The Cthulhu Mythos | Cultist Armoury - cultistarmoury.org (2025)

H.P. Lovecraft’s "The Color Out of Space" is a chilling tale of an otherworldly force that brings decay and madness to the rural farm of Nahum Gardner and his family. Set in the fictional town of Arkham, Massachusetts, the story explores the corrupting influence of the unknown and mankind's fragile sanity when faced with the inexplicable.

The story is framed as a recounting by an unnamed surveyor who comes to Arkham to assess land for a proposed reservoir. He is warned away from a desolate region known locally as the "blasted heath," an expanse of gray land where nothing grows. Intrigued, the surveyor seeks out an old local, Ammi Pierce, to learn about the events that led to this cursed land.

Years earlier, a meteorite crashed into the Gardner farm. Scientists from Miskatonic University arrived to study it and found its properties baffling: it was harder than diamond, and when chipped, the fragments evaporated. The most peculiar thing about the meteorite was a strange color within it, a hue unknown to any on Earth, which they called simply "the color."

Over time, the meteorite shrunk, withering into the ground, but its effects on the farm became increasingly apparent. The soil became fertile, and crops grew in abundance. However, despite their size, the plants were tasteless and inedible. This newfound fertility had a price: a mysterious malady began to affect the livestock, leading to their deformation and death. The groundwater turned bitter, and even the flora began to exhibit an eerie glow of "the color."

Nahum Gardner, initially optimistic about the meteorite's influence, watched as his farm and family began to wither away. His wife Thody lost her sanity, displaying symptoms of dementia, while their children, one by one, succumbed to a similar fate or vanished. The livestock turned aggressive and deformed, and everything the color touched seemed to degrade into grayness, losing vitality and essence.

Ammi Pierce, Nahum's closest neighbor, witnessed the Gardner family's decline and was there for the final horrifying events. As Nahum's last son, Zenas, and then Nahum himself disappeared, Ammi ventured into the farmhouse. Inside, he encountered a nightmarish scene: the remnants of the Gardner family, transformed into grotesque versions of themselves, glowing faintly with the alien color.

The source of the corruption, the well water, seemed to have become a repository for the alien color. Ammi and others, driven by a mix of horror and pity, attempted to save Nahum, but it was too late. His body disintegrated into the eerie color and vanished.

In the story's climax, Ammi witnesses a globule of the color rising from the well and into the night sky, implying that this entity, having drained the farm of life, returned to the cosmos. The Gardner farm was left as a wasteland, and the surrounding area became the "blasted heath."

The surveyor, having heard this tale, is deeply disturbed. As he concludes his work in Arkham, he hopes the proposed reservoir will drown out the cursed land, ensuring that no one will be exposed to whatever remnants of "the color" might still lurk there.

"The Whisperer in Darkness" weaves a suspenseful narrative of extraterrestrial beings and the mysteries of the cosmos. Taking place in Vermont, the tale melds folklore, remote landscapes, and Lovecraft's hallmark cosmic horror.

Albert N. Wilmarth, an instructor of literature at Miskatonic University, becomes embroiled in a debate regarding strange creatures allegedly seen in Vermont's remote hills during a historic flood. While most dismiss these accounts as rural myths, some tales speak of mysterious, crab-like entities and eerily inscribed stones.

Into this debate enters Henry Akeley, a resident of Vermont, who writes to Wilmarth with startling claims. Akeley believes the legends are true, positing that the creatures are extraterrestrial in origin. Their presence in Vermont is, according to Akeley, tied to the ancient ruins and strange stone circles that dot the landscape. He has gathered evidence, including photographs, footprints, and the bizarre inscriptions.

As the correspondence between Wilmarth and Akeley grows, Akeley's messages become increasingly desperate. He claims the beings know of his investigations and have targeted him. They whisper to him in the darkness, send threatening messages, and employ human allies to intimidate him.

Akeley reveals the alien beings, the Mi-Go, are from the planet Yuggoth, a world situated on the edge of our solar system. These entities have come to Earth for mining operations, seeking out rare minerals. The Mi-Go have the ability to remove a human's brain and place it into a canister, allowing the person to experience far-off worlds and galaxies without the constraints of a physical body.

However, the correspondence takes an unexpected turn when Akeley, once terrified, suddenly assures Wilmarth that he is now in friendly contact with the Mi-Go and understands their benign intentions. Akeley invites Wilmarth to visit him in Vermont to see and learn firsthand about these fascinating creatures.

Curious and concerned for Akeley, Wilmarth makes the journey. Upon arrival, he is greeted by a man claiming to be a friend of Akeley, but Akeley himself is absent, said to be recovering in another room. Wilmarth is shown alien artifacts, including the cylinders designed to carry human brains. Akeley's "friend" tries to persuade Wilmarth to undergo the procedure, touting the wonders of space travel and the knowledge to be gained.

But when night falls, Wilmarth makes a series of horrifying discoveries. The whispering in the darkness returns, revealing that the beings are nearer than he imagined. Unsettling evidence suggests that Akeley has been victimized by the Mi-Go, his brain already extracted and encased.

In a frantic escape from the house, Wilmarth encounters what appears to be Akeley, but a series of hints – a too-perfect disguise, a strange stiffness, a lack of facial expressions – suggests it might be a simulacrum controlled by the Mi-Go.

Wilmarth barely escapes with his life, fleeing Vermont and vowing never to return. He is left deeply scarred by the experience, rejecting any further investigation into the otherworldly and resisting any efforts to delve deeper into the secrets he unearthed. The dark implications of the Mi-Go's abilities, especially the extraction and travel of human brains, haunt him indefinitely.

"The Call of Cthulhu" is arguably H.P. Lovecraft's most recognized work, introducing the Great Old One, Cthulhu, and hinting at a vast and malevolent cosmic reality beyond human comprehension.

The tale is structured as a series of documents and narratives discovered by the protagonist, Francis Wayland Thurston, after the death of his great-uncle, Professor George Gammell Angell. Professor Angell, an expert in ancient languages, dies suddenly after a mysterious encounter, leaving behind a puzzling collection of papers and a bas-relief sculpture of the monstrous entity, Cthulhu.

Thurston's investigations reveal three distinct narratives, piecing together a global conspiracy of silence and a web of unsettling events related to the monstrous deity:

The Horror in Clay: The bas-relief, which shows Cthulhu, was given to Professor Angell by an artist named Wilcox, who had been experiencing recurring dreams of strange landscapes and the monstrous figure. These dreams coincided with a period of global unrest and a series of bizarre artistic and cultural manifestations, suggesting a widespread psychic disturbance.

The Tale of Inspector Legrasse: In 1908, New Orleans police raided a backwoods cult performing ritualistic ceremonies. The cult worshipped the Great Old Ones, ancient cosmic entities that once ruled Earth and would return from their slumber beneath the sea in the lost city of R'lyeh. Their chant, "Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn" — "In his house at R'lyeh, dead Cthulhu waits dreaming" — alludes to Cthulhu's dormant state.

The Madness from the Sea: The most direct account of Cthulhu comes from Gustaf Johansen, a Norwegian sailor. Johansen's ship stumbled upon the risen city of R'lyeh in the South Pacific. There, the crew encountered Cthulhu itself, a gigantic, horrifying entity. The mere sight of Cthulhu drove many of the sailors to madness. R'lyeh soon sank again, and Cthulhu vanished, but the traumatic experience eventually led Johansen to document the events, albeit cryptically.

As Thurston delves deeper, he realizes that Cthulhu and the cosmic entities are far more ancient and powerful than humanity, and their eventual awakening would spell doom for mankind. The cultists view Cthulhu as a god, awaiting its return to grant them dominion over the Earth.

The story closes with Thurston's realization of the vast, indifferent cosmos and the insignificance of mankind. He is haunted by the knowledge that Cthulhu's cultists are everywhere and that the monstrous deity, while dormant, will eventually awaken and reclaim the world. Fearing for his life due to his discoveries, Thurston ends his account with a warning against seeking forbidden knowledge and a hope that he can evade the cult's notice.

"The Dunwich Horror" unfolds in the isolated, rural town of Dunwich, Massachusetts. The story delves into forbidden knowledge, monstrous births, and the thin barrier between our world and malevolent dimensions beyond.

Dunwich is an old, decaying town with a history of dark secrets and eccentric inhabitants. Its landscape is marred by the eerie and ill-omened Sentinel Hill with its mysterious stone circles, believed to be remnants of ancient rituals.

At the story's outset, Lavinia Whateley gives birth to a son, Wilbur, under questionable circumstances; his father's identity remains shrouded in mystery. Wilbur grows at an abnormal rate, reaching manhood within a few years. With a grotesque appearance and a disturbing affinity for the occult, he becomes the subject of local rumors.

Lavinia and her father, the enigmatic Old Whateley, live reclusively. They are known to conduct bizarre rites, chanting strange incantations, and making alterations to their farmhouse. Wilbur often visits Miskatonic University in Arkham, seeking esoteric texts. His obsession with obtaining an unabridged version of the "Necronomicon" reveals a sinister agenda: he wants to summon otherworldly entities to Earth.

At ten years of age, Wilbur is fully grown, displaying a non-human appearance concealed by heavy clothing. After Old Whateley dies, a series of cattle mutilations and disappearances plague Dunwich. Whispered tales suggest something else, apart from Wilbur, lurks within the Whateley farmhouse.

Wilbur's quest for the "Necronomicon" becomes desperate. When denied access at Miskatonic University, he attempts to steal it. In the process, he's fatally injured by guard dogs. His dying body undergoes a horrifying transformation, revealing his non-human lineage.

The true horror manifests when Dunwich experiences a series of supernatural disturbances. An invisible entity ravages the town, leaving a path of destruction. Buildings are crushed, animals are slaughtered, and terror grips the townsfolk.

Dr. Henry Armitage, a scholar from Miskatonic University, with the help of colleagues Dr. Warren Rice and Professor Francis Morgan, deduces that the creature is Wilbur's twin brother — albeit a less human one. Old Whateley's meddling with forbidden rituals led to Lavinia giving birth to two entities: Wilbur, who was meant to be the guide, and his monstrous brother, intended to usher in a new age of ancient gods.

Utilizing knowledge from the "Necronomicon," Armitage confronts the invisible horror on Sentinel Hill. As the entity attempts to breach the gate between worlds, Armitage recites an incantation, banishing the creature. With its cries echoing through the hills, the horror becomes partially visible, revealing its grotesque form before vanishing.

The immediate threat is nullified, but the tale concludes on an ominous note. The world remains perilously unaware of the malevolent forces lurking in the cosmos, and Dunwich serves as a sobering reminder of the fragility of the barrier between dimensions.

Set in the decaying port town of Innsmouth, Massachusetts, "The Shadow over Innsmouth" stands as a chilling tale of ancestral secrets, grotesque transformations, and the insidious allure of the deep sea.

The narrative follows an unnamed protagonist, a student conducting historical research, who decides to visit Innsmouth after hearing vague, unsettling rumors about the town and its reclusive inhabitants. Upon arrival, he quickly observes the town's dilapidated state and the peculiar physical appearance of its residents — many display a distinctive, fish-like look.

The protagonist stays at the Gilman House, a run-down hotel, and over the course of his visit, he begins to unearth Innsmouth's dark history. It becomes evident that the townspeople are isolated not only geographically but also culturally and genetically.

Through Zadok Allen, an elderly local, the protagonist learns of the town's descent into decay and its unholy pact with mysterious, amphibious beings known as the Deep Ones. Decades earlier, Captain Obed Marsh, in his quest for gold, had encountered these creatures living off the coast. The Deep Ones offered wealth from the sea in exchange for human sacrifices and certain... breeding practices. As a result, many of Innsmouth's residents have Deep One ancestry and are destined, over time, to transform and join their kin in the underwater city of Y'ha-nthlei.

Terrifyingly, the protagonist's inquiries do not go unnoticed. During his night at the Gilman House, he realizes that the town's inhabitants are planning to capture him. They consider his knowledge dangerous and aim to either assimilate or eliminate him. In a sequence of harrowing events, the protagonist flees from the pursuing townsfolk, witnessing their inhuman transformations and discovering the true scale of Innsmouth's horror.

Managing a narrow escape, the protagonist contacts federal authorities, leading to a covert operation that results in the town's partial destruction and the detention of many of its citizens. However, Innsmouth's aquatic horrors remain largely undisturbed beneath the waves.

In a disturbing twist, the protagonist later uncovers his own family connection to Innsmouth. Realizing that he too carries the Deep One bloodline, he grapples with his emerging transformation and the call of the sea. The story concludes with his acceptance of his fate and his decision to join the Deep Ones in their abyssal domain, embracing his ancestral legacy.

"The Haunter in the Dark" is a tale of obsession, ancient cults, and an eldritch entity that thrives in darkness. Set in the city of Providence, Rhode Island, the story builds upon the lore of Lovecraft's earlier work "The Call of Cthulhu," further developing the mythos surrounding the Church of Starry Wisdom.

The narrative follows Robert Blake, a writer with an inclination for the occult. Blake's curiosity leads him to Federal Hill, an area with a shadowed history of migrant communities, old-world traditions, and whispered tales of a haunting. At the heart of these legends is a decrepit church, formerly occupied by the Church of Starry Wisdom cult, known for its worship of the ancient cosmic entity Nyarlathotep.

Venturing inside, Blake discovers remnants of the church's sinister past: strange symbols, an unsettling altar, and a series of pews facing a boarded-up window. The most compelling find, however, is a box containing a round, dark stone, known as the Shining Trapezohedron. This artifact serves as a window between worlds, summoning an entity referred to as "The Haunter in the Dark" when shrouded in absolute darkness.

Drawn to the stone, Blake gazes into it and sees visions of otherworldly realms and cosmic horrors. However, the arrival of evening and the church's remaining stained-glass windows prevent the full summoning of the Haunter.

As Blake continues his research, he learns more about the cult's history. The Church of Starry Wisdom utilized the Shining Trapezohedron to communicate with The Haunter, granting them forbidden knowledge in exchange for sacrifices. However, the entity demanded darkness, and its nocturnal manifestations terrified the local populace. The cult's activities led to their downfall, but the entity's influence lingered, as it could only be banished by direct light.

Subsequent events spiral into terror. A thunderstorm knocks out the city's power, and Blake, now back at his lodgings, sees the church illuminated by an unholy radiance. The Haunter, now free to roam in the city's darkness, seeks Blake due to his earlier meddling with the Trapezohedron.

Paralyzed with fear and unable to flee due to the storm, Blake journals his experience, detailing the approaching menace of the Haunter. The entity's fear of lightning keeps it momentarily at bay, but as the storm subsides, it draws nearer.

The story concludes with the locals discovering Blake's lifeless body, his face contorted in terror, and the church consumed by a mysterious fire. The Shining Trapezohedron is never recovered, and the Haunter's fate remains uncertain. The tale ends with a warning about the dangers of seeking forbidden knowledge and the ancient horrors that exist just beyond our realm of understanding.

The Cthulhu Mythos | Cultist Armoury - cultistarmoury.org (2025)
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