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.

1 comment:

  1. This is an excellent analysis. One wonders what would have been if Lovercraft had combined his eerie Mythos work with some of Dunsany's more "modern" prose, such as 'The Hashish-Eater'. That could have been fun! Another fruitful line of inquiry is to do a Lovercraft/Dr Seuss comparison; the themes of the White Ship are eeriely echoed in the Dr Seuss's classic childrens' book 'I Had Trouble In Getting To Solla-Sollew'.

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