An update on Dream-Quest, one of the many projects I've been working on since the summer.
Tuesday, December 9, 2025
The Current State of Dream-Quest (Part I)
Tuesday, November 4, 2025
Dream-Quest: Mirroring the Psyche
Here's another Dream-Quest post, though it's unfortunately restricted to patrons. Even so, I bring it to your attention, in the event that it might be of interest to regular readers of the blog.
Tuesday, October 28, 2025
Building the Dream
Once again, I'm sharing a public post from my Patreon about the development of Dream-Quest, for the benefit of those who are interested in this ongoing project.
Tuesday, October 14, 2025
The Mutable Dreamer?
Here's another public post from my Patreon about the development of Dream-Quest. As always, I invite comments on the post, since I'm still turning over ideas in my head and appreciate other perspectives. In this particular case, I'm pondering a fairly big change to the mechanics and presentation of the game as I've imagined it so far, which is why feedback is important.
Tuesday, October 7, 2025
The Mutable Dreamlands (Part I)
Here's another public post from my Patreon about the development of Dream-Quest. As always, I invite comments on the post, since I'm still turning over ideas in my head and appreciate other perspectives. In this particular case, I have a pretty good idea of how I plan to proceed, but it's still good to hear from others.
Tuesday, September 30, 2025
Varieties of Dreamborn
For those of you interested in my Dream-Quest project but who aren't patrons, here's another public post that you might want to read. As with all my public posts at Patreon, I'm soliciting comments and suggestions to guide me as I develop this game into something that might, one day, be more than just a collection of notes and ideas.
Monday, September 22, 2025
REPOST: Pulp Fantasy Library: The Doom That Came to Sarnath
There is in the land of Mnar a vast still lake that is fed by no stream and out of which no stream flows. Ten thousand years ago there stood by its shore the mighty city of Sarnath, but Sarnath stands there no more.
As I read it, "The Doom That Came to Sarnath" is a myth or legend coming down to us from the distant past, as Lovecraft implies immediately thereafter:
It is told that in the immemorial years when the world was young, before ever the men of Sarnath came to the land of Mnar, another city stood beside the lake; the grey stone city of Ib, which was old as the lake itself, and peopled with beings not pleasing to behold.
The story is filled with phrases like "when the world was young" that suggest to me at least that the reader isn't to understand the tale he tells as taking place in an imaginary or dream land but instead in the ancient and forgotten past of our own world, though, as we shall soon see, the matter is not cut and dried. Regardless, Lovecraft establishes that the beings of Ib were "in hue as green as the lake and the mists that rise above it" and "they had bulging eyes, pouting, flabby lips, and curious ears, and were without voice." One of the reasons I chose the cover above is because it features Gallardo's interpretation of what the beings of Ib looked like.
In time, men to the land of Mnar and founded the city of Sarnath. They marveled at the sight of the beings Ib.
But with their marvelling was mixed hate, for they thought it not meet that beings of such aspect should walk about the world of men at dusk. Nor did they like the strange sculptures upon the grey monoliths of Ib, for those sculptures were terrible with great antiquity. Why the beings and the sculptures lingered so late in the world, even until the coming of men, none can tell; unless it was because the land of Mnar is very still, and remote from most other lands both of waking and of dream.
The hatred of the men of Sarnath grew and, in time, resulted in a war in which all of the beings of Ib were slain and their "queer bodies [pushed] into the lake with long spears, because they did not wish to touch them." The men of Sarnath likewise toppled the monoliths of Ib and cast them into the lake. The only evidence of Ib the men kept was
the sea-green stone idol chiselled in the likeness of Bokrug, the water-lizard. This the young warriors took back with them to Sarnath as a symbol of conquest over the old gods and beings of Ib, and a sign of leadership in Mnar.
The men placed the idol in one of their own temples, but, on the following night,
a terrible thing must have happened, for weird lights were seen over the lake, and in the morning the people found the idol gone, and the high-priest Taran-Ish lying dead, as from some fear unspeakable. And before he died, Taran-Ish had scrawled upon the altar of chrysolite with coarse shaky strokes the sign of DOOM.
The story's titular doom does not come quickly and Lovecraft spends the remainder of the story describing the next thousand years of Sarnath's history, as it grows in power – and pride – within the land of Mnar, eventually becoming the capital of a mighty empire founded on hate and greed. Lovecraft presents these facts in a way that seemingly implies admiration of Sarnath and its glory, but it soon becomes clear that this is a mask for condemnation of its excesses and, by the end, Sarnath and its people pay the price for their past sins.
To call "The Doom That Came to Sarnath" a morality tale is probably simplistic. At the same time, Lovecraft is not at all subtle in his connecting the destruction of Ib with the later doom that befalls Sarnath. In any case, the story is luxuriously written, redolent with adjective-laden description that reminds a bit of Clark Ashton Smith, though utterly lacking in his black humor. Its almost Biblical rhythms and cadences practically demand that the story be read aloud. In the grand scheme of things, it's one of Lovecraft's minor works but it's nevertheless a successful one for which I have a strange affection.
Tuesday, September 16, 2025
The Dreamlands Campaign
Here's another public post from my Patreon about the development of Dream-Quest. Because it's potentially a big change in my approach to the game, I thought it'd be worthwhile to share it more widely. I'm actively soliciting comments on what I've written here and whether or not it's a fruitful way forward. Whether you leave your comments over at Patreon or below, they will be much appreciated.
Monday, September 15, 2025
Pulp Fantasy Library: The White Ship
Last week, I mentioned that there's no clear consensus on which of H.P. Lovecraft's stories belong to his Dream Cycle – or indeed whether there even is such a thing at all. For his part, HPL typically referred to these works as his "Dunsanian fantasies" or something similar, reflecting the powerful influence of Anglo-Irish writer Lord Dunsany on his imagination when he wrote most of them. Lovecraft likewise never used the term "Dreamlands" in any of his published writing or private letters, though I don't personally think he would have objected to the coinage, given his admiration for Poe, whose famous poem "Dream-Land" (sometimes styled "Dreamland") surely echoes in the background.
As I revisit these tales, I’ve tried to approach them with fresh eyes, setting aside, so far as possible, the layers of commentary, interpretation, and fan speculation that have built up over the decades. Those perspectives have their value, but I believe it’s essential to start with what Lovecraft actually wrote, not simply with what others have written about it. That’s not always easy, of course, but I note it here both to frame what I hope to do in this and future posts and to remind myself to follow through on that commitment.
Of all H.P. Lovecraft’s early, Dunsanian works, "The White Ship" is among the most overtly dreamlike. First published in the November 1919 issue of The United Amateur and later reprinted in the March 1927 issue of Weird Tales, it's narrated by a lighthouse keeper named Basil Elton. The story recounts Elton's voyage aboard a mysterious vessel crewed by a silent bearded man clad in white. Almost from the start, the tale announces its allegorical, fable-like nature, as Elton steps away from the familiar world of his lighthouse and embarks on a journey through seas that lead to fantastical realms, each embodying some abstract or moral quality. For example, he visits the Land of Zar (of beautiful but fleeting wonders), Thalarion (city of endless delights, haunted by madness), and others, before attempting to reach “the Land of Hope,” Cathuria, which lies beyond the Basalt Pillars of the West. The ship founders during its attempt to reach this forbidden land and Elton awakens back at his post, the beacon light having failed and a wrecked vessel lying on the rocks below.
Read on its own, "The White Ship" presents itself as a straightforward moral parable in the manner of Lord Dunsany. Its sequence of exotic realms, each more allegorical than the last, recalls the mythic procession of The Gods of Pegāna or the ornate wonders of A Dreamer’s Tales. Lovecraft’s imagination here leans heavily on lush description and dream-logic, crafting a narrative that feels more like an allegory than an adventure. Yet the story is not simply a dream. The framing device, with Basil Elton awakening at his lighthouse to discover a shipwreck on the rocks below, suggests that the voyage may have had real consequences – or at least that its reality cannot be easily dismissed. That ambiguity is central to the story’s effect and it helps explain why later readers and commentators so readily considered it part of the Dream Cycle.
More importantly, "The White Ship" contains clear anticipations of the themes and techniques that would define Lovecraft’s those later tales. The notion of voyaging into unseen realms, of lands lying just beyond the horizon of imagination, and of the ceaseless longing for a beauty that can never be fully attained all point forward to The Dream-Quest of Unknown Kadath. Basil Elton, like Randolph Carter after him, is not merely a dreamer but a figure alienated from ordinary life, dissatisfied with its limits, and compelled toward something more. In this way, the story functions as a prototype that's less developed than Lovecraft’s mature dream literature, but unmistakably the seedbed from which it grew.
Within the larger body of Lovecraft’s work, "The White Ship" occupies a liminal position. It predates the full flowering of his Dunsanian/Dreamlands stories, but its imagery and themes resonate strongly with those later tales. The forbidden allure of Thalarion, for instance, parallels the dangerous temptations Carter faces in his quest, while the longing for Cathuria foreshadows Carter’s pursuit of Kadath. Even the story’s framing device – of waking to find the dream has ended in loss – mirrors the bittersweet conclusion of The Dream-Quest. For these reasons, while it is not often remembered, I feel as if "The White Ship" is essential for understanding the eventual evolution of Lovecraft's fantasies.
Thursday, September 11, 2025
Dream-Quest: Shadow
I've released a draft of another character class for my Old School Essentials-based Lovecraftian fantasy roleplaying game, Dream-Quest – the Shadow, which is a thief analog unique to the Dreamlands.
In addition to the Shadow, I've also released drafts of the following classes:
Tuesday, September 9, 2025
Alone in the Dreamlands
The latest post about Dream-Quest is a public one, because I want to solicit comments and suggestions from as wide a pool as possible. Feel free to post your thoughts here or, if possible, over at the Patreon.
Monday, September 8, 2025
Toward Lighter Dreams
H.P. Lovecraft has long been one of my favorite authors and his stories have exercised a remarkable influence over my imagination. Until recently, though, it was his tales of cosmic horror that commanded most of my attention as, I suspect, they have for most fans of his work over the decades. Cosmic horror is a literary mode that emphasizes human insignificance and powerlessness, often culminating in despair, if not outright madness. I first encountered it at just the right time – the dawn of my teenage years – so it stuck with me almost as a default lens for thinking about not only horror in general but Lovecraft in particular.
However, as I suggested last month, Lovecraft’s work was not monolithic and neither is my interest in his writings. When I re-read his tales with fresh eyes, I found myself drawn less to his works of cosmic dread and more to those set in the Dreamlands. These stories, however one defines the cycle, strike very different notes than, say, “The Call of Cthulhu” or “The Dunwich Horror.” They are suffused with longing and melancholy, yes, but also with a deep sense of wonder. They are stories in which the imagination does not lead inevitably to terror but instead creates places worth visiting, people worth meeting, and experiences worth treasuring.
I didn’t expect Lovecraft’s Dreamlands stories to awaken such feelings in me, but they did. I still value the bleak and the horrifying, of course, but I’ve come to realize that, with the realm of roleplaying games, I also crave experiences that leave space for something lighter, something more hopeful. By “hopeful,” I don’t mean saccharine or consequence-free. The Dreamlands are no less perilous than the Waking World and many who travel there come to sad ends. Yet, they also offer fellowship, beauty, and the possibility of triumph. Further, they have provided me with a vision of a roleplaying game in which imagination is not merely a weapon turned against us, but a lamp to guide us through the darkness.
These are the qualities that inspired me to begin work on Dream-Quest. My intention with this particular project is not another generic fantasy roleplaying game, but one where exploration, discovery, and wonder take center stage. I want a game where danger is real, but so too is the joy of a shared meal, the peace of a moonlit harbor, and the beauty of a long-lost temple rediscovered beneath the stars. Dream-Quest is meant to capture the balance between peril and possibility, melancholy and hope, that I find so compelling in Lovecraft’s Dreamlands yarns.
Pulp Fantasy Library: Polaris
The earliest of Lovecraft's tales associated with the Dreamlands is “Polaris," written sometime in 1918, but not published until 1920 in the first (and only) issue of Alfred Galpin's amateur journal, The Philosopher. "Polaris" was reprinted twice during Lovecraft's life – in the May 1926 issue of National Amateur and in the February 1934 issue of Charles D. Horning's The Fantasy Fan. It was also reprinted posthumously in the December 1937 issue of Weird Tales. As the first Dreamlands story, one can already see Lovecraft experimenting with the ideas, imagery, and themes that would later become more important in later entries in this literary cycle.
The story is brief but suggestive, more of a prose-poem than a typical weird tale. Its unnamed narrator dreams of the ancient city of Olathoë in the land of Lomar, beneath the ceaseless gleam of the Pole Star. In his dream, he inhabits the body of a Lomarian during a time of siege, when the Inutos press upon the city’s walls. Chosen to mount the watchtower and guard against treachery, he succumbs to the lulling shimmer of Polaris and falls asleep. When he later awakens, the city has fallen, its fate sealed by his own negligence. Back in the waking world, the narrator is tormented by the possibility that Olathoë was reality and his modern existence only a dream, with Polaris itself shining above as an eternal reminder of his failure.
What makes “Polaris” interesting is not its plot, which is little more than a vignette based on one of HPL's own dreams, but the way it introduces the idea of dreaming as a gateway to another existence, one continuous across nights and perhaps more “real” than waking life. This conceit, to which Lovecraft will return in later stories, is the first step toward the creation of the Dreamlands as he would eventually develop them. In addition, we see the first hints of what might be called the “rules” of that setting, such as:
- Dreams as portals: The dreamer does not merely imagine but in some sense enters another world, complete with a history and geography of its own.
- Identity across dreams: The narrator is not simply himself, but inhabits another body, another life, as if reincarnated or transported.
- Dream vs. reality: The story leaves unresolved which world is real, a tension Lovecraft would return to repeatedly.
As a work of literature, “Polaris” is a bit rough, lacking the ornate landscapes of The Dream-Quest of Unknown Kadath or the romantic melancholy of “Celephaïs” (which I'll discuss in the weeks to come). Instead, its importance lies in presenting Lovecraft’s enduring fascination with the idea of dream as revelation, that what we glimpse in sleep might not be fantasy at all, but rather memory, prophecy, or indeed truth. The notion that the dream may be more real than the waking world would become one of the cornerstones of the Dreamlands stories.
“Polaris” may also reflect Lovecraft’s personal preoccupations at the time of its writing. He possessed a lifelong fascination with astronomy and once hoped to study the subject at Brown University. That ambition, however, was derailed by a nervous breakdown in 1908, which left him unable even to complete high school, much less pursue higher education at an institution as prestigious as Brown. By the time he wrote “Polaris,” Lovecraft was 28 years old and had no steady employment or reliable income, surviving instead on the remnants of a dwindling inheritance. In this light, the narrator’s dereliction of duty beneath the watchful star can be read as a symbolic dramatization of Lovecraft’s own sense of failure and unfulfilled promise. Yet, as is often the case with his work, what begins in the register of personal despair is ultimately transformed into a broader, more cosmic vision.
Thursday, September 4, 2025
Dream-Quest: Knight of Dreams
Elsewhere, I'm still developing Dream-Quest, my Lovecraftian/Dunsanian fantasy game based on Old School Essentials. This is a side project to the others I'm already sharing over at Grognardia Games Direct, but it's starting to pick up steam, with the goal of playtesting an early version of it in the winter. In the meantime, I'm filling out the roster of character classes for play, with the Knight of Dreams being the latest one. The class takes loose inspiration from the knights who serve King Kuranes in Lovecraft's "Celephaïs."
Thursday, August 28, 2025
Dream-Quest: Death & Return
This is the second preview post of my Dream-Quest project. As I said on Tuesday, I'll generally keep this project segregated from the other work that appears on this blog regularly, but I wanted to let readers know of its existence in case, like me, you have a hankering for a Lovecraftian fantasy roleplaying game.
Tuesday, August 26, 2025
Dream-Quest: Character Origins
Monday, August 25, 2025
Lovecraft the Fantasist
However, it’s only one side of him.
Alongside "The Call of Cthulhu" and At the Mountains of Madness, Lovecraft also wrote tales that are not horror at all but fantasy adventures after the fashion of Lord Dunsany or The Arabian Nights. These are the stories of the so-called "Dream Cycle" – "The White Ship," "The Doom That Came to Sarnath," "The Cats of Ulthar," and, of course, The Dream-Quest of Unknown Kadath, as well as many more.
These stories are not about terror and despair but about journeys, quests, and the exploration of strange lands. Lovecraft's recurring literary alter ego, Randolph Carter, sails with merchants from far ports, climbs mountains to speak with gods, and braves enchanted cities. He is, in every sense, a pulp fantasy protagonist, however much his adventures unfold in dream. Likewise, Basil Elton, the protagonist of "The White Ship," travels to exotic islands “where dwell all the dreams and thoughts of beauty that come to men once and then are forgotten.” It is less a tale of horror than a fantastical voyage into the unknown, reminiscent of the voyages of Sinbad or Jason and the Argonauts.
Viewed in this light, The Dream-Quest of Unknown Kadath looks very much like a full-fledged fantasy quest. Carter’s journey is replete with allies and adversaries, strange locales, and even battles. At one point, he sails “past the basalt pillars of the West,” at another he becomes entangled in the politics of Ulthar and the ghouls beneath the earth. His is a perilous but wondrous quest:
“Carter resolved to go with bold entreaty whither no man had gone before, and dare the icy deserts through the dark to the Cold Waste where Unknown Kadath veiled in cloud and crowned with unimagined stars holds secret and nocturnal the onyx castle of the Great Ones.”
It is difficult to read such passages and not see the outlines of a RPG adventure. Here are dangers, quests, treasures, and mysteries aplenty – all the standard ingredients of fantasy roleplaying, simply flavored with Lovecraft’s dreamlike melancholy.
Even Lovecraft’s shorter dream tales carry the same sense of fantasy adventure. In "The Doom That Came to Sarnath," we hear of an ancient city destroyed for its hubris, a lost civilization waiting to be explored by bold wanderers. In "The Cats of Ulthar," a law is established through the agency of uncanny allies, reminding us of the strange but binding rules that often govern a mythic setting. These are not horror stories in the usual sense at all but fragments of a larger imagined world, glimpses into a fantasy setting that could be as rich as Howard's Hyborian Age or Tolkien's Middle-earth.
Despite having certain similar trappings, like swords, sorcery, and epic struggles, Lovecraft’s Dreamlands tales have a somewhat softer focus. There are more quests and voyages than outright battles, more enchantment and peril rather than the struggle between good and evil. Where Howard’s Hyborian Age shows readers a world of raw survival and Tolkien’s Middle-earth a world of moral conflict, the Dreamlands are realms of longing, beauty, and half-remembered wonder. HPL's heroes rarely slay monsters to claim kingdoms. More often, they seek hidden truths, forbidden cities, or the distant gods of Earth.
Even so, there are similarities, too. Like Howard, Lovecraft peopled the Dreamlands with decadent civilizations, perilous sorceries, and monstrous foes. Like Tolkien, he gives us a secondary world with its own geography, history, and laws. The difference is perhaps one of emphasis. Howard’s heroes carve their fates with the sword, Tolkien’s with the burden of virtue, and Lovecraft’s with the dreamer’s restless desire to glimpse what lies just beyond the horizon.
It’s easy to imagine a roleplaying campaign shaped by these differences. A Dreamlands campaign would not be about conquering kingdoms like Conan, or saving the world like Frodo, but about exploration, discovery, and the pursuit of strange and beautiful mysteries. Characters would bargain with cats, ally with ghouls, cross seas to forgotten isles, and climb into the heavens in search of Kadath. Victory would mean glimpsing the ineffable, not necessarily surviving with treasure in hand.















