A Dreamlands Location

When traveling through the Dreamlands, especially when accompanied by Luis Buñuel or Salvador Dalí, one may come upon La Abadía de los Putrefactos, an imposing structure of suffocating order. It appears as a counterforce after you move the Dreamlands too quickly toward chaos and freedom. Should you attempt to move away from it, it shifts its position, placing itself always in your way. With great effort, you can sidestep it, but if you do, it will be all the harder to avoid the next time it places itself before you. The only way to dismiss it, and then only temporarily, is to enter it and interact with its mummified inhabitants. Like the dream-structures they are, their corridors defy attempts to remember where you’re going. As you wend your way through its cyclopean hallways, you hear shuffling feet but likely see no one. Then you find yourself outside an arch, from which low murmurs emanate. Inside you may find a chamber of empty chairs arranged around a dusty table, perhaps strewn with the bones of a child or minotaur.

Or you might stumble upon the putrefactos themselves. Gaunt, whispering, coughing up clouds of dust, these dried-up liches wear the uniforms of authority, dressing as businessmen, military officers, and most of all, bishops and cardinals. They direct querulous stares in your direction. A skeletal functionary, its forefinger an ink-filled pen nib, records each command they make of you, skritching down a transcript of proceedings on an infinite vellum scroll,.

The putrefactos know many esoteric secrets, and may share them with you, in exchange for your deference. Bold dreamers may succeed in intimidating them: they fear satire, sex, and fire. Should you want to tamp down the liberties of a fellow dreamer, they’ll eagerly provide the poisons and gems of control necessary for the task. Waking visitors to the Dreamlands can take these artifacts back with them to the real world. They aid you as you perform acts reinforcing what the putrefactos call the stasis quo. But beware: keep them too long and they harden the arteries, induce arthritis, and degrade your bones.

Louis Aragon says that church and state will crumble if only a surrealist dreamer can find a way to destroy the abbey once and for all. The hopping moonbeasts of Leng, it is said, despise the putrefactos, and have developed a weapon to trap their abbey for eternity in the tear of a swan. Dare you venture there, and ask them for this gift?

 


 

In the Trail of Cthulhu campaign sourcebook Dreamhounds of Paris, you play the major figures of the surrealist movement as you discover your ability to manipulate the fantastical realm of the sleeping mind.  Order it today, or the bulbheads will get you!

Dreamhounds of Paris sandbox structure requires players to know what they want to do as their surrealists explore and alter the Dreamlands. Knowing what you want from a sandbox roleplaying environment can be harder than it sounds. Luckily, the unconscious automatism so beloved by the historical surrealists can come to your rescue.

Just scour the net for your favorite, most horrific or darkly fantastic works of surrealist art. If you’re playing an artist, you can limit your scope to your PC’s work alone. Or you can widen the field, as the setting assumes that multiple surrealists are changing the dreamscape to more closely resemble their own paintings, and vice versa. There’s no reason you, as René Magritte, can’t stumble into a Picasso vista haunted by cubist maenads.

You might want to print them out. Or you could collect them on an image curation site like Pinterest or Dropmark.

In the first case, you can shuffle them like cards, pull a random one, and show the Keeper and rest of the group: “Hey, I want to go there.”

Or you can adopt the more narratively proactive, “Hey, look where we are.”

For the virtual version, you could number the entries and then use a random number generator to pick one of them.

Not that you have to randomize; you can scan the list and pick one that strikes you as matching the themes and images of the series so far.

If you’re lucky, some enterprising Dreamhounds readers will read this and build their own repository of suitable images, grouped by painter, for everyone’s use.

So if you’re playing Salvador Dalí, you can start the session by saying:

“We’re going to go see this guy hatch out. I’m certain that it will be delightful to discourse with him, as he will have many insights to inform my paranoiac-critical method!”

At this point a cautious other player might decide that whoever comes out of that egg will be much too dangerous. If it’s Max Ernst he might instead say:

“That can’t possibly end well. I promised Leonora we would meet her in a verdant jungle. Let us avoid danger and horror for at least one night.”

You might respond in turn that the weird idol face in the corner suggests more weirdness than your man hatching from the egg.

Whatever decision you come to, the Keeper has had time to think of what might happen in both Dreamlands locations, already vividly realized in your minds.

Don’t worry too much about the period in which the painting was made. A later painting could easily be based on an experience the artist had in the Dreamlands during the period of your game.

In the latest episode of their ENnie-winning podcast, Ken and Robin talk Richard Sorge, NPCs as foils, Charles Richet and surrealism 101.

Want to cross over from the Spanish Civil war setting of Adam Gauntlett’s Soldiers of Pen and Ink to the Dreamlands exploration of Dreamhounds of Paris? Connections abound.

The war takes a profound toll on Salvador Dalí, whose rightward political shift can be traced to the leftist capture of his hometown, Cadaqués. Revolutionaries destroy his home and that of his father, execute thirty of his neighbors, and, it seems, rape his sister. Given the power he amasses in the Dreamlands, might he be able to send surreal dreamforms to the real Spain to exact revenge? Your Pen and Ink characters might find themselves battling stilt-legged tigers or chest-of-drawer minotaurs.

Picasso, radicalized by the war, might to do something similar to fight for the Republican cause. His minotaurs are bigger and scarier, and you don’t want to mess with his harpies.

Surrealist painter André Masson is personally present for the siege of Barcelona and experiences a metaphysical epiphany on the mountain of Montserrat a year later. With a bit of date-squishing you could play him in a Pen and Ink campaign and then carry him over to Dreamhounds, or vice versa.

For a literal portal from one series to the next, maybe the PCs get thrown into the torture chambers described here. According to Franco-era prosecution reports discovered by a historian in 2003, an anarchist named Alphonse Laurencic constructed prison cells meant to subject prisoners to “psychotechnic” torture inspired by modernist artists. Their punishing angles and off-putting visuals supposedly broke down the wills of those held there. As did, it is alleged, screenings of Salvador Dalí and Luis Bunuel’s Un Chien Andalou.

Now, as something that actually happened, I have my doubts. Claims made by fascist prosecutors have to be taken skeptically. Maybe some form of psychotechnic prison existed. However, prints of the rarely screened Un Chien Andalou would have been extraordinarily hard to get ahold of anywhere at this time, let alone during the chaos of the civil war.

Still, let’s not allow likelihood to get in the way of a good horror story. Player characters placed in Laurencic’s cells, no doubt due to the constant inter-factional struggle on the Republican side, might not only resist their mind-bending properties. The strange geometric forms painted on the walls might shatter the resistance of their fellow prisoners. But characters already exposed to the much worse resonance of the Mythos could leverage them to their own psychic ends. They might find themselves conveyed to the Dreamlands to meet the dream forms of Dalí or Buñuel. From there a little narrative hocus-pocus might lead to one or more of the PCs joining a Dreamhounds campaign, escaping from Spain to Paris.

In the latest episode of their ENnie-winning podcast, Ken and Robin talk Dreamhounds of Paris, herbs, Shakespearean gaming, and Northern Ireland black mass psy-ops.

Dreamhounds of Paris brings sandbox play to Trail of Cthulhu, as the surrealists of the 20s and 30s discover their ability to consciously reshape the realm beyond waking.

I play with a group that works best either in the completely dramatic realm of Hillfolk and DramaSystem, or in a procedural game with a strongly laid-out goal, like GUMSHOE in its default format. Their struggles with Dreamhounds proved instructive and helped me to improve the book’s GM section.

That’s not to say that they didn’t have any fun, or that nothing happened in their series. Its most memorable events include:

  1. A murder in Man Ray’s apartment building, with him the apparent target.
  2. Chasing the pulp anti-hero Fantômas through the marbled halls of Thran, while being accused of complicity in his murders and thefts.
  3. Dalí raising dreamscaping havoc in a Serranian tavern, striking terror into the hearts of its reticent citizens.
  4. The blossoming of a Dreamlands cult propitiating the dread god Buñuel.
  5. Giorgio de Chirico confronting his guilt for starting all of this in the first place.
  6. Going to the top of mount Hatheg-Kla to find the ancient gods of man, having hatched a plan with the poet Louis Aragon to extirpate them.
  7. Journeying to the shores of Lake Hali to open the coffin of the King in Yellow, only to find Magritte inside.
  8. Meeting Picasso in a Dreamlands grove, musky with corrupt fecundity. They found him and a minotaur engaged in leisurely congress with voluptuous plant women. The player characters declined Picasso’s offer to join in.
  9. A picnic with Nyarlathotep, who gave René Magritte a beautiful silver gun.
  10. A waking world raid on the chateau of a sinister Parisian occultist. There Nyarlathotep’s aforementioned beautiful silver gun took on a will of its own, massacring the servants in a spectacular fountain of gore.
  11. Salvador Dalí’s fateful meeting with Gala, wife of fellow surrealist Paul Éluard, at his family home in Cadaqués, Spain. His love for her cures him of his laughing fits.
  12. Shortly thereafter, Buñuel strangling Gala, the other pulling him off her before he kills her.

Items 11 and 12 are well-documented in the historical record. The others can be proven only by visiting the shores of dream, which still bear the scars of what the surrealists did to it ninety years ago.


Dreamhounds of Paris and its companion The Book of Ants are now available for preorder. Print copies will debut at Dragonmeet in London, on December 6th.

a column on roleplaying

by Robin D. Laws

Trail of Cthulhu maven Tony Williams asks, regarding Dreamhounds of Paris:

I would be interested in Robin’s opinions of surrealist art. Does he enjoy it? What does he think of the major surrealists movers and shakers as people, having researched them so thoroughly? Are they all insufferable poseurs or do some transcend that with what they produce?

I’m glad you so ably set up a column topic for me, Tony.

First of all, I feel a deep connection to the art, film, decorative art, and fiction of the surrealist movement. This fascination started in an eighth grade classroom, when our teacher, improbably and no doubt improvidently, screened a copy of Un Chien Andalou for us. Young teenage mind blown!

I first got the idea that eventually turned into Dreamhounds of Paris visiting an exhibition of surrealist decorative art at the Art Gallery of Ontario a bunch of years back. Looking at the paintings, so many of them struck me as entrancing nerd culture fodder sealed behind the wall of high culture awareness. The works’ horror and dark fantasy imagery in particular seemed like an obvious vein to mine as a gaming influence. Looking at the imaginary landscapes of Max Ernst or Yves Tanguy, they jumped out to me as a mutant evolution of Lovecraft’s Dreamlands.

As far as I’m concerned the word poser doesn’t apply to any of the surrealists. They all believed intensely in what they were doing. They didn’t earn anything resembling widespread praise for making work that freaked people out, confronted them with disturbing images, and challenged ideas of what art was for. There was certainly no money in it for them during this period of their greatest innovation. A few became popular later, but not at this point. Posers appear when creative efforts become fashionable, lucrative, or both. Somebody today who follows in Marcel Duchamp’s footsteps by making art installations might or might not be a poser. But these guys (and a select few gals) were the real thing, on which later posers would model themselves.

If poser simply means an intellectual interested in ideas and art, well, that describes me, too.

Many argue that Dalí wound up bastardizing his art by milking his celebrity. That starts at the end of the Dreamhounds period but becomes truly egregious decades afterwards. Even at that, by making his own persona more important than his art, and the media his canvas, Dalí was doing something that summed up contemporary life way more than any abstract expressionist ever did. When he did it, it wasn’t a cliché, it was a thing he invented. To work his magic the trickster must also be a charlatan.

That said, other surrealists, like the movement’s autocratic “pope” André Breton, would be the first to deny him that slack. Breton called Dalí by the anagram Avida Dollars, and decried the chattering Spaniard’s commercialization of his psychic revolution. Breton genuinely thought his movement would change the world, literally altering human psychology.

It’s the utmost seriousness with which Breton regarded himself that sets him up as an inviting target for satire. Other members of his circle certainly mocked him when they fell out of favor with him, Dalí most effectively of all. (See the book for his famous night of many sweaters.)

His bullying makes Breton the hardest of the bunch to like. The book treats him as an antagonist figure, and tweaks him by describing him as lacking the imagination to enter the Dreamlands. I certainly can’t admire Breton’s habit of launching physical attacks against his aesthetic adversaries. On the redeeming side, however, Breton earns props for being the first major French leftist intellectual to see through on Stalinism, at the time of the 1936 show trials. With the benefit of historical hindsight that might not seem like a perceptive breakthrough but in the context of the era and milieu it’s a big deal. By contrast, many top names in the French art scene remained hardcore Stalinists well into the 40s and 50s.

As far as the rest of the Dreamhounds cast goes, I view them as richly complicated people. They led messy, interwoven lives, over which a year or so of research makes me no kind of judge. They’re certainly realer, as you would expect, than the fictional characters we’re used to playing in RPGs, most of whom bend toward wish fulfillment. I’d even stick up for the figures art historians vilify.

Many accounts treat Gala Dalí, previously Gala Éluard, as a lascivious, money-hungry monster. Yes, she absolutely was hunting for a meal ticket, which she found in Dalí. But then her brother died of starvation during the Russian revolution, so it doesn’t take deep Jungian analysis to see what was going on there. And Dalí, a brilliant man-child barely capable of crossing the Paris street on his own, benefited from her hardheadedness. Slut-shaming pervades so much of the writing about her, but she treated men the way figures like Picasso and Ernst treated women. Granted, she didn’t paint Guernica, but neither do most of us.

Likewise Jean Cocteau gets a lot of stick in the various biographies as a preening climber. For a climber he left behind a crazy large legacy of creative work in forms from theater to illustration to film to the novel. When he made a fool of himself seeking acceptance he was wearing his heart on his sleeve. We need a new biography for him that doesn’t feel the need to treat his sexuality as a matter for nudging and winking. He was the original out gay icon, a heroic role to adopt at the time.

The Dreamhounds PC most like me would be René Magritte: quiet, composed, happily married, uninterested in the drama Breton constantly generated. Players may gravitate to him for that reason, as he makes for a solid contrast with the others. But if the surrealist circle was made up only of unassuming, reasonable people, there would be no point writing a sourcebook about them. Or playing them when they go off to surreally transform Celephaïs and later deal with the repercussions.

FourmisTRADE 11SepFrom City of Lights to Palaces of Dream

Evocative, enigmatic, and haunted by airborne polyps, The Book of Ants, a.k.a Livre des Fourmis, gives Trail of Cthulhu Keepers and players an essential window into Paris of the 20s and 30s, and into the Dreamlands beyond.

From November 1918 to September 1929, the young poet Henri Salem fell in with the surrealists of Paris. Swept up by the imperious charisma of group leader André Breton, he rapidly found himself sharing cafe tables with the key figures of this most influential and fractious art movement of the pre-war period. According to this, his diary of the era, he traded quips with Marcel Duchamp, feared the madness of Antonin Artaud, and served as model for the famous shot of ants crawling from a hole in a man’s hand in Salvador Dalí and Luis Buñuel’s scandalous film Un Chien Andalou.
If his tale can be fully believed, he stepped with them from waking Paris to an ancient yet surprisingly malleable realm of dream. (Save for Breton, who could never make the leap.) There he walked alongside such Mythos figures as Randolph Carter, King Kuranes and the ghoul once known as Richard Pickman.
As such his diary serves as an indispensable guide to anyone wishing to explore the dangerous demimonde of the Parisian art scene, where disagreements over aesthetics are often settled with knife wounds and broken bones. Even more, it provides a rare look into the ever-shifting shores of the Dreamlands, just as its air of the fantastical gives way to horrific reflections of a world spinning into chaos and death.

Stock #: PELGT39 Pages: 184
Artist: Sarah Wroot Author: Robin D. Laws

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Playtest feedback for Dreamhounds of Paris, the upcoming Trail of Cthulhu campaign sourcebook in which you play the major figures of the surrealist movement wreaking –psychic-revolutionary havoc in Lovecraft’s eerie fantasy realm, is in. Participants should pat themselves on the bat for a collectively great job. They’ve turned in detailed, thoughtful responses that will make the book better. This must have the highest ratio of comments made to comments used of any project I’ve received playtest feedback on.

Because the campaign strongly encourages you to play real historical figures, supplied for you in the book, we can do a fun thing that doesn’t usually arise from playtest reports. We can see who the most popular of the 20 supplied characters were, and in what proportion. Here’s the breakdown for the six most chosen characters, in handy pie chart form.

Clearly, seeing to it that you have Dali or Cocteau along is the Dreamhounds version of making sure somebody’s playing the cleric.

Dreamhounds_of_Paris_Cover_print_finalFollow the Trail of Cthulhu into the Dreamlands

From the 1920s to the coming of the Occupation, a new breed of artist prowled the fabled streets of Paris. Combative, disrespectful, irresponsible, the surrealists broke aesthetic conventions, moral boundaries—and sometimes, arms. They sought nothing less than to change humanity by means of a worldwide psychic revolution. Their names resound through pop culture and the annals of art history.

But until now, no one has revealed what they were really up to.

In this comprehensive campaign guide for Trail of Cthulhu, you recreate their mundane and mystical adventures as you stumble onto the Dreamlands, a fantastical realm found far beyond the wall of sleep. At first by happenstance and later by implacable design, you remake it in the fiery image of your own art. Will you save the world, or destroy it?

 

Choose your player character from a roster of 19 visionaries and madmen.

  • Put up your dukes as two-fisted filmmaker LUIS BUÑUEL.
  • Flee a formless entity as Dada impresario TRISTAN TZARA.
  • Photograph tentacled entities as American expat MAN RAY.
  • Personify the joy and decadence of the city as chanteuse KIKI DE MONTPARNASSE.
  • Wield the magic cane that will end the world as theater of cruelty inventor ANTONIN ARTAUD.
  • Or arrive in Paris as fresh-faced young painter SALVADOR DALÍ, who has come to tear the movement all down and rebuild it in his image.

The Dreamlands are as strange as you can imagine.

 

Stock #: PELGT38 Pages: 160
Artists: Tyler Clark, Ben Felten, Emilien Francois, Melissa Gay, Jérôme Huguenin, Leah Huete, Rachel A. Kahn, Anna Kryczkowska, David Lewis Johnson, Pat Loboyko, Rich Longmore, Jeff Porter, Patricia Smith, Jeff Strand Authors: Robin D. Laws, Kenneth Hite, Steve Dempsey

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