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Monday, January 5, 2026

Joe Doolin's Duo

The artwork that often accompanied the stories appearing in Weird Tales and other pulp magazines fascinates me. What strikes me about it is how good so much of it is. I don’t just mean in a technical sense – though that is obviously true – but also in its imaginative confidence and narrative clarity. These illustrations rarely function as mere decoration. Instead, they act as visual doorways into the story’s mood and possibilities, offering a concentrated distillation of wonder, menace, or strangeness that primes the reader before a single word is read. 

A good case in point is the single illustration included with Clark Ashton Smith's "The Tale of Satampra Zeiros" from the November 1931 issue of Weird Tales. Here, we see the titular Satampra Zeiros and his ill-fated companion, Tirouv Ompallios, as they stumble upon the amorphous monster guardian the temple of Tsathoggua in ruined Commoriom. If you ever wondered where Call of Cthulhu's formless spawn of Tsathoggua came from, this is the story and that depiction, by pulp artist Joe Doolin, is probably the first one ever produced. 

One of the things I find notable about the illustration above is the way the two thieves are drawn. Both are attired in generic "Ancient World" garb vaguely reminiscent of a Greek chiton or Roman tunica, complete with sandals. This is common in fantasy art of the pulp era. Many of the earliest depictions of Conan, for example, are similarly dressed, so it's not unusual. Even so, seeing them here made me wonder when it was that we first start to see more genuinely fantastical modes of dress in fantasy or sword-and-sorcery art. That might be a topic worthy of further exploration.

Pulp Fantasy Library: The Tale of Satampra Zeiros

With The Ensorcellment of January now underway, I’m taking a brief hiatus from H. P. Lovecraft’s Dreamlands tales to share my thoughts on four Clark Ashton Smith stories I consider particularly worthy of attention. The first of these is a story of which I am especially fond, “The Tale of Satampra Zeiros,” which appeared in the November 1931 issue of Weird Tales. Whatever its other virtues – and they are many – it stands as one of the clearest early expressions of sword-and-sorcery literature. More broadly, it encapsulates many of the qualities that define what I think of as pulp fantasy at its most effective: immediacy, moral ambiguity, horror, and a palpable sense that the world is not merely indifferent to human ambition but actively hostile to it.

The tale opens with one of my favorite first sentences ever to appear in a fantasy story:

I, Satampra Zeiros of Uzuldaroum, shall write with my left hand, since I have no longer any other, the tale of everything that befell Tirouv Ompallios and myself in the shrine of the god Tsathoggua, which lies neglected by the worship of man in the jungle-taken suburbs of Commoriom, that long-deserted capital of the Hyperborean rulers.

The story that follows fully earns that opening. It is a first-person account by a professional thief explaining not only how he came to lose his right hand, but how his most recent heist ended in catastrophe. Not a bad beginning! Together with his companion, Tirouv Ompallios, Zeiros ventures into Commoriom, the long-abandoned capital of Hyperborea, a place shunned even by other robbers. Rumored to be cursed and haunted by strange gods, Commoriom nonetheless promises fabulous wealth to anyone bold (or foolish) enough to plunder it. For Zeiros, that promise is irresistible.

The two thieves break into an ancient, seemingly intact temple of the elder god Tsathoggua – the toad-god’s first appearance in Smith’s fiction – where they find no jewels or gold, but instead disturb a foul, viscous substance resting within a vast bronze basin. This substance rises and assumes the form of a monstrous, many-limbed creature that hunts them through the ruins all night long. At dawn, the thieves realize they have come full circle and have returned to the temple itself. Barricading themselves inside proves useless. The creature oozes through a damaged lintel, consuming Ompallios in silence and nearly claiming Zeiros as well. He escapes only by sacrificing his right hand, surviving to record the tale as a warning.

Smith wrote “The Tale of Satampra Zeiros” early in his career as a prose writer, when he was still finding his footing in the pages of Weird Tales and the story bears the clear imprint of his literary influences. Poe’s fascination with doom, confession, and inevitable consequence is evident in the framing, while the French Decadents inform the luxuriant prose and preoccupation with corruption, blasphemy, and decay. At the same time, Smith is also clearly engaging with the raw material of adventure fiction – thieves, lost cities, fabulous treasure, and sudden violence. The fusion of these elements gives the story its remarkable staying power. Even decades after first reading it, I can still vividly recall the experience.

A great deal of the story’s success lies in Smith’s choice of protagonist. Zeiros is no hero. He is greedy, cynical, and ultimately self-preserving, surviving only at the expense of his partner in crime. This perspective strips the tale of any romantic gloss and reinforces a central truth of Smith’s Hyperborea, namely, that audacity is not rewarded, only punished. For that reason, “The Tale of Satampra Zeiros” is more than merely a foundational sword-and-sorcery text (though it certainly is that). It represents a decisive shift away from quests, kingdoms, and moral uplift toward immediate danger and personal survival. The stakes are not cosmic salvation or political destiny, but simply whether the protagonist lives to see another day. In that respect, it is a near-perfect encapsulation of the pulp fantasy ethos.

Though he never, to my knowledge, confirmed it, I have long suspected that “The Tale of Satampra Zeiros” exerted some influence on Fritz Leiber’s conception of Fafhrd and the Gray Mouser. These roguish protagonists, with their ill-conceived schemes and narrow escapes, feel like natural descendants of Zeiros and Ompallios. Likewise, the relationship between Smith’s two thieves – transactional, greedy, and ultimately fragile – anticipates later depictions of adventuring partnerships defined more by convenience than by trust.

For similar reasons, I strongly associate this story with old school Dungeons & Dragons. The abandoned city of Commoriom, its forbidden temple, and its inhuman guardian are all immediately recognizable elements of dungeon-based play. More importantly, the story embodies an ethos in which exploration is genuinely dangerous and curiosity often carries a terrible price. Nearly a century after its publication, “The Tale of Satampra Zeiros” remains a sharp and unsettling work of pulp fantasy. It reminds us that an abandoned ruin may be a trap, filled with inimical gods and lethal consequences. In doing so, the story helped establish a tradition of fantasy that values peril over heroism and survival over glory, a tradition that continues to shape the genre today.

Saturday, January 3, 2026

MA 50

Sometime this year – people better informed than I will know the precise date – James M. Ward's Metamorphosis Alpha will celebrate its 50th anniversary, the original having been released in 1976. Since I'm currently refereeing a campaign using these venerable science fiction RPG rules, I've been spending a lot of time online looking for additional resources to expand and enhance them. During one of these deep dives, I discovered a piece of news from March of last year that I somehow overlooked: 

Catalyst Roleplaying Games is proud to announce that we are working with Para Bellum Consulting for a special 50th anniversary release of Metamorphosis Alpha, an enduring classic of science-fiction roleplaying. This edition will honor the spirit and ingenuity of the original edition while offering exciting updates, including modernized gameplay and greatly expanded plot options.

The announcement doesn't give a release date or indeed provide much information of any sort beyond the usual marketing spiel one expects from such things. Even so, I'm intrigued. A few years ago, Goodman Games did, I think, a superb job of supporting the original Metamorphosis Alpha with new material, some of which I plan to incorporate into my campaign. From the sounds of it, Catalyst is creating an entirely new game, which isn't quite as exciting to me, but who knows? Maybe their "honor[ing] the spirit and ingenuity of the original edition" will be more than just empty words. 

If anyone knows any more about this new version of MA, please let me know in the comments. 

A Very Real Debt

Though this blog has, since its inception nearly eighteen years ago, been a staunch advocate for recognizing and celebrating the debt Dungeons & Dragons owes to pulp fantasy literature, there can be no doubt, despite the protestations of some (including myself, from time to time), that it also owes a significant debt to J. R. R. Tolkien, born on this day in 1892. That debt is not merely a matter of surface details, such as the presence of elves, dwarves, or halflings, nor even of familiar narrative trappings like ancient evils and lost kingdoms. Rather, Tolkien’s influence runs deeper, shaping expectations about the coherence of secondary worlds, the moral weight of history, and the idea that fantasy settings might possess an internal logic and gravitas extending far beyond the immediate needs of any single adventure.

Even when early role-playing games diverged from Tolkien’s sensibilities – or, in some cases, reacted against them – they did so in dialog with a vision of fantasy he helped to define. The very act of distinguishing pulp fantasy from Tolkienian (or "high") fantasy implicitly acknowledges the latter as a point of reference. On Tolkien’s birthday, then, it seems appropriate to set aside old debates long enough to acknowledge that, however indirect or contested it may sometimes be, his influence on Dungeons & Dragons and the broader hobby is both real and enduring.

Happy birthday, Professor Tolkien!

Friday, January 2, 2026

REPOST: The Emperor of Dreams

[The original version of this post appeared more than four years ago. I thought, in light of this month's theme, that it might be worthwhile to revisit it, since the documentary I discuss really is topnotch and deserves to be more widely seen —JDM]

Immense fan though I am of both H.P. Lovecraft and Robert E. Howard, when it comes to the writers of pulp fantasy, there can be no question that my favorite remains Clark Ashton Smith. Precisely why this is so is somewhat difficult to say, but, were I forced to nail it down, I would say that its a combination of Smith's incantatory language and the overwhelming sense of melancholy that pervades so much of his work. I tend toward the melancholic myself, which no doubt explains the powerful hold so many of Smith's stories exercise over my imagination. Even more powerful than that, however, is his ability to transport the reader to other worlds wholly unlike our own. Whereas both Lovecraft and Howard could be called, to varying degrees, "realists," which is to say, writers whose tales are grounded in the real world, Smith's stories are very often pure fantasies with little or no connection to mundane existence whatsoever.

Interestingly, this is a point that is also made in The Emperor of Dreams, a 2018 documentary about the life and work of the Bard of Auburn. Written and directed by Darin Coelho Spring and released through Hippocampus Press, the film is simply delightful – everything I could have hoped for in a documentary of this kind. At slightly less than two hours in length, The Emperor of Dreams is able to take its time, allowing Smith's story to unfold at its own pace rather than being rushed. There are sections devoted to every period of Smith's life, from his precocious youth to his adulthood as a pulp fantasy writer to his later life as a sculptor and doyen of the growing field of science fiction and fantasy. Watching this, one truly gets a picture of the whole of Smith's remarkable life, aided by the careful selection of still and moving photography of people and places important to him and his development as one of the great outsider artists of the 20th century.

Equally important to the success of The Emperor of Dreams are the reflections and commentaries on Smith by scholars and admirers, starting with Harlan Ellison, who credits Smith's "The City of the Singing Flame" with putting him on the path of becoming a writer. Also interviewed are Donald Sydney-Fryer, who actually met Smith; Ron Hilger, Scott Connors, and S.T. Joshi, among many others (like the psychedelic artist Skinner). Their thoughts and reminiscences about Smith are insightful and at times touching and they do much to elevate the documentary above a mere recounting of the events of Smith's life and times (however valuable that information is). The Emperor of Dreams is thus a celebration of Clark Ashton Smith and his evocations of the weird in poetry, fiction, and art more broadly.

I already knew a fair amount about Smith's life and works, but I still learned a great deal about him from this film. I knew, for example, that Smith had been a protégé of the Bohemian poet George Sterling, but I did not know that their ultimate falling out occurred as a Smith's writing "The Abominations of Yondo" which Sterling considered unworthy of his talent. Likewise, I had never heard the story of how Smith first took up sculpting or had rejected high school in favor of educating himself by reading books in the Auburn Public Library instead. The movie is filled with such details, along with stories told about him by his stepson that only add to my appreciation of the man. There's even an audio recording of Smith reciting some of his own poetry. If only there had been film footage of something similar!

If you're at all interested in Clark Ashton Smith's life, The Emperor of Dreams is well worth a watch. I somehow did not know it existed until just a few days ago, but am I ever glad that I corrected this lacuna in my education. Very good stuff!

Thursday, January 1, 2026

RIP Tim Kask (1949—2025)

Multiple sources report that Tim Kask, TSR’s first full-time employee, died on December 30 at the age of 76 after a short illness. 

Although I conducted a three-part interview with Mr Kask in the early days of this blog, I would not claim to have known him personally, much less well. Our direct interactions were limited to a handful of online exchanges and one particularly memorable encounter at GameholeCon several years ago, during a late-night session of Béthorm, the Tékumel RPG, refereed by its designer and artist, Jeff Dee. For the most part, I knew Tim Kask, as so many of us did, through his work and that work was substantial. As editor of The Strategic Review and, later, the first editor of Dragon magazine, he played a crucial role in shaping the early voice and direction of the roleplaying hobby.

Kask’s passing is another reminder that time continues its steady advance and that we are increasingly losing those who helped create and sustain the hobby we enjoy today. It is for this reason that I encourage anyone who has ever loved a roleplaying game to reach out to its creators and let them know what their work has meant to you. I have done so on several occasions and those messages have invariably been met with kindness and gratitude. With the loss of yet another figure from the hobby’s formative years, it feels more important than ever to make that effort while we still can.

The Ensorcellment of January

Clark Ashton Smith occupies a peculiar and sometimes uneasy place in the history of fantasy literature. He is neither obscure nor widely celebrated, frequently cited yet rarely dwelt upon. For many readers, he exists at the margins of awareness: a friend of Lovecraft, a regular contributor to Weird Tales, a stylist whose prose is admired in quotation more often than his stories are read in full. Yet those of us who do venture deeply into his work quickly discover something far more imposing. Smith’s imagination is vast, luxuriant, and final, as though one had strayed into a world already immeasurably old, already in decline, and wholly indifferent to human ambition or consolation.

Smith was a poet before he was a fantasist and that origin is, I think, essential to understanding his work. His fiction bears the unmistakable stamp of a writer for whom language was not merely a means of conveying a narrative but a source of power and pleasure in its own right. His tales linger over sorcery, extinction, voluptuous cruelty, and the slow unraveling of civilizations that have exhausted their last illusions. Zothique’s dying earth, Hyperborea’s sardonic barbarism, and Averoigne’s sensuous medievalism are linked less by genre than by sensibility – a worldview in which beauty and horror are inseparable and where cosmic immensity inspires not only dread but a dry, almost amused fatalism. Smith’s audience has always been comparatively small, but his influence has quietly seeped into fantasy, horror, and even roleplaying games that prize atmosphere, decadence, and the poetry of ruin over straightforward heroics and tidy resolutions.

The Ensorcellment of January will be a month-long exploration of Smith’s life, work, and legacy. Like The Shadow over August before it, this series is intended neither as hagiography nor as corrective, but rather as an effort to better understand a creator whose contributions to fantasy literature are both substantial and too often overlooked. Longtime readers of this blog already know of my fondness for older, stranger currents of fantasy and horror, works shaped as much by language as by plot, by implication rather than exposition, and by a fascination with time, decay, and forgotten worlds. In that regard, Smith’s influence is widespread, even when it goes unrecognized.

Smith’s legacy, like the man himself, resists easy classification. He was a friend and correspondent of both H. P. Lovecraft and Robert E. Howard, yet his sensibility remained distinctly his own. He was deeply pessimistic but never humorless, luxuriant in style yet frequently merciless in outcome. This series, therefore, aims to honor that complexity. Over the course of January, I’ll be drawing on a wide range of primary and secondary sources in an effort to present a clearer picture of who Clark Ashton Smith was and why his work matters within the broader history of fantasy and weird fiction.

The Ensorcellment of January is therefore less a survey or reassessment than a sustained act of attention. In the weeks ahead, I’ll be returning to Smith’s stories, poems, and letters, sometimes to analyze them and sometimes simply to admire them. I’ll share my own reflections along the way, but my central concern will be understanding why I believe Smith continues to speak so powerfully to certain sensibilities and why his work still surfaces, unexpectedly, across contemporary fantasy. This is not an attempt to rescue Smith from obscurity so much as an invitation to linger with him awhile, to listen closely to a voice that remains singular in its cadences and uncompromising in its vision. If you’re willing to slow down and let the spell take hold, I can think of no better time than the month of Clark Ashton Smith's birth for such enchantments.

Wednesday, December 31, 2025

REPOST: Retrospective: Dwellers of the Forbidden City

Despite the fact that David Cook's 1981 adventure, Dwellers of the Forbidden City, is one of my favorite D&D modules of all time, if not my actual favorite, I've never done a retrospective post on it. I did use the module previously as the centerpiece for my early ruminations of location-based adventures, but I don't think that post did the module full justice. Today's post is thus a partial attempt to make up for that fact.

Though parts of what would become Dwellers of the Forbidden City were used in the official AD&D tournament at Origins 1980, module I1 doesn't include a scoring sheet and referees are halfheartedly encouraged to design their own if they choose to use it in a tournament fashion. The module also conspicuously lacks the tournament "vibe" of other early modules, lacking both a precise, straightforward goal or a high density of combat/trap encounters intended to test the mettle of the players, instead opting for a more open-ended, exploratory style. In that respect, I1 might be an exemplar of the "Electrum Age" that marked a shift in the style and content of adventures from the earlier Golden Age, a shift some cheer and others decry.

Ostensibly, Dwellers of the Forbidden City is about the characters, in the employ of merchant leaders, seeking to put an end to raids on caravans passing through a remote jungle locale. However, once pointed in the right direction, the characters soon discover that there's more going on in the jungle than mere caravan raids, as they stumble across the mysterious Forbidden City, a lost city that recalls Robert E. Howard's Conan yarns – no surprise given David Cook has admitted that the City was inspired by "Red Nails." Though getting to the Forbidden City is an adventure in itself, with multiple means to enter it and lots of potential allies and enemies along the way, it is within the City (a version of whose map is reproduced below) that the real adventure begins.

As can see from the map, the Forbidden City is large and located within a canyon and thus isolated from the rest of the jungle. It is a world unto itself, one that operates according to the whims of its inhabitants, chief of whom are the yuan-ti snake men, who make their debut appearance in this module. In my younger days, I used this module innumerable times with several different groups of people, including some I barely knew. What's interesting is how similar the experience was right up until the point where the characters enter the Forbidden City. From that point on, nearly every group did something different, with quite a few completely forgetting their original mission and focusing instead on exploring the Forbidden City and its strange inhabitants.

Dwellers of the Forbidden City is only 28 pages long, so it's necessarily brief when it comes to describing its titular locale. Yet, that never bothered me. Indeed, I think it's probably one of the great strengths of the module and the reason I was able to use it so often: it was easy to make and remake the City to suit my present needs, whatever they were. My personal preference for modules these days are ones that fire my imagination; they give me the bare bones details I need to get started but they don't weigh me down with extraneous details that either get in the way or easily forget in the heat of play. Far from needing, in the words of James Wyatt, "more detail, more fleshed-out quests, and another hundred pages or so," module I1 is almost exactly the right length. Anything more than what it includes would, I think, have lessened its spartan appeal for me.

Re-reading Dwellers of the Forbidden City in preparation for this post brought back a lot of memories, all happy ones. I could recount many tales of adventures past, but those in the Forbidden City are among the most vibrant nearly 30 years after the fact. I remember well when Morgan Just and his stalwart companions braved this place, doing battle with the yuan-ti, the tasloi, and the bullywugs united under King Groak. I remember too my expansions of the City, using the adventure seeds Cook includes at the end – the under-city warrens filled with ghouls and demons, the vampire orchid-men, the Black Brotherhood, and time travel to the days when the City was at its decadent height. This was a module I literally played to pieces; my original copy of the booklet fell apart from so much use and its maps were smudged and stained from similar service. With the possible exception of The Isle of Dread – another David Cook module – I'm hard pressed to think of a module that more powerfully engaged my imagination and showed me what a powerful game D&D could be.

Tuesday, December 30, 2025

The Articles of Dragon: "How Taxes Take Their Toll"

I've written before about my affection for Arthur Collins, who wrote a couple dozen or so articles in the pages of Dragon during the period when I was regularly reading the magazine. Collins was, in my opinion, a perfect writer for the Silver Age of D&D, because he understood the burgeoning desire on the part of many players and (especially) referees for increased setting detail while never losing sight of the fact that the game is supposed to be fun. That is, he wasn't interested in detail for detail's sake but in using it to create a richer and more immersive setting for playing fantasy adventures – at least that's how I read his articles back in the mid-80s.

An example of what I'm talking about is his article, "How Taxes Take Their Toll," which appeared in issue #95 (March 1985). Taking the form of a mock interview between Collins and His Excellency, Algoras Stanheort, Chancellor of the Exchequer, serving his Royal Majesty, Cynefyr, Bretwalda of Feldren, the purpose of the article is to discuss taxes in the context of a fantasy RPG campaign. Collins had already briefly touched upon this in his "The Making of a Mileu" article to which I linked above. There, he briefly enumerated some of the taxes characters might encounter and how they might be used in play, but that was just a passing discussion rather than the article's focus.

Here, though, he devotes the entirety of the article to the topic of taxes and does so in a way that's both practical and humorous. The humor comes from the responses of the character of Algoras Stanheort to the questions Collins puts to him in his "interview." Stanheort comes across as a high-handed aristocrat who clearly loves his job as chief collector of revenue. Consider, for example, this exchange:
DM: That's an awful lot of taxes to load on the people's backs, is it not Your Excellency?

AS: If Providence had not intended for the people to bear such expenses upon their backs, then they should not have had such broad backs upon which to bear them, think you not? (At this point His Excellency permitted himself a chuckle.)

There are many more examples of this sort of thing throughout the interview, such as Stanheort's use of a variety of increasingly ridiculous names for Collins in his capacity as representative of Dragon – "Sir Broadsheet," "Master Must-ask-about-all," "My Lord of Many Questions," etc. If nothing else, it makes for an enjoyable read.

The real meat of the article – and the reason I remember it – consists of insight into all the little taxes, tolls, and tariffs applied to goods, services, and privileges within the Kingdom of Feldren. There are consumption taxes, market taxes, alien taxes, hearth taxes, land taxes, church tithes, and many more. Stanheort talks about them all, providing both their cost and the in-setting justification for them, much to Collins's dismay, as all these fees pile up. It's almost like a Monty Python skit or perhaps something out of Yes, Minister and I still find it amusing today.

I fear I may not have done the article justice. I would not be surprised if many of you, upon reading this, will be wondering, "What use is this to me? Why would I ever want to include so many taxes in my campaign?" The answer is that you probably wouldn't, nor do I think Collins would recommend you do so either, if his dialog with the Chancellor of the Exchequer is any indication. Rather, I see the purpose of the article as drawing attention to the various ways the referee can use taxes and fees both to describe a setting and, more importantly, to make things difficult for the characters – or, if you prefer, to use local laws and customs (pun intended) as springboards for adventures and roleplaying interactions.

When I read the article for the first time, I was quite taken with it and set about drawing up a list of taxes for my Emaindor setting. As was so often the case with that setting, I probably went overboard with the detail – I was fifteen at the time – but I had fun doing it. I suspect that, reluctantly, my players migh have said the same, since I can recall at least one incident, in the city of Zijwek, when the characters were found to have failed to pay an entrance tax to the capital, a tax they didn't even know existed, let alone that they were obligated to pay. The resulting legal negotiations, not to mention a chase through the back alleys of the city, served as the catalyst for a series of scenarios involving the local thieves' guild (and the characters' vow to never return to Zijwek).

Good times!

Monday, December 29, 2025

Pulp Fantasy Library: What the Moon Brings

H. P. Lovecraft’s “What the Moon Brings” is another very short work and, though imperfect in many respects, it nonetheless offers a concentrated expression of ideas and techniques that would later come to define his mature style. More a prose poem than a conventional short story, it lacks both plot and character development, relying instead on mood, imagery, and suggestion. In just a few paragraphs, Lovecraft attempts – if not entirely successfully – to evoke a sense of antiquity, cosmic revelation, and existential unease by presenting a world transformed not through action or violence, but through the simple act of seeing it under an unfamiliar light.

Like many of the works I've been discussing for the past few months, "What the Moon Brings" was written during a transitional phase in Lovecraft’s career, when he was moving away from the imitative Gothic and Poe-esque tales of his youth and toward more experimental and personal forms of expression. This was the period when Lovecraft was most deeply influenced by the fantasy of Lord Dunsany, whose dreamlike narratives and mythic landscapes encouraged him to explore atmosphere and symbolism over more conventional storytelling. “What the Moon Brings” reflects this influence, both in its lyrical prose and in its emphasis on a journey into an altered reality. The piece was never submitted to commercial magazines, likely because its extreme brevity, lack of dialog, and absence of a traditional narrative would have made it unsuitable for such venues but well suited to Lovecraft’s ongoing work in amateur journalism. Instead, first appeared in The National Amateur in May 1923, the very same issue in which "Hypnos" also appeared.

Told in the first person, “What the Moon Brings” follows an unnamed narrator as he wanders through his garden by moonlight and gradually enters a surreal, dreamlike landscape. Crossing a stream and an arched stone bridge, he discovers that the garden has become endless, its walls replaced by trees, grotesque stone idols, and drifting lotus blossoms whose dead, staring faces urge him onward. The stream widens into a river and finally opens onto the shore of a sea, where the sinking moon reveals the ruins of an ancient, sunken city, a place where all the dead have gathered. As the tide ebbs further, the narrator glimpses the basalt crown of a colossal and monstrous idol rising beneath the waves, a revelation so terrifying that he flees by plunging into the shallows and swimming among the drowned streets and corpses of the dead, seemingly choosing death over the madness promised by the greater horror he has seen.

Quite obviously, “What the Moon Brings” engages many of the central themes of Lovecraft's later work. Most prominent is the idea of revelation as horror. The moonlight does not merely illuminate the landscape but strips away comforting illusions, exposing a deeper and more ancient reality. The notion that knowledge itself can be terrifying would become a cornerstone of HPL’s cosmic horror. The submerged ruins and half-glimpsed monstrosities anticipate later images of lost and sunken cities, most notably R’lyeh in “The Call of Cthulhu,” while the journey into an uncanny realm recalls the dream-voyages of stories such as "Celephaïs," and “The White Ship,” and foreshadows The Dream-Quest of Unknown Kadath. Stylistically, the piece aligns with Lovecraft’s contemporaneous prose poems, like “Nyarlathotep” and “Ex Oblivione,” where imagery and atmosphere take precedence over narrative. Together, these works suggest Lovecraft’s aspiration, at least in this period, to position himself within a broader tradition of decadent and symbolist literature rather than as a mere writer of genre fiction.

In the context of Lovecraft’s larger body of work, “What the Moon Brings” is minor, but it might be said to serve as a compact statement of his evolving worldview. It bridges his early fascination with dream fantasy and his later commitment to cosmic horror, demonstrating how the two modes might coexist. That's probably its greatest strength and the main reason I'd recommend reading it today, even if he achieves similar ends more successfully in other stories, many of which I've linked to above.