Iron Horizons
A campaign setting of eldritch horror, urban fantasy, and hard-boiled noir, set in an alternate 1940s.
The war in Europe has begun, and America is sitting it out. Washington has signed its neutrality acts and gone back to business. Not everyone went along. A loose crew of American adventurers, washed-up gumshoes, mob muscle, disgraced academics, and people with nothing left to lose has crossed the Atlantic anyway. They fight beside the French and English freedom fighters against the Third Reich.
The Reich doesn't only want Europe. Its occult bureaus are digging up things older than the human race: drowned gods, forbidden books, and powers that take a terrible price from anyone who uses them. If the Nazis learn to wield them, no army on Earth will stop them.
Index
- People — the Resistance, the Reich, and the neutral shore
- Places — occupied Europe, wartime London, and the cities back home
- Things — the old powers and the hardware of 1940
- Time — where this history parts ways with ours
- Player's Guide
Themes and Tone
TODO: Themes and tone.
- Eldritch horror — TODO: the old powers are real, and they don't care who wins.
- Urban fantasy — TODO: the supernatural lives in the cities, in the jazz clubs and the subway tunnels.
- Hard-boiled noir — TODO: nobody's clean, everybody's paid, and the good guys lose more than they win.
The Divergence
TODO: Why the United States stayed out of the war, and what that has changed.
