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Pagan Publishing

We produce books and a magazine under license for the Call of Cthulhu roleplaying game. We also produce non-gaming fiction and non-fiction through our Armitage House imprint.

So: why are we iconoclastic? Our principal business is in the roleplaying game field. The way we produce stuff for our roleplaying game line is different from the way most people do it.

First and foremost, we take a lot of time. Some of our projects have been in development for more than three years. We go over our projects again and again, working on them and re-appraising them frequently to make them the best they can be. We believe that we shouldn't publish anything that a typical game master could whip up in a weekend or so; everything we do is of an order of magnitude more thorough, more researched, more original, and better-prepared than anyone else could just slap together in a short span of time.

Second, we break the rules. Our scenarios are not your typical roleplaying fare, ranging from globe-trotting thrills (Walker in the Wastes) to existential modern horror (Delta Green) to thoughtful occult intrigue (The Golden Dawn). Our sourcebooks are jam-packed with carefully-researched information--which is often the result of original scholarship that you won't find anyplace else.

Third, our creators own what they create. We believe that creator ownership is an important principle: you should own what you make. We also believe that it makes good business sense: people work harder on things they have a real stake in. This is a cornerstone of our business practices.

We believe that there are a lot of talented folks out there with something to say, and a lot of people willing to support those forms of expression. We see our role as mediators, uniting artist with audience in a two-way flow of ideas. It's a good life to be living.