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Cthulhu rising from the sea

The Cthulhu Mythos: Origins, Evolution, and Influence

Emerging from the imaginative abyss of H.P. Lovecraft, the Cthulhu Mythos stands as a monumental testament to a singular brand of horror that reshaped the genre in the 20th century. This expansive universe, brimming with cosmic deities, ancient aliens, and eldritch horrors, transcends human comprehension, often driving its explorers to the brink of madness and despair.

Portrait of H.P. Lovecraft

Head and shoulders portrait of H. P. Lovecraft taken in 1934 at the age of 44.

Howard Phillips Lovecraft, a native of Providence, Rhode Island, crafted tales that markedly diverged from the gothic horrors of his era. Instead of focusing on personal monsters and immediate threats, Lovecraft presented an immense, indifferent, and baffling universe. Stories like "The Call of Cthulhu," "The Dunwich Horror," "At the Mountains of Madness," and "The Shadow over Innsmouth" introduced motifs, characters, and eldritch beings foundational to the mythos. While each narrative often stood independently, their interconnected motifs, themes, and characters suggested a universe where humanity's role diminishes to an inconsequential blip.

Interestingly, the term "Cthulhu Mythos" was never coined by Lovecraft himself. The nomenclature owes its inception to subsequent writers, especially August Derleth. Drawing inspiration from Lovecraft's oeuvre, Derleth and his peers sought to structure the pantheon, further refining and broadening the lore. While some purists believe Derleth occasionally oversimplified Lovecraft's intricate horror, his influence remains instrumental in defining the mythos we recognize today.

Although Lovecraft's untimely demise in 1937 curtailed his direct input, his literary heritage was far from static. Under the stewardship of writers like Clark Ashton Smith and Robert E. Howard, among others, the mythos flourished and transformed, fusing Lovecraft's original concepts with innovative ideas and modern motifs.


H.P. Lovecraft’s "The Color Out of Space" is a chilling tale of an otherworldly force that brings decay and madness to the rural farm of Nahum Gardner and his family. Set in the fictional town of Arkham, Massachusetts, the story explores the corrupting influence of the unknown and mankind's fragile sanity when faced with the inexplicable.

The story is framed as a recounting by an unnamed surveyor who comes to Arkham to assess land for a proposed reservoir. He is warned away from a desolate region known locally as the "blasted heath," an expanse of gray land where nothing grows. Intrigued, the surveyor seeks out an old local, Ammi Pierce, to learn about the events that led to this cursed land.

Years earlier, a meteorite crashed into the Gardner farm. Scientists from Miskatonic University arrived to study it and found its properties baffling: it was harder than diamond, and when chipped, the fragments evaporated. The most peculiar thing about the meteorite was a strange color within it, a hue unknown to any on Earth, which they called simply "the color."

Over time, the meteorite shrunk, withering into the ground, but its effects on the farm became increasingly apparent. The soil became fertile, and crops grew in abundance. However, despite their size, the plants were tasteless and inedible. This newfound fertility had a price: a mysterious malady began to affect the livestock, leading to their deformation and death. The groundwater turned bitter, and even the flora began to exhibit an eerie glow of "the color."

Nahum Gardner, initially optimistic about the meteorite's influence, watched as his farm and family began to wither away. His wife Thody lost her sanity, displaying symptoms of dementia, while their children, one by one, succumbed to a similar fate or vanished. The livestock turned aggressive and deformed, and everything the color touched seemed to degrade into grayness, losing vitality and essence.

Ammi Pierce, Nahum's closest neighbor, witnessed the Gardner family's decline and was there for the final horrifying events. As Nahum's last son, Zenas, and then Nahum himself disappeared, Ammi ventured into the farmhouse. Inside, he encountered a nightmarish scene: the remnants of the Gardner family, transformed into grotesque versions of themselves, glowing faintly with the alien color.

The source of the corruption, the well water, seemed to have become a repository for the alien color. Ammi and others, driven by a mix of horror and pity, attempted to save Nahum, but it was too late. His body disintegrated into the eerie color and vanished.

In the story's climax, Ammi witnesses a globule of the color rising from the well and into the night sky, implying that this entity, having drained the farm of life, returned to the cosmos. The Gardner farm was left as a wasteland, and the surrounding area became the "blasted heath."

The surveyor, having heard this tale, is deeply disturbed. As he concludes his work in Arkham, he hopes the proposed reservoir will drown out the cursed land, ensuring that no one will be exposed to whatever remnants of "the color" might still lurk there.


While diverse and complex, the Cthulhu Mythos is anchored by core ideas that lend it a distinctive essence and profound philosophical depth:

  • Cosmic Horror and Indifference: Central to Lovecraft's storytelling is cosmic horror, an emotion elicited not by immediate threats but by the vast, indifferent universe itself. Unlike conventional horror, which typically frames humanity against monsters or good versus evil, cosmic horror suggests a universe utterly aloof to human existence. The eldritch beings in the Mythos aren't inherently evil or good; they merely exist. Their actions, seemingly random or malevolent to humans, stem from motives (if any) that defy our understanding.

  • Unfathomable Universe: Lovecraft frequently underscores our insignificance by presenting the universe as vast, indifferent, and beyond human understanding. He uses grand landscapes to highlight human triviality and ignorance. Confrontations with the unknown frequently lead his characters into madness, as the human psyche grapples unsuccessfully with such vast revelations.

  • Humanity's Triviality: Lovecraft's tales often highlight humanity's fleeting existence in the vast cosmological timeline, positioning humans not as the zenith of creation but as a mere happenstance of cosmic processes.

  • Forbidden Knowledge: Lovecraft frequently ventured into the dangers of illicit knowledge. Characters in his tales, driven by insatiable curiosity, often stumble upon truths that unhinge their sanity. This recurring motif serves as a warning about the hazards of unearthing truths beyond human grasp.

 


Azathoth, The Blind Idiot God.

Hierarchy within the Cthulhu Mythos

The Cthulhu Mythos showcases a vast pantheon of entities; however, not all stand on equal ground. The hierarchy, while both intricate and fluid, can generally be organized into several tiers based on power, influence, and domain:

  • Outer Gods: Topping the list are the Outer Gods, the primal forces of the universe representing various facets of existence and chaos. Entities such as Azathoth and Yog-Sothoth transcend comprehension, often existing beyond conventional reality, with their power and knowledge overshadowing all others.

  • Great Old Ones: Below the Outer Gods lie the Great Old Ones—ancient cosmic beings who once dominated the universe before succumbing to deep slumber. While immensely powerful, they have a stronger connection to physical realms and planets, including Earth. The most recognized among them, Cthulhu, falls under this category.

  • Elder Gods: The Elder Gods represent a more contentious and ambiguous category. They're sometimes seen as counterpoints to the Great Old Ones and Outer Gods. While their nature leans towards benevolence—or at least reduced malevolence—they are often invoked as defenders against the darker forces of the mythos. However, their precise nature and function can differ widely among writers and interpretations.

  • Lesser Deities and Entities: This group spans a wide spectrum of beings, from gods revered by particular cults to extraterrestrial visitors and terrifying monsters. Though they might lack the cosmic power of their superior counterparts, their impact on specific places, cultures, or events is undeniable.

Major Deities and Entities

  • Cthulhu: As perhaps the most emblematic figure of the mythos, Cthulhu combines features of an octopus, a dragon, and a caricature of a human. Located in the sunken city of R'lyeh in the South Pacific, he remains dormant, awaiting the cosmic alignment for his reawakening. Even in his inactivity, Cthulhu's psychic influence spreads far, invading dreams and spawning cults committed to heralding his resurgence. He embodies the enigmatic and unfathomable forces lurking outside human awareness.

  • Nyarlathotep: In contrast to most of Lovecraft's entities, Nyarlathotep, the Crawling Chaos, is neither indifferent nor dormant. With countless forms at his disposal, he roams the Earth in human guise, spreading discord and acting as a messenger for the outer gods. Where most deities in the mythos remain distant, Nyarlathotep actively engages with humanity, often with malevolent designs.

  • Azathoth: Dubbed the "Nuclear Chaos" or the "Blind Idiot God," Azathoth is a foundational deity situated at the universe's core. The universe is imagined as a transient dream of Azathoth, and its awakening would signal the end of all existence. Lacking consciousness or intent, Azathoth epitomizes the raw, apathetic chaos of the cosmos.

  • Yog-Sothoth: Envisioned as a collection of luminous orbs, Yog-Sothoth is omnipresent, omniscient, and linked to the fabric of time and space. Although it exists outside our realm, it remains interconnected with every aspect of it, marking its position as one of the most formidable beings in the mythos.

  • Others: The mythos brims with other significant entities, such as Shub-Niggurath, the Black Goat of the Woods with a Thousand Young, and Dagon, the monstrous deity of the abyss.


Artifacts of the Mythos

Artifacts of the Cthulhu Mythos

  • The Necronomicon: Authored by the "Mad Arab" Abdul Alhazred in the 8th century, the Necronomicon is perhaps the most notorious fictional grimoire within the mythos. Conceived in Damascus and subsequently translated into several languages, including Greek and Latin, this tome encompasses dark rituals, taboo knowledge, and comprehensive accounts of cosmic entities, notably the Great Old Ones and the Outer Gods. Possession or mere exposure to the Necronomicon can plunge one into madness or worse, given its revelation of unfathomable truths. Over the ages, it has come to symbolize the peril inherent in humanity's reckless pursuit of forbidden knowledge.

  • De Vermis Mysteriis (Mysteries of the Worm): A forbidding volume of arcane rites and history penned by Ludwig Prinn, emphasizing the history of the enigmatic worm-god.

  • Unaussprechlichen Kulten (Unspeakable Cults or Nameless Cults): Authored by Friedrich von Junzt, this work delves into dark cults, their rituals, and their reverence for the olden gods.

  • The Pnakotic Manuscripts: Predating humanity, these scriptures hail from the antediluvian city of Pnakotus, frequently cited for their accounts of ancient civilizations and prehistoric deities.

  • The Silver Key: Tied to Randolph Carter, a recurring Lovecraftian protagonist, this mystical key allows its possessor to traverse dimensions, from dream realms to forgotten pasts. It symbolizes a longing for bygone innocence and simpler times.

  • The Shining Trapezohedron: This crimson extraterrestrial crystal, central to "The Haunter of the Dark," acts as a portal to other dimensions and a means to beckon the titular entity. It stands as a testament to the perils of courting powers beyond human grasp, underscoring the recurrent motif of proscribed knowledge and its repercussions.

Arkham Mansion

Lovecraft Country

Often termed "Lovecraft Country," this fictional version of New England, predominantly Massachusetts, forms the backdrop for many of Lovecraft's narratives. Merging genuine locales, historical elements, and creative inventions, the setting offers a semblance of reality that heightens the terror. Beneath the mundane, it conceals enigmatic hamlets, age-old mysteries, and eerie occurrences.

  • Arkham, Massachusetts: Arguably the emblematic city of Lovecraft Country, Arkham boasts the esteemed Miskatonic University, which often features in Lovecraft's tales. The university's library safeguards numerous forbidden volumes, counting among them a copy of the Necronomicon. Beyond academia, Arkham exudes an ambiance of lingering disquiet, its streets veering and buildings aged. It plays host to tales like "The Thing on the Doorstep" and "Herbert West–Reanimator."

  • Innsmouth: This deteriorating port, central to "The Shadow over Innsmouth," conceals a macabre pact with the aquatic Deep Ones. In return for affluence and gold, the townspeople intermingle with these beings, resulting in a degenerate lineage with marine characteristics. The nefarious Esoteric Order of Dagon holds sway here, preserving the town's clandestine practices and rituals.

  • Dunwich: Nestled in the pastoral expanses of Massachusetts, Dunwich is an antiquated, secluded hamlet. "The Dunwich Horror" unfolds here, depicting a village steeped in superstition and inhabited by recluses. The Whateley clan, central to the story, resides here, enmeshed in occult practices and sinister secrets linked to extramundane powers.

Other Noteworthy Locations:

  • R'lyeh: An submerged ancient metropolis situated in the South Pacific, it ensnares Cthulhu in a slumber, awaiting celestial alignments for his resurgence. The city's non-Euclidean architecture unnerves with its defiance of human logic.
  • The Plateau of Leng: An enigmatic locale that shifts between Central Asia and the Dreamlands. It is inhabited by sinister entities and steeped in mysteries, often linked to the Necronomicon.
  • Kingsport: A coastal Massachusetts town and setting for "The Festival." It is marked by its age-old ceremonies and its ties to the enigmatic Dreamlands.