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 Walls: Sharing 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.Saturday, August 30, 2025
Hyperborea's Lovecraftian Adventures
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.
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:
Thursday, June 12, 2025
The Hidden Masters of Pulp Fantasy
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.
Wednesday, January 22, 2025
REPOST: Conan of Cross Plains

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.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.
--Robert E. Howard to Clark Ashton Smith (July 23, 1935)
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

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
Monday, May 27, 2024
The Cost of Power
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.Friday, March 22, 2024
REVIEW: Hyperborea
Monday, March 18, 2024
The Problem with Appendix N
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.Monday, December 11, 2023
A New Genre Itself
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
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(left to right): Robert Barbour Johnson, George F. Haas, Clark Ashton Smith, Howard Stanton Levey |
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
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:
- Dwellers in the Mirage
- The Moon Pool
- Seven Footprints to Satan
- The Ship of Ishtar
- The Face in the Abyss
- The Metal Monster
- The Challenge from Beyond
- Burn, Witch, Burn!
- Forgotten Father
- Merritt and Memory