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[from http://www.levity.com/figment/lovecraft.html ]
Erik Davis' Figments
Subject: CALLING CTHULHU: H.P. Lovecraft's Magick Realism
In this book it is spoken of...Spirits and Conjurations; of
Gods, Spheres, Planes and many other things which may or may
not exist. It is immaterial whether they exist or not. By
doing certain things certain results follow.
--Aleister Crowley
Consumed by cancer in 1937 at the age of 46, the last scion of a
faded aristocratic New England family, the horror writer Howard
Phillips Lovecraft left one of America's most curious literary
legacies. The bulk of his short stories appeared in Weird Tales,
a pulp magazine devoted to the supernatural. But within these
modest confines, Lovecraft brought dark fantasy screaming into
the 20th century, taking the genre, almost literally, into a new
dimension.
Nowhere is this more evident than in the loosely linked cycle of
stories known as the Cthulhu Mythos. Named for a tentacled alien
monster who waits dreaming beneath the sea in the sunken city of
R'lyeh, the Mythos encompasses the cosmic career of a variety of
gruesome extraterrestrial entities that include Yog-Sothoth,
Nyarlathotep, and the blind idiot god Azazoth, who sprawls at the
center of Ultimate Chaos, "encircled by his flopping horde of
mindless and amorphous dancers, and lulled by the thin monotonous
piping of a demonic flute held in nameless paws."[1] Lurking on
the margins of our space-time continuum, this merry crew of Outer
Gods and Great Old Ones are now attempting to invade our world
through science and dream and horrid rites.
As a marginally popular writer working in the literary equivalent
of the gutter, Lovecraft received no serious attention during his
lifetime. But while most 1930s pulp fiction is nearly unreadable
today, Lovecraft continues to attract attention. In France and
Japan, his tales of cosmic fungi, degenerate cults and seriously
bad dreams are recognized as works of bent genius, and the
celebrated French philosophers Gilles Deleuze and Felix Guattari
praise his radical embrace of multiplicity in their magnum opus A
Thousand Plateaus.2 On Anglo-American turf, a passionate cabal of
critics fill journals like Lovecraft Studies and Crypt of Cthulhu
with their almost talmudic research. Meanwhile both hacks and
gifted disciples continue to craft stories that elaborate the
Cthulhu Mythos. There's even a Lovecraft convention--the
NecronomiCon, named for the most famous of his forbidden
grimoires. Like the gnostic science fiction writer Philip K.
Dick, H.P. Lovecraft is the epitome of a cult author.
The word "fan" comes from fanaticus, an ancient term for a temple
devotee, and Lovecraft fans exhibit the unflagging devotion,
fetishism and sectarian debates that have characterized popular
religious cults throughout the ages. But Lovecraft's "cult"
status has a curiously literal dimension. Many magicians and
occultists have taken up his Mythos as source material for their
practice. Drawn from the darker regions of the esoteric
counterculture--Thelema and Satanism and Chaos magic--these
Lovecraftian mages actively seek to generate the terrifying and
atavistic encounters that Lovecraft's protagonists stumble into
compulsively, blindly or against their will.
Secondary occult sources for Lovecraftian magic include three
different "fake" editions of the Necronomicon, a few rites
included in Anton LaVey's The Satanic Rituals, and a number of
works by the loopy British Thelemite Kenneth Grant. Besides
Grant's Typhonian O.T.O. and the Temple of Set's Order of the
Trapezoid, magical sects that tap the Cthulhu current have
included the Esoteric Order of Dagon, the Bate Cabal, Michael
Bertiaux's Lovecraftian Coven, and a Starry Wisdom group in
Florida, named after the nineteenth-century sect featured in
Lovecraft's "Haunter of the Dark." Solo chaos mages fill out the
ranks, cobbling together Lovecraftian arcana on the Internet or
freely sampling the Mythos in their chthonic, open-ended (anti-)
workings.
This phenomenon is made all the more intriguing by the fact that
Lovecraft himself was a "mechanistic materialist" philosophically
opposed to spirituality and magic of any kind. Accounting for
this discrepancy is only one of many curious problems raised by
the apparent power of Lovecraftian magic. Why and how do these
pulp visions "work"? What constitutes the "authentic" occult? How
does magic relate to the tension between fact and fable? As I
hope to show, Lovecraftian magic is not a pop hallucination but
an imaginative and coherent "reading" set in motion by the
dynamics of Lovecraft's own texts, a set of thematic, stylistic,
and intertextual strategies which constitute what I call
Lovecraft's Magick Realism.
Magical realism already denotes a strain of Latin American
fiction--exemplified by Borges, Gabriel Garcia Marquez, and
Isabel Allende--in which a fantastic dreamlike logic melds
seamlessly and delightfully with the rhythms of the everyday.
Lovecraft's Magick Realism is far more dark and convulsive, as
ancient and amoral forces violently puncture the realistic
surface of his tales. Lovecraft constructs and then collapses a
number of intense polarities--between realism and fantasy, book
and dream, reason and its chaotic Other. By playing out these
tensions in his writing, Lovecraft also reflects the
transformations that darkside occultism has undergone as it
confronts modernity in such forms as psychology, quantum physics,
and the existential groundlessness of being. And by embedding all
this in an intertextual Mythos of profound depth, he draws the
reader into the chaos that lies "between the worlds" of magick
and reality.
A Pulp Poe
Written mostly in the 1920s and '30s, Lovecraft's work builds a
somewhat rickety bridge between the florid decadence of fin de
si`ecle fantasy and the more "rational" demands of the new
century's science fiction. His early writing is gaudy Gothic
pastiche, but in his mature Chtulhu tales, Lovecraft adopts a
pseudodocumentary style that utilizes the language of journalism,
scholarship, and science to construct a realistic and measured
prose voice which then explodes into feverish, adjectival horror.
Some find Lovecraft's intensity atrocious--not everyone can enjoy
a writer capable of comparing a strange light to "a glutted swarm
of corpse-fed fireflies dancing hellish sarabands over an
accursed marsh."[3]
But in terms of horror, Lovecraft delivers. His protagonist is
usually a reclusive bookish type, a scholar or artist who is or
is known to the first-person narrator. Stumbling onto odd
coincidences or beset with strange dreams, his intellectual
curiosity drives him to pore through forbidden books or local
folklore, his empirical turn of mind blinding him to the
nightmarish scenario that the reader can see slowly building up
around him. When the Mythos finally breaks through, it often
shatters him, even though the invasion is generally more
cognitive than physical.
By endlessly playing out a shared collection of images and
tropes, genres like weird fiction also generate a collective
resonance that can seem both "archetypal" and cliched. Though
Lovecraft broke with classic fantasy, he gave his Mythos density
and depth by building a shared world to house his disparate
tales. The Mythos stories all share a liminal map that weaves
fictional places like Arkham, Dunwich, and Miskatonic University
into the New England landscape; they also refer to a common body
of entities and forbidden books. A relatively common feature in
fantasy fiction, these metafictional techniques create the sense
that Lovecraft's Mythos lies beyond each individual tales,
hovering in a dimension halfway between fantasy and the real.
Lovecraft did not just tell tales--he built a world. It's no
accident that one of the more successful role-playing games to
follow in the heels of Dungeons & Dragons takes place in
"Lovecraft Country." Most role-playing adventure games build
their worlds inside highly codified "mythic" spaces of the
collective imagination (heroic fantasy, cyberpunk, vampire Paris,
Arthur's Britain). The game Call of Cthulhu takes place in
Lovecraft's 1920s America, where players become "investigators"
who track down dark rumors or heinous occult crimes that
gradually open up the reality of the monsters. Call of Cthulhu is
an unusually dark game; the best investigators can do is to
retain sanity and stave off the monsters' eventual apocalyptic
triumph. In many ways Call of Cthulhu "works" because of the
considerable density of Lovecraft's original Mythos, a density
which the game itself also contributes to.
Lovecraft himself "collectivized" and deepened his Mythos by
encouraging his friends to write stories that take place within
it. Writers like Clark Ashton Smith, Robert Howard, and a young
Robert Bloch complied. After Lovecraft's death, August Derleth
carried on this tradition with great devotion, and today, dozens
continue to write Lovecraftian tales.
With some notable exceptions, most of these writers mangle the
Myth, often by detailing horrors the master wisely left shrouded
in ambiguous gloom.[4] The exact delineations of Lovecraft's
cosmic cast and timeline remain murky even after a great deal of
close-reading and cross-referencing. But in the hands of the
Catholic Derleth, the extraterrestrial Great Old Ones become
elemental demons defeated by the "good" Elder Gods. Forcing
Lovecraft's cosmic and fundamentally amoral pantheon into a
traditional religious framework, Derleth committed an error at
once imaginative and interpretive. For despite the diabolical
aura of his creatures, Lovecraft generates much of his power by
stepping beyond good and evil.
The Horror of Reason
For the most part Lovecraft abandoned the supernatural and
religious underpinnings of the classic supernatural tale, turning
instead looked towards science to provide frameworks for horror.
Calling Lovecraft the "Copernicus of the horror tale," the
fantasy writer Fritz Leiber Jr. wrote that Lovecraft was the
first fantasist who "firmly attached the emotion of spectral
dread to such concepts as outer space, the rim of the cosmos,
alien beings, unsuspected dimensions, and the conceivable
universes lying outside our own spacetime continuum."[5] As
Lovecraft himself put it in a letter, "The time has come when the
normal revolt against time, space, and matter must assume a form
not overtly incompatible with what is known of reality--when it
must be gratified by images forming supplements rather than
contradictions of the visible and measurable universe."[6]
For Lovecraft, it is not the sleep of reason that breeds
monsters, but reason with its eyes agog. By fusing cutting-edge
science with archaic material, Lovecraft creates a twisted
materialism in which scientific "progress" returns us to the
atavistic abyss, and hard-nosed research revives the factual
basis of forgotten and discarded myths. Hence Lovecraft's
obsession with archeology; the digs which unearth alien artifacts
and bizarrely angled cities are simultaneously historical and
imaginal. In 1930 story "The Whisperer in Darkness," Lovecraft
identifies the planet Yuggoth (from which the fungoid Mi-Go
launch their clandestine invasions of Earth) with the
newly-discovered planet called Pluto. To the 1930
reader--probably the kind of person who would thrill to popular
accounts of C.W. Thompson's discovery of the ninth planet that
very year--this factual reference "opens up" Lovecraft's fiction
into a real world that is itself opening up to the limitless
cosmos.
Lovecraft's most self-conscious, if somewhat strained, fusion of
occult folklore and weird science occurs in the 1932 story "The
Dreams of the Witch-House." The demonic characters that the
folklorist Walter Gilman first glimpses in his nightmares are
stock ghoulies: the evil witch crone Keziah Mason, her familiar
spirit Brown Jenkin, and a "Black Man" who is perhaps Lovecraft's
most unambiguously Satanic figure. These figures eventually
invade the real space of Gilman's curiously angled room. But
Gilman is also a student of quantum physics, Riemann spaces and
non-Euclidian mathematics, and his dreams are almost psychedelic
manifestations of his abstract knowledge. Within these "abysses
whose material and gravitational properties...he could not even
begin to explain," an "indescribably angled" realm of "titan
prisms, labyrinths, cube-and-plane clusters and quasi-buildings,"
Gilman keeps encountering a small polyhedron and a mass of
"prolately spheroidal bubbles." By the end of the tale that he
realizes that these are none other than Keziah and her familiar
spirit, classic demonic cliches translated into the most alien
dimension of speculative science: hyperspace.
These days, one finds the motif of hyperspace in science fiction,
pop cosmology, computer interface design, channelled UFO
prophecies, and the postmodern shamanism of today's high-octane
psychedelic travellers--all discourses that feed contemporary
chaos magic. The term itself was probably coined by the science
fiction writer John W. Campbell Jr.in 1931, though its origins as
a concept lie in nineteenth-century mathematical explorations of
the fourth dimension.
In many ways, however, Lovecraft was the concept's first
mythographer. From the perspective of hyperspace, our normal,
three-dimensional spaces are exhausted and insufficient
constructs. But our incapacity to vividly imagine this new
dimension in humanist terms creates a crisis of representation, a
crisis which for Lovecraft calls up our most ancient fears of the
unknown. "All the objects...were totally beyond description or
even comprehension," Lovecraft writes of Gilman's seething
nightmare before paradoxically proceeding to describe these
horrible objects. In his descriptions, Lovecraft emphasizes the
incommensurability of this space through almost non-sensical
juxtapositions like "obscene angles" or "wrong" geometry, a
rhetorical technique that one Chaos magician calls "Semiotic
Angularity."
Lovecraft has a habit of labeling his horrors "indescribable,"
"nameless, "unseen," "unutterable," "unknown" and "formless."
Though superficially weak, this move can also be seen a kind of
macabre via negativa. Like the apophatic oppositions of negative
theologians like Pseudo-Dionysus or St. John of the Cross,
Lovecraft marks the limits of language, limits which
paradoxically point to the Beyond. For the mystics, this ultimate
is the ineffable One, Pseudo-Dionysus' "superluminous gloom" or
the Ain Soph of the Kabbalists. But there is no unity in
Lovecraft's Beyond. It is the omnivorous Outside, the screaming
multiplicity of cosmic hyperspace opened up by reason.
For Lovecraft, scientific materialism is the ultimate Faustian
bargain, not because it hands us Promethean technology (a man for
the eighteenth century, Lovecraft had no interest in gadgetry),
but because it leads us beyond the horizon of what our minds can
withstand. "The most merciful thing in the world, I think, is the
inability of the mind to correlate all its contents," goes the
famous opening line of "Call of Cthulhu." By correlating those
contexts, empiricism opens up "terrifying vistas of
reality"--what Lovecraft elsewhere calls "the blind cosmos [that]
grinds aimlessly on from nothing to something and from something
back to nothing again, neither heeding nor knowing the wishes or
existence of the minds that flicker for a second now and then in
the darkness".
Lovecraft gave this existentialist dread an imaginative voice,
what he called "cosmic alienage". For Fritz Leiber, the
"monstrous nuclear chaos" of Azazoth, Lovecraft's supreme entity,
symbolizes "the purposeless, mindless, yet all-powerful universe
of materialistic belief." But this symbolism isn't the whole
story, for, as DMT voyagers know, hyperspace is haunted. The
entities that erupt from Lovecraft's inhuman realms seem to
suggest that in a blind mechanistic cosmos, the most alien thing
is sentience itself. Peering outward through the cracks of
domesticated "human" consciousness, a compassionless materialist
like Lovecraft could only react with horror, for reason must
cower before the most raw and atavistic dream-dragons of the
psyche.
Modern humans usually suppress, ignore or constrain these forces
lurking in our lizard brain. Mythically, these forces take the
form of demons imprisoned under the angelic yokes of altruism,
morality, and intellect. Yet if one does not believe in any
ultimate universal purpose, then these primal forces are the most
attuned with the cosmos precisely because they are amoral and
inhuman. In "The Dunwich Horror", Henry Wheeler overhears a
monstrous moan from a diabolical rite and asks "from what
unplumbed gulfs of extra-cosmic consciousness or obscure,
long-latent heredity, were those half-articular thunder-croakings
drawn?" The Outside is within.
Chaos Culture
Lovecraft's fiction expresses a "future primitivism" that finds
its most intense esoteric expression in Chaos magic, an eclectic
contemporary style of darkside occultism that draws from Thelema,
Satanism, Austin Osman Spare, and Eastern metaphysics to
construct a thoroughly postmodern magic.
For today's Chaos mages, there is no "tradition". The symbols and
myths of countless sects, orders, and faiths, are constructs,
useful fictions, "games." That magic works has nothing to do with
its truth claims and everything to do with the will and
experience of the magician. Recognizing the distinct possibility
that we may be adrift in a meaningless mechanical cosmos within
which human will and imagination are vaguely comic flukes (the
"cosmic indifferentism" Lovecraft himself professed), the mage
accepts his groundlessness, embracing the chaotic self-creating
void that is himself.
As we find with Lovecraft's fictional cults and grimoires, chaos
magicians refuse the hierarchical, symbolic and monotheist biases
of traditional esotericism. Like most Chaos magicians, the
British occultist Peter Carroll gravitates towards the Black, not
because he desires a simple Satanic inversion of Christianity but
becuase he seeks the amoral and shamanic core of magical
experience--a core that Lovecraft conjures up with his orgies of
drums, guttural chants, and screeching horns. At the same time,
Chaos mages like Carroll also plumb the weird science of quantum
physics, complexity theory and electronic Prometheanism. Some
darkside magicians become consumed by the atavistic forces they
unleash or addicted to the dark costume of the Satanic anti-hero.
But the most sophisticated adopt a balanced mode of gnostic
existentialism that calls all constructs into question while
refusing the cold comforts of skeptical reason or suicidal
nihilism, a pragmatic and empirical shamanism that resonates as
much with Lovecraft's hard-headed materialism as with his
horrors.
The first occultist to really engage these notions is Aleister
Crowley, who shattered the received vessels of occult tradition
while creatively extending the dark dream of magic into the
twentieth century. With his outlandish image, trickster texts,
and his famous Law of Thelema ("Do what thou wilt shall be the
whole of the law"), Crowley called into question the esoteric
certainties of "true" revelation and lineage, and was the first
magus to give occult antinomionism a decidedly Nietzschean
twist.[7]
Unfettered, this occult will to power can easily degenerate into
a heartless elitism, and the fascist and racist dimensions of
both twentieth-century occultism and Lovecraft himself should not
be forgotten. But this self-engendering will is more exuberantly
expressed as a will to Art. In many ways, the fin de siecle
occultism that exploded during Crowley's time was an essentially
esthetic esotericism. A good number of the nineteenth-century
magicians who inspire us today are the great poets, painters, and
writers of Symbolism and decadent Romanticism, many of them
dabblers or adepts in Satanism, Rosicrucianism, and hermetic
societies. The Hermetic Order of the Golden Dawn was infused with
artistic pretensions, and Golden Dawn member and fantasy writer
Arthur Machen was one of Lovecraft's strongest influences.
But it was Austin Osman Spare who most decisively dissolved the
boundary between artistic and magical life. Though working
independently of the Surrealists, Spare also based his art on the
dark and autonomous eruptions of "subconscious" material, though
in a more overtly theurgic context.[8] Today's Chaos magicians
are heavily influenced by Spare, and their Lovecraftian rites
express this simultaneously creative and nihilistic dissolution.
And as postmodern spawn of role-playing games, computers, and pop
culture, they celebrate the fact that Lovecraft's secrets are
scraped from the barrel of pulp fiction.
Proof in the Pudding
In a message cross-posted to the Internet newsgroups
alt.necromicon [sic] and alt.satanism, Parker Ryan listed a wide
variety of magical techniques described by Lovecraft, including
entheogens, glossalalia, and shamanic drumming. Insisting that
his post was "not a satirical article," Ryan then described
specific Lovecraftian rites he had developed, including this
"Rite of Cthulhu":
A) Chanting. The use of the "Cthulhu chant" to create a
concentrative or meditative state of consciousness that forms the
basis of much later magickal work.
B) Dream work. Specific techniques of controlled dreaming that
are used to establish contact with Cthulhu.
C) Abandonment. Specific techniques to free oneself from
culturally conditioned reality tunnels.
Ryan goes on to say that he's experimented with most of his rites
"with fairly good success."
In coming to terms with the "real magic" embedded in Lovecraft,
one quickly encounters a fundamental irony: the cold skepticism
of Lovecraft himself. In his letters, Lovecraft poked fun at his
own tales, claiming he wrote them for cash and playfully naming
his friends after his monsters. While such attitudes in no way
diminish the imaginative power of Lovecraft's tales--which, as
always, lie outside the control and intention of their
author--they do pose a problem for the working occultist seeking
to establish Lovecraft's magical authority.
The most obvious, and least interesting, answer is to find
authentic magic in Lovecraft's biography. Lovecraft's father was
a traveling salesman who died in a madhouse when Lovecraft was
eight, and vague rumors that he was an initiate in some Masonic
order or other were exploited in the Necronomicon cobbled
together by George Hay, Colin Wilson, and Robert Turner. Others
have tried to track Lovecraft's occult know-how, especially his
familiarity with Aleister Crowley and the Golden Dawn. In an
Internet document relating the history of the "real"
Necronomicon, Colin Low argues that Crowley befriended Sonia
Greene in New York a few years before the woman married
Lovecraft. As proof of Crowley's indirect influence on Lovecraft,
Low sites this intriguing passage from "The Call of Cthulhu":
"That cult would never die until the stars came right again and
the secret priests would
take Cthulhu from His tomb to revive His subjects and resume
His rule of earth. The time would be easy to know, for then
mankind would have become as the Great Old Ones; free and
wild, and beyond good and evil, with laws and morals thrown
aside and all men shouting and killing and revelling in joy.
Then the liberated Old Ones would teach them new ways to
shout and kill and revel and enjoy themselves, and all earth
would flame with a holocaust of ecstasy and freedom.
Low claims this passage is a mangled reflection of Crowley's
teachings on the new Aeon and the The Book of the Law. In an
article in Societé, Robert North also states that Lovecraft
referred to "A.C." in a letter, and that Crowley was mentioned in
Leonard Cline's The Dark Chamber, a novel Lovecraft discussed in
his Supernatural Horror in Literature.
But so what? Lovecraft was a fanatical and imaginative reader,
and many such folks are drawn to the semiotic exotica of esoteric
lore regardless of any beliefs in or experiences of the
paranormal. From The Case of Charles Dexter Ward and elsewhere,
it's clear that Lovecraft knew the basic outlines of the occult.
But these influences pale next to Vathek, Poe, or Lord Dunsany.
Desperate to assimilate Lovecraft into a "tradition", some
occultists enter into dubious explanations of mystical influence
by disincarnate beings. North gives this Invisible College idea a
shamanic twist, asserting that prehistoric Atlantian tribes who
survived the flood exercised telepathic influence on people like
John Dee, Blavatsky, and Lovecraft. But none of these Lovecraft
hierophants can match the delirious splendor of Kenneth Grant. In
The Magical Revival, Grant points out more curious similarities
between Lovecraft and Crowley: both refer to "Great Old Ones" and
"Cold Wastes" (of Kadath and Hadith, respectively); the entity
"Yog-Sothoth" rhymes with "Set-Thoth," and Al Azif: The Book of
the Arab resembles Crowley's Al vel Legis: The Book of the Law.
In Nightside of Eden, Grant maps Lovecraft's pantheon onto a
darkside Tree of Life, comparing the mangled "iridescent globes"
that occasionally pop up in Lovecraft's tales with the shattered
sefirot known as the Qlipoth. Grant concludes that Lovecraft had
"direct and conscious experience of the inner planes,"[9] the
same zones Crowley prowled, and that Lovecraft "disguised" his
occult experiences as fiction.
Like many latter-day Lovecraftians, Grant commits the error of
literalizing a purposefully nebulous myth. A subtler and more
satisfying version of this argument is the notion that Lovecraft
had direct unconscious experiences of the inner planes,
experiences which his quotidian mind rejected but which found
their way into his writings nonetheless. For Lovecraft was
blessed with a vivid and nightmarish dream life, and drew the
substance of a number of his tales from beyond the wall of sleep.
In this sense Lovecraft's magickal authority is nothing more or
less than the authority of dream. But what kind of dream tales
are these? A Freudian could have a field day with Lovecraft's
fecund, squishy sea monsters, and a Jungian analyst might
recognize the liniments of the proverbial shadow. But Lovecraft's
Shadow is so inky it swallows the standard archetypes of the
collective unconscious like a black hole. If we see the
archetypal world not as a static storehouse of timeless godforms
but as a constantly mutating carnival of figures, then the
seething extraterrestrial monsters that Lovecraft glimpsed in the
chaos of hyperspace are not so much archaic figures of heredity
than the avatars of a new psychological and mythic aeon. At the
very least, it would seem that things are getting mighty out of
hand beyond the magic circle of the ordered daylight mind.
In an intriguing Internet document devoted to the Necronomicon,
Tyagi Nagasiva places Lovecraft's potent dreamtales within the
terma tradition found in the Nyingma branch of Tibetan
Buddhism[10]. Termas were "pre-mature" writings hidden by
Buddhist sages for centuries until the time was ripe, at which
point religious visionaries would divine their physical hiding
places through omens or dreams. But some termas were revealed
entirely in dreams, often couched in otherworldly Dakini scripts.
An old Indian revisionary tactic (the second-century Nagarjuna
was said to have discovered his Mahayana masterpieces in the
serpent realm of the nagas), the terma game resolves the
religious problem of how to alter a tradition without disrupting
traditional authority. The famous Tibetan Book of the Dead is a
terma, and so, perhaps, is the Necronomicon.
Of course, for Chaos magicians, reality can coherently present
itself through any number of self-sustaining but mutually
contradictory symbolic paradigms (or "reality tunnels," in Robert
Anton Wilson's memorable phrase). Nothing is true and everything
is permitted. By emphasizing the self-fulfilling nature of all
reality claims, this postmodern perspective creatively erodes the
distinction between legitimate esoteric transmission and total
fiction.
This bias toward the experimental is found in Anton LaVey's
Satanic Rituals, which includes the first overtly Lovecraftian
rituals to see print. In presenting "Die Elektrischen Vorspiele"
(which LaVey based on a Lovecraftian tale by Frank Belknap Long),
the "Ceremony of the Angles," and "The Call to Cthulhu" (the
latter two penned by Michael Aquino), LaVey does claim that
Lovecraft "clearly...had been influenced by very real
sources."[11] But in holding that Satanic magic allows you to
"objectively enter into a subjective state," LaVey more
emphatically emphasizes the ritual power of fantasy--a radical
subjectivity which explains his irreverence towards occult source
material, whether Lovecraft or Masonry. In naming his Order of
the Trapezoid after the "Shining Trapezohedron" found in
Lovecraft's "The Haunter of the Dark"--a black, oddly-angled
extraterrestrial crystal used to communicate with the Old
Ones--LaVey emphasized that fictions can channel magical forces
regardless of their historical authenticity.
In his two rituals, Michael Aquino expresses the subjective power
of "meaningless" language by creating a "Yuggothic" tongue
similar to that heard in Lovecraft's "The Dunwich Horror" and
"The Whisperer in the Dark." Such guttural utterances help to
shut down the rational mind (try chanting "P'garn'h v'glyzz" for
a couple of hours), a notion elaborated by Kenneth Grant in his
notion of the Cult of Barbarous Names. After leaving the Church
of Satan to form the more serious Temple of Set in 1975, Aquino
eventually reformed the Order of the Trapezoid into the practical
magic wing of the Setian philosophy. For Stephen R. Flowers,
current Grand Master of the order, the substance of Lovecraftian
magic is precisely an overwhelming subjectivity that flies in the
face of objective law. "The Old Ones are the objective
manifestations...of the subjective universe which is what is
trying to 'break through' the merely rational mind-set of modern
humanity."[12] For Flowers, such invocations are ultimately
apocalyptic, hastening a transition into a chaotic aeon in which
the Old Ones reveal themselves as future reflections of the Black
Magician ("There are no more Nightmares for us," he wrote me).
This desire to rebel against the tyranny of reason and its
ordered objective universe is one of the underlying goals of
Chaos magic. Many would applaud the sentiment expressed by Albert
Wilmarth in Lovecraft's "The Whisperer in Darkness": "To shake
off the maddening and wearying limitations of time and space and
natural law--to be linked with the vast outside--to come close to
the nighted and abysmal secrets of the infinite and
ultimate--surely such a things was worth the risk of one's life,
soul, and sanity!"[13]
In his electronically circulated text "Kathulu Majik: Luvkrafting
the Roles of Modern Uccultizm," Tyagi Nagasiva writes that most
Western magic is ossified and dualistic, heavily weighted towards
the forces of order, hierarchy, moralizing, and structured
language. "Without the destabilizing force of Kaos, we would
stagnate intellectually, psychologically and otherwise...Kathulu
provides a necessary instability to combat the stolid and fixed
methods of the structured 'Ordurs'...One may become balanced
through exposure to Kathulu" (Tyagi's "mis-spellings" show the
influence of Genesis P. Orridge's Temple of Psychick Youth).
Haramullah criticizes black magicians who simply reverse "Ordur"
with "Kaos," rather than bringing this underlying polarity into
balance (a dualistic error he also finds in Lovecraft). Showing
strong Taoist and Buddhist influences, Haramullah calls instead
for a "Midul Path" that magically navigates between structure and
disintegration, will and void. "The idea that one may progress
linearly along the MP [Midul Path] is mistaken. One becomes, one
does not progress. One attunes, one does not forge. One allows,
one does not make."
In the Cincinatti Journal of Ceremonial Magic, the anonymous
author of "Return of the Elder Gods" presents an evolutionary
reason for Mythos magic. The author accepts the scenario of an
approaching world crisis brought on by the invasion of the Elder
Gods, Qlipothic transdimensional entities who ruled protohumanity
until they were banished by "the agent of the Intelligence," a
Promethean figure who set humanity on its current course of
evolution. We remain connected to these Elder Gods through the
"Forgotten Ones," the atavistic forces of hunger, sex ,and
violence that linger in the subterranean levels of our being.
Only by magically "reabsorbing" the Forgotten Ones and using the
subsequent energy to bootstrap higher consciousness can we keep
the portal sealed against the return of the Elder Gods. Though
Lovecraft's name is never mentioned in the article, he is ever
present, a skeptical materialist dreaming the dragons awake.
Writing the Dream...
Within the Mythos tales, one finds two dimensions--the normal
human world and the infested Outside--and it's the ontological
tension between them that powers Lovecraft's magick realism.
Though Cthulhu and friends have material aspects, their reality
is most horrible for what it says about the way the universe is.
As the Lovecraft scholar Joshi notes, Lovecraft's narrators
frequently go mad "not through any physical violence at the hands
of supernatural entities but through the mere realization of the
the existence of such a race of gods and beings." Faced with
"realms whose mere existence stuns the brain," they experience
severe cognitive dissonance--precisely the sorts of disorienting
rupture sought by Chaos magicians.[14]
The role-playing game Call of Cthulhu wonderfully expresses the
violence of this Lovecraftian paradigm shift. In adventure games
like Dungeons & Dragons, one of your character's most significant
measures is its hit points--a number which determines the amount
of physical punishment your character can take before it gets
injured or dies. Call of Cthulhu replaces this physical
characteristic with the psychic category of Sanity. Face-to-face
encounters with Yog-Sothoth or the insects from Shaggai knock
points off your Sanity, but so does your discovery of more
information about the Mythos--the more you find out from books or
starcharts, the more likely you are to wind up in the Arkham
Asylum. Magic also comes with an ironic price, one that
Lovecraftian magicians might well pay heed to. If you use any of
the binding spells from De Vermis Mysteriis or the Pnakotic
Manuscripts, you necessarily learn more about the Mythos and
thereby lose more sanity.[15]
Lovecraft's scholarly heros also investigate the Mythos as much
through reading and thinking as through movements through
physical space, and this psychological exploration draws the mind
of the reader directly into the loop. Usually, readers suspect
the dark truth of the Mythos while the narrator still clings to a
quotidian attitude--a technique that subtly forces the reader to
identify with the Outside rather than with the conventional
worldview of the protagonist. Magically, the blindness of
Lovecraft's heroes corresponds to a crucial element of occult
theory developed by Austin Osman Spare: that magic occurs over
and against the conscious mind, that ordinary thinking must be
silenced, distracted, or thoroughly deranged for the chthonic
will to express itself.[16]
In order to invade our plane, Lovecraft's entities need a portal,
an interface between the worlds, and Lovecraft emphasizes two:
books and dreams. In "Dreams of the Witch-House," "The Shadow out
of Time" and "The Shadow over Innsmouth," dreams infect their
hosts with a virulence that resembles the more overt psychic
possessions that occur in "The Haunter in the Dark" and The Case
of Charles Dexter Ward. Like the monsters themselves, Lovecraft's
dreams are autonomous forces breaking through from Outside and
engendering their own reality.
But these dreams also conjure up a more literal "outside": the
strange dream life of Lovecraft himself, a life that (as the
informed fan knows) directly inspired some of the tales[17]. By
seeding his texts with his own nightmares, Lovecraft creates a
autobiographical homology between himself and his protagonists.
The stories themselves start to dream, which means that the
reader too lies right in the path of the infection.
Lovecraft reproduces himself in his tales in a number of
ways--the first-person protagonists reflect aspects of his own
reclusive and bookish lifestyle; the epistolary form of the "The
Whisperer in Darkness" echoes his own commitment to regular
correspondence; character names are lifted from friends; and the
New England landscape is his own. This psychic self-reflection
partially explains why Lovecraft fans usually become fascinated
with the man himself, a gaunt and solitary recluse who socialized
through the mail, yearned for the eighteenth century, and adopted
the crabby outlook and mannerisms of an old man. Lovecraft's
life, and certainly his voluminous personal correspondence, form
part of his myth.
Lovecraft thus solidifies his virtual reality by adding
autobiographical elements to his shared world of creatures, books
and maps. He also constructs a documentary texture by thickening
his tales with manuscripts, newspaper clippings, scholarly
citations, diary entries, letters, and bibliographies that list
fake books alongside real classics. All this produces the sense
that "outside" each individual tale lies a meta-fictional world
that hovers on the edge of our own, a world that, like the
monsters themselves, is constantly trying to break through and
actualize itself. And thanks to Mythos storytellers, role-playing
games, and dark-side magicians, it has.
...and Dreaming the Book
In "The Shadow out of Time," Lovecraft makes explicit one of the
fantastic equations that drives his Magick Realism: the
equivalence of dreams and books. For five years, the narrator, an
economics professor named Nathaniel Wingate Peaslee, is taken
over by a mysterious "secondary personality." After recovering
his original identity, Peaslee is beset by powerful dreams in
which he finds himself in a strange city, inhabiting a huge
tentacle-sprouting conical body, writing down the history of
modern Western world in a book. In the climax of the tale,
Peaslee journeys to the Australian desert to explore ancient
ruins buried beneath the sands. There he discovers a book written
in English, in his own handwriting: the very same volume he had
produced inside his monstrous dream body.
Though we learn very little of their contents, Lovecraft's
diabolical grimoires are so infectious that even glancing at
their ominous sigils proves dangerous. As with their dreams,
these texts obssess Lovecraft's bookish protagonists to the point
that the volumes, in Christopher Frayling's phrase, "vampirize
the reader." Their titles alone are magic spells, the
hallucinatory incantations of an eccentric antiquarian: the
Pnakotic Manuscripts, the Ilarnet Papyri, the R'lyeh Text, the
Seven Cryptical Books of Hsan. Lovecraft's friends contributed De
Vermis Mysteriis and von Junzt's Unaussprechlichen Kulten, and
Lovecraft named the author of his Cultes Des Goules, the Comte
d'Erlette, after his young fan August Derleth. Hovering over all
these grim tomes is the "dreaded" and "forbidden" Necronomicon, a
book of blasphemous invocations to speed the return of the Old
Ones. Lovecraft's supreme intertextual fetish, the Necronomicon
stands as one of the few mythical books in literature that have
absorbed so much imaginative attention that they've entered
published reality.
If books owe their life not to their individual contents but to
the larger intertextual webwork of reference and citation within
which they are woven, than the dread Necronomicon clearly has a
life of its own. Besides literary studies, the Necronomicon has
generated numerous pseudo-scholarly analyses, including
significant appendixes in the Encyclopedia Cthulhiana and
Lovecraft's own "History of the Necronomicon." A number of FAQs
can be found on the Internet, where a mild flame war periodically
erupts between magicians, horror fans, and mythology experts over
the reality of the book. The undead entity referred to in the
Necronomicon's famous couplet--"That is not dead which can
eternal lie,/And with strange eons even death may die"--may be
nothing more or less than the the text itself, always lurking in
the margins as we read the real.
Lovecraft's brief "History" was apparently inspired by the first
Necronomicon hoax: a review of an edition of the dreaded tome
submitted to Massachusetts' Branford Review in 1934.[18] Decades
later, index cards for the book started popping up in university
library catalogs.
It's perhaps the principle expression of Lovecraft's Magick
Realism that all these ghostly references would finally manifest
the book itself. In 1973, a small-press edition of Al Azif (the
Necronomicon's Arabic name) appeared, consisting of eight pages
of simulated Syrian script repeated 24 times. Four years later,
the Satanists at New York's Magickal Childe published a
Necronomicon by Simon, a grab bag that contains far more Sumerian
myth than Lovecraft (though portions were "purposely left out"
for the "safety of the reader"). George Hay's Necronomicon: The
Book of Dead Names, also a child of the '70s, is the most
complex, intriguing, and Lovecraftian of the lot. In the spirit
of the master's pseudoscholarship, Hay nests the fabulated
invocations of Yog-Sothoth and Cthulhu amongst a set of analytic,
literary and historical essays.
Though magicians with strong imaginations have claimed that even
the Simon book works wonders, the pseudohistories of the various
Necronomicons are far more compelling than the texts themselves.
Lovecraft himself provided the bare bones: the text was penned in
730 A.D by a poet, the Mad Arab Abdul Alhazred, and named after
the nocturnal sounds of insects. It was subsequently translated
by Theodorus Philetas into Greek, by Olaus Wormius into Latin,
and by John Dee into English. Lovecraft lists various libraries
and private collections where fragments of the volume reside, and
gives us a knowing wink by noting that the fantasy writer R.W.
Chambers is said to have derived the monstrous and suppressed
book found in his novel The King in Yellow from rumors of the
Necronomicon (Lovecraft himself claimed to have gotten his
inspiration from Chambers).
All of the Necronomicon's subsequent pseudohistories weave the
book in and out of actual occult history, with John Dee playing a
particularly conspicuous role. According to Colin Wilson, the
version of the text published in the Hay Necronomicon was
encrypted in Dee's Enochian cipher-text Liber Logoaeth . Colin
Low's Necronomicon FAQ claims that Dee discovered the book at the
court of King Rudolph II's court in Prague, and that is was under
its influence that Dee and his scryer Edward Kelly achieved their
most powerful astral encounters. Never published, Dee's
translation became part of celebrated collection of Elias Ashmole
housed at the British Library. Here Crowley read it, freely
cobbling passages for The Book of the Law, and ultimately passing
on some of its contents indirectly to Lovecraft through Sophia
Greene. Crowley's role in Low's tale is appropriate, for Crowley
certainly knew the magical power of hoax and history.
For the history of the occult is a confabulation, its lies wedded
to its genealogies, its "timeless" truths fabricated by
revisionists, madmen, and geniuses, its esoteric traditions a
constantly shifting conspiracy of influences. The Necronomicon is
not the first fiction to generate real magical activity within
this potent twilight zone between philology and fantasy.
To take an example from an earlier era, the anonymous Rosicrucian
manifestos that first appeared in the early 1600s claimed to
issue from a secret brotherhood of Christian Hermeticists who
finally deemed it time to come above ground. Many readers
immediately wanted to join up, though it is unlikely that such a
group existed at the time. But this hoax focused esoteric desire
and inspired an explosion of "real" Rosicrucian groups. Though
one of the two suspected authors of the manifestos, Johann
Valentin Andreae, never came clean, he made veiled references to
Rosicrucianism as an "ingenius game which a masked person might
like to play upon the literary scene, especially in an age
infatuated with everything unusual."[19] Like the Rosicrucian
manifestos or Blavatsky's Book of Dzyan, Lovecraft's Necronomicon
is the occult equivalent of Orson Welles' radio broadcast of the
"War of the Worlds." As Lovecraft himself wrote, "No weird story
can truly produce terror unless it is devised with all the care
and verisimilitude of an actual hoax."[20]
In Foucault's Pendulum, Umberto Eco suggests that esoteric truth
is perhaps nothing more than a semiotic conspiracy theory born of
an endlessly rehashed and self-referential literature--the
intertextual fabric Lovecraft understood so well. For those who
need to ground their profound states of consciousness in
objective correlatives, this is a damning indictment of
"tradition." But as Chaos magicians remind us, magic is nothing
more than subjective experience interacting with an internally
consistent matrix of signs and affects. In the absence of
orthodoxy, all we have is the dynamic tantra of text and
perception, of reading and dream. These days the Great Work may
be nothing more or less than this "ingenius game," fabricating
itself without closure or rest, weaving itself out of the
resplendent void where Azazoth writhes on his Mandelbrot throne.
(First appeared in a condensed form in Gnosis, no. 37, Fall 1995)
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