by Demian Katz
Malleus Monstrorum:
Creatures, Gods & Forbidden Knowledge
Published by Chaosium
Written by Scott David Aniolowski with Sandy Petersen & Lynn Willis
Cover art by Lee Gibbons
296-page b&w perfect bound softback
$34.95
Call of Cthulhu is all about monsters. Without manuals full of
unpronounceable monstrosities, it just wouldn't be the same. Given the
importance of dark gods and hideous creatures to the game, it's a little
surprising that Malleus Monstrorum was so long in coming. Sure,
the core manual has always had a pretty good selection of foes, and this
book has a number of precursors in Ye Booke of Monstres I & II
and The Creature Companion... but it took 25 years for Chaosium to
produce an exhaustive, near-300-page compendium of horrors. In many
ways, it was worth the wait, though it has some limitations.
Malleus Monstrorum is (if you can follow this) actually an
expanded English translation of Pegasus Spiel's expanded German edition
of The Creature Companion. The German edition of the book gave
it its new name, and more importantly, its striking visual style.
Illustration in a role-playing monster book can be a tricky thing.
Picking a distinctive look and feel can make a good impression at first,
but it often looks painfully dated a few years later (check out the
various incarnations of D&D's monster books if you don't know
what I'm talking about). Call of Cthulhu offers an even greater
challenge since it deals largely with creatures that are generally
described as being indescribable. The solution here was to illustrate
the book entirely with classic works of art and vintage photos, some
real, many cleverly forged. Rather than portraying the horrors of the
Mythos directly, it instead presents a collection of artifacts showing
its influence on the history of the world. This is totally in keeping
with the tone of the game and gives the book a more mature tone; monster
books can look a bit silly to the casual observer, but you won't be
ashamed to have this one on your shelf.
The book also can't be faulted on comprehensiveness or organization. It
is split into two main sections: Creatures of the Mythos and Deities of
the Mythos, with each subsection featuring indexing for when you need to
distinguish between Servitor Races, Elder Gods, Great Old Ones, and
whatnot. Smaller sections for non-Mythos fantasy creatures and everyday
animals are also included for good measure. The core of the book draws
on just about everything you can imagine; obviously, all of the entities
from the Lovecraft stories are present, as are creations of more recent
authors like Ramsey Campbell and Brian Lumley. Even H.G. Wells'
Martians from War of the Worlds get an entry. Many original
monsters from earlier Call of Cthulhu scenarios and supplements
are also present, and their entries are often expanded or reorganized
from their original appearances. The only place where the book fails to
deliver practically everything you can think of is on Dreamlands
creatures, and this is by choice; the book refers the reader to the
separate H.P. Lovecraft's Dreamlands supplement for further
research in this area. You have to draw a line somewhere!
Entries in the book are quite uniform in format. Each starts with a
quote from the story or scenario where the creature first appeared or
was best described. It then has several paragraphs (or sometimes a
couple of pages) of description of the creature's history, habits and
capabilities, followed by the requisite game stats. The quotes are a
nice touch, though the dry, descriptive scenario quotes often seem out
of place next to the more vivid and dramatic story quotes. The
descriptions are undeniably useful, but they often seem a bit too narrow
in scope; more contextual information would have been extremely
valuable. If you already know what monster you want to use in your
campaign, you can find it here and have all the information you need to
run encounters with it. However, if you pick a monster at random from
the book, you won't necessarily feel immediately inspired to design a
scenario around it. Scenario hooks would have been a useful addition,
as would more bibliographical information about the literary history of
each creature and where to find additional reading material. That level
of detail would probably have added quite a few pages to an already
thick book, so its absence is understandable, but I would have taken
some annotated bibliographies on key creatures over the largely
unengaging "Journal of Sir Hansen Poplan" extracts that serve as the
book's only attempt at highlighting broader Mythos themes through flavor
text. In any case, this volume won't replace something like The
Encyclopedia Cthulhiana for general Lovecraftian research, and
Lovecraft fans interested in the book for non-gaming purposes will
probably be disappointed.
The book rounds out its content with an index and a few appendices of
material beyond the monster entries themselves - a pronunciation guide,
advice on portraying monsters effectively in game sessions, tips on
creating new monsters, etc. While I give fanboy credit to the "creating
original monsters" appendix for referencing Doctor Who's Fendahl
as a possible addition to the game, most of this material is pretty thin
and adds little to the book. As a further nitpick, the "Monster Master"
sheet provided for tracking monsters looks like a bad blow-up of a
poorly compressed JPEG image file. Still, if you came for the monsters,
a few slightly unimpressive appendices are unlikely to put you off.
Conclusions
In the end, Malleus Monstrorum is a good book, but not a great
one. The graphic design makes a strong impression and the content is
quite comprehensive, but it fails to go above and beyond the call of
duty - it's a solid gaming tool but not much more. If you already run a
Call of Cthulhu game, you will almost certainly end up making
good use of this book. However, if you buy this book first, it won't
inspire you all by itself to run a great Call of Cthulhu game,
and it certainly won't serve as particularly enjoyable light reading.
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