“The Whisper of Ancient Secrets” (2010) by Penelope Love

An often underestimate influence on Lovecraft’s genre is the immensely popular and long time market-sayer, the Call of Cthulhu roleplaying game, published by Chaosium, Inc.  […] The game’s influence extended further than just the gaming community, for Lovecraftian and Cthulhu Mythos authors were quick to discover that Chaosium’s sourcebooks provided a wealth of information, by categorizing and defining Lovecraft’s visions. Soon the game became an encyclopedia, the first point of call for all things Cthulhuoid. This influence is so profound, that new creations which first appeared in the Call of Cthulhu game now appear regularly in the fiction of modern day Lovecraftian authors.
—David Conyers, “Introduction” to Cthulhu’s Dark Cults viii

Tabletop roleplaying games involve many different types of writing and editing. If you were to sit down and write a new game ex nihilo, you would need to first engage in some top-down game design, probably starting with a concept or pitch for the game—who are the player characters and what do they do?

In Dungeons & Dragons, you are an adventurer and you go on adventures! In Shadowrun, you are a shadowrunner, a mercenary criminal in a fantasy cyberpunk future, and you go on shadowruns, which are illegal jobs that can range from smuggling to murder-for-hire to corporate espionage…only with dragons and elves. In Vampire: the Masquerade, you are a vampire and navigate the complex politics of undead society while striving to sustain yourself and control the beast within. In Call of Cthulhu, you are an investigator and you solve cases and delve into mysteries.

The pitch often but not always contains the basic premise of the setting. Dungeons & Dragons is largely setting agnostic; while the default setting is a quasi-medieval fantasy, the basic rules can (and have) been adapted to many different settings, and players are quite capable of creating their own. For games with specific settings like Shadowrun, a certain amount of setting information has to be brainstormed and written so that players know where the action is taking place. Games set in a historical period of the real world like Call of Cthulhu have a distinct advantage in this case because a great deal of raw setting information is widely available—all you have to do is pick up a history book or delve through old newspaper archive and you can find whatever facts you need for playing in the 1920s or 1890s.

Additional writing involves mechanics—the game’s systems, the mathematical and conceptual specifics that indicate how certain actions like combat or magic are to be resolved, tracked, and sometimes abstracted. It isn’t always possible or desirable, for example, to track how much blood a character loses if they get stabbed; the player marks off a couple hit points on their character sheet and moves on. All of that, and how it integrates into the setting and the gameplay experience, is a matter of game design and editing—complicated stuff!

The last, but not the least, bit of work that goes into a tabletop roleplaying game is what most readers would recognize as narrative fiction: short stories and short-shorts which are set in the setting and are told from the perspective of characters that are in that setting. All the rest of the game give the readers—the prospective players of the game—tools and references so that they can play, but the narrative fiction is what sells the tone and style of the setting, free from any considerations of play.

Most games have to create this from nothing. Dungeons & Dragons took inspiration from Robert E. Howard, J. R. R. Tolkein, Fritz Leiber, etc. in creating the game, but none of those authors was specifically writing D&D fiction. Shadowrun added in cyberpunk influences from William Gibson, Bruce Sterling, and Pat Cadigan, but again, those cyberpunk authors weren’t specifically writing Shadowrun stories—they were writing their own stories from which the Shadowrun authors took inspiration, and then the Shadowrun authors wrote their own stories.

With Call of Cthulhu…the lines are a bit blurrier. What exactly is the difference between a Cthulhu Mythos story, and a Call of Cthulhu story? Is there even a difference?

Unlike Dungeons & Dragons or ShadowrunCall of Cthulhu was specifically inspired by the body of Cthulhu Mythos fiction created by Lovecraft, his contemporaries, and all those who came thereafter. So while D&D wasn’t designed to let player characters actually journey around Tolkien’s Middle Earth or Howard’s Hyborian Age, Call of Cthulhu was designed for player characters to be able to visit Lovecraft’s Innsmouth or Howard’s Stregoicavar, to read the Necronomicon and, if they were very unlucky, to even catch a glimpse of Cthulhu. In that sense, yes, all Call of Cthulhu fiction is part of the Mythos by default—because the game is about playing in that Mythos setting.

However, writing for roleplaying games has very different goals than most narrative fiction. Lovecraft & co. were not obliged to keep any strong continuity between their disparate productions, or to go into detail on the people, places, and objects in those stories. Lovecraft’s map of Arkham and Howard’s essay on the Hyborian Age were, in the 1930s, anomalously deep background for the period, and much of that data never made it into any story—but for roleplaying games, that level of detail is relatively common and expected. More, where earlier Mythos writers were free to be loose or even contradictory with their artificial mythology and how magic worked, in a game things typically have to be more concrete—or at least, the format of the game encourages categorization and specification where narrative fiction favors imagination and non-specificity. You can see this in works like the Monster Girl Encyclopedia II (2016) by Kenkou Cross (健康クロス), which has strong roots in roleplaying gaming.

Beyond the strict game design considerations, there are economic ones. A roleplaying game is typically more than a single book, it is an entire line of products with different subjects which involve the same setting and/or system. Overall development of a game line requires high-level decisions on which books to produce, and how to keep setting material and style consistent between products, because what is written in one book can impact every other book in the line. Line development influences how the setting or its presentation changes over time, and players are often quick to harp on real or imagined discrepancies between rules or setting information between books…and by building on developments from one book to the next, the game setting and rules grow richer and more complex, which often draws readers and players in.

With Call of Cthulhu, this sets a complicated relationship with the Mythos. The game itself takes inspiration and makes reference to a set group of stories and concepts created by Lovecraft & co.—and the line developers, editors, writers, and artists need to make decisions when that material is vague or conflicting. Yet those same creators have no control over what anyone else creates, so while they strive to keep consistency within their own game line, the Mythos continues to proliferate outside of those artificial boundaries…and with many writers and artists taking inspiration from each other, it can be very fuzzy as to whether a given Mythos story is “in” the setting (or settings plural, as it is now) of Call of Cthulhu fiction, or if it is general Mythos fiction that has taken, as David Conyers pointed out, some inspiration from the game and the reference materials it has generated.

For most readers, the distinction is negligible or academic. As Conyers noted, many creators have dipped into or taken inspiration from the volumes of material produced by Chaosium and creators of various related Cthulhu roleplaying games over the years. To take one example, the popular image of Nyarlathotep as a three-legged being with a long tendril for a head and a bloody maw with a long tongue is not referenced anywhere in the works of Lovecraft, Derleth, or other first-generation Mythos authors; it was created for the roleplaying game, but has gone on to become one of the most popular depictions of Nyarlathotep. Some other aspects of the popular Mythos were created or codified by Call of Cthulhu, such as the Order of the Silver Twilight which has featured heavily in spin-off works like Arkham Horror and Call of Cthulhu: The Card Game.

As a roleplaying game, Call of Cthulhu tends to be very conservative in terms of mechanics, setting development, and presentation. That is part of the reason that a good deal of the actual innovation in the setting in terms of critically analyzing and rethinking the setting and pitch of how the game is played and who is playing it devolves to related games like Harlem Unbound (2017) by Darker Hue Studios.

This has led to a certain domination of the game by nostalgia. The Masks of Nyarlathotep (1984) campaign written by Larry DiTillio with Lynn Willis, for example, has been revised, re-packaged, expanded, and re-released for six different editions of the game. Because of the strong influence and constant re-publication of Masks, it has tied into many subsequent Call of Cthulhu products and become something of a cornerstone of the identifiable Call of Cthulhu line identity. Fans have created original art, spin-offs, prequels, sequels, soundscapes, and props based on the campaign. The Good Friends of Jackson Elias podcast is a direct reference to the campaign, where the player character investigators are good friends of one Jackson Elias.

Madness is the mark of gods, the response to the whisper of ancient secrets, and the unseen hand that turns the world in its disordered course. With it, I have peered beyond mere dream and pattern, beyond childhood impetuosity and adult grief, beyond the analysis of which other men are capable. Accepting madness, I accept the gods and rule well with their gifts thereby.
The Masks of Nyarlathotep (4th edition, 2010) 185

Last but not least, Masks of Nyarlathotep has inspired Call of Cthulhu fiction such as “The Whisper of Ancient Secrets” by Penelope Love. The background is a bit necessary because while this story can be read and enjoyed on its own, it is so tied into the Call of Cthulhu setting and Masks of Nyarlathotep and its ancillary materials to such a degree that is fundamentally a product of the game rather than an independent Mythos story that is just borrowing some names or characters.

Pastiche takes as its hallmark a slavish devotion to the outer forms and tropes of Mythos fiction, but this is something much more relaxed and intimate. Love isn’t trying to ape Lovecraft’s style or anyone else’s, it’s a story that demonstrates a profound amount of Mythos lore as codified by Call of Cthulhu over the previous five decades but doesn’t really seek to capture anything of the Lovecraftian tone of mystery or cosmic horror. It is very much a peek behind the scenes, at the kind of happenings that occur off the page in a regular Mythos story or as a result of decisions made by the Keeper or gamemaster as to how the story will react to what the player characters are doing.

Like “Scritch, Scratch” (2014) by Lynne Hardy, to really appreciate what Love does with this story really requires understanding that background of game design and the culture of Call of Cthulhu as distinct from how other Mythos writers approach the material.

“The Whisper of Ancient Secrets” was published in Cthulhu’s Dark Cults (2010). It has not yet been reprinted.


Bobby Derie is the author of Weird Talers: Essays on Robert E. Howard and Others and Sex and the Cthulhu Mythos.

Deep Cuts in a Lovecraftian Vein uses Amazon Associate links. As an Amazon Associate I earn from qualifying purchases.

“Riemannian Dreams” (2010) by Juan Miguel Marín

He was getting an intuitive knack for solving Riemannian equations, and astonished Professor Upham by his comprehension of fourth-dimensional and other problems which had floored all the rest of the class.
—H. P. Lovecraft, “The Dreams in the Witch House”

What inspired your story? The weird quasi-Lovecraftian speculations behind Einstein’s theory of relativity and its Riemannian mathematics.
Interview: Juan Miguel Marín

When it comes to the erotic possibilities of the Lovecraft Mythos, “The Dreams in the Witch House” and “The Whisperer in Darkness” may not jump immediately to mind, much less German mathematician Georg Friedrich Bernhard Riemann (1826-1866). Yet that is what Juan Miguel Marín attempts in his entry for the Cthulhurotica anthology…and not without some success. Whether Marín knew it or not, his particular approach of visitations of the Lovecraftian erotic through dreams echoes certain critical interpretations of Lovecraft’s “The Dreams in the Witch House”:

But something significant happens in this dream. Keziah thrusts into Gilman’s right hand “a huge grey quill” with which to sign his name to the devil’s book and to provide the necessary blood. Brown Jenkin races across his body, up to his shoulders and down his right arm, to bite him in the wrist, causing a “spurt” of blood at which Gilman faints. The next morning “his cuff was brown with dried blood.” The stories of the devil’s book are, let us admit, rather unimaginative, but they conceal a masturbatory fantasy that seems actually at work here. Gilman faints away because he cannot accept the wet dream.
—Robert Waugh, “The Ecstasies of ‘The Thing on the Doorstep’, ‘Medusa’s Coil,’ and Other Erotic Studies” in A Monster of Voices 101

“Riemannian Dreams” begins as an echo of Riemann’s own mathematical proofs, stating the facts as clearly as he can, but also a kind of dream-diary. The timeline is unclear; Riemann died in 1866, but he feels the dreams were inspired by the Edison wax phonograph, c.1899; other references to “The Dreams in the Witch House” and “The Whisperer in Darkness,” and Einstein’s theory of relativity put it somewhere between 1905 and the 1920s. Perhaps this is not the Bernhard Riemann, but another professor; or some alternate timeline where Riemann survived another forty or fifty years.

The lack of certainty is a hallmark of Marín’s narrative. For the most part, readers are presented with bits and pieces, notes and letters, fragments of a story that build up to suggest a narrative. This echoes how Lovecraft would do much the same thing with “The Whisperer in Darkness” and other tales, although the connective tissue is a bit thinner here; the dates not quite adding up is one example, but more importantly, we gain no real glimpse of Riemann’s waking life—his protestant faith, his wife, where he lives and works, though there are references to teaching. The material world is faint, hazy, dream-like, but the dream sequences themselves are vivid.

Riemann’s wet dreams are queer; they do not fall easily into any particular spectrum of sexuality, the subjects of his attention being particularly fluid—now male, now female, sometimes both.

In the first lucid dream I could glimpse only a young, pale, androgynous face, which the water ripples sometimes hid, sometimes revealed. I could not tell whether the atractive stranger was a boy or a girl. I could only notice the blond-auburn hair, pale skin of a healthy pinkish color, rose-colored cheeks, rosy red lips, and the eyes… […] I see now a beautiful backside. Like mine, also covred with nothing but a loincloth. My scientific curiosity tries to find out more about those lovely hips but the mist prevents me.
—Juan Miguel Marín, “Riemannian Dreams” in Cthulhurotica 72-73

The “scientific curiosity” is a hallmark of the Lovecraftian protagonist, the libidi sciendi, the desire to know. It’s tempting to look for metaphors here in Riemann’s efforts to define the nature of the subject of his desires, a quest for self-knowledge of his own sexuality as much as an effort to define an external reality. The subjects of his dream-vision, however, are a bit outside of those dreamt in this particular Horatio’s philosophy…at least at the start.

As an episode, “Riemannian Dreams” occupies a bit of an odd place in the Mythos. It is not situated clearly in respect to any time and place, but the connections between this story and “The Dreams in the Witch House” and “The Whisperer in Darkness” are established clearly and deliberately, but not the timeline. It’s not quite sequel, prequel, or interqual, simply an episode. Contrast this to a story such as “The Dreams in the Laundromat” by Elizabeth Reeve in Whispers in Darkness: Lovecraftian Erotica, which takes care to establish setting and continuity, set after “The Dreams in the Witch House” and focusing on the continuing legacy of Keziah Mason and Walter Gilman. “Riemannian Dreams” walks a fine line between mathematical logic and dream logic; fitting, since ultimately that is the choice which Riemann is presented with at the end.

What is your favorite bit?

“…leaving me covered in salty sweat, uncomfortably wet, and, unfortunately, awake.”
Interview: Juan Miguel Marín

“Riemannian Dreams” was published in Cthulhurotica (2010), and has not yet been reprinted. Juan Miguel Marín is also the author of “The Bats in the Walls” (2010).


Bobby Derie is the author of Weird Talers: Essays on Robert E. Howard & Others (2019) and Sex and the Cthulhu Mythos (2014).

“The Nature of Faith” (2010) by Oscar Rios

In the early 90’s I got into the Cthulhu Mythos, from the works of R.E. Howard and the H.P. Lovecraft.  I’d been a role player for years playing Dungeons and Dragons, Star Frontiers and soon learned about the game Call of Cthulhu. […]

I started running Call of Cthulhu games at conventions… I started writing my own games… I started writing for Chaosium, the publisher of the Call of Cthulhu Role Playing Game…

Slowly the Call of Cthulhu Role Playing Game became a bigger and bigger part of my life.  I wrote more, became published more often, and even branched off into cosmic horror fiction.  Running scenarios at conventions soon became holding panels and seminars.  Writing my own scenarios became editing the scenarios of others.  Being published became publishing the works of others while working with Miskatonic River Press.  Then that changed to being in charge of a small publishing house producing supplements for the Call of Cthulhu Role Playing Game.

Then I stopped and looked back… to realize that twenty years has gone by.
—Oscar Rios, “Twenty Years Searching For The Necronomicon” (2013)

The Call of Cthulhu Roleplaying Game is undoubtedly one of the most critical vectors of infection for disseminating Lovecraft and the Mythos into the popular consciousness. Certainly, Weird Tales and Arkham House did their parts, popular paperback editions from Ballantine and Del Rey assured a wider audience, Hollywood films like The Dunwich Horror (1969) and Re-Animator (1985) spread the word. Yet after the death of August Derleth, it was Chaosium that launched its Call of Cthulhu Fiction line, reprinting both long-out-of-print classics and introducing new authors into the field. The roleplaying game has an international scope and appeal, and has attracted talented artists and writers.

Oscar Rios had been writing for Call of Cthulhu for six years when “The Nature of Faith” was published in Cthulhu’s Dark Cults: Ten Tales of Dark & Secretive Orders (2010). The roleplaying game roots show, but only if you’re already familiar with the material. The Order of the Silver Twilight, mentioned in passing, is from the Shadows of Yog-Sothoth campaign. This isn’t a gaming scenario re-cast as a novella, just an original work of fiction from someone steeped in the setting and its lore.

In a real way, the story is a love-letter to Dunwich, both as Lovecraft first described it and as it developed with the additions of other authors. It should be considered in the context (if not actually the continuity) of “The Devil’s Hop Yard” (1978) by Richard Lupoff & “The Cry in the Darkness” (2011) by Richard Baron, although unlike those stories it makes no mention of the Whateleys at all. The character of Gertrude “Gerdy” Pope, in particular, whose near-albino appearance is so evocative of Lavinia Whateley and Hester Sawyer, explained here as a “type” that shows up in Dunwich on occasion.

If there’s a flaw in the story, it might be a penchant for organization and exposition. When Rios writes:

Gerdy’s understanding of the Believers history was scant, but she knew they were a secretive group dedicated to worshiping nature, studying various forms of magic, and living in harmony with the world around them. Exactly the type of organization that appealed to her sensibilities.

The first Believers had apparently come to Dunwich from Salem, fleeing the witch hysteria that swept through that coastal community. It was said they were led here by dreams, unconscious calls beckoning them to these hills. For hundreds of years the Believers have lived in Dunwich, elarning much about the landscape’s unqiue and still-mysterious history. Many knew they were not the first people called here, and some suspected they would not be the last. Gerdy had seen enough of their inner workings to know that Believers varied in the nature of their gifts, abilities, and worship, but one rule was universal within their cult: secrecy.
Cthulhu’s Dark Cults 136

It’s almost a write-up from a setting-book, and certainly more in line with New Age-y, Wicca-oriented, post-WWII fiction than the rather more sinister and nameless cultic activities of Lovecraft’s “The Dunwich Horror” or August Derleth’s The Lurker at the Threshold (1945).

Which is not to say that the Believers don’t have their darker aspects, nor that there aren’t more mysteries left unspoken than laid out plain. It’s notable that the plot is mainly focused on the women of the townGerdy, Mother & Marie Bishop, Virginia Adams, Ne’seal, Celestia. The story wouldn’t pass the Bechdel Test, but by Mythos standards it has much more female representation than typical. But then, the gist of the story boils down to gender politics, with the intrusive, logical male outsider invading the peaceful, intuitive, female-dominated Dunwich. And hinted at being part of a cycle of such things.

“Men!” she proclaimed aloud, “ya never listen. Mebbe next time.”
Cthulhu’s Dark Cults 152

A bit of an inversion from “The Dunwich Horror,” where Lavinia Whateley is used, sidelined, and ultimately disappeared; the female playing her role and then ushered quickly off-stage. Yet not exactly progressive either; there are still stereotypes at play here, both male and female. It is difficult to break out of those ideas of gender roles and actions, in any mode of fiction.

Oscar Rios’ “The Nature of Faith” was first published in Cthulhu’s Dark Cults (2010), it has not been republished.


Bobby Derie is the author of Weird Talers: Essays on Robert E. Howard & Others (2019) and Sex and the Cthulhu Mythos (2014).

“Red Goat, Black Goat” (2010) by Nadia Bulkin

“The Goat is our real mother! She is everyone’s real mother!”
—Nadia Bulkin, “Red Goat, Black Goat”

From the 1930s on, fans and writers have tried to give shape and order to the Mythos. It is a participatory ritual: the reader’s understanding is always unique, built and shaped by what they have read, what connections their intellect has made, how their imagination fills in the blanks. There is no one canon. There are only possibilities.

In “Red Goat, Black Goat” Nadia Bulkin cracks opens up a new possibility.

It is a story of Shub-Niggurath only by inference. Bulkin eschews the tropes of Mythos pastiche. The Black Goat of the title is a hint, at best; a suggestion of the epithet “The Black Goat of the Woods with a Thousand Young.” Yet the entity in this story is never named as such; there are no tomes, no familiar place names. “Red Goat, Black Goat” does not partake of the “lore” of the Mythos in the tongue-in-cheek manner of “ALL THIS for the GREATER GLORY of the 7th and 329th CHILDREN of the BLACK GOAT of the WOODS” (2012) by Molly Tanzer or “Shub-Niggurath’s Witnesses” (2015) by Valerie Valdes.

Bulkin carves her own bit of lore, with the bloody skill of an Indonesian horror film. The setting is not played up as some exotic bit of the “mysterious Orient” as it might have been in Lovecraft’s day. She grounds and develops the setting as Lovecraft did Dunwich, the characters an organic part of the whole so that none of the non-English terminology that peppers their thoughts and speech seems false or unnecessary.

At the same time, “Red Goat, Black Goat” partakes of the essence of the Mythos. The Goat is something outside the system of superstition that the characters know; it exists beyond their framework of understanding. Aspects of it echo themes developed by other writers; the terrible all-mother Cybele of “The Rats in the Walls,” or “Koenigsberg’s Model” (2011) by Peter Tupper, but it is far less defined than even those incarnations.

Nor is the story leavened by any real attempt at humor, wry or otherwise; there is gore, but not the microscopic dwelling in viscera that is splatterpunk. Bulkin moves quick, lest the tale be bogged down in dirty details. Her horrors are passing, visceral images that build shortly toward mini-climaxes, her pacing cinematic as the narrative moves swiftly toward a point of finality—not the ending of a story, but the closing of one chapter.

It’s a good story that leaves you wanting more; Bulkin could have written “Red Goat, Black Goat” out as a Javanese Gothic novel and it wouldn’t have seemed out of place. There are no answers, really, and that’s okay. Readers will fit this into their own personal understanding of the Mythos just fine; one more incarnation of Shub-Niggurath, one more thread in the endless tapestry. It’s a story that should be part of more reader’s personal Mythos.

“Red Goat, Black Goat” was first published for free online in Innsmouth Free Press #4 (June 2010); it has been reprinted in Lovecraft’s Monsters (2014) and Nadia Bulkin’s collection She Said Destroy (2017).


Bobby Derie is the author of Weird Talers: Essays on Robert E. Howard & Others (2019) and Sex and the Cthulhu Mythos (2014).

 

 

“Houndwife” (2010) by Caitlín R. Kiernan

In the coffin lay an amulet of curious and exotic design, which had apparently been worn around the sleeper’s neck. It was the oddly conventionalised figure of a crouching winged hound, or sphinx with a semi-canine face, and was exquisitely carved in antique Oriental fashion from a small piece of green jade. The expression on its features was repellent in the extreme, savouring at once of death, bestiality, and malevolence. Around the base was an inscription in characters which neither St. John nor I could identify; and on the bottom, like a maker’s seal, was graven a grotesque and formidable skull.
—H. P. Lovecraft, “The Hound”

“Houndwife” is a tribute to Lovecraft, and a continuation. It is not a pastiche, as are so many Mythos tales, because it does not attempt to borrow or even suggest anything of Lovecraft’s prose style, however much it may take specific images and ideas from his stories; break them apart, expand on, and rework them. Lovecraft’s story is a background episode: it is unnecessary for the reader to have knowledge of “The Hound” to appreciate and understand “Houndwife,” but those who have read both have perhaps a greater understanding than those who have only read one. It stands on its own, but together they suggest more. That’s rare.

Caitlín R. Kiernan has style.

“Houndwife” revolves around several of her familiar foci—lesbians, the American South contrasted with New England, the Lovecraft Mythos, ghouls, the Church of Starry Wisdom, the occult, and broken perception. The protagonist is an unnamed woman, unlearned but highly intuitive: wisdom borne of experience contrasted against book-knowledge. And this is the story of how she went through a transformative experience, died and was buried, rose again. Not as a martyr or a messiah, not quite as a sacrifice. The experience changes the protagonist, unglues her from the understanding of time. The reader experiences in a linear fashion the protagonist’s now decidedly nonlinear existence.

Lovecraft’s jade amulet from the corpse-eating cult of Leng is the Chekov’s gun of the piece, waiting to be fired. The central mystery of the curious hound-sphinx remains, refracted through the protagonist’s shattered timeline. Only once in a thousand years is a woman chosen to be the houndwife. What that means, ultimately, the answers the Starry Wisdom (and the readers) want, are not readily forthcoming. This is not a Mythos story with passages of long exposition on cosmology or the family trees of the gods: this is a prose poem to experience. Answers, if there are any, will come with reflection.

Aside from the excellent prose styling, and the masterfully done nonlinear structure of the narrative, “Houndwife” is an exemplar of Kiernan’s careful handling and development of characters and relationships, which is part of what sets her work apart from many Mythos writers. While Kiernan has written erotic works, this is not one of them: the lesbian relationship between the protagonist and her girlfriend Isobel Endecott is not there for titillation, but to drive the connection between the protagonist and the cult, and contrast the ties between Isobel and the cult and Isobel and the protagonist. Glimpsed only in fragments, the sense is there of a real relationship, one where both partners are clearly distinct, but a strong attraction and attachment binds them—although strained and slightly alienated by the ritual of death and rebirth.

That too is one of Kiernan’s familiar themes, the strained relationship despite mutual attraction, and is reminiscent of her earlier story “At the Gates of Deeper Slumber” (2009), where the unnamed narrator and Suzanne are not the perfect lesbian couple: they have disagreements, fights, and flaws. They quibble and worry over gender roles and each other’s space. Suzanne refers to the narrator as a “butch dyke” in reference to the persona she projects, but the narrative itself reveals the uncertainty and discomfort—perhaps even jealousy—that accompany the invasion of her home by the Shining Trapezohedron. The narrator cannot give full force to her worries for fear of alienating her partner, and it is the fear of losing Suzanne that is the consuming dread of the piece, more than anything else. Kiernan has revisited this theme of love, loss, and the Shining Trapezohedron in her later piece “Ex Libris” (2012).

The “Kiernan Mythos” is a bit hazier than comparable efforts by other writers, her contributions tend to be free-standing, without the need for strong tie-ins, though they may exist if you look for them: Isobel Endecott probably related to the Endecotts of “Pickman’s Other Model (1929)” (2008). She has developed no single common setting like Lovecraft’s Miskatonic region, Ramsey Campbell’s Severn Valley, or W. H. Pugmire’s Sesqua Valley, although certain works like the recent Agents of Dreamland (2017) and Black Helicopters (2018) are tied together, and she has four connected stories in the “Dandridge Cycle”, but she does not invent new gods with unspeakable names or eldritch grimoires which are consistent in story after story. Kiernan’s Mythos tales like “Houndwife” are strange growths sprouting from the Lovecraft Mythos, new stories growing from old soil, each unique and distinct.

I should hope that not even the most die-hard admirer of H. P. Lovecraft’s work would date argue that “The  Hound” (1922) is a well-written story. And yet I love it. Despite all it’s garish purple-prose histrionics, the story pushes my buttons. So, it was probably inevitable that I would someday write a tribute to this minor Lovecraft tale, and in March 2010 that’s exactly what I did.
—Caitlín R. Kiernan, Beneath an Oil-Dark Sea, The Best of Caitlín R. Kiernan vol. 2, 360

“Houndwife” was first published in 2010 in the Sirenia Digestand first saw print in Black Wings of Cthulhu 2 (2012). It has been reprinted in hardcover twice in her collections Beneath an Oil-Dark Sea, The Best of Caitlín R. Kiernan vol. 2 (2015) and Houses Under the Sea: Mythos Tales of Caitlín R. Kiernan (2018).


Bobby Derie is the author of Sex and the Cthulhu Mythos (2014)

“Pugelbone” (2010) by Nadia Bulkin

For it is of old rumour that the soul of the devil-bought hastes not from his charnel clay, but fats and instructs the very worm that gnaws; till out of corruption horrid life springs, and the dull scavengers of earth wax crafty to vex it and swell monstrous to plague it. Great holes secretly are digged where earth’s pores ought to suffice, and things have learnt to walk that ought to crawl.
—H. P. Lovecraft, “The Festival”

Set in an unknown but recognizable tomorrow. In the crowded urban structure known as the Warren, people live in close proximity. Isolated from the outside, both physically and economically, the Meers (Meerkats) grow up in the crush of humanity, amid an urban ecosystem grown subterranean and strange with a new horror, one the children call…Pugelbones.

“Pugelbone” is not a Cthulhu Mythos story; there are no quotes from the Necronomicon, no reference to any recognizable corner of the Miskatonic Valley, no alien gods and sinister cults. Yet Nadia Bulkin’s story is built up from a base of Lovecraftian literary DNA, like a slab of artificial meat grown in a lab. A product of the strange and marvelous now, hacking the genetic material of “The Lurking Fear” and “The Rats in the Walls” and building it back up into something you can sink your teeth into.

The protagonist Lizbet was born a Meer. A girl that just liked to break things. An outsider among an outsider group, she is at once sympathetic and unreliable. All she wants is custody of her daughter—and the only way to get it is to interact with the unsympathetic bureaucracy as represented by Dr. Roman. These are adult fears: poor people trapped in a system they never built or opted in to, trying to navigate the weird social spaces of interviews with indifferent people that decide their fate. “Pugelbones” is Lizbet’s story—the story she tells Dr. Roman, to try and win back her daughter, and the story of telling that story, as Roman deflates, dismisses, and directs the conversation. A “passive listener” that has all the power in the relationship, and diminishes Lizbet with insinuation.

Yet Dr. Roman never denies the essential reality of the Pugelbones.

In Lovecraft’s stories like “The Lurking Fear” and “The Rats in the Walls,” the underground space—a favored personal image which appears in his stories—contains or did contain other horrors: a teeming mass of humanity or near-humanity. Societies that set themselves apart, to live, work, breed, and die down there. Written before Lovecraft’s period in New York City, it is still tempting to see an echo in these stories of urban fears, the great crowded tenements and filthy streets. Contemporary concerns, expressed in Lovecraft’s own language and filtered through his own prejudices, but still tapping into the 1920’s zeitgeist. Lovecraft’s stories are told from the interloper’s perspective, from those who had not been born and  bred.

What would “The Lurking Fear” read like, if told from the perspective of a Martense?

[…] a degenerate squatter population inhabiting pitiful hamlets on isolated slopes. Normal beings seldom visited the locality till the state police were formed, and even now only infrequent troopers patrol it. […] With whimpering insistence the squatters told tales of a daemon which seized lone wayfarers after dark, either carrying them off or leaving them in a frightful state of gnawed dismemberment; while sometimes they whispered of blood-trails toward the distant mansion.
—H. P. Lovecraft, “The Lurking Fear”

Nadia Bulkin’s story works because some of those horrors present in the early 20th century still haunt us in the early 21st century. The poor may not be seen as “gently descending the evolutionary scale” as Lovecraft put it, but the Meers are no less the subject to prejudice and stereotype. Lizbet is subject to the same prejudices that Lovecraft’s Catskills white trash, with the added bonus of being a woman, and a single parent, with all the additional onus that brings. These are all adult fears, the kind of tangible horrors of desperation that can face anyone today. Bulkin taps into the same zeitgeist as Lovecraft did; her story works because the situation is presented so realistically.

The Pugelbones are the element of the weird which is interwoven with the more mundane horrors of child protective services and overpopulation, and like many Lovecraftian horrors they are very material entities. An undiscovered species, urban predators. The truth about them is not half as terrible as Dr. Roman’s towing the official government line about their existence, or her insinuations about Lizbet’s relationship with them. They are the great mystery of the piece, only half-glimpsed through the Meer’s story, their presence told in piles of trash and smears of blood.

Yet the story is theirs, as much as it is Meers: these Lovecraftian beasties are essential to the piece, and Bulkin wisely keeps them off the page for most of it. Readers get hints of them long before they see them, rumors and legend before the Pugelbones appear in a scene. Rather than being specifically horrific themselves, the Pugelbones are the catalysts for the human horrors; the outside element that disrupts the human narrative, like the xenomorphs of Ridley Scott’s Alien, the one terrible unpredictable event which starts off the cascade of adult fears.

Chthonic_FC_01-712x1024Nadia Bulkin’s “Pugelbone” first appeared in ChiZine (Oct-Dec 2010), and was reprinted in her collection She Said Destroy (2017), and Cthonic: Weird Tales of Inner Earth (2018). Bulkin has been prominent the last few years in various anthologies, and her corpus of Lovecraftian and Mythos fiction includes “Red Goat Black Goat” (2010), “Truth is Order and Order is Truth” (2014), “Violet Is The Color Of Your Energy” (2015), “Pro Patria!” (2015), “There Is A Bear In the Woods” (2016), “I Believe That We Will Win” (2016), “Empire Down” (2017), and “A Dream, and a Monster at the End of It” (2017).


Bobby Derie is the author of Sex and the Cthulhu Mythos (2014)

“Flash Frame” (2010) by Silvia Moreno-Garcia

After that he killed the time at a cheap cinema show, seeing the inane performance over and over again without paying any attention to it.
—H. P. Lovecraft, “The Dreams in the Witch House”

Scene: Mexico City, 1982. A character in its own right, which fills in the role of the story just by showing up. The narrator is a freelance journalist, hard-boiled as they come, carefully devoid of name or gender. The framing of the story is so slight, the reader might gloss over it: the narrator is in the present day, where Wikipedia makes a mockery of research, but recalling an incident from 28 years prior. A new editor wants something better than the usual stories, the journalist sniffs around for one—and finds it, at an adult theater named El Tabu, where a cult does private screenings, once a week.

“Flash Frame” is a member of an obscure club, literary kin to Ramsey Campbell’s Ancient Images (1989), Theodore Roszak’s Flicker (1991), Simon Spurrier and Smudge’s Chiaroscuro (2000 AD Prog 1507-1517, 2006), and John Carpenter’s Cigarette Burns (2005). Weird fiction where instead of a forbidden book or manuscript, the central mystery revolves around a film. A throwback to the idea that the camera captures something more than mere image. Lovecraft toyed with a similar concept in his story “Nyarlathotep”, but the possibilities remained undeveloped until succeeding generations of writers brought it to the page and the screen.

The story is lean, devoid of excess description or introspection from the narrator, who remains very grounded—like a journalist, presenting the facts and their impressions, not their theories. Unlike many Lovecraftian tales, the horrors are described, sometimes in terse but graphic detail; it’s the surrounding mythology which is only hinted at, a blank space left for the reader to fill in by reading between the lines…and that is not the Cthulhu Mythos. Not explicitly.

The book is rigidly suppressed by the authorities of most countries, and by all branches of organised ecclesiasticism. Reading leads to terrible consequences. It was from rumours of this book (of which relatively few of the general public know) that R.W. Chambers is said to have derived the idea of his early novel The King in Yellow.
—H. P. Lovecraft, “The History of the Necronomicon

Before Lovecraft ever put together the idea of a shared universe, Robert W. Chambers some names from Ambrose Bierce’s stories “An Inhabitant of Carcosa” (1886) and “Haïta the Shepherd” (1891) for stories in his weird fiction collection The King in Yellow (1895); Lovecraft and his contemporaries would go on to add elements from that seminal work to the Cthulhu Mythos, but the “Yellow Mythos” as an original expansion of Chambers’ work and shared concept in its own right, not dependent on Cthulhu or the Necronomicon (though occasionally tying into it), has developed a fairly dedicated audience and coterie of contributors.

“Flash Frame” sits in no easily definable frame of Mythos reference. Moreno-Garcia doesn’t play the game of name-checking popular entities like Cthulhu or Hastur, no tomes pop up in the course of the story, and even the name of the cult is an unfinished, undefined ellipsis trailing off into disinterest. The framework of the narrative borrows strongly from the Lovecraftian tradition, but it isn’t written to be a defined part of the shared universe. It exists as it’s own thing, ambiguous enough to suggest an avatar of the King in Yellow or Nyarlathotep without needing to nail it down with exact certainty what is going on or what entities are involved. The narrator probably doesn’t even know. They heeded the warning.

The story works as well as it does because the narrator and the setting are absolutely grounded, far way from the poor pasticheur’s focus on cramming Mythos references into the story, Moreno-Garcia makes sure the character of the narrator and the city are well-defined, because they help carry the story. Readers believe that El Tabu existed, and that’s because it, or something like it did—in the Mexico City of the author’s youth.

Well my Mexico, the Mexico of my youth is quickly eroding through the work of time and distance, although I suppose that is true for any of us when we look back at our youth. What is captured in the stories is my vision of a time and place that was and never was because any time we look back we distort the place we came from. The factories near my home are gone, they’ve built expensive condos. The butcher moved. The park got a makeover. So every time I go back to visit I’m looking at a superimposed image of what was there and what is there now.
—Silvia Moreno-Garcia, “An Interview with Silvia Moreno-Garcia”

This transposition of the Mexico of yesterday and today is brought home in the end of the story, where the frame completes itself and the narrator brings the story back from 1982 to the present. El Tabu is gone, replaced by a block of condos. But something survives…

“Flash Frame” was first published in the Cthulhurotica (2010) anthology, edited by Carrie Cuinn. It contains sexually explicit imagery, but the way sex is presented in the story is as a vehicle for horror, rather than a mechanism of reproduction. The yellow woman is an intrusive, otherworldly element, the juxtaposition of carnal imagery with the vivid description of imposition and disgust demonstrates the violation of the narrator’s personal space—even into their mental space. There are always images we cannot unsee, sounds we cannot unhear, words we cannot unread. The narrator’s response to this unwanted contact is not arousal, but unease and revulsion…not because of risk of pregnancy, or rape, but from mere exposure.

This is an aspect of sexual horror which is often overlooked: the exhibitionist who violates taboos of acceptable dress—in the past, exemplified by the naked man or woman in the trench coat, today the unsolicited dick pic—and it is different from biological contagion. An STI can be treated like any other disease, but information cannot be so easily forgotten or erased; nor can the subject forget their inherent vulnerability. A victim can potentially fight back against a physical assault, but it is impossible to close oneself off completely from all unwanted sounds and images…though the narrator, who has given the matter some thought, definitely makes a considerable effort to do just that.

“Flash Frame” has been reprinted in The Book of Cthulhu (2011), and in Moreno-Garcia’s collection This Strange Way of Dying (2013); it was also adapted on Tales to Terrify (2012). Despite her success with short stories and novels, Silvia Moreno-Garcia is perhaps better known as publisher at Innsmouth Free Press, and together with Paula R. Stiles edited works including Historical Lovecraft (2011), Future Lovecraft (2011),  Innsmouth Magazine (2009-2014), Sword & Mythos (2014), and She Walks in Shadows (2015, also published as Cthulhu’s Daughters).


Bobby Derie is the author of Sex and the Cthulhu Mythos (2014)