Showing posts with label pulp fantasy. Show all posts
Showing posts with label pulp fantasy. Show all posts

Saturday, August 30, 2025

Hyperborea's Lovecraftian Adventures

As The Shadow over August draws to a close, I keep catching myself thinking about the posts I never got around to writing. That seems to be the curse of writers everywhere. It’s all too easy to dwell on the missed opportunities instead of celebrating the pieces that did make it to the page. One post in particular keeps nagging at me: an exploration of RPG adventures that wear their Lovecraftian influence on their sleeve, whether through mood, themes, or outright horrors. Since time is short and a full treatment is no longer possible, I’ll settle for the next best thing: highlighting three terrific Hyperborea modules that practically drip with Lovecraftian atmosphere, strange terrors, and otherworldly monsters.

Rats in the WallsSharing its title with one of Lovecraft’s most famous tales, this collection offers three short adventures for levels 1–2. Each works perfectly as the start of a new Hyperborea campaign, though the standout is the namesake scenario: helping a desperate Khromarium tavernkeeper rid his alehouse of an unsettling infestation of otherworldly rats. The set also includes "The Lamia’s Heart," a tense caper centered on the attempted theft of a legendary gem from a wealthy merchant’s mansion, and "The Brazen Bull," a foray into a crumbling temple of Thaumagorga, Daemon Lord, where a sinister new power is beginning to stir.

The Mystery at Port Greely: This level 4–6 adventure doesn’t just echo Lovecraft’s The Shadow over Innsmouth: it embraces the same eerie vibe while spinning it into its own dark tale. The player characters arrive in the coastal town of Port Greely to investigate the unexplained disappearance of envoys from Khromarium’s Fishmongers’ Guild. Needless to say, what's happening here isn't very pleasant – a fact made all the more apparent when they meet the locals, whose fish-like appearance points to the horrible truth. The more the characters dig, the clearer it becomes that something profoundly inhuman is lurking in Port Greely.

The Sea-Wolf's Daughter: At 60 pages, this level 7–9 adventure is the biggest of the three and the most unabashedly “weird science-fantasy” of the lot. On the surface, it’s about the abduction of a Viking jarl’s daughter by a notorious pirate. But beneath that pulpy premise lies a heady mix of Lovecraftian horror and science-fantasy: nightgaunts, elder things, alien technologies, and the looming weight of cosmic dread. Imagine Robert E. Howard, H.P. Lovecraft, and Jack Kirby locked in a fever-dream collaboration, and you’ll have something of the adventure's flavor. It’s a great showcase of what makes Hyperborea such a distinctive game and one that I have long admired.

Of course, what unites all three of these fine modules is their author, Jeff Talanian, the creator of Hyperborea and a tireless promoter of pulp fantasy. I recently put a few questions to Jeff about Hyperborea and its ties to HPL and he kindly offered some responses, all of which will appear in an interview to be published later today. I hope you'll enjoy his answers as much as I've enjoyed Jeff's adventures.

Monday, August 25, 2025

Lovecraft the Fantasist

When most people think of H.P. Lovecraft, I imagine most of them think of cosmic horror, with its visions of an indifferent universe, ancient alien gods, and humanity’s fragile place within the vast gulfs of space and time. They're not wrong to make that connection. After all, it’s the foundation of HPL's reputation and the source of his continued influence.

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.

Lovecraft the horror writer gets plenty of attention. Lovecraft the fantasist deserves some, too.

Monday, June 16, 2025

Creep, Shadow! Released

You may remember that, back in 2022, Centipede Press published a new edition of Abraham Merritt's 1932 story, Burn, Witch, Burn! that included an introduction written by yours truly. This year, they followed that up with its sort-of-sequel, Creep, Shadow!, to which I also contributed the introduction. Like its predecessor, it's a beautiful and well-made book, featuring both original dustcover and frontispiece art by Camille Alquier and interior illustrations by the great Virgil Finlay. This new edition is limited to 600 copies, so if you're interested in a copy, you'll probably need to grab one quickly from the Centipede Press website. Burn, Witch, Burn! sold out quickly and, so far as I know, it's never been reprinted. 

Here's the dustcover:

This is the credits page:
The start of a chapter, showing off a bit of Finlay artwork and the bookmark.
Finally, the signature page at the back of the book. I am dwarf among giants.

Thursday, June 12, 2025

The Hidden Masters of Pulp Fantasy

One of the regular series for which this blog was once known is Pulp Fantasy Library, in which I highlighted individual fantasy and science fiction stories I felt had been influential, directly or indirectly, on the development of the hobby of roleplaying. The series eventually grew to more than three hundred entries and taught me a great deal in the process of writing it. However, it also required considerable effort and often received little reader engagement, so I brought it to a quiet close in 2023. I sometimes consider reviving it in a modified form, but I’ve yet to find the right approach. Still, I keep thinking about these early works of fantasy, which is what led to this post.

From the vantage point of the first quarter (!) of the twenty-first century, it’s all too easy to forget just how strange fantasy and science fiction once were – not merely in their imaginative content but in the intellectual and spiritual traditions from which they drew. We tend to think of early speculative fiction as arising primarily from a matrix of adventure tales, scientific romances, and classical mythology. However, another powerful and often overlooked influence is the world of Spiritualism, Theosophy, and other esoteric traditions. These weren’t mere fads in the late 19th and early 20th centuries; they were serious systems of belief for many, including a surprising number of the authors who helped lay the foundations of what we now call genre fiction.

Even more fascinating is how many once-occult concepts have since become commonplaces of fantasy and science fiction, like astral projection, past lives, lost advanced civilizations, invisible planes of existence, and cosmic cycles of spiritual evolution, to name just a few obvious ones. These weren’t originally the products of scientific or rationalist speculation. They were occult doctrines, often articulated with the structure and certainty of any other religion. Early speculative fiction served as a powerful conduit for these ideas, transmitting them into the cultural imagination.

Take, for instance, astral projection, which recurs throughout pulp fantasy and science fiction. In Theosophy, this is the “etheric body” or “etheric double” leaving the physical body to traverse the astral plane. In fiction, this idea becomes John Carter’s unexplained voyage to Barsoom in A Princess of Mars, where his body remains behind on Earth while his spirit is transported to another world by sheer force of will. Burroughs never offers a scientific explanation for the phenomenon nor did he need to do so. His readers would likely have recognized the trope from already extant popular occult literature.

Similarly, reincarnation and karma, central tenets of Theosophy and many forms of Eastern-influenced Spiritualism, appear in the works of authors like Talbot Mundy, whose protagonists sometimes recall past lives in ancient empires. The same is true of many tales penned by Abraham Merritt. In The Star Rover, Jack London tells the story of a prisoner who escapes his unjust physical confinement by entering trance states that allow him to access a series of former incarnations. This isn’t merely a fictional conceit; it reflects a specific metaphysical worldview in which human identity unfolds across many lifetimes, a view that gained traction during the late 19th and early 20th centuries. Even readers who didn’t share this worldview would nevertheless have been familiar with it.

William Hope Hodgson is another fascinating case. He blends arcane science with mystical speculation in his "Carnacki the Ghost-Finder" stories, which feature protective sigils, vibrational zones, and references to the "Outer Circle," a realm inhabited by malevolent entities existing just beyond human perception. All of these ideas draw heavily on contemporary occultism. His novel The Night Land, a work of science fantasy more than horror, is set on a dying Earth haunted by monstrous spiritual forces and saturated with the oppressive weight of cosmic time. It echoes Theosophical doctrines of vast evolutionary cycles and the occult preoccupation with psychic resistance to spiritual evil.

Marie Corelli (born Mary Mackay), once one of the most popular authors in the English-speaking world, is now rarely read. Her novel, A Romance of Two Worlds, for example, blends Spiritualist belief with melodrama and science fictional concepts, such as portraying electricity as a bridge between the material and spiritual realms. She directly influenced writers like H. Rider Haggard and even Arthur Machen, both of whom in turn shaped the subsequent development of fantasy. Even Edward Bulwer-Lytton, now best known for the infamous incipit “It was a dark and stormy night,” was a serious student of esoteric lore. His novel Zanoni depicts an immortal Chaldean adept who achieves transcendence through secret knowledge, an early example of the “hidden masters” who would later become a staple of Theosophy.

Which, of course, brings us to Theosophy itself, which had perhaps the most lasting and far-reaching impact on the development of both esoteric thought and fantasy. Founded in the 1870s by the Russian-born mystic, Helena Blavatsky, Theosophy combined elements of Hinduism, Buddhism, Neoplatonism, and esoteric Christianity into a vast occult cosmology. Through books, journals, and lectures, it promoted a view of the universe in which mankind was but one phase in an immense spiritual drama, involving lost continents, ascended masters, and ancient wisdom. These ideas found fertile ground in genre fiction. The controversial “Shaver Mystery” stories published in Amazing Stories in the mid to late 1940s and purportedly based on true events involve ancient subterranean races like the evil Deros (which itself served as an inspiration to Gary Gygax). Shaver's stories read like Theosophy blended with pulp sensationalism.

Even Clark Ashton Smith, whom regular readers will know is my favorite of the Weird Tales trio, drew on esoteric themes. Ideas like cyclical time, forgotten civilizations, and arcane knowledge recur throughout his work. His Zothique cycle, set on the last continent of a dying Earth, reflects the Theosophical notion of a future “seventh root race” and the eventual exhaustion of history.

Against this background, H.P. Lovecraft stands out, not because he rejected religion in general (though he did), but because he specifically targeted Spiritualism and occultism. He was deeply familiar with the claims of mediums, astrologers, and Theosophists and dismissed them with open contempt. In his correspondence, he regularly mocks the “credulous” who place faith in séances, reincarnation, and similar beliefs. At the behest of Harry Houdini, Lovecraft even collaborated on a book titled The Cancer of Superstition, intended as a wholesale debunking of Spiritualist claims. The book was never completed due to Houdini’s sudden death in 1926.

Despite this, Lovecraft’s stories are filled with forbidden books, lost knowledge, and ancient alien races whose truths are too terrible for the human mind to bear. In this way, Lovecraft doesn’t discard the tropes of occult literature – he inverts them. Where Theosophy promised spiritual enlightenment and cosmic unity, Lovecraft offers only madness, degeneration, and a universe that is not merely indifferent but actively hostile to notions of human significance. His “gods” are not hidden masters but incomprehensible and uncaring forces. Structurally, however, he preserves much of the occult worldview: a hidden reality lurks behind the surface of things, accessible only to initiates – scholars, madmen, and cultists. Lovecraft didn’t reject that structure; he twisted it and filled it with dread.

All of this makes it remarkable just how thoroughly modern fantasy and science fiction still bear the imprint of these early occult influences. Astral travel, alternate planes, soul transference, hidden masters, and cosmic cycles remain staples of the genres. They’re treated today as neutral, even secular, tropes of worldbuilding, even though their origins are anything but secular. They are spiritual, mystical, and often explicitly religious in intent.

My purpose in this post isn't to diminish these genres or to reduce their works to a list of influences. Nor am I offering an invitation to embrace the esoteric as literal truth. Instead, I'm reminding everyone of just how permeable the boundary between belief and imagination has always been and how fantasy, in particular, has long served as a vessel for metaphysical speculation, even when dressed in the garb of swords and sorcery or rocket ships and ray guns. Perhaps this is one of the reasons these genres endure: they don’t merely entertain; they echo the ancient human desire to find meaning in a world that so often seems devoid of it.

Wednesday, January 22, 2025

REPOST: Conan of Cross Plains

Janus must be very fond of writers, for so many were born this month: J.R.R. Tolkien, Clark Ashton Smith, Edgar Allan Poe, Abraham Merritt and, today, Robert Ervin Howard. Of them all, Howard is possibly unique in having created a character – Conan – who is a genuine pop cultural icon, his name recognized even by people with no prior connection to pulp fantasy. The irony is that that recognition often acts as an impediment to appreciating Howard's genius in having created him. Indeed, the popular conception of Conan bears only a passing resemblance to the character who first strode onto the pages of Weird Tales in December 1932.
It may sound fantastic to link the term "realism" with Conan; but as a matter of fact - his supernatural adventures aside - he is the most realistic character I ever evolved. He is simply a combination of a number of men I have known, and I think that's why he seemed to step full-grown into my consciousness when I wrote the first yarn of the series. Some mechanism in my sub-consciousness took the dominant characteristics of various prize-fighters, gunmen, bootleggers, oil field bullies, gamblers, and honest workmen I had come in contact with, and combining them all, produced the amalgamation I call Conan the Cimmerian.

--Robert E. Howard to Clark Ashton Smith (July 23, 1935)
It's a pity that this character, this amalgamation of so many real people Howard met in Depression era Texas, isn't the one with which so many are familiar today. He is, for my money, vastly more interesting than the dim, loincloth-wearing, stuffed mattress to be found in so many popular portrayals of the Cimmerian.

Of course, Howard himself has fared little better in the popular imagination than has his most famous creation. To the extent that anyone even knows any facts about the author's life, they're likely based on distortions, misrepresentations, and outright lies, such as those L. Sprague de Camp peddled in Dark Valley Destiny. Fortunately, the last three decades have seen the rise of a critical re-evaluation of both REH and his literary output, finally allowing both to be judged on their own merits rather than through the lenses of men with axes to grind.

This is as it should be. Robert E. Howard was a man like any other. He had his vices as well as his virtues; there is no need more need to reduce discussions of him to mere hagiography than there is to ill-informed criticisms. But men, particularly artists, need to be understood in their proper context, historical as well as cultural. Until comparatively recently, Howard hasn't been given that chance. Like Conan, he's been reduced to a caricature, a laughable shadow of his full depth and complexity that illuminates little about either his life or his legacy.

As the quote above makes clear, Conan may have been a man of the Hyborian Age but he was born in Depression era Texas and, I think, is most fully understood within that context. This is equally true of Howard himself, as Mark Finn noted in Blood and Thunder, a much-needed biographical corrective to De Camp:
One cannot write about Robert E. Howard without writing about Texas. This is inevitable, and particularly so when discussing any aspect of Howard's biography. To ignore the presence of the Lone Star State in Robert E. Howard's life and writing invites, at the very least, a few wrongheaded conclusions, and at worst, abject character assassination. This doesn't keep people from plunging right in and getting it wrong every time.
It's often claimed that Howard led a tragic life but I'm not so sure that's true. If anything, he's had a far more tragic afterlife, for, despite of all the Herculean efforts made to elucidate his life and art, he is still so often remembered as "that writer who killed himself because he was upset about his mother's death." Couple that with the disservice done to his creations and it's a recipe for the frustration of anyone who reveres his memory, warts and all.

Yet, there is reason to hope the tide may eventually turn. Del Rey has done terrific work in bringing Howard's writings – and not just his tales of Conan – back into print. Better still, these are all Howard's writings, not the hackwork pastichery of others. In fact, it's becoming increasingly difficult to find those faux Conan stories on bookstore shelves. It's my hope that, at the very least, this will ensure that future readers will have a better chance to encounter the genuine articles than I did when I first sought out stories of the Cimmerian as a young man. Likewise, the facts of Howard's own life are also becoming more well known, at least among scholars and dedicated enthusiasts of fantasy. It may be some time before past falsehoods are cast aside for good but it's at least possible to imagine that now, whereas it was not even a few years ago.

Like the 119th birthday of Robert E. Howard, that's something worth celebrating.

Monday, January 20, 2025

REPOST: Forgotten Father

The tastes of one generation are not necessarily those of another and literature is no more exempt from the alienating power of time than any other form of art. Realizing this doesn't make it any less surprising when one encounters an artist wildly popular in his own day but largely unknown in the present. Such an artist was Abraham Merritt, who was born today in 1884. A journalist, editor, and writer, Merritt's short stories and novels were highly regarded before the Second World War. Among his ardent admirers was H.P. Lovecraft, who, in a letter to R.H. Barlow wrote of his having met the man in person:
I was extremely glad to meet Merritt in person, for I have admired his work for 15 years. He has certain defects — caused by catering to a popular audience — but for all that he is the most poignant and distinctive fantaïsiste now contributing to the pulps. As I mentioned some time ago — when you lent me the Mirage installment — he has a peculiar power of working up an atmosphere and investing a region with an aura of unholy dread.
HPL would later, along with Robert E. Howard, collaborate with Merritt on a round-robin story called "The Challenge from Beyond." It's not a particularly noteworthy piece, for any of the writers involved, but it's evidence that, once upon a time, Merritt was at least as highly esteemed as Lovecraft and Howard, two writers whose literary stars have risen since their lifetimes, in contrast to their older colleague.

Today, almost no one, including aficionados of fantasy and science fiction -- genres he helped to develop -- talks much about Merritt. I knew his name, of course, since Gary Gygax included him in Appendix N and often noted that he was one of his favorite fantasy authors. Despite this knowledge, I hadn't read much by Merritt until comparatively recently. Part of it is that his stories are frequently out of print. At least some of them are in the public domain, but, being a stodgy old traditionalist, I like books, meaning that, if I can't find a physical volume of an author's works, I often don't read them. Many older authors, such as H. Rider Haggard, for example, are readily available in inexpensive paperbacks, making them much easier to obtain by those uninterested in trolling used bookstores for obscure novels.

Even so, I don't think that fully explains why Merritt is so poorly known and appreciated in the 21st century. The real answer, I think, lies in his stories, which don't fall into neat, easily marketable categories. Whereas Lovecraft can be crudely called a "horror" writer and Howard a "fantasy" one, Merritt defies such facile classification. More often than not, his stories feature recognizably "pulp" heroes -- men of action and intelligence equally adept at problem-solving and fisticuffs -- but Merritt's style is ornate, even florid, marshaling a veritable army of adjectives, adverbs, and archaisms to describe scenes of remarkable power. Here's just one example from his Creep, Shadow, Creep in which he describes a sorcerer:
I saw that he was clothed in the same white robes. There was a broad belt either of black metal or ancient wood around his middle. There was a similar cincture around his breast. They were inlaid with symbolings of silver ... but who ever saw silver shift and change outline ... melt from this rune into another ... as these did? ... The servants had quenched their torches, for now the corposants had begun to glimmer over the standing stones. The witch lights, the lamps of the dead ... Glimmering, shifting orbs of gray phosphorescence of the grayness of the dead ... Now the buzzing began within the Cairn, rising higher and higher until it became a faint, sustained whispering.
It's not hard to see why Lovecraft was so enamored of Merritt's prose -- or why he accused him of "catering to a popular audience." Merritt's style is neither fish nor fowl, mixing many aspects of pulp literature into a unique elixir that's remarkably intoxicating. As Lovecraft notes above and, as I stated in my review of The Ship of Ishtar, Merritt is a master of atmosphere and setting a scene. He takes the time to describe the environment in which his fantastic tales of lost races and eldritch horrors occur and it's this tendency that truly set his stories apart from those of his contemporaries and successors. Moreso than most pulp writers, Merritt truly transports his readers into another world, using his prose to act as their eyes and ears.

I've still not read the entirety of Merritt's corpus and it may be some time before I do, but it's a project to which I am committed. Merritt's unusual style might not be for everyone. However, his ideas are without peer, which explains his great popularity in the years before World War II. I'm increasingly of the opinion that his stories could find an audience today if they were more readily available. I think he's no less accessible than Lovecraft and, given that his protagonists aren't bookish, mentally fragile antiquarians, they're probably more in line with popular tastes than those of the Old Gent. More than anything, what Merritt needs are some champions who'll do for him what others have done for Lovecraft and Howard: remind the current generation what past generations saw in these great artists.

Saturday, July 20, 2024

REVIEW: The Lair of the Brain Eaters

The first few years of the Old School Renaissance were marked by a renewed appreciation not just of early roleplaying games but also of the pulp fantasy stories that inspired them. This was the time when Appendix N of Gary Gygax's AD&D Dungeon Masters Guide became a frequent topic of discussion on blogs and forums, much to the satisfaction of those of us who felt a strong injection of sword-and-sorcery was the perfect antidote to what we felt was an increasingly video-gamified hobby (remember: this coincided with the release of D&D Fourth Edition) that had lost sight of its literary roots.

This is the backdrop against which many of the earliest D&D retro-clones – emulations of earlier editions – appeared, including Lamentations of the Flame Princess. Calling itself a "weird fantasy role-playing game," LotFP took seriously the goal of bringing more pulp fantasy-inspired content into fantasy gaming, especially in its adventures, which quickly gained a reputation for being, by turns, imaginative, grotesque, challenging, deadly, and prurient – among many other extravagant adjectives. 

However, as LotFP's creator, James Raggi, found his strange Muse, its adventures moved away from generic pulp fantasy scenarios of the sort one might have found in Weird Tales during the Golden Age of the pulps and toward a weirder, even more brutal version of Earth's 17th century. This new focus on historical fantasy helped LotFP distinguish itself from its fellow retro-clones, but it also, I think, narrowed its appeal somewhat, since most fantasy gamers, old school or otherwise, are looking for adventures they can easily drop into campaign settings other than Earth during the 1600s.

While I am a big fan of LotFP's pivot to historical fantasy, I miss the ahistorical strangeness of stuff like Death Frost Doom, Hammers of the God, or The Monolith from Beyond Space and Time. Consequently, when I learned about D.M. Ritzlin's The Lair of the Brain Eaters, I was intrigued. Unlike most recent LotFP releases, this adventure didn't seem to be set in the 17th century. Rather, it seemed more like something from Robert E. Howard's Hyborian Age or perhaps Clark Ashton Smith's Hyperborea – a lurid, necromantic pulp fantasy scenario of the kind we haven't seen for LotFP in a while.

That should come as no surprise. Ritzlin is the proprietor of DMR Books, a small press dedicated "fantasy, horror, and adventure fiction in the traditions Robert E. Howard, H.P. Lovecraft, and other classic writers of the pulp era." Indeed, The Lair of the Brain Eaters shares its title with a short story Ritzlin wrote for the collection, Necromancy in Nilztiria. According to the author, some of the story's details have been changed (and "a great many more have been added"), so this adventure is less directly adapted and more inspired by its source. Even so, it's quite unusual by the standards of contemporary Lamentations of the Flame Princess.

The adventure concerns a cult dedicated to the consumption of human brains. Called the Yoinog – supposedly an ancient term meaning "knowledge seekers" – the cult serves the necromancer Obb Nyreb, furnishing him with a fresh supply of corpses as he attempts to unravel the mysteries of Veshakul-a, the goddess of death. Nyreb and the Yoinog have established themselves in a network of caves beneath a graveyard of the city of Desazu. Unfortunately, in their zeal for graverobbing, the cult has drawn attention to their master's activities, thereby providing an opening for the player characters to involve themselves in the adventure.

The Lair of the Brain Eaters is short and to the point. The cult's cave network consists of only twenty keyed areas, with Nyreb's chambers occupying an additional nine. Most of them are described briefly, with little in the way of extraneous detail. Do not, however, mistake its comparatively spartan descriptions for a sparseness of ideas – quite the contrary. The florid prose of many adventures is often chalked up to the designer's desire to be a writer of fiction. Here, the opposite is the case: the text's concision signals that its designer is already a skilled fictioneer and understands well that less can be more.

For example, this is part of the description of a "bottomless pit": "This pit is not really bottomless, but it amused Obb Nyreb to tell the Yoinog it was, and they never doubt him." Elsewhere, a kitchen is described thusly: "Grimy pots, pans, and plates litter the floor. A cauldron large enough to contain a man sits in the center of the room, while smaller ones dangle from the ceiling." Speaking as someone whose personal style tends toward the aureate, I admire Ritzlin's ability to convey description, vital information, and mood through so few words. This approach also makes the descriptions easy to use at a glance, which is very helpful in play.

Designed for character levels 1–3, The Lair of the Brain Eaters is challenging. There are a lot of Yoinog within the caves, as well as other creatures, such as the apelike Skullfaces and mutant rats (some of which breathe fire – yes, it's a bit silly, but so what?). Fortunately, the caves contain lots of opportunities for the characters to act stealthily or otherwise use the environment to their advantage. In addition, there's a captive within who, if freed, can aid the characters in navigating the place. These factors, combined with some clever tricks and obstacles, creates a memorable locale for both exploration and combat. 

The Lair of the Brain Eaters is an inventive, evocative, and unpretentious "meat and potatoes" adventure that I'd like to see more of – from Lamentations of the Flame Princess or any other publisher. I think it'd be an especially great fit for anyone playing North Wind's Hyperborea RPG, but it'd work just as well with any other fantasy game that draws inspiration from the pulps. I really enjoyed this one.

Monday, May 27, 2024

The Cost of Power

One of the many ways that fantasy roleplaying games differ from their pulp fantasy inspirations concerns the use of magic. With comparatively few exceptions, pulp fantasy depicts magic as, at best, wild and unpredictable and, at worst, as outright diabolical. RPGs, meanwhile, treat magic almost as a form of technology, an instrument that is neither inherently good nor bad and that, if used with appropriate training, rarely if ever presents any danger to its user. 

The most obvious exceptions that come to my mind are Chaosium's Call of Cthulhu and Stormbringer, both of which explicitly caution against the use of magic by characters, precisely because of its inherent danger. A more recent exception is Goodman Games' Dungeon Crawl Classics Role-Playing Game. Of course, two of the aforementioned RPGs are based directly on foundational works of pulp fantasy, while the other self-avowedly looks to pulp literature for its inspiration. There may be a few other contrary examples here and there, but, for the most part, fantasy roleplaying games have followed the lead of Dungeons & Dragons in treating magic purely instrumentally – differing from safe, reliable technology only in esthetics.
Back in Dragon #65 (September 1982), Phil Foglio lampooned this to good effect in his What's New with Phil & Dixie. In this particular strip, Phil claims that the differences between medieval and science fiction RPGs can be summed up in one word: none. When Dixie objects, he then provides her with a series of examples to prove his point that, while tendentious, nevertheless contain a ring of truth. The comic even invokes Clarke's Third Law for additional support.
If you look at the history of the hobby over the last half-century, the paradigm of magic-as-technology has clearly been the most common. Whether that's because D&D set the pattern by adopting it or because it's just a simpler and perhaps even more fun way to handle magic, I can't say. Still, as a fan of dangerous magic, it's hard not to be a little saddened by how rarely it's been employed in RPGs over the decades. Perhaps it's time for a change ...

Tuesday, March 26, 2024

sha-Arthan Appendix N (Part I)

Last week, I pointed out a "problem" with Gary Gygax's Appendix N, namely, it's just a list without any explanatory apparatus, unlike its counterpart in the original RuneQuest. As I explained in that post, this is far from a damning criticism – Appendix N remains an invaluable guide to excellent fantasy and science fiction stories – but it does limit its utility in trying to understand Gygax's own thought processes as he created both D&D and AD&D. 

That's why I decided I'd do things differently in Secrets of sha-Arthan. Rather than simply include a lengthy list of all the books (and games) that had had even the tiniest influence over my own work on SoS, I'd instead present a smaller, more focused list, along with commentary on precisely what I'd taken from each source. The goal is not merely to honor my inspirations, but also to aid anyone who picks up the game in understanding where I'm coming from. 

The list, like the game itself, is still in a state of low-level flux. I've purposefully narrowed the list to just four authors, each of which wrote a series of multiple stories within those series. By keeping the list focused on those whose influence is strongest and most clear, I hope that I'll do a better job than Gygax of "showing my cards," creatively speaking. Obviously, other authors and books have inspired me, too, but their inspiration has been more limited. Rather than muddy the waters, I've stuck only with whose influence is most clear.

Burroughs, Edgar Rice: The influence of Edgar Rice Burroughs over the subsequent history of fantasy cannot be underestimated. His Barsoom novels in particular have played a huge role in establishing the broad outlines of that genre and the stories and characters that inhabit it. Everything from building a unique setting, with its own history and geography to populating it with all manner of exotic cultures and beasts to even presenting an alien vocabulary, it's all there in A Princess of Mars, a book not much read today but that I have come to love more the older I get.

In creating sha-Arthan, I often looked to Barsoom and Amtor for inspiration, particularly in my conception of the creatures that dwell upon it. Furthermore, the Ironian language is intended to be reminiscent of the Martian tongue as invented by Burroughs. I also imagine adventures in the True World to be swashbuckling affairs, filled with perilous danger, narrow escapes, and feats of derring-do, just like the delightful novels of ERB.

Smith, Clark Ashton:
Of all the writers whose work graced the pages of Weird Tales during the Golden Age of the Pulps, Clark Ashton Smith remains my favorite by far. His examination of the dangers of egotism and the ever-present risk of divine punishment combine with his black humor and imaginative dreamscapes to produce some of the most inventive – and often terrifying – fiction of the first half of the 20th century. Though I am fond of all his story cycles, it's those set in Zothique, Earth's last continent untold eons in the future, that I find most compelling.

There's more than a little of Zothique in sha-Arthan. Its ancient history, selfish sorcerers, and otherworldly daimons are all directly inspired by CAS. Smith's baroque and archaic vocabulary have likewise influenced the nomenclature and general tone of my writing about the setting. Though sha-Arthan is not as dark (or darkly humorous) as Zothique, it does possess some of the latter's world-weariness,
Tierney, Richard L.:
Secrets of sha-Arthan takes a lot of inspiration from the late Hellenistic and early Roman eras. That's a period of history that's always fascinated me, so that's no surprise. It's also the time period covered by the Simon of Gitta historical fantasies of Richard L. Tierney, some of whose stories I've discussed in the past.   

Tierney's stories deftly combine real world history and beliefs, particularly those relating to Gnosticism, with an unusual interpretation of H.P. Lovecraft's Cthulhu Mythos and swashbuckling adventure. This combination of elements is both unique and appealing to someone of my interests, which is why I consider the Simon of Gitta tales to be among the most important influences on my development of sha-Arthan as a RPG setting. 

Vance, Jack:
Rounding out this quartet of inspirational authors is Jack Vance, creator of The Dying Earth and its sequels, all of which have, to varying degrees, influenced sha-Arthan, though the original 1950 fix-up novel remains the most important. Like Smith's Zothique stories, I've looked to Vance for ideas about ancient, forgotten history, venal wizards, and cruel, otherworldly beings. However, the single most significant idea I've taken from Vance is that of secret science fiction, which is to say, an ostensibly fantasy setting that is, beneath the surface, based on scientific (or pseudo-scientific) principles. That's a big part of sha-Arthan and its eponymous secrets. 

In Part II, I'll talk about the other roleplaying games that have influenced the development of Secrets of sha-Arthan. For obvious historical reasons, this is something Gygax could never have done. However, I've played enough RPGs over the years that there's no question they've had as much of an impact on my thoughts about sha-Arthan as has fantasy literature. Revealing just what I've taken from them is, I think, every bit as important as revealing my literary inspirations.

Friday, March 22, 2024

REVIEW: Hyperborea

When I first read Astonishing Swords & Sorcerers of Hyperborea, two things about it greatly impressed me. Most significant was that this roleplaying game of "swords, sorcery, and weird fantasy" demonstrated an obvious love for the pulp fantasies of Robert E. Howard, H.P. Lovecraft, and Clark Ashton Smith. Equally obvious was its love for Gygaxian AD&D. The latter should have come as no surprise, given designer Jeff Talanian's stint as Gygax's protégé and amanuensis for the uncompleted Castle Zagyg project. Still, both these qualities endeared AS&SH – an infelicitous acronym of there ever was one – to me. 

In the more than a decade since its initial release in 2012, the game has found a place for itself among fans of old school Dungeons & Dragons and its descendants, particularly among those, like myself, whose tastes tend toward the pulpy end of the fantasy spectrum. A second edition of the game was released in 2017 in the form of a single hardcover book. The new edition added some new material to the contents of its original boxed rulebooks, as well as new art and layout. Unfortunately, the second edition rulebook was over 600 pages in length and very unwieldy to use, either in play or as a reference volume. On the other hand, the many adventures published to support the new edition were both excellent and evocative of Weird Tales-inspired fantasy.

2022 saw the appearance of a third edition of the game, this time in the form of two, smaller hardcover volumes – a Player's Manual and a Referee's Manual, each around 300 pages long. In addition to their much more convenient size, these new volumes contain even more art than the two previous editions, as well as a cleaner layout and organization. The game also acquired a new title with this edition – Hyperborea. The combined effect of all these changes is, in my opinion, the best-looking and easiest-to-use edition of the game to date. 

As pleased and impressed as I am by the visual improvements of the third edition, its actual content is not significantly changed from second edition. Aside from combat, which is much simplified, most of the changes are quite small, small enough that I, as a casual player of the game over the last decade, had to dig around online to notice most of them. There are also new additions to the selections of monsters, spells, and magic items, not to mention playable human races. When combined with all aforementioned esthetic changes, I think this is more than sufficient justification for a new edition, but whether it's enough for any individual to replace their existing copy of second edition with it is for each person to decide himself. By design, none of the changes or additions make, say, adventures written with 3e in mind incompatible with previous ones, so there is no necessity in "upgrading."

Players of Gygaxian AD&D will immediately find Hyperborea familiar – six attributes, a plethora of classes and sub-classes (22 in all!), nine alignments, multiple lists of spells, etc. It's a big, baroque stew of often idiosyncratic but flavorful options, but it's never overwhelming. In large part that's because of Talanian's presentation of the material, but it helps, too, that Hyperborea is much more clearly a cohesive ruleset than a sometimes-contradictory hodgepodge built up over time, which only makes sense, given that Hyperborea came out decades after AD&D. Consequently, I consider Hyperborea the best modern restatement of AD&D

Of course, the real joy of Hyperborea is not its rules, however solid they are. Where it most stands out is setting. The titular Land Beyond the North Wind is a flat, hexagonal plane that was once a component of "Old Earth" and the source of many of its myths and legends. Inhabited by the peoples of many ancient cultures – Amazons, Atlanteans, Kelts, Kimmerians, Norse, Picts, and more – Hyperborea is a adventuresome, horror-tinged sandbox in which to set all manner of pulp fantasy adventures. If you read about it in story by REH, HPL, or CAS, you can easily set it in Hyperborea. The setting is sketched out with just enough detail that the referee isn't left entirely to his own devices, but neither is he hamstrung. Think of the original World of Greyhawk folio and you have a good idea of the level of detail I'm talking about.

If I have a complaint about Hyperborea compared to its predecessors, it's that the setting map is now presented in a softcover Atlas of Hyperborea, which is sold separately. Previous editions, including the second edition hardcover, included a very nice, fold-out map of the lost continent; the Atlas chops up that map into smaller (and much less usable, in my opinion) portions. It's a shame, because Glynn Seal's map of Hyperborea is lovely and deserves better.  

Hyperborea is a product of real passion and dedication, both to the legacy of Gary Gygax and to the imaginations of the greatest writers of Weird Tales. It's a good example of what can be accomplished by a designer with a singular vision and a dedication to seeing it realized. Certainly, Hyperborea is not a fantasy roleplaying for everyone. Its focus and authorial voice are distinctive, even a little out of step with what some may want. But if what you're looking for is a florid, flavorful take on pulp fantasy that nevertheless hews closely to the outlines of Gygaxian AD&D, you're in for a treat.

Monday, March 18, 2024

The Problem with Appendix N

Since its start sixteen(!) years ago this month, an overriding concern of this blog has been the literary inspirations of Dungeons & Dragons, particularly those stories and books belonging to what I call "pulp fantasy."  Though there are several reasons why this topic has been of such interest to me, the primary one remains my sense that, in the decades since its initial publication in 1974, Dungeons & Dragons has moved conceptually ever farther away from its origins in the minds of Dave Arneson and Gary Gygax – and the works that inspired them.

The argument can be made, of course, that this movement was, in fact, a good thing, as it broadened the appeal of both D&D and, by extension, roleplaying games as a hobby, thereby leading to their continued success half a century later. I have no interest in disputing this point of view at the present time, not least of all because it contains quite a bit of truth. My concern has rarely been about the merits of the shift, but rather about establishing that it occurred. To do that, one needs to recognize and understand the authors and books that inspired the game in the first place.

It's fortunate, then, that Gary Gygax was quite forthcoming about his literary inspirations, providing us with several different lists of the writers and literature that he considered to have been the most immediate influences upon him in his creation of the game. The most well-known of these lists is Appendix N of the AD&D Dungeon Masters Guide. While I was not the first person to draw attention to the importance of Appendix N – Erik Mona, publisher of Paizo, springs immediately to mind as a noteworthy early advocate – it's no mere boast to suggest that Grognardia played a huge role in promoting Appendix N and its contents during the early days of the Old School Renaissance.

So successful was that promotion that discussions of Appendix N proliferated well beyond this blog, to the point where, a decade and a half later, "Appendix N fantasy" has become almost a brand unto itself. One need only look at the Dungeon Crawl Classics RPG from Goodman Games to see a high-profile example of what I mean, though I could cite many others. If nothing else, it's a testament to just how inspiring others found the authors and books that had earlier inspired Gygax. There was clearly a hunger for a different kind of fantasy beyond the endless parade of Tolkien knock-offs Terry Brooks inaugurated (and that Dragonlance formally introduced into D&D).

Yet, for all that, Appendix N suffers from a very clear problem, one that has limited its utility as a guide for understanding Dungeons & Dragons as Gary Gygax understood it: it's just a list. Gygax, unfortunately, provides no commentary on any of the authors or works included in the list, stating only that those he included "were of particular inspiration" He later emphasizes that certain authors, like Fritz Leiber, Robert E. Howard, and H.P. Lovecraft, among others, played a stronger role in "help[ing] to shape the form of the game." Beyond these brief remarks, Gygax says nothing else about what he found inspirational in these books and authors or why he selected them over others he chose not to include.

In addition, Appendix N is long, consisting of nearly thirty different authors and many more books. Drawing any firm conclusions about what Gygax saw in these works is not always easy, something that, in my opinion, might have been easier had the list been shorter and more focused. That's not to say it's impossible to get some sense of what Gygax liked and disliked in fantasy and how they impacted his vision for Dungeons & Dragons, but it's certainly harder than it needs to be. 

Compare Gygax's Appendix N to the one found in RuneQuest. The list is about half as long (if you exclude other RPGs cited) and every entry is annotated, albeit briefly. Reading the RQ version of Appendix N, one has a very strong sense of not only why the authors found a book inspirational, but what each book inspired in them (and, thus, in RuneQuest). As much as I love Gygax's selection of authors and works, I can't help but think that selection would have proven more useful if he'd taken the time to elaborate, if only a little, on what he liked about its entries.

I found myself thinking about this recently, because I've been pondering the possibility of including an analog to Appendix N in Secrets of sha-Arthan. Since the game has a somewhat exotic setting that deviates from the standards of vanilla fantasy, I feel it might be helpful to point to pre-existing works of fantasy and science fiction (not to mention other roleplayng games) that inspired me as I developed the setting. That's why, if I do include a list of inspirations, it'll likely be both fairly short and annotated – closer to RuneQuest's Appendix N than to Gygax's.

None of this should be taken as a repudiation of Appendix N or the works included in it as vital to understanding Dungeons & Dragons and Gary Gygax's initial vision for it. I still think there is insight to be gleaned by reading and re-reading the works of pulp fantasy included in the appendix and will continue to recommend them to anyone who asks for recommendations of fantasy worthy of their time. Nor should any of the foregoing discourage anyone from taking the time to read Howard or Leiber or Lovecraft, as doing so is time well spent and more than sufficient reward in its own right. However, with some time and perspective, I recognize that Appendix N has certain shortcomings that can make it less than adequate as a guide to "what Dungeons & Dragons is about."

Monday, December 11, 2023

A New Genre Itself

An overriding concern of this blog since its start are the literary precursors of Dungeons & Dragons. Believe it or not, this has often been a somewhat contentious subject, since there's plenty of conflicting evidence on the matter, not to mention a fair bit of obfuscation from the various parties involved. The subsequent history of both D&D and fantasy roleplaying games more generally, including their explosive, faddish popularity in the late '70s and early '80s, has only further muddied the waters, as other creators added their own ingredients to the imaginative chaos that Arneson and Gygax first unleashed upon the world nearly half a century ago.

Even bearing these facts in mind, there can be little doubt, I think, that Gary Gygax at least took his primary inspiration from just a handful of older writers – L. Sprague de Camp, Robert E. Howard, Fritz Leiber, H.P. Lovecraft, Abraham Merritt, Fletcher Pratt, and Jack Vance – and that his conception of the game reflects this. Despite the much-vexed question of Tolkien's influence on the game, I don't think anyone can honestly deny that Gygaxian D&D owes more to what I call "pulp fantasy" than to anything more highfalutin. One need only look at Gygax's various reading lists, culminating in Appendix N of the AD&D Dungeon Masters Guide, to see this.

And yet I'm not sure that matters.

The moment Dungeons & Dragons was released into the wild – or Pandora's Box was opened, to use Greg Stafford's perfect metaphor – it was no longer the possession of any single person, including its creators. This is something Gygax himself recognized early on, even if he had his own ideas about the kind of fantasy roleplaying adventures he most enjoyed. By all accounts, the early days of the hobby were ones of wild, reckless invention, as everyone who got their hands on D&D made it their own. To some extent, this was by necessity, as the original 1974 rules were vague and unclear about just how to interpret them. It was thus an inevitability that a wide variety of mutant strains of Dungeons & Dragons would soon proliferate across the world.

At the same time, many of the game's early adopters liked the idea of D&D, but they took exception to this or that element of it. The changes they introduced to it were made, not out of ignorance of how Arneson and Gygax intended the game to played – assuming there even is such a thing in the first place – but intentionally, in order to bring the game more in line with the kind of fantasy adventures they most enjoyed. Of course, in the process of doing so, they became their own unique games – Tunnels & Trolls, Empire of the Petal Throne, RuneQuest, etc. – which, in turn, spawned their own "mutants," creating an entirely new ecosystem of creativity that continues to this day.

What's most interesting to me right now is that even as Gary Gygax was still in charge of the development of Dungeons & Dragons, or at least AD&D, there was plenty of variation in its presentation and content. Compare the work of David Cook, Lenard Lakofka, Lawrence Schick, and Allen Hammack to that of Gygax – or to each other. Each brings a different perspective and draws on different inspirations to present Dungeons & Dragons as he understands it (and, presumably, prefers it). What's remarkable is that, rather than undermining the game, this approach expands its reach. D&D, even as published by TSR, is a house of many mansions.

This probably explains why D&D was and continues to be the most popular and widely played RPG of all time. Being the first out the door no doubt helped, but I think it's more than that. D&D has always been a loose, reasonably flexible framework to which one can add (or subtract) whatever one requires for one's preferred style of fantasy adventures. Gygax unquestionably had his own preferences, but so too did everyone who's ever written for or played the game over the last fifty years. There is no reason that your D&D and my D&D should be the same, or even similar. Indeed, I remember a time when it was commonplace to assume every campaign was as unique as its players and referee, which is as it should be, in my opinion.

Dungeons & Dragons is a very strange game. It's one whose play can vary considerably from place to place, yet which is nevertheless completely recognizable to anyone who's even passingly familiar with the form of that play. I won't go so far as to say that no other RPG is similar in this regard, but D&D exemplifies this to a much greater extent than any other roleplaying game of which I can think. It's one of the most amazing things about D&D and I don't think it gets enough credit for it.

Tuesday, March 14, 2023

Vance on CAS and HPL

A comment to yesterday's post reminded me of a longstanding mystery: the influence, if any, of the works of Clark Ashton Smith on those of Jack Vance. Purely on the basis of subject matter and style, I'd long assumed that Vance's tales of The Dying Earth had been influenced by Smith's own tales of Zothique. I eventually read something – I cannot recall precisely where – that addressed the matter, claiming that Vance had not in fact read Smith and, therefore, any resemblance between the two mordantly witty writers was purely coincidental.

The aforementioned comment, however, spurred me to look into the question once again. In doing so, I discovered a new piece of information, new to me at any rate. The May 2005 issue of Cosmopolis reprints an old interview with Jack Vance from September 1981. The interview is fascinating for a number of reasons, but it's what Vance has to say about Clark Ashton Smith (and H.P. Lovecraft) that is of most immediate interest. The relevant section begins with the interviewer, Charles Platt, referencing Smith:

I mention that Don Herron, a critic who contributed to a symposium on Vance, deduced that Vance had been heavily influenced by the work of Clark Ashton Smith. 

"That's true. Can't help it; Smith is one of the people I read when I was a kid. But it only influenced The Dying Earth.

"I was one of those precocious, highly intelligent kids, old beyond my years. I had lots of brothers and sisters, but I was isolated from them in a certain kind of way. I just read and read and read. One of the things I read was the old Weird Tales pulp magazine, which published Clark Ashton Smith. He was one of the generative geniuses of fantasy. The others, Lovecraft, for instance, were ridiculous. Lovecraft couldn't write his way out of a wet paper sack. Smith is a little clumsy at times, but at least his prose is always readable.

"When I wrote my first fantasies, I was no longer aware of Smith – it had sunk so far into my subconscious. But when it was pointed out to me, I could very readily see the influence."

Leaving aside Vance's, I think, unfairly harsh assessment of Lovecraft, I find it strangely vindicating to see him admit to the influence of Smith on his own work. That's not something I'd ever seen acknowledged previously, though, as it now appears, Don Herron correctly surmised it more than four decades ago. Regardless, a longstanding mystery over I'd puzzled for years has been resolved.

Thursday, November 10, 2022

When Anton Met Ashton

(left to right): Robert Barbour Johnson, George F. Haas,
Clark Ashton Smith, Howard Stanton Levey
One of the consistent contentions of this blog is that roleplaying games bubbled up at the decades-long confluence of multiple streams of culture, both high and popular. Those streams are many and include not simply the works of pulp fantasy that are a particular preoccupation of mine but many more – and stranger – things besides. I thought about this when I stumbled across the above photograph, for reasons I'll explain shortly. I can find no precise date for it, but it seems likely to have been taken after 1954, when Clark Ashton Smith moved from his childhood home of Auburn, California to Pacific Grove following his marriage to Carolyn Jones Dorman. 

Smith largely gave up the writing of fiction by 1937, the conclusion of a period of several years that saw the deaths of both of his aged parents, as well as his friends and colleagues, Robert E. Howard and H.P, Lovecraft. The last surviving member of the Three Musketeers of Weird Tales, he retreated into his secluded cabin to work on his poetry and sculpture. Despite his disengagement from the growing science fiction and fantasy scene that he'd helped to found, admirers – some from as far away as Japan – would nevertheless call on him, both in Auburn and then later in Pacific Grove. 

The photo above was taken on the occasion of a visit by several of his admirers. On the far left is Robert Barbour Johnson. Johnson was an artist and writer of weird fiction, as well as a dedicated Fortean. Standing next to Johnson is George F. Haas. Haas is perhaps most famous nowadays as an early devotee of cryptozoology, specifically the hunt for Bigfoot. Next to Haas is, of course, CAS, with his signature blazer and cigarette holder. At the far right is Howard Stanton Levey, who was, among other things, a regular hanger-on in the science fiction and fantasy fan community of San Francisco. A few years later, Levey had renamed himself Anton LaVey and began to peddle Ayn Rand in devil horns as Satanism. 

There is, of course, no record of what occurred during this visit, which is a shame. I would like to think that Smith, while outwardly gracious and gentlemanly as ever, would have seen right through a huckster like LeVay. In my mind, though, I'd like to believe that any attempt by LeVay to intimate he had knowledge of genuine diabolism would have been met with skepticism akin to Christopher Lee's reply to Peter Jackson on the subject of what happens when a man is stabbed in the back. Of course, this was more than a decade before the founding of the Church of Satan, so the subject might not never have arisen. Still, a man can dream!

Thursday, January 20, 2022

The Merit of Merritt

From the vantage point of our present day, Abraham Grace Merritt is probably not the most obscure name on Gary Gygax's Appendix N, but he's nevertheless in the running. This is especially true when one compares him to some of the more widely recognized names, like Robert E. Howard, H.P. Lovecraft, Jack Vance, or – especially – J.R.R. Tolkien. Indeed, I'd be amazed if there were many other places on the Internet besides this blog that take even the slightest note of his 138th birthday today. 

Even someone as naturally censorious as I can't muster any vitriol about this. The simple truth of the matter is that tastes change. That Merritt's popular literary reputation has likely suffered more than some of his contemporaries doesn't alter this reality. Neither does it alter the fact that Merritt remains a foundational author of fantasy. Many of his works, while largely unknown today, have nevertheless exercised an outsized influence over later writers, popularizing many of the archetypes and elements of the genre. 

For that reason, here's a collection of links to previous posts I've made about Merritt and his writings:

If you have a few minutes, take the time to read a couple, especially if Abraham Merritt isn't an author with whom you're familiar. Better yet, try reading something he wrote. They're pretty much all in the public domain now and are easily obtainable online.