Ghosts of the Chit-Chat

chitchat1.jpg

My latest cover for Swan River Press is very suitable for the season, It’s also a good example of the “window” type of cover design, where you show a view into a scene rather than a flat design. Window covers are common in fantasy and science fiction, less so in the horror genre where you often want to avoid giving too much away. The “Chit-Chat” of the title was The Chit-Chat Club, a group of students and tutors at King’s College, Cambridge:

On the evening of Saturday, 28 October 1893, Cambridge University’s Chit-Chat Club convened its 601st meeting. Ten members and one guest gathered in the rooms of Montague Rhodes James, the Junior Dean of King’s College, and listened — with increasing absorption one suspects — as their host read “Two Ghost Stories”.

Ghosts of the Chit-Chat celebrates this momentous event in the history of supernatural literature, the earliest dated record we have of M. R. James reading his ghost stories out loud. And it revives the contributions that other members made to the genre; men of imagination who invoked the ghostly in their work, and who are now themselves shades. In a series of essays, stories, and poems Robert Lloyd Parry looks at the history and culture of the Club.

In addition to tales and poems never before reprinted, Ghosts of the Chit-Chat features earlier, slightly different versions of two of M. R. James’s best-known ghost stories; Robert Lloyd Parry’s profiles and commentaries on each featured Chit-Chat member sheds new light on this supernatural tradition, making Ghosts of the Chit-Chat a valuable resource for casual readers and long-time Jamesians alike. (more)

chitchat2.jpg

The full picture which will be a little cropped on the print version. Here you get to see more aspidistra.

The brief for the cover was to show a view of an empty room in a manner similar to the covers drawn by “Ionicus” (Joshua Charles Armitage) in the 1970s and 80s for a series of supernatural story collections. After looking at a number of these covers I took Tune in for Fear as a template; I liked the angle of the picture which offered a view of a welcoming fireplace to contrast with the night sky seen on the back of the book, and the two-point perspective makes a change from my tendency to create symmetrical pictures. The inhabitants of the Ionicus room seem to have either fled or been abducted whereas mine have either just left or are soon to arrive. The clock on the mantelpiece is almost at midnight, and there’s a Chit-Chat invitation next to it so I’d suggest the latter. The picture contains a number of references to the stories and poems in the book, although not as many as I’d originally intended when several of the pieces proved resistant to having their contents reduced to a single detail. I won’t list everything here since I’d prefer readers to try and match the details themselves.

Ghosts of the Chit-Chat will be published in December, and is available for pre-order here.

Previously on { feuilleton }
The Far Tower: Stories for WB Yeats
The Scarlet Soul: Stories for Dorian Gray

The Cthulhu Mythos in the pulps

mythos01.jpg

The Nameless City: First published in The Wolverine, November 1921. Reprinted in Weird Tales, November 1928. Illustration by Joseph Doolin.

This would have been “The Cthulhu Mythos in Weird Tales” if some of HP Lovecraft’s more substantial stories hadn’t been published elsewhere. To prevent sprawl I’ve limited the list to Lovecraft’s own stories even though the Mythos takes in the work of contemporaries such as Clark Ashton Smith, Robert E. Howard, Frank Belknap Long, Zealia Bishop, August Derleth and others. I like seeing the first appearance in print of familiar tales, and I like seeing their accompanying illustrations even if the drawings are inferior pieces, which they often were for the first decade of Weird Tales. These are the short-story equivalent of first editions, and in the case of The Call of Cthulhu you get to see the first printing anywhere of that mysterious name.

mythos02.jpg

The Hound: Weird Tales, February 1924. Illustration by William Fred Heitman.

This issue is also notable for a story by Burton Peter Thom which shares a title with a Mythos-derived song by Metallica, The Thing That Should Not Be.

mythos03.jpg

The Festival: Weird Tales, January 1925. Illustration by Andrew Brosnatch.

mythos22.jpg

The Colour Out of Space: Amazing Stories, September 1927. Illustration by JM de Aragon.

Lovecraft didn’t think that Weird Tales would appreciate this one even though it’s more horror than science fiction so he sent it to Amazing Stories instead.

mythos04.jpg

mythos26.jpg

The Call of Cthulhu: Weird Tales, February 1928. Illustration by Hugh Rankin.

It’s doubtful that Rankin, Senf and co. would have been up to the task of depicting Great Cthulhu or the non-Euclidean nightmare of R’lyeh, but this hardly excuses editor Farnsworth Wright’s decision to give the cover to Elliott O’Donnell’s ridiculous ghost table.

Continue reading “The Cthulhu Mythos in the pulps”

Drone month

drones.jpg

October is drone month. July is often drone month as well, if the heat rises to a degree that I can’t bear to listen to anything more taxing than Main, On Land, or the Paul Schütze recordings that feature thunderstorms. But October owns the drone because it also owns Halloween, as I noted in this Halloween playlist. The first entry there, Zeit by Tangerine Dream, is such a perennial favourite that it’s one of the few albums I can imagine writing about for the 33 1/3 books. But this year Zeit has been competing for haunted airtime with the Cthulhu album from Cryo Chamber, a label devoted to the darker end of the ambient spectrum, where choral throngs in colossal chambers are scoured by the katabatic winds that howl through vast subterranean chasms while Thrones of Darkness brood with Amorphous Abominations in the Illimitable Void etc etc.

The Cthulhu album is the first in a series of Lovecraft-themed collaborations by Cryo Chamber artists, with each release taking a Cthulhu Mythos god as its subject. I still find this one to be the best of the series so far, not least because the character of Lovecraft’s tentacled monstrosity is more clearly defined than the other gods which lends more definition to the musical illustration. There are no separate tracks on these albums, all the pieces are mixes that cover the sides of one or more compact discs, blending the contributions of the different artists into a single work. The Cthulhu drones are suitably sub-oceanic, like Eric Holm’s Barotrauma with added cosmic horror, a suite of restless stirrings from the Thing that lies dreaming at Point Nemo. Towards the end the Thing awakens to wreak havoc upon the upstart human world, but not before we’ve heard a mutant voice daring to speak aloud the invocation from The Call of Cthulhu.

Previously on { feuilleton }
Hodgsonian vibrations

Weekend links 539

earle.jpg

Fire, Red and Gold (1990) by Eyvind Earle.

Roger Penrose won a Nobel Prize recently for his work in physics. I read one of his books a few years ago, and was intimidated by the “simple” equations, but I always like to hear his ideas. This 2017 article by Philip Ball is an illuminating overview of Penrose’s life and work.

• At Dangerous Minds: Joe Banks on the incidents that led to Lemmy’s dismissal from Hawkwind in 1975, an extract from Hawkwind: Days of the Underground. The book is available from Strange Attractor in Europe and via MIT Press in the USA.

• “Not married but willing to be!”: men in love (with each other) from the 1850s on. It’s always advisable to take photos like these with a pinch of salt but several of the examples are unavoidably what they appear to be.

Most of all, this resolutely collaborative production stood against the vanity and careerism of individual authorship; Breton called it the first attempt to “adapt a moral attitude, and the only one possible, to a writing process.” The text itself is peppered with readymade phrases, advertising slogans, twisted proverbs, and pastiches of such admired predecessors as Rimbaud, Apollinaire, and Lautréamont, whose pluralistic credo, “Poetry must be made by all. Not by one,” anticipates the sampling aesthetic by a century. But the intensity was draining, and as the book moves toward its final pages and the writing becomes increasingly frenetic, you can almost feel the burnout taking hold. After eight days, fearing for his and Soupault’s sanity, Breton terminated the experiment.

Mark Polizzotti reviews a new translation by Charlotte Mandell of The Magnetic Fields by André Breton and Philippe Soupault

• The hide that binds: Mike Jay reviews Dark Archives: A Librarian’s Investigation into the Science and History of Books Bound in Human Skin by Megan Rosenbloom.

• “A photographer ventures deeper into Chernobyl than any before him.” Pictures from Chernobyl: A Stalker’s Guide by Darmon Richter.

John Van Stan’s reading of Frankenstein by Mary Shelley uses my illustrations (with my permission) for each of its chapters.

Susan Jamison, one of the artists in The Art of the Occult by S. Elizabeth, talks to the latter about her work.

William Hope Hodgson: The Secret Index. A collection of Hodgson-related posts at Greydogtales.

Gee Vaucher talks to Savage Pencil about her cover art for anarchist punk band, Crass.

Weird, wacky and utterly wonderful: the world’s greatest unsung museums.

Tom Cardamone chooses the best books about Oscar Wilde.

• At Dennis Cooper’s: Jean-Pierre Melville Day.

You by The Bug ft. Dis Fig.

Magnetic Dwarf Reptile (1978) by Chrome | Magnetic Fields, Part 1 (1981) by Jean-Michel Jarre | Magnetic North (1998) by Skyray

Rooms with a paranormal view

room1.jpg

The Room: the cosmic tabletop.

A few words of praise for the Room series from Fireproof Games. I don’t play many computer games, and I think this may be my first post dedicated to such a thing, but I maintain an interest in the medium. The Room and its sequels only came to my attention a couple of weeks ago when I was wondering if there was anything Myst-like available for the tablet. I never got to play the original Myst but enjoyed its follow up, Riven, although the enjoyment was mostly for the graphics, the music and the island environments. The game itself was less satisfying, requiring pen and paper to keep track of its complexities, and involving a great deal of fruitless journeying from one location to another in the search for new clues.

room2.jpg

The Room 2: the camera.

The Room follows the template established by Myst in presenting you with a number of mechanical artefacts, all of which have to be examined and opened or operated before you can proceed to the next stage. The dominant aesthetic is 19th-century-mechanical—there’s a lot of wood and brass to these devices—but to call it steampunk would be a mistake; there’s little steam involved, and most of the cogs are kept inside their cases. There is a hint of Jules Verne, however, in the notes from an absent inventor whose initials, “A.S.”, may be a nod to Journey to the Centre of the Earth. As the title suggests, the location is a single room, while in the sequels, The Room 2 and The Room 3, you’re presented with a series of connected spaces. The third installment is the closest to the original Myst with a central hub that leads to other areas of a rambling complex of buildings, not all of which are revealed at the outset. The main structure is based on William Beckford’s Fonthill Abbey which pushes things into Gothic territory even without the developments outlined below.

room3.jpg

The Room 3: the oscilloscope is one of several which need to be powered up and manipulated in order to open the Null portals.

The MacGuffin for all the games is a new element, the Null, whose discovery and potential obsesses the creators of the games’ devices, and whose manipulation of space creates many of the portals that lead to new rooms. As the series progresses, the Null becomes a growing menace that leads to full-on cosmic horror, with oil-slick Tentacles From Beyond writhing around the interdimensional portals you have to travel through. This development was surprising and, for this player, very welcome, turning the games from a series of eleborate puzzles into something much more sinister. The aesthetic evolves accordingly, with an increasing profusion of occult sigils and pentacles, and, in The Room 2, Tarot cards and séance devices. (Fireproof have a set of their Tarot designs available as a free download.) In the second game there’s a further requirement to piece together mundane machines—a camera or a typewriter, say—before they will function properly. This process reaches a peak in The Room 3 where you’re faced with a succession of increasingly complex tasks, from woodworking and metal forging to electro-mechanical engineering and astronomy. As with the Myst universe, there are no monsters here (although there is the occasional ghost), nothing needs to be fought with weapons, it’s just you, a room full of objects and a continual background murmur of unnerving whispers and distant sounds. The gameplay in The Room 3 is sufficiently non-linear to lead to a variety of different endings, not all of which may be survivable. I managed to escape the Tentacles From Beyond when they finally destroyed the house but I also missed finding an important artefact. I’ll be returning, wiser and, I hope, more attentive to the half-hidden details.

room4.jpg

The Room—Old Sins: the haunted doll’s house as seen at the beginning of the game.

I’m currently playing the fourth game in the series, Old Sins, which returns you to a single room but plays with scale via a large doll’s house. The exterior of the building is all detailed model work, while the interiors—accessed through Null physics—are scaled-down replicas of the rooms in a house where another Null investigator and his wife have gone missing. It’s not clear yet whether the attic where the toy house is stored is also the attic of the real house the model is based upon but having dealt with a similar model in The Room 3 this seems likely.

While I enjoyed the surface details of Riven I was never very interested in the fantasy background of the Myst universe. The Room series is much closer to my own core preoccupations, a beguiling blend of antique technology with borderline occultism and those Tentacles From Beyond, a scenario that wouldn’t be out of place in an issue of Weird Tales. Just the thing for the darkening days of October.