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## About This Content
## Terror Australis – 2nd Edition
Call of Cthulhu in the Land Down Under
The driest, flattest, and smallest continent, Australia is almost as big as
the continental United States, but has a fraction of the inhabitants–six
million people in 1925. Beyond the settled areas, three-quarters of the land
remain relatively little known until after World War Two. Seen by those in
Europe and America as one of the last great wildernesses, despite decades of
exploration and incursion, it remained a place that guarded its secrets.
While the ancient and primordial character of the Australian inland lures
many, it is the cities in the south and east that have become centers of
population. Surprisingly modern and surprisingly British in character–it is
not uncommon for foreign visitors to express astonishment when they disembark
from their steamer in Sydney or Melbourne and find themselves in a great
metropolis with all the modern refinements of London or New York. Ever
present, though, are the modern blights afflicting cities worldwide: organized
crime, overcrowding, civil unrest, and uncertainty.
This unique mix of old and new–the tension between civilization and the
frontier–is what makes Australia a particularly fertile 1920s setting for
Call of Cthulhu . Those Keepers wishing to challenge their players with
tales of gang-related squalor underpinned by ancient Mythos threats can find
ample opportunity in Australia’s urban environments. Equally, investigators do
not have to go too far into the Outback to become entangled in tales of stark
frontier life bereft of modern conveniences of technology, underpinned by dark
shadows cast by the Ctuhlhu Mythos that seem to haunt the very landscape. And
for Keepers who wish to push investigators to the very limits of wilderness
survival, there is no shortage of opportunities for true expeditions into
places where Europeans and Americans have never set foot.
In Australia, the investigators come face-to-face with supernatural forces
that have endured for longer than humanity has existed; they can attempt to
step inside the ancient legends of the Aboriginal peoples of Australia in
search of mystical knowledge; they can cross swords with nefarious cults
intent on diabolic schemes, or challenge unwitting scientists who haplessly
threaten to achieve a similar end by probing the mysteries of the Australian
land.
Brining your investigators to Australia is certain to reward your gaming
group. For, as soon as they have set foot upon this ancient continent,
adventure, peril, and mystery abound. Whether run as an Australian campaign, a
series of one-shot games, or a protracted stop over during a globe-spanning
campaign, the time spent in the Land Down Under will not be wasted!
## What’s In the Book?
Australian History and Geography
Covers the European exploration, from the land being a convict colony through
to the Australian gold rush, and beyond to the Great War and its aftermath. We
then look at the geography of the Australian continent, noting some
archaeological sites and providing an overview of the differing regions and
climates.
Australians
Here we focus on the history of Aboriginal Australians and Torres Strait
Islanders, as well as the white population, and contrast life in the urban and
life in the rural environments. Special focus is given to Australian
investigators, with new skills and occupations appropriate to for Aboriginal
and white Australians. We round things out with brief biographies of some key
Australians of the post-Great War period, who might be encountered by
wandering investigators.
Resources for 1920s Australia
This chapter provides a toolkit of historical subjects, usable by Keepers, for
running games in Australia. Topics include law enforcement, transport,
mounting expeditions into the Outback, communications, and sources for
research.
Australian Cities
Provides an in depth look at some of Australia’s key cities, including Sydney,
Melbourne, Perth, Adelaide, and Brisbane. Maps are provide for each city, as
well as details on notable mysteries or events, and suggestions concerning
cults in thrall to the gods and horrors of the Cthulhu Mythos.
Alcheringa
Known to some as “the Dreaming” or “Dreamtime,” the Alcheringa chapter focuses
on how to incorporate the wisdom and learning stemming from Aboriginal
cultural traditions into games, and features special rules and mechanics for
running “dream quests” to gather important information to solve dire
situations facing the investigators, as well as the rewards for “solving” a
“Song-Line.” The stages of a Song-Line are discussed and presented with
examples, such as the Story of Bigibila, which can be played as a scenario
introduction to Alcheringa. Topics such as Aboriginal sorcery and artifacts
are also discussed.
The Mythos in Australia
Here, the book looks at the dark conspiracies and taint of the Cthulhu Mythos
upon the Australian soil, with particular reference to the legacy of the Great
Race, the Flying Polyps, and to the elusive and mysteries Sand Dwellers. A
range of Mythos cults are presented, ready for the Keeper to incorporate into
games, as well as featuring some of the other Mythos monsters that could be
found lurking in dark shadows.
## Scenarios
The book is rounded out with two large scenarios and appendices.
Long Way From Home : the investigators look into a series of odd and
unexplained meteor showers and are drawn into a web of intrigue involving some
ancient foes. Presented as a sandbox with multiple entry points, the scenario
features a range of plots and encounters set in the remote region of Paralana.
Black Water, White Death : sought-after papers concerning Australia’s convict
history lead the investigators to Tasmania and to a dark mystery to terrify
the dreams of all concerned. What begins as a simple matter of attending an
auction ends with terror and a cosmic threat.
Gathered in the appendices are some of Australia’s deadly wildlife, with game
profiles provided for their use in games, as well as timelines covering
Australia, and recommended further reading and viewing.
In Australia, investigators will come face-to-face with supernatural forces
that have endured for longer than humanity has existed. It is a land of
adventure, danger, and ageless wisdom–a perfect for setting for Call of
Cthulhu !
Adapted for Fantasy Grounds by: ColinRichardson
Requires: An active subscription or a one time purchase of a Fantasy Grounds
Full or Ultimate license and a one time purchase of the Call of Cthulhu 7E
ruleset. Compatible with Fantasy Grounds Unity or Fantasy Grounds Classic
Minimum System Requirements | Recommended System Requirements | |
CPU | 1.6 GHz or higher processor | 2.0 GHz or higher processor |
RAM | 1 GB RAM | 4 GB RAM |
OS | Windows 7x, 8x, or 10x | Windows 7x, 8x, or 10x |
Graphics Card | Graphics card recommended | DirectX or OpenGL compatible card. |
Direct X | Version 9.0c | Version 9.0c |
SOUND CARD | a sound card is required for voice communication using external programs like Google Hangouts, Skype or Discord. | a sound card is required for voice communication using external programs like Google Hangouts, Skype or Discord. |
HDD Space | 500 MB available space | 2 GB available space |
Minimum System Requirements | Recommended System Requirements | |
CPU | 1.6 GHz or higher processor | 2.0 GHz processor or higher |
RAM | 1 GB RAM | 4 GB RAM |
OS | 10.6.8 or newer | 10.6.8 or newer |
Graphics Card | Graphics card recommended | DirectX 9.0 compatible video adapter |
SOUND CARD | A sound card is required for voice communication using external programs like Google Hangouts, Skype or Discord. | A sound card is required for voice communication using external programs like Google Hangouts, Skype or Discord. |
HDD Space | 500 MB available space | 2 GB available space |