Monday, August 25, 2025

Pulp Fantasy Library: "The Music of Erich Zann"

First published in The National Amateur (March 1922), “The Music of Erich Zann” is one of H.P. Lovecraft’s most haunting short stories, and one he himself ranked just behind “The Colour Out of Space” as a personal favorite. It's easy to see why. Unlike his larger, more expansive tales, this story operates on a smaller, more intimate scale and it is precisely this narrow focus that gives it so much of its enduring power. Though not literally derived from a dream, as several of Lovecraft’s stories were, it nevertheless possesses a distinctly dreamlike quality, a quality that, I would argue, heightens rather than diminishes its effect.

The plot is straightforward. A poor student takes a room on the Rue d’Auseil, a street so narrow and steep that it seems scarcely real. Indeed, the narrator later admits to the "singular and perplexing" fact that he has never been able to locate the Rue d'Auseil again. It's within this uncanny setting that he meets his neighbor, Erich Zann, an aged, mute viol player whose nightly music he finds as compelling as it is disturbing.

The tale that follows is less concerned with action than with revelation or perhaps more accurately, with the withholding of revelation. The narrator is drawn to Zann’s strange playing, which he describes as “weird harmonies” and “vibrations suggesting nothing on this globe of earth.” Lovecraft underscores the uncanny not by explanation but by stressing its alienness, evoking a sound beyond human experience. This method of suggestion – describing the indescribable by circling it – is one Lovecraft would refine throughout his writing career, but it's already well in evidence.

Zann himself is an enigma and his muteness only deepens the mystery. He can communicate only by gesture or, in one crucial moment, through a note. He is portrayed as a man consumed by terror but equally by duty. His music is not artistic expression but desperate necessity. As the narrator observes in one of the story’s most chilling lines, “He was trying to make a noise; to ward something off or drown something out – what, I could not imagine, awesome though I felt it must be.” Zann’s nightly performances are revealed as acts of resistance against an unnamed intrusion, his bow and strings a fragile bulwark against the void.

The climax comes when the narrator, finally left alone in Zann’s garret, dares to look out of the high barred window. Expecting to see the city below, he instead beholds “only the blackness of space illimitable; unimagined space alive with motion and music, and having no semblance to anything on earth.” The juxtaposition of Zann’s frenzied playing with this abyssal vision conveys intrusion from Beyond, but Lovecraft never specifies what lies outside. The horror is not defined but suggested, leaving the narrator (and the reader) with only a glimpse into the abyss before the curtain falls.

What makes “The Music of Erich Zann” remarkable is not simply its atmosphere, but its economy. The tale unfolds in a handful of tightly constructed scenes. There are no digressions into history, no catalogs of forbidden tomes, no elaborate mythological scaffolding. Instead, it is a study in mood, memory, and the limits of human perception. Even in its restraint, however, the story anticipates many of Lovecraft’s enduring themes, such as the fragility of the human mind when confronted with the unknown, the inadequacy of language to capture the truly alien, and the inescapable persistence of memory. The disappearance of the Rue d’Auseil when the narrator later searches for it reinforces the dreamlike quality and denies any possibility of closure. Both the place and its terrible secret have been effaced, leaving only recollection, an echo, much like Zann’s music itself.

Despite how early it was written, “The Music of Erich Zann” remains one of Lovecraft’s most polished and effective works. Its imagery is unforgettable: the steep vanishing street, the mute musician, the barred garret window opening onto infinity. More than a century after its publication, it continues to demonstrate that Lovecraft’s genius lay not only in constructing elaborate mythologies of cosmic horror but also in crafting stories where suggestion, atmosphere, and ambiguity achieve the same, if not greater, effect.

Saturday, August 23, 2025

Interview: Geoffrey McKinney

The release of Geoffrey McKinney's Carcosa, an imaginary fifth supplement to OD&D, in 2008 caused quite a stir at the time – so much that I devoted four posts to reviewing it on this blog. What set Carcosa apart was its singular vision of old school fantasy roleplaying seen through the lens of an idiosyncratic interpretation of H.P. Lovecraft. Since I was already devoting the entirety of this month to HPL and his legacy, I thought it might be interesting to ask McKinney a few questions about Lovecraft, Carcosa, and roleplaying games. 

1. What first drew you to the works of H. P. Lovecraft, and how did they shape your vision for Carcosa?

In the spring of 1980, I bought the D&D Basic Set (with the rule book edited by Dr. Holmes and with module B2) and the Monster Manual, and I started playing D&D with some friends who had already been playing for a few months. In the second half of August 1980, I had enough money to buy the Players Handbook, but when I got to the toy store, I decided to instead buy the brand-new Deities & Demigods Cyclopedia (DDG). The Cthulhu Mythos section melted my 10-year-old brain. The gloppy Erol Otus illustrations are still my favorite Mythos illustrations of all, and his Shub-Niggurath is one of the best D&D illustrations of any sort.

The dark, mysterious text accompanying Otus’s art deepened my fascination. In fact, the sixth word of the first sentence left me unsure whether the Mythos was a 20th-century creation or whether some unhealthy ancient men actually believed in and worshiped these beings: “The Cthulhu Mythos was first revealed in a group of related stories by the American writer H. P. Lovecraft.”

The six pages of the Cthulhu Mythos immediately seeped into our D&D games, adding a generous helping of Cthulhoid gods and monsters; dark magics to conjure, dominate, and banish them; and human sacrifice.

Carcosa is basically D&D seen through the lens of “DDG’s Cthulhu Mythos, all the time”.

2. In what ways do you see Carcosa as diverging from Lovecraft’s cosmic horror, and in what ways do you think it reinforces it?

Carcosa is definitely the version of the Cthulhu Mythos presented in Deities & Demigods, and as such does not strive to be “true” to Lovecraft’s stories. Carcosa is pulpy, sword & sorcery D&D fun. Sure, the setting is dark and bleak, but you can (for example) blow Cthulhu away with technetium pulse cannons rather than cower and hide.

3. You incorporate many of the Great Old Ones and other Mythos entities. Did you approach these beings differently from how Chaosium might?

All the monsters in Carcosa were taken from the 1974 D&D game, inspired by the Cthulhu Mythos section of Deities & Demigods, or they crawled out of the dark corners of my own imagination. I have never played Chaosium’s Call of Cthulhu, so I am not familiar enough with it to compare it with Carcosa.

4. The setting of Carcosa feels like a fusion of Lovecraft, planetary romance, and pulp science fiction. Do you think Lovecraft’s legacy fits naturally into that blend, or did you have to reshape it?

I like to refer to Carcosa as “weird science-fantasy”. Virtually everything in it grew from the seeds in the Cthulhu Mythos section of Deities & Demigods. Carcosa’s psionics sprang from DDG’s description of the Great Race. Carcosa’s high-tech grew from DDG’s descriptions of the Primordial Ones and of the Great Race. Of course, Lovecraft’s “The Shadow out of Time” and At the Mountains of Madness include these elements. I would not say I reshaped Lovecraft’s legacy but rather fleshed it out.

5. Do you think there is room for wonder in Lovecraft’s cosmos or is everything inevitably tainted by dread? Does Carcosa reflect that?

There is definitely room for wonder in Lovecraft’s cosmos, particularly when looked at through Dunsany’s Pegana and some of his other early tales. My own favorite of my books is the Carcosa module, The Mountains of Dream. I tried to infuse it with that Dunsanian/Lovecraftian sense of wonder and awe.

6. In traditional D&D, magic is a tool. In Carcosa, it is a moral and metaphysical hazard. How much of that came from Lovecraft, and how much from your own take on sorcery?

At risk of sounding like a broken record, it came from the Cthulhu Mythos section of Deities & Demigods. Of DDG’s seventeen pantheons, only the gods of the Cthulhu pantheon are unanimous in demanding human sacrifice (DDG, pp. 136-137). Couple that with DDG’s description on page 48 of the spells contained in the Necronomicon. For example, “It would appear that spells are given for summoning all of the Old Ones and their minions, and some spells for their control and dismissal, although these latter are not always effective. The spells are very long and complicated, and not entirely comprehensible without long study and research.” Carcosa’s sorcery attempts to flesh out these four paragraphs from DDG.

7. How did you approach the balance between evoking Lovecraftian horror and making a setting that is actually playable and engaging at the table?

The gods, monsters, sorcery, and setting itself of Carcosa evoke Lovecraftian horror just by existing. The player characters can arm themselves with advanced technology and/or with sorcery and psionics to lay waste to the blasphemous abominations that are practically everywhere on Carcosa. It is not about being afraid of Cthulhu and his ilk. Instead, the player characters can strive to amass enough might and firepower that Cthulhu and everything else becomes afraid of them.

8. Would you ever consider returning to Carcosa or Lovecraftian themes in a future project or is that ground you feel you have already covered?

Generally speaking, every time a DM puts something such as purple worms, black puddings, mind flayers, Juiblex, Kuo-Toans, gibbering mouthers, slaadi, etc. into his campaign, he is injecting some good old Lovecraftian horror into his game. As for me writing additional Carcosa books, that is out of my hands. If the Muses sing to me again the dark songs of Carcosa, then yes. We must wait and see what implacable Fate decrees for the future.

9. Have your thoughts on Lovecraft’s work or worldview changed over the years?

I have read and re-read Lovecraft since the early 1990s. While I enjoy his works as much as ever, I have come to agree with Lovecraft that his four favorite authors (Lord Dunsany, Algernon Blackwood, Arthur Machen, and M. R. James) are even better. I highly recommend the following:

by Lord Dunsany:

by Arthur Machen:

  • “The Great God Pan”
  • “The Inmost Light”
  • “The Shining Pyramid”
  • The Three Impostors
  • “The Red Hand”
  • The Hill of Dreams
  • “Ornaments in Jade”
  • “The Great Return”

by M. R. James:

  • Ghost Stories of an Antiquary
  • More Ghost Stories of an Antiquary
  • A Thin Ghost and Others
  • A Warning to the Curious and Other Ghost Stories

by Algernon Blackwood:

A great many of his weird stories, preeminent of which are:

  • “The Willows”
  • “The Wendigo”
  • Incredible Adventures

Friday, August 22, 2025

Lovecraft and Adventure Fantasy

My friend and fellow creator, Zzarchov Kowolski, wrote a very interesting – and, in my opinion, largely correct – post over on his Patreon entitled "Lovecraft and Adventure Fantasy." Don't worry, it's a public post, so you don't have to become a member to read it. Of course, Zzarchov makes good stuff worthy of your support, so you should probably become a member anyway (modesty precludes my bidding you to do the same for me). 

I mention this because some of what Zzarchov writes in his post dovetails with things I'll be saying in an upcoming post of my own and thought it'd provide additional food for thought on a topic that's increasingly becoming near and dear to me. More on that next week!

The Dream-Ship Captain

The Dream-Ship Captain by James Maliszewski

A Dreamlands Character Class in Honor of Lovecraft's Birthday

Read on Substack

HPL in Astounding Stories

Because of its length, At the Mountains of Madness appeared in three consecutive issues of Astounding Stories (February–April 1936). Each installment featured illustrations (by Howard Brown), noteworthy as some of the earliest artwork connected to a Lovecraft tale. A few are especially significant, as they provide the first published depictions of the Old Ones (Elder Things) and shoggoths.

The first issue from the February 1936 issue shows the base camp of the Lake Expedition, with the city of the Old Ones in the distance.

This issue also includes two illustrations of the Old Ones themselves. 
The March 1936 issue opens with a depiction of not just the Old Ones and their city but also a shoggoth, which looks very similar to the one that appears on the cover of the February issue.
We then get more of both the Old Ones and their city. 
The March 1936 issue contains only a single illustration, again of the city of the Old Ones. At the bottom right, you can see two of the expedition members fleeing the city ahead of the shoggoth (not depicted, so far as I can tell).
In my opinion, these are all really striking illustrations – and apparently Lovecraft agreed. In a letter to August Derleth, he stated that, "The illustrator drew the nameless Entities precisely as I imagined them." Very high praise indeed! 

I'll have more to say about the illustrations from "The Shadow Out of Time," I'll save that for yet another post.

Thursday, August 21, 2025

HPL in Weird Tales

While most interested parties nowadays know that H.P. Lovecraft's stories almost all appeared in the pages of pulp magazines during the 1920s and '30s – the vast majority of them in "the Unique Magazine," Weird Tales – what they may not know is that a great many of these appearances were accompanied by illustrations. I posted a couple of these at the start of the month, but I thought readers might enjoy seeing a few more of these, particularly those associated with some of his more famous yarns.

This one, for example, depicts the bayou ceremony described by Inspector Legrasse in "The Call of Cthulhu."


 Here's an imaginative illustration of Wilbur Whateley's twin brother in "The Dunwich Horror."

This piece shows the end of "The Whisperer in Darkness," when Professor Wilmarth finds the face and hands of Henry Akeley left behind in the chair in which he'd been sitting for most of the story. 
Disappointingly, only one Lovecraft-written story ever appeared on the cover of Weird Tales, "Under the Pyramids," but it did so both with a changed title ("Imprisoned with the Pharaohs") and a Harry Houdini byline (no surprise, since HPL had been hired by Houdini to be his ghost writer).

Lovecraft had much better luck in this regard with Astounding Stories, which featured two of his tales on the cover, starting with At the Mountains of Madness, which features what is likely the first ever illustration of a shoggoth.
This was soon followed by "The Shadow Out of Time."
Both of the Astounding appearances also include interior artwork as well, some of which is quite interesting and probably deserving of a separate post. 

Wednesday, August 20, 2025

Natal Felicitations

Today being the birthday of Howard Phillips Lovecraft – his 135th, to be precise – I would normally dedicate a post to him and his memory. This year, because I've already devoted the entire month of August to that purpose, I thought instead I would simply link to my previous HPL birthday posts, especially for the benefit of those who weren't reading this blog years ago. 

The Shadow over August will continue for another eleven days. I've still got quite a few more posts that I hope will be of interest to everyone reading, including more interviews with RPG writers whose work either directly or indirectly relates to Lovecraft. There's also an additional post over at my Substack for those of you who've enjoyed the Dreamer and Moon Prowler classes I posted here recently. Though Ben Laurence is the true Master of the Dreamlands, this month has inspired me to dabble a bit in the Realm Beyond the Veil of Sleep. I already have too many other projects on the go to spend much time there!

Regardless, today's the day to celebrate Lovecraft's memory as you see fit (or not). I myself will be re-watching the H.P. Lovecraft Historical Society's excellent films based on "The Call of Cthulhu" (which I strangely have never reviewed here) and The Whisperer in Darkness (which I have).

Tuesday, August 19, 2025

Grognard's Grimoire: Moon Prowler

Hunter in shadow. Wanderer in dream. Watcher beneath the moon.

Origin: Dreamlands
Requirement: Minimum DEX 9
Prime Requisite: DEX
Hit Dice: 1d4
Maximum Level: 9
Armor: None (see below)
Weapons: Claws, small melee weapons (see below).
Languages: Alignment, Dreamspeech, Feline, Moonspeech.

A moon prowler is no ordinary feline. Sleek and clever, with eyes like twin moons and a mind sharp as a knife’s edge, she prowls the Dreamlands with an ease no human could match. She speaks in purrs and riddles, slips through shadows like silk, and leaps across rooftops as though gravity were an optional courtesy. She is feared and respected by all, for the law of the Dreamlands is clear: no man may kill a cat.

Prime requisite: A moon prowler with at least 13 DEX gains a 5% bonus to experience. If DEX is 16 or higher, the moon prowler gets a +10% bonus. 

Combat

A moon prowler cannot wear armor of any kind. However, her uncanny agility grants her a base AC 7 (modified further by DEX). She prefers to fight with her claws (1d3 damage), but may use melee weapons suited to her size (referee’s discretion).

Feline Advantages

A moon prowler can squeeze through any opening large enough for her head and balance on narrow surfaces (ledges, ropes) without requiring a check.

  • 1st–4th level: Immune to normal falling damage from heights up to 20’.
  • 5th–7th level: This increases to 30’.
  • 8th–9th level: This increases to 40’.

Feline Curse

Anyone who kills a moon prowler is cursed.

  • Immediately suffers a –4 penalty on all rolls made at night.
  • Cats, whether ordinary or dream-born, are always hostile.
  • Lasts until the killer dies or an appropriate penance is made (referee's discretion)

Feline Drawbacks

A moon prowler cannot carry heavy burdens. Beyond a dagger and a few small items, she refuses loads. She also loathes water, avoiding it unless magically compelled or under dire circumstances.

Keen Senses

Thanks to heightened hearing and smell, moon prowlers have a 2-in-6 chance to:

  • Detect hidden or invisible creatures nearby.
  • Notice unusual sounds, scents, or disturbances in their surroundings.

Moon Leap

When under moonlight, a moon prowler may leap up to 30’ horizontally or 15’ vertically. This ability may be used both in and out of combat.

Nine Lives

Once per day, a moon prowler may avoid the effects of a single attack, spell, trap, or other hazard that would otherwise kill her.

Silent Stalker

In dim light or darkness, a moon prowler surprises opponents on a 1–4 on 1d6. In full daylight, this only applies against distracted or unaware targets.

Moon Prowler Level Progression

D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.

The Articles of Dragon: "Giants in the Earth" (Issue #36)

"Giants in the Earth" was an irregular series of articles that appeared in Dragon between issues #26 (June 1979) and #61 (May 1982). Co-written by Lawrence Schick and Tom Moldvay, its purpose was to present notable characters from literature in (A)D&D terms. During its run, more than 40 characters made an appearance, running the gamut from John Carter of Mars to Maal Dweb to Reepicheep and more. While certain authors, like Jack Vance and Fritz Leiber, and their creations receive lots of attention, others show up more infrequently.

Despite his foundational importance to the literature that inspired the hobby, a character from the works of H.P. Lovecraft appears only once in "Giants in the Earth" and the choice is an odd one, at least in my opinion. The column from issue #36 (April 1980) features Richard Upton Pickman, here styled the "King of the Ghouls." Here are the game stats that accompany his description, along with a portrait that looks to me as if it was drawn by Jeff Dee (there is no credit accompanying either the article or the illustration):

There are certainly a number of things one could discuss about this write-up – feel free to do so in the comments – but, for me, what's more interesting is the accompanying description of Pickman. For example, the text states that he "wears +3 plate armor (no shield) and carries a +1 sword which is +4 versus ghoul enemies (most living creatures)." What a bizarre detail! I say that, because Pickman is presented in the article just as he is in "Pickman's Model." He's a Boston artist whose work is shunned by respectable galleries for its disturbing subject matter. Though he is now himself a ghoul, he's nevertheless a man of the 20th century, not some medieval fantasy characters. It's very odd.

Beyond that, the text presents six examples of Pickman's paintings. Each one is given a title and a magical effect if viewed. 
The first three paintings listed – "The Lesson," "Ghoul Feeding," and "Subway Accident" – are all lifted straight from "Pickman's Model," while the last three are references, either direct or indirect, to famous Lovecraft stories. I find the inclusion of "The Silver Key" notable, since protagonist of the story with which it shares a name, Randolph Carter, eventually meets Pickman in The Dream-Quest of Unknown Kadath. The article also notes that each of these paintings has a saving throw versus fire of 10, suggesting that it's quite likely someone might seek to burn them in order to stop their deleterious effects.

More than halfway through The Shadow over August, it's been a bit of a struggle to find Dragon magazine articles that connect directly – or even indirectly – to H.P. Lovecraft and his legacy. I would have thought there'd be more examples of this kind of thing, especially from the period prior to 1980. As it turns out, that's not the case and I find myself wondering why ...

Monday, August 18, 2025

Grognard's Grimoire: Dreamer

With apologies to Peter von Sholly

Stranger in waking life. Adventurer of the Other World. King in dreams.

Origin: Waking World
Requirements: None
Prime Requisite: WIS
Hit Dice: 1d6
Maximum Level: 10
Armor: None
Weapons: Any
Languages: Alignment, Common, Dreamspeech

A dreamer is a mystic who slips beyond the borders of waking reality into strange and hidden realms. His body may be plain and earthbound, but his mind wanders distant dimensions where wonder and dread intertwine. He may return with uncanny powers – or lose himself forever. In the waking world, a dreamer often serves as a seer, prophet, or enigmatic wanderer, forever shaped by what he has seen. 

Combat

A dreamer can use any weapon, but he is unable to use to shields or wear any kind of armor.

Between Two Worlds

If a Dreamer is reduced to 0 hp in the Dreamlands, his body in the Waking World convulses and falls into a deathlike coma. He vanishes from the Dreamlands immediately, reappearing in his mortal body after 1d6 days of real-world time. During this period, he cannot enter the Dreamlands by any means.

However, each time a Dreamer is “slain” in the Dreamlands, there is a 1-in-6 chance that his soul becomes untethered. If this occurs, his waking body dies instantly and his spirit is trapped in the Dreamlands forever, unless restored by magic or divine intervention capable of true resurrection. Thereafter, any subsequent death is permanent.

Starting at 7th level, this risk is reduced to 1-in-12, reflecting mastery over his dream-self.

Dream Lore

At 1st level, a dreamer must choose one of the following:

  • Moon Scholar: Has studied the secret languages of the moonlit realms. Gains the ability to speak and read one additional ancient or alien tongue (e.g. Feline, Moonspeech, etc.)
  • Oneiric Talisman: Possesses a relic from dreams that anchors thought. Once per day, may re-roll a failed saving throw versus attempts to alter thoughts, emotions, or will.
  • Prophetic Memory: Once per day, may declare an event as something foreseen in a dream. Gains +4 bonus on one related action.
  • Silver Veil: The mind slips through lies and glamour. Gains a +2 bonus to saving throws against effects that disguise reality, such as illusions and other deceptions of sight, sound, or thought.

Dream Powers

A dreamer does not cast spells but instead manifest unpredictable powers from the Dreamlands. To do so, roll 1d8 twice on the Dream Powers table below and select one of the results. The chosen power may be used immediately or held until the end of the dreamer’s next action, after which it fades if unused and still counts toward the daily limit. Only one power can be held at a time. At levels 3, 6, and 9, a dreamer may choose one, two, and three of his daily powers respectively instead of rolling for them. Six hours of sleep restore all daily uses and remove any held power.

  1. Forgotten Memory: Target forgets last 1d6 turns (save versus spells negates). Can erase knowledge of events, questions, or spells.
  2. Gaze Beyond the Veil: Ask the referee one question about the situation, the future, or a hidden truth. The answer may be symbolic or vague unless manifested while sleeping.
  3. Healing Light: Touch restores 1d8 + level HP. Undead take damage instead.
  4. Moonblade: Summons a +1 glowing sword (1d8 dmg, lasts 1 turn, magical, parry 1d4 dmg once/round).
  5. Oneiric Firebolt: 120' range, 2d6 dmg (save versus spells for half). Magical fire. On failed save, target also hallucinates for 1 round.
  6. Phantom Passage: Teleport self + 1 willing target up to 60'. Must know the destination. Cannot pass through stone or magical wards.
  7. Sleep of the Silver Gate: Affects up to 3 HD of creatures (no save if HD ≤ 1). Sleep lasts 1d6 turns.
  8. Summon Dream-Beast: Conjures a 2 HD creature (AC 7 [12], 1d8 bite, morale 10, lasts 1 turn or until slain).

Dream Surge

When a dream powers rolls yield the same result on both dice, roll 1d20 to determine an additional consequence.

After Reaching 9th Level

At 9th level, a dreamer attracts 1d6 followers: dream-touched mystics, alien poets, or seers. Instead of a fortress, a Dreamer may establish a hidden dream-sanctum, accessible only through ritual sleep.

Dreamer Level Progression

*Modifiers from CON no longer apply.

D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.