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Tower of Koth

The Tower of Koth is the central tower in the subterranean city of the gugs. Its immense stair reaches a stone trapdoor in the enchanted wood, providing Carter and three ghoul guides with a dangerous route back to the surface of the Dreamlands.

4 min read · 803 words

Carter and three ghoul guides climb the giant steps inside the Tower of Koth.
Tower of Koth — artistic interpretation

The city and its central passage

The tower stands within the gugs’ walled kingdom, which the narrative identifies with their city. Other round stone towers rise around it. The sign of Koth distinguishes the central structure containing the stair toward the surface. Pickman explains the route when Carter seeks a way out of the abyss after his arrival in Pnath.

The stair’s scale belongs to the giant inhabitants. What would be a normal step to a gug presents Carter with a climbing problem. The tower is therefore dangerous even before anyone pursues him: its architecture assumes bodies much larger than his own.

Sources: The Dream-Quest of Unknown Kadath — original text

The banishment of the gugs

The gugs formerly lived above and preyed on mortal dreamers. Their offenses against the gods led to confinement underground, where they hunt ghasts instead. A prohibition prevents them from passing the stone trapdoor into the upper world.

That supernatural restriction gives Carter a possible advantage but does not make the tower safe. He must first cross the city and ascend while the giants could still discover him. The surface boundary is useful only if he can reach it and raise the immense stone covering.

Sources: The Dream-Quest of Unknown Kadath — original text

The disguise and the three guides

Pickman advises Carter to shave, cover himself in graveyard earth and adopt a ghoul-like manner of movement. He also provides three ghoul companions. They bring a tombstone to use as a lever on the trapdoor. The plan combines disguise, timing, knowledge of the inhabitants’ habits and a practical tool.

The group enters through the graveyard while the gugs are expected to be asleep. The nearby opening of the Vaults of Zin introduces another danger: ghasts may emerge to attack the beings who hunt them. Carter’s passage runs through an active ecology of predation rather than a sequence of empty dungeon rooms.

Sources: The Dream-Quest of Unknown Kadath — original text

The ascent and its consequences

The journey through the giant city and up the tower forces Carter to rely on the ghouls’ familiarity with its dangers. Their help enables the group to open the stone door and emerge in the enchanted wood. For Carter, the route restores access to the inhabited lands needed for his continuing search.

The three guides then have their own problem of getting home. Their attempt to find Sarkomand later leads to captivity by the moon-beasts. When Carter discovers them there, he recognizes a specific debt to the companions who brought him through Koth. The tower episode is thus the beginning of a reciprocal obligation fulfilled much later in the quest.

Sources: The Dream-Quest of Unknown Kadath — original text

The sign and the scale of the stair

The tower's doorway bears a large symbol in relief. Carter reacts to it without understanding its meaning. The narrative names the sign of Koth but does not provide a diagram or explain an alphabet in which to read it.

The steps are nearly a yard high, so the climb requires repeated bodily effort at a scale suited to gugs. Carter cannot count the flight reliably and soon needs direct help from the ghouls.

The threat behind them remains difficult to monitor. Gugs can move silently and see in darkness; their sharp hearing may reveal the smaller travelers' movements before the travelers can detect an approach. The gods' prohibition applies at the surface door, not throughout the stairwell.

Sources: The Dream-Quest of Unknown Kadath — original text

A tombstone used twice

The guides carry the slate marker of Colonel Nehemiah Derby, whose death is dated 1719, from Salem's Charter Street burial ground. Within the dream narrative it is a practical object transported from a waking-world cemetery.

When a ghast approaches from above, the ghouls place Carter against the wall and strike the descending creature with the slab. The marker protects the party before it can serve its intended purpose at the door.

At the summit they use the same stone as a prop. Carter must turn it into position while the others hold the immense cover up, converting a portable funerary object into a temporary support for the escape route.

Sources: The Dream-Quest of Unknown Kadath — original text

Why the guides leave with Carter

The original plan does not require the three ghouls to emerge into the enchanted wood. They expect to help Carter through and then return down the tower, relying on their own abilities to cross the city.

That plan changes when the dead ghast's body is heard moving down the steps. Something may have disturbed it, and the possible causes are threatening enough to make a return unsafe. A panting sound follows as the travelers force the door open.

The guides climb out after Carter and shut the cover. Their later search for another route home is therefore a consequence of the emergency during this ascent, rather than a destination they had intended from the outset.

This practical reversal explains why the three companions reappear elsewhere in the quest. Their help creates a problem for them that Carter later has an opportunity to answer.

Sources: The Dream-Quest of Unknown Kadath — original text

References

  1. The Dream-Quest of Unknown Kadath — original text

    The fictional narrative is evidence for what the story says, not proof of events in the real world.

At a glance

Location

The gugs’ subterranean city


Surface exit

A stone trapdoor in the enchanted wood


Distinguishing mark

The sign of Koth


Carter’s companions

Three ghouls supplied by Pickman


Tool used at the exit

A tombstone serving as a lever


DreamlandsUnderworldTowersGugsGhoulsGatewaysTower of KothGhastsVaults of ZinVale of PnathRichard Upton PickmanSarkomandRandolph Carter

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