will not have encountered their like before, and no one will be on safe, comfortable ground.
Nameless Horrors brings you six new scenarios that will frighten even the most experienced of Call of Cthulhu players, giving them reason to fear the unknown.
- An Amaranthine Desire—The investigators find themselves in the doomed English seaport of Dunwich, encountering strange echoes of the night that sealed the fate of all who dwell there.
- A Message of Art—The investigators are invited to attend the closing party of the Salon de la Rose + Croix, rubbing shoulders with the Parisian elite, while finding out that the cost of truly great art is sometimes death.
- And Some Fell on Stony Ground—life in small-town America of the 1920s is not quite what it was for residents of Stowell. Local people are behaving strangely and events are escalating. Can the investigators get to the bottom of the mystery and survive before the entire town explodes in frenzy of blood and crime?
- Bleak Prospect—residents of a shantytown in Depression-era Massachusetts find their community under assault from unknown forces. Who or what is preying on them? Will the investigators find out before those they hold dear are destroyed?
- The Moonchild—David Barber was driven to make a terrible pact to save his son’s life, allowing a great evil to be unleashed upon a unsuspecting world. Drawn together by a mutual acquaintance, the investigators must work together or fall under the spell of the Moonchild.
- The Space Between—What was planned as a fantastic new feature film is turning into the shoot from hell. The leading lady has vanished, the director has retreated from the world, and the police are sniffing around the set. It is up to the investigators to get the film back on track and share its vision with the world.
CTHULHU THROUGH THE AGES PRINT EDITION
On release back in 1981, the initial setting of Call of Cthulhu focused upon the “classic” 1920s-era of the early twentieth century — the time of H.P. Lovecraft. It did not take long for players to realize the potential of the game —that it could adapt easily to other time periods.
Over the last thirty-plus years, players have been confronting the Cthulhu Mythos in all manner of historical settings: be it the Dark Ages, Imperial Rome, the Dreamlands, Victorian Gaslight-era, or even the far future! The minions of the Great Old Ones can always be found, lurking in the shadows.
The latest edition of Call of Cthulhu includes investigator occupations, equipment, and weapons for both the 1920s and modern-day settings, allowing for games to be set in either time-frame. In due course, other published settings will be updated to the latest edition of the rules; however, Cthulhu Through The Ages has been created to help players adopt the latest rule set for the wide range of settings published by Chaosium.
Here you will find straight-forward guidance and era-specific rules for investigator creation for seven different settings. Also offered are updated rules for combat and a sprinkling of other topics like scenario seeds, setting-specific monsters, and investigator organizations.
Now you can order your own print edition of this great supplement!
Madness on the Orient Express Ebooks
Trains embody the promise and peril of technological advance. They unlock opportunities for wealth and travel, but also create incredible chaos—uprooting populations and blighting landscapes. Work on or around the rails leads to unwelcome discoveries and, in light of the Mythos, dire implications in the spread of the rail system as a whole.
A certain path to uncovering unwelcome truths about the universe is to venture beyond our own “placid island of ignorance” and encounter foreign cultures. The Orient Express serves as the perfect vehicle for such excursions, designed as a bridge between West and East. Movement into mystery forms the central action for many stories in this volume. The only limitation placed upon writers for this collection was that their works somehow involve the Orient Express and the Mythos.
The last warning whistle has blown, and we are getting underway. Have your tickets at the ready and settle in for a journey across unexpected landscapes to a destination that—well, we’ll just let you see for yourself when you arrive. We promise this though: murder will be the least of your problems on this trip aboard the Orient Express!
This great collection of tales is now available for download! One price gets you e-files and the PDF.
Atomic-Age Cthulhu Fiction

THE DECADE OF THE 1950s: while many places in the world are still recovering from the horrors of the Second World War, it is a good time for America. The economy and industry are roaring, the middle class is exploding, and everyone can own their own home. The nation is filled with pride after a hard-won victory. The future never seemed brighter, and yet...
...never before have we faced a global threat as dire as the atomic bomb. Humanity has always waged war, but now we can eradicate all life on the planet. Educational films promise survival of a nuclear blast. In movies, the classic monsters of the 30s and 40s are replaced by horrors spawned of the atom.
Enemies are everywhere, and there are dangers in our midst: devilish rock n’roll, morally corrupt books, and sinister comic books corrupt the minds of our youth.
The dreaded Red Menace of Communism is poised to overthrow our government and strip-away all of our personal freedoms. Their comrades are everywhere and could be anyone, including your neighbor, your friend, or a member of your family. There are godless Communists spreading across the globe, and they must be stopped by any means necessary!
So here you have the world of Atomic-Age Cthulhu, bringing Lovecraftian horror to the postwar Golden Age.
Nomad Tribes of Central Asia for BRP

For longer than two millennia they raided and subjugated their civilized neighbors of the West and the East. Europe, Russia, China, and the Islamic Caliphate feared them, and sometimes revered them as their masters. For no matter which tribe lead them, whether Huns, Turks, or Mongols, the Steppe Nomads ruled over central Asia and dared to wage war against anyone in the world, believing that their god Tengri granted them power over all inferior mortals. And in truth the gods of war often smiled upon their armies, blessing them with victories over countless enemies.
Wind on the Steppes is a supplement for Basic Roleplaying describing the features common to all nomad tribes, and the peculiarities of each nomad ethnicity or empire. Within you will find inspiration for fleshing out powerful enemies for your fantasy or historical campaigns, but its use is not limited to providing you with more detailed “bad guys”: Nomads can be fascinating player-characters, too. The harsh life of the steppe and the unique flavor of their shamanistic approach to the supernatural world gives you plenty of great roleplaying opportunities.
Thanks for stopping by,
The Chaosium Crew