Weird Fiction and Cosmic Horror
Overview
This article now serves as a bridge across standalone weird-fiction and cosmic-horror source pages. Use it to combine author-level style, shared-mythos structures, and single-work scenario frameworks into one campaign stack.
Reusable Design Patterns
- Threats are often indirect: cults, signs, omens, artifacts, and inherited curses before direct confrontation.
- Geography is metaphysical: dreamlands, impossible ruins, non-Euclidean sites, and places that alter perception.
- Horror comes from scale mismatch: human plans are local while antagonist forces are civilizational or cosmic.
- Tone is built through accumulation: odd detail first, then contradiction, then revelation.
Table-Facing Uses
- Build d6 omen tables tied to stars, tides, fungi, mirrors, and recurring symbols.
- Add "forbidden knowledge clocks" that advance when players read, decode, or bargain for lore.
- Stock ruins with layered histories: creator, usurper, current tenant, and dormant remnant.
See Also
- Clark Ashton Smith Inspiration
- H.P. Lovecraft Inspiration
- Cthulhu Mythos Inspiration
- The King in Yellow Inspiration
- The House on the Borderland Inspiration
- The Night Land Inspiration
- Book of the New Sun Campaign Inspiration
- Dying Earth Series (Jack Vance)
- Encounter and Monster Design Patterns