Monday, February 23, 2026

Chamber of Chills

I mentioned in my earlier post today that there was a Marvel comics adaptation of "The Thing on the Roof" in issue #3 of Chamber of Chills (March 1973), scripted by Roy Thomas (of Conan the Barbarian and The Savage Sword of Conan fame, among many others) and drawn by Frank Brunner. Here's the cover – and, no, nothing like this happens in either the story or the adaptation.

The adaptation is broadly faithful to Howard's story, though it eliminates the first part of it, where Tussmann comes to the narrator (here given the name of Mr Erwin rather than being unnamed) and asks his help in procuring a copy of the 1839 edition of Nameless Cults, instead launching straight into the narrator's visit to Tussmann's Sussex manor. It's also a bit more melodramatic, adding little flourishes here and there that I assume were intended to heighten the tension and horror of the tale.

Likewise, the comic ends with an actual revelation of the creature that is responsible for Tussmann's demise, something Howard intentionally leaves vague:
I can certainly see why Thomas and Brunner decided to depict the unseen Thing on the Roof, but, as is so often the case, I'm not sure it could ever have done justice to anyone's imagination of what the creature looked like. In any case, I'm nonetheless pleased to draw your attention to another comic book adaptation of a pulp writer. I think the role comics, especially Marvel comics, played in introducing a new generation to the works writers from decades before. Come to think of it, that'd a worthy topic for a post all its own ...

Pulp Fantasy Library: The Thing on the Roof

When I restarted the Pulp Fantasy Library series back in September, I did so primarily because I knew I could devote myself to writing about every H.P. Lovecraft story associated with the Dreamlands, even tangentially. Because there are a lot of stories that fit this description, I didn't have to think much about which story I'd write next, which eased a lot of the burden I'd previously felt about the series. Now that I've concluded that project, I find myself once again pondering what next to write about and I felt some of my former apprehension return. After all, with 350 entries to date, I've written about most (though not all) of the obvious stories.

Because I'd devoted the first month of the year to Clark Ashton Smith rather than to his colleague and fellow January baby, Robert E. Howard, I thought a good way to solve my immediate problem was to find one of his stories I'd never covered before. REH was a prolific writer and, while his tales of Conan and Solomon Kane are probably his best and most well-known, there's still a wealth of options to choose from, especially if I wanted something a little off the beaten path. That's when I remembered "The Thing on the Roof."

Originally published in the February 1932 issue of Weird Tales, "The Thing on the Roof" is a horror story in the vein of Lovecraft's tales of the Cthulhu Mythos. I first came across it in the early '90s in an anthology of Howard's horror fiction edited by David Drake and then, later, encountered an adaptation of it from an early '70s Marvel comic book (Chamber of Chills issue #3). Compared to, say, "Pigeons from Hell," which is likely the most celebrated of Howard's horror yarns, "The Thing on the Roof" is a much more modest affair, but it's still interesting nonetheless, if only for its slightly different take on "Lovecraftian" subject matter.

The story itself is quite short and fairly straightforward. Its unnamed narrator is a scholar and book collector. He is unexpectedly approached by his academic rival, Tussmann, who offers to publicly retract his previous aspersions on his work in exchange for help obtaining the rare 1839 “black book” edition of Friedrich von Junzt’s Nameless Cults. Tussmann has become obsessed with a passage describing a remote “Temple of the Toad” in Honduras, where a mummy wearing a toad-shaped red jewel supposedly guards a hidden treasure and believes only the 1839 edition contains a full description of the temple. After months of effort, the narrator secures a copy and Tussmann confirms that the original text contains crucial details omitted from later editions. Claiming firsthand knowledge of the temple from a previous expedition, Tussmann then departs for Central America determined to recover the treasure of the temple, convinced that the jewel is, in fact, a key to a store of gold concealed beneath the altar.

Months later, Tussmann summons the narrator to his Sussex estate, where he reveals that he found no gold, only the mummy and the strange jewel, which indeed opened a hidden passage beneath the temple. His account of what lay below is evasive and unsettling and he appears increasingly unstable, hinting that he may have awakened something when he used the jewel to open a subterranean crypt. The narrator, rereading von Junzt, realizes the horrifying implication: the “treasure” was not gold but the temple’s monstrous god. That night, amid strange noises and signs of an unseen presence, Tussmann locks himself in his room with the jewel. The narrator later breaks in to find him dead, his skull crushed by what appears to be the imprint of a gigantic hoof and the jewel missing, suggesting that whatever was released from the temple has followed its key back to England.

As a story, "The Thing on the Roof" is a modest affair. Most of the story consists of conversations between the narrator and Tussmann, as the two discuss historical details about von Juntz, the Temple of the Toad, and related matters. For a Robert E. Howard tale, it's devoid of almost any action, which is probably its most remarkable quality. As a story, it's fine – nothing special but perfectly serviceable for the kind of story it is. For whatever reason, Howard himself really like the tale, writing in a 1930 letter to his friend Tevis Clyde Smith that "this story is by far the best thing I have ever written and one which I am really inclined to believe approaches real literature, distantly, at least." Even overlooking an author's inevitable blindness about his own material, REH's self-assessment is overly charitable.

"The Thing on the Roof" is worth a read, because it's quick and has a few interesting elements, even if it's far from Howard at his best. Sometimes, even Homer nods. 

Friday, February 20, 2026

Urheim

Some of you may recall that, shortly after I resumed blogging in the late Summer of 2020, I began a public project – the Urheim megadungeon. Though the posts relating to it were well received, I eventually lost interest in continuing it, largely because I wasn't running Urheim. Instead, it was a purely theoretical pursuit, an attempt to do what I had hoped to do with Dwimmermount. Because I was doing it without any intention of making use of it, I didn't feel a connection to the megadungeon and abandoned it.

Recently, though, an opportunity to correct this has arisen. The Metamorphosis Alpha campaign I began last year is on hold, owing to the departure of a couple of players for several months. That led to some discussions with the remaining players, who felt it might be worthwhile to play something else until the absent players returned. When one of them admitted that he had never played a megadungeon-based campaign, the conclusion was obvious: I should referee one for him and, rather than returning to Dwimmermount, I would pick up Urheim where I left off.

For this campaign, I'll be using Old-School Essentials as its base, modified with some house rules I've assembled over the years. The house rules bring it closer to OD&D + Supplements – what I have, in the past, referred to as D&D 0.75 – which is my preferred version of the game. It's closer to the simplicity of pure LBB-only OD&D while also possessing more of the flavor of AD&D that I think a lot of people have as the default frame for conceiving of Dungeons & Dragons. Also included in my house rules are some unique races like the Gargantuas and unique classes like the beggar.

Of course, what really excites me about this is the opportunity to continue my development of Urheim in the context of actual play. While I don't think it's absolutely necessary that every piece of game writing must arise out of regular campaign play, I do think that writing that does is generally better and more vital. This is, I think, especially so in the case of megadungeons, which are generally so large that the only way to build them is a couple of steps ahead of the player characters – or so I have come to believe (perhaps I'll write about that in another post).

It's been a while since I last regularly refereed a megadungeon, so this will be a good experience for me as well. As the campaign develops (assuming it lasts for any length of time), I'll no doubt have thoughts to share, including additional details about the Telluria setting in which Urheim exists.

Thursday, February 19, 2026

Tea Parties and Terror

Last week, I wrote briefly about events in my ongoing Dolmenwood campaign – which, strangely, still doesn't have a name – and the way those events brought humor to the fore. Today, I wanted to look at a slightly different aspect of the campaign: the ways in which I have changed the "official" setting and made it my own. To be clear, Dolmenwood's setting, the eponymous Dolmenwood itself, is very broadly drawn. Even though its amazing Campaign Book is over 450 pages long, most of the detail it provides is pretty sketchy, leaving lots of room for individual creativity. (To be even clearer: about 275 pages of the Campaign Book is devoted to one-page hex descriptions from which the referee can improvise. Dolmenwood is not Tékumel or Glorantha when it comes to source material.)

As I mentioned before, the characters are currently operating in and around Cobton-on-the-Shiver, a strange little village nestled in the Valley of Wise Beasts that's home to the Cobbins, small anthropomorphic animal-people given sentience by the nine-legged chaos godling known as the Nag-Lord – or Atanuwë to those who worship him, which the Cobbins do. The Nag-Lord is, for all intents in purposes, a Lovecraftian eldritch horror, equal parts Shub-Niggurath and Nyarlathotep. The Nag-Lord has is responsible for the creation of both the Crookhorn goat-men and the Cobbins, both of whom revere it as the Lord of Creation.

Atanuwë created the Cobbins as a lark, a dark joke. After all, what's more amusing than a bunch of talking, clothes-wearing, tea-drinking animal-people out of Beatrix Potter or Kenneth Grahame who worship and adore a hideous abomination like itself? While there are a few Cobbins who seek to throw off the yoke of the Nag-Lord and his Crookhorns, the vast majority of them do not. They're content to go about their usual business – fishing, sailing little boats, smoking pipes, etc. – because it's the only thing they know and the way it's always been.

The characters were hired by a member of the aforementioned Cobbin resistance, known as the Grey League. The characters went in, believing that the League, was a potent underground movement who only need some weapons and outside assistance to succeed in their goals. What they discovered, however, was that the League consisted of less than ten Cobbins, though their leader assured them that more could probably be roused to join them if they demonstrated the Crookhorns could be beaten. This did not fill the characters with hopeful feelings and indeed worried them somewhat.

With good reason, too! One of the things I've expanded upon in my version of Dolmenwood is that, because the Cobbins were created by the Nag-Lord, they genuinely, sincerely revere it as the Lord of Creation. Atanuwë did, after all, create them and they owe their very existence to it. This is not in spite of their cruel and darkly humorous treatment at the hands of the Crookhorns but because of it. My reasoning was that the Cobbins know nothing of the world beyond the Valley of Wise Beasts. Their frame of reference is completely warped, twisted by their limited experiences. To them, the Nag-Lord is a god and, because of that, the way it behaves is the way gods behave. Most simply can't conceive of a benevolent deity, nor can they imagine rebelling against the Lord of Creation.

None of this is, strictly speaking, contrary to anything that's stated about Cobbins in Dolmenwood, but it's not something that's explicit. It's something I teased out and developed for my campaign and it's been fun watching the players (and their characters) come to the realization that most of the Cobbins are content with their pathetic lot. Getting them to question their priors, let alone, take up arms against the Crookhorns, is going to take a lot of work on their part. Fortunately, they're very clever and have begun hatching a scheme they believe might get them some way toward this goal ...

Wednesday, February 18, 2026

Logjam

Logjam by James Maliszewski

Or the frustrations of a writer

Read on Substack

Retrospective: Forgotten Realms Campaign Setting

Let's begin by making a clarification. This week's Retrospective concerns the AD&D Second Edition boxed set released by TSR in 1993 called the Forgotten Realms Campaign Setting. This is not to be confused with the AD&D First Edition product released in 1987 called the Forgotten Realms Campaign Set, about which I've already written a Retrospective post – though the former is indeed a revision and expansion of the latter. Why the two products have such similar yet still different titles eludes me. I expect the answer is most likely an oversight on the part of TSR's production team.

In any case, the 1993 product is a simultaneously terrific and frustrating product. At the time of its release, I was just beginning a campaign set in the Realms – the last AD&D campaign I would run before more or less abandoning the game for other RPGs – so its appearance was a godsend. Though I already owned (and loved) the 1987 set, it was several years out of date, both with the current AD&D rules and with events in the setting itself, so a more substantial update than the Forgotten Realms Adventures hardback was long overdue.

Say what you will about TSR in the 1990s, but one thing the company did very well was produce boxed RPG products and this one is no different. Coming in a sturdy, deep box, the Forgotten Realms Campaign Set was positively stuffed with material: a 128-page A Grand Tour of the Realms, 64-page Guide to Running the Realms, a 96-page Shadowdale book (not to be confused with the terrible adventure module of the same name), several Monstrous Compendium pages and cart-apart sheets of cards, and, of course, four large, full-color maps of the Realms. It's a truly impressive collection of softcover books and other accessories.

A Grand Tour of the Realms is the heart of the boxed set, providing an overview of the setting and its locations. It's packed with information – probably too much, to be honest – and that's both a blessing and a curse, as I'll eventually explain. When I was refereeing a Realms campaign, it was probably the book I consulted the most often. By contrast, the Guide to Running the Realms, though seemingly intended as the Dungeon Master's companion book to the setting, is much less useful. More than half of its pages are spent detailing NPCs, large and small, as well as the various deities of the setting. It's not a useless book by any means, but I rarely looked at it.

Shadowdale is better. It's a deep dive into the most famous of the Dalelands, making it a suitable starting point for a new Forgotten Realms campaign, as well as a "home base" for adventurers who want to roam the region between the Moonsea and the Sea of Fallen Stars. The Dale is described in exhaustive detail – a recurring pattern in this boxed set – with almost every location given at least a short paragraph, often more. Several of these locales even have interior maps. Finally, there's a lengthy adventure, "Beneath the Twisted Tower," for beginning characters that not only makes good use of the material already presented but could easily serve as the kick-off to an entire campaign in and around the Dales.

Combined with all the other extras included inside the box, the Forgotten Realms Campaign Setting is a terrific product, one that really does give the Dungeon Master nearly everything he could possibly want for starting a new campaign in Ed Greenwood's storied setting. I know I found it invaluable when I was refereeing my campaign decades ago, especially as I hadn't been keeping up with all the changes TSR wrought on the Realms during the years since the release of the original 1987 boxed set. In terms of simple utility, this is a good candidate for the best setting material TSR produced during the company's existence (though there's an embarrassment of riches to choose from).

At the same time, if you're familiar with both the original boxed set and/or Greenwood's articles about the Realms in the pages of Dragon, it's hard not to be a little frustrated by the 1993 set. I've already noted several times now how much material is found within the three included books – so much that it could be overwhelming. I understand that not everyone is put off by lots of detail and, as a longtime fan of Tékumel, I feel vaguely hypocritical for grousing about the much more modest information found in the Forgotten Realms Campaign Setting. Still, I feel as if the nature of the Realms started to change in this era, moving away from a more open-ended, almost sandbox-y setting into something more defined and therefore less flexible, at least when compared to its roots.

A big part of that probably has to do with not merely the Time of Troubles but how many products TSR had already produced for the setting. TSR turned the Forgotten Realms into the default, baseline setting of Second Edition, which meant that it shoehorned all manner of stuff into the setting that didn't really fit with Greenwood's original depictions of it. For example, several regions were made less fantastical and more like analogs of real world cultures and historical periods. This genericized the Realms and bled it of its original flavor. That disappointed me even at the time and does so even more now.

For all that, I still have a lot of affection for this boxed set. I not only made good use of it, but it's a fine example of a style of RPG product that no one really makes anymore – a largely complete description of a setting in a single box. I know there are all sorts of reasons why such a product is no longer as feasible as it was in the early 1990s, but that doesn't change my nostalgia for it. At the end of the day, I feel the only true judge of a gaming product is how much fun it engendered in play. By that standard, I consider the Forgotten Realms Campaign Setting a winner.

Tuesday, February 17, 2026

Pulp Fantasy Library: H.P. Lovecraft and the Literature of Longing (Part II)

It is tempting to draw a sharp line between H.P. Lovecraft’s Dreamlands tales and his cosmic horror fiction. I do not believe, however, that this division is as firm as it appears. The Dreamlands stories and those of the so-called Cthulhu Mythos are not separate creations so much as different angles on the same vision. In both, Lovecraft presents mankind as small. In both, the powers beyond humanity are indifferent, remote, and often hostile. In both, the pursuit of knowledge leads not to enlightenment but to disillusionment. The difference lies primarily in tone and imagery. The Dreamlands stories dress these ideas in velvet and moonlight rather than slime and starlight.

This becomes increasingly clear in Lovecraft’s later dream tales, where the Dreamlands grow darker and more overtly connected to his cosmic horror. The Plateau of Leng, for example, belongs to both realms. It appears first as a dreamlike landscape of cold and mystery, but later becomes a threshold to something far more alien. Likewise, Nyarlathotep, the Crawling Chaos, the messenger of the Outer Gods, enters the Dreamlands not as a jarring intrusion but as a natural inhabitant of that realm. All of this suggests that the Dreamlands are not an escape from the Mythos. They are instead another way of approaching it. Dreaming is not a refuge from cosmic indifference, merely a different form of it.

“The Dream-Quest of Unknown Kadath” is often treated as the key to understanding Lovecraft’s Dreamlands stories and with good reason. It is his most expansive narrative set there, consisting of a long episodic journey in which Randolph Carter travels across the dream world in search of the “sunset city” he has seen in visions. Carter believes the gods have stolen this city from him and he seeks to confront them and reclaim it.

On the surface, the story is a fairly typical fantasy quest. Carter journeys from place to place, encounters strange beings, bargains with ghouls, is saved by cats, and eventually reaches the cold, forbidding heights of Kadath. The Dreamlands are presented here in perhaps their fullest form, populated by both familiar names and new terrors. Yet a careful reading reveals that, despite outward appearances, this is not a tale of heroic adventure at all. Carter is not seeking to restore order or defeat evil. He seeks only personal fulfillment. He believes that somewhere in the Dreamlands there is a Beauty that will satisfy his longing.

Nyarlathotep’s revelation at the end of the tale is one of Lovecraft’s most moving statements about the imagination. Carter’s sunset city is not something stolen by the gods. It is something he already possesses, namely, his own memory, transformed by dream into something seemingly unattainable. The gods have not taken his desire from him; his desire has taken him away from himself. This is no mere literary twist. Indeed, it could be read as the thesis statement of Lovecraft’s dream tales as a whole. The dreamer’s longing is not truly directed outward toward some distant paradise. It is directed inward, toward something irrecoverable, like childhood, innocence, or the first encounter with wonder.

This is why the dream tales cannot end in triumph. Even when the dreamer finds what he seeks, he cannot keep it. The Dreamlands can offer wonder, but they cannot resolve longing. They can only intensify it, often to the point of existential suffering.

One reason I find these stories so attractive is that they represent Lovecraft’s most sustained attempt to write against modernity. In his horror fiction, modernity is presented as a thin veneer over ancient terror. Science and progress do not protect man; they merely reveal how little control he has. In the Dreamlands, by contrast, modernity is not terrifying so much as impoverished. The dreamer flees the modern world because it cannot satisfy his imagination. Lovecraft’s narrators frequently describe contemporary life as gray, repetitive, and spiritually barren. The Dreamlands, by contrast, are filled with ancient streets, mysterious temples, forgotten gods, and landscapes untouched by industry. They are not simply exotic. They are pre-modern in the most Romantic sense, a world where the past is not history but present.

This is not an incidental feature but a central one. The Dreamlands tales are fueled by a profound dissatisfaction with the contemporary world and a longing for something older, richer, and more enchanted. The irony, of course, is that Lovecraft does not ultimately believe such enchantment can be recovered. The Dreamlands are not a return to the past. They are a fantastical counterfeit of it and, as such, ultimately unsatisfying. This is why so many of the most powerful moments in these stories are tinged with melancholy. Even at their most wondrous, they carry the sense that the dreamer is pursuing something that cannot last.

If Lovecraft’s Dreamlands stories have a unifying subject, it is the imagination itself, not merely its power or necessity, but also its danger. These stories are not truly escapist. They do not reassure the reader that there is a better world waiting just beyond the wall of sleep. Instead, they explore the cost of wanting such a world. The suffering dreamers experience in these tales reveals the limits of the human condition. Dreams can show beauty but cannot grant permanence. They can open doors but cannot change the fundamental indifference of the universe. They can provide refuge, but only by separating the dreamer from everything else.

For that reason, I do not think Lovecraft’s Dreamlands stories can be separated cleanly from his cosmic horror. They are another side of the same coin, one Lovecraft continued to flip throughout his life. Both bodies of work are concerned with the human desire for meaning, beauty, and transcendence in a universe that does not promise any of these things.

The Dreamlands tales do, however, allow Lovecraft to approach this concern through longing rather than terror. They are the literature of yearning rather than dread, even if their conclusions are not so different. The dreamer may travel far, meet gods, and glimpse wonders beyond imagining. In the end, though, he remains what he always was – a fragile consciousness, haunted by desire and unable to hold what he most wants.

Whether that is comforting or terrifying is likely a matter of temperament. It may well be both. I do not think Lovecraft ever fully resolved this tension, even in his own mind, which makes sense, since it may be intractable. I know I feel it ever more keenly as I get older, hence the continued fascination I have with these stories and the man who struggled for most of his life trying to give shape to longing, only to discover that it cannot be satisfied, only endured.

The Articles of Dragon: "These are the Voyages of the Ginny's Delight ..."

Allow me to mention – once again – that, while fantasy is without question the genre of RPG I've spent the most time refereeing and playing, science fiction is where my heart truly lies. I sometimes think I was a fan of sci-fi from birth, because so many of my earliest memories revolve around rocket ships, aliens, and space exploration. Given that I can still vividly recall watching the handshake in space during the 1975 Apollo-Soyuz mission, this shouldn't come as a surprise. Even so, I think it's important to put what follows in some context, if only to paint a better picture of the kinds of Dragon articles that captured my imagination as a young man.

"These are the voyages of the Ginny's Delight ..." by Dale L. Kemper appeared in the Areas Section of issue #96 (April 1985). A short article, consisting of probably less than a single page of text, a technical diagram, and a set of deckplans, I nevertheless got a great deal of use out of it. There are a number of reasons why this was the case, the most obvious being that the article provided new material for use with FASA's licensed Star Trek roleplaying game, a favorite of mine at the time. I was always happy to see new content for that game, especially content that was immediately useable.

That's very important to me. Then as now, I loved reading about new ideas and rules for any RPGs I enjoyed, but what really fired me up were articles whose ideas and rules filled an obvious void or otherwise gave me stuff that I needed (or felt I needed). Speculative articles or "think pieces," as we might call them today, were fun, of course, but too often they felt unmoored from play, as if the author spent more time thinking about playing than actually doing so. There's nothing wrong with this, of course, but useable material will always win out over the theoretical.

In this particular case, the useable material was the titular Ginny's Delight, a custom-built 48 meter-long, 8000-ton merchantman intended as an "adventure-class" vessel for use by up to four independent traders in the Star Trek universe. Being a fan of FASA's Trader Captains and Merchant Princes supplement, this was catnip to me. At the time, I had already had some success running short, parallel Star Trek campaigns focused on non-Starfleet characters and wanted more. Because FASA was slow to provide such material, I welcomed anything more I could find.

The Ginny's Delight is small and comparatively fast, completely lacking in deflector shields but packing a photon torpedo mount that is unusual in a vessel of this size. It's also been streamlined to make atmospheric landings possible, something that's rather uncommon among the starships of the Star Trek setting. However, it makes it ideal for a small group of freelance rogues and ne'er-do-wells hoping to turn a few credits in the rough and tumble corners of the galaxy. That the article also included deckplans suitable for use with cardboard counters or miniatures only made the article even more appealing to me.

Like so many things, I had lots of plans to make use of the material in this article, but barely did so. The independent characters of my campaign already had their own ship and were quite fond of it, so there was no way they'd "trade up" to the Ginny's Delight. I eventually created a Tellarite trader and his crew who were intended to be rivals to the characters. Their ship was a variant of the one described in the article, but they only appeared once before the campaign ceased. Alas! Rereading this article brought back many fond memories of the far-off days when Star Trek was something that still inspired me and that's not a bad thing at all.

Monday, February 16, 2026

Pulp Fantasy Library: H.P. Lovecraft and the Literature of Longing (Part I)

This week’s Pulp Fantasy Library post is going to be a little different. After spending several months re-reading the stories commonly associated with H.P. Lovecraft’s Dreamlands, I wanted to gather my thoughts in one place. It’s been a long-running project and it seems to deserve a proper send-off. I should also note at the outset that I’ve lately been in a melancholy mood, which likely accounts for some of the tone of what follows, as well as its length. What I’m offering here (and in tomorrow’s conclusion) isn’t intended as a definitive statement so much as an attempt to make sense of a number of impressions that have been accumulating for a while now.

Lovecraft’s present literary reputation rests on his stories in which human beings confront the indifferent vastness of the universe and discover how little mankind matters. Alongside these, however, he wrote another kind of tale, the so-called Dreamlands stories. These fantasies unfold in strange cities and landscapes of impossible antiquity, where remote gods brood, cats are not quite what they seem, and dreamers wander. Fans of Lovecraft’s cosmic horror frequently treat these stories as merely youthful imitations of Lord Dunsany and thus diversions from his “real” work.

To be fair, there is some truth to that assessment. The Dreamlands stories do not constitute a “series” in any strict sense. They were written over the course of many years, in different moods, and for different purposes. Some are little more than exercises in stylized diction, while others are surprisingly straightforward. A few are whimsical, while several are bleak. Even Randolph Carter, the character most often associated with these tales (and with Lovecraft himself), does not appear in most of them, and the Dreamlands themselves shift in tone and detail from one story to the next.

Nevertheless, taken together, Lovecraft’s Dreamlands stories do reveal a consistent set of preoccupations. They return to the same themes again and again. What gives them unity is not plot or continuity but impulse. They are, at bottom, stories about longing and about the imagination as refuge, temptation, and trap. As someone who has lived inside his own head for much of his life, I find these subjects hard to resist, which likely explains why the Dreamlands continue to exert such a pull on me, even after a lifetime of reading them.

Any discussion of Lovecraft’s Dreamlands stories inevitably – and rightly – turns to Lord Dunsany. Lovecraft’s fantasies adopt Dunsany’s Biblical cadence, his remote and capricious gods, his invented antiquity, and his sense that wonder and melancholy are inseparable. Stories such as “The White Ship,” “The Doom That Came to Sarnath,” and “The Cats of Ulthar” wear their inspiration openly. They are written in a consciously archaic style, as though recited by a storyteller who has never heard of the modern world.

Lovecraft admired Dunsany’s ability to evoke vastness without the use of literary realism. Dunsany invited the reader into a realm of dream, but it's not a comforting dream. It is beautiful, yes, but also fatalistic. The gods are not moral; they are simply powerful. Mortals may glimpse wonder, but they will never possess it and there is often a price to be paid for the attempt to do so. Lovecraft borrowed much from this approach, but, even in his most Dunsanian fantasies, there are also differences. Dunsany’s distance is poetic; Lovecraft’s is metaphysical. For him, the dream is never merely a dream. It is a sign of something beyond human reach and the desire for it is not without danger.

The Dreamlands are sometimes discussed as if they were a setting in the sense of a coherent world with geography, history, and consistent detail. Lovecraft occasionally encouraged this impression. He names cities and regions, refers back to earlier stories, and returns to certain motifs, like Ulthar and its cats, the streets of Dylath-Leen, and the Plateau of Leng, to cite just a few obvious ones. Yet, despite the desires of many a fan, the Dreamlands defy cartography. Their consistency is psychological rather than geographical. The Dreamlands are not really a place so much as a condition given form – the landscape of longing.

I think this is why Randolph Carter serves as something like the Dreamlands’ "mascot." Carter is not a hero in the usual pulp fantasy sense. He does not seek treasure or power. Instead, he seeks experience, specifically, a sense of wonder that cannot be found in waking life. He wants to escape the ordinary and, in doing so, find freedom. One can see the same impulse at work in “Celephaïs.” Its protagonist, Kuranes, finds refuge only in dreams, which become more real than his impoverished waking existence. The story’s conclusion is both triumphant and tragic. Kuranes achieves a kingdom in the Dreamlands where he may rule in peace, but he does so only by abandoning the real world entirely. This is one of the governing ideas of Lovecraft’s dream stories. The Dreamlands offer salvation of a kind, but it is a salvation that demands withdrawal.

For this reason, the Dreamlands tales are sometimes treated as a gentler alternative to Lovecraft’s more well-known cosmic horror stories. They contain moments of beauty, whimsy, and even mercy. The cats of Ulthar avenge cruelty. The White Ship carries its dreamer to lands of wonder. There is, at times, a sense that the imagination, for all its dangers, can grant something the waking world cannot. Even so, I think this supposed gentleness is often overstated. The Dreamlands do not offer simple consolation. In many cases, the dreamer’s longing is both a source of wonder and a cause of ruin.

In “The White Ship,” Basil Elton sails to marvelous lands, but his desire is not satisfied. He must go further. He must reach Cathuria, the Land of Hope, which promises absolute fulfillment. Yet in pressing on beyond the Basalt Pillars of the West, he causes the ship to founder and he awakens from his dream, unfulfilled. The story’s structure is essentially moral, but its morality is existential. The lesson is not that the dream is sinful, but that longing is insatiable and that insatiability will always court disappointment.

This pattern appears in different forms throughout Lovecraft’s Dreamlands tales. “The Doom That Came to Sarnath” is not a dream story in the strict sense, but it is deeply Dunsanian and shares the same fatalism. A city grows proud, destroys what it considers lesser, and is eventually consumed by forces older than its own arrogance. The story is told as a legend, but its message is quintessentially Lovecraftian: history is not progress but a cycle of forgetting and punishment. Even “The Cats of Ulthar,” one of Lovecraft’s most charming fantasies, contains a darker undercurrent. The cats are not merely fanciful. They are agents of an ancient, inhuman justice. Their mercy is conditional, their vengeance absolute. The tale is comforting only if one is on the right side of it.

This is one of the Dreamlands’ most revealing features. Even in dream, Lovecraft cannot fully imagine a universe governed by benevolence. Beauty exists, but it is fragile. Wonder exists, but it is fraught. The dreamer may glimpse transcendence, but he cannot possess it without consequence.

I've rambled on longer than I'd intended already, so I'll leave the remainder of my thoughts for the second part of this post tomorrow.

Thursday, February 12, 2026

Comedy of Errors

I haven't posted any campaign updates in a while, though not for lack of playing. Indeed, I continue to referee three different campaigns, as I have for many years now. Since the end of my House of Worms Empire of the Petal Throne campaign last year, Dolmenwood is now the longest-running game of the three (the others being Fading Suns and Metamorphosis Alpha). Consequently, it's actually the campaign about which I have the most to share, but, rather than focus on the big picture of the campaign, I wanted to share some specific details from this week's session, which everyone involved found humorous and fun.

I've written before about what I've come to call the "high adventure and low comedy" aspects of roleplaying games. I actually think it's a topic worth exploring in greater depth and perhaps I'll do that at some point. For my present purposes, know only that I'm not talking about intentionally comedic roleplaying, which is a different matter entirely (and probably also worthy of discussion). No, what I mean here is the way that, no matter how serious one intends to be while playing, there's simply no way to ensure a session will cooperate.

In our most recent session, the characters were planning a jailbreak from a village called Cobton-on-the-Shiver. The village is home to little anthropomorphic animal-people raised to sentience by the whimsical and malign Nag-Lord. The Nag-Lord's favored minions, the crookhorns – bigger anthropomorphic goat-men – rule over and abuse the cobbins, which doesn't sit well with some of them, who have formed a resistance movement to oust them from their town. That's where the player characters came in: they were hired to rescue a rat cobbin named Hackle Kingsley from the jail (or gaol, since Dolmenwood is unrepentantly British in its sensibilities). Hackle's important to the resistance and needed to be freed before he was hanged in the town square.

The characters decided to use trickery, not outright violence. Marid, a grimalkin enchanter, suggested that he stride into town, pretending to be the executioner hired by the crookhorn's leader, Baron Fragglehorn, to deal with Hackle. After all, who better than a fairy cat to deal with a rat? Coming with Marid was Alvie Sapping, a teenaged human thief, who posed as his apprentice. Much fun was had as Marid attempted to convince the crookhorns at the jail about his credentials, eventually succeeding. 

The crookhorn guard, Sergeant Scrag, led the pair to the cells, where Hackle was being held. Alvie was eventually allowed into the cell with him so that he could "measure" the cobbin for his hanging tomorrow. In actuality, he was surreptitiously unlocking the leg iron that held Hackle. Meanwhile, Marid talked to Scrag about his work, which interested the crookhorn. Scrag asked if he needed another apprentice, because he thought being an executioner would be "a lot more fun" than being a guard. 

Marid saw this as a perfect opportunity to further his own ends. He told Scrag that, yes, as a matter of fact, he was in need of another apprentice. If Scrag were interested, he should enter the cell with Alvie and he would instruct him on the niceties of the job. The crookhorn was enthusiastic and did so. The young thief got Scrag to look closely at Hackle and, while he did so, he tried to stab him in the back – and failed. Needless to say, this didn't sit well with the crookhorn, who rose to attack him. 

As an enchanter, Marid has access to magic powers called glamours. One of these, forgetting, causes a mortal being to forget what they had witnessed in the previous round. Thanks to Scrag's failed saving throw, he forgot the failed backstab. Whew! Alvie then positioned Scrag a second time with his back to him – and failed his backstab a second time. Scrag turned quickly and prepared to attack him, but Marid intervened once more, explaining that Alvie was just a stupid human who didn't understand that the crookhorn wasn't stealing his job. He made use of another glamour, beguilement, to ensure Scrag believed what he had just said. Thanks to a failed saving throw, he did.

Even so, the crookhorn guard still felt Alvie deserved some retribution. Marid agreed and asked them both to leave the jail cell. The grimalkin then offered Scrag his personal scepter to beat Alvie with. When he turned to leave the cell – yes, you guessed it – Alvie tried to backstab a third time and, once again, failed. Scrag was even angrier now and reached for his weapon to attack, but Marid stopped him, asking, "Don't you want to use my scepter?" When Scrag turned to take it, Alvie made a fourth backstab attack, which also failed.

From there, things devolved into a confused melee, with Alvie nearly dying and Marid having no choice but to assume his wilder form – think the Tasmanian Devil mixed with the Cheshire Cat – to take down Scrag. However, the fight attracted the attention of yet more crookhorns, which, in turn, alerted the other characters that the jailbreak had not gone as well as anticipated. Sir Clement, astride his warhorse, lance at the ready, rushed into to save them, with Fallon and Waldra following behind. 

Alvie's player calculated that the likelihood of his failing four backstab attacks in a row was 0.16%, which is remarkable but not without precedent. After all, that's the nature of dice. It's also why I actually like and appreciate the mechanical "swinginess" of Dungeons & Dragons and its descendants, like Dolmenwood. This week's session, though not doubt frustrating for Alvie's player, was nevertheless a blast. With each improbable failure and Marid's quick-witted responses to distract from them, the session became more and more unintentionally humorous. The end result was a session I expect we'll all remember for some time.