Peter J Carroll

“The most original, and probably the most important, writer on Magick since Aleister Crowley."
Robert Anton Wilson, author of the Cosmic Trigger trilogy.

Peter Carroll began his career in Magic at London University where the Chemistry proved so tedious that he settled on a pass degree in that and an unauthorized first in Magic, with Liber Null & Psychonaut emerging as his postgraduate thesis over the next several years whilst teaching high school science.

He then set off around the world wandering in the Himalayas, building boats in India and Australia and seeking out unusual people.

Then after a stay in Yorkshire, he headed back to the Himalayas for a while again before returning to settle in the west of England to found a family and a magical order. Appalled by the compromises made by so many magi to make a living out of their writing or teaching, Carroll decided to make his fortune with a natural products business so that he could write and teach only what had value and interest for him.

He maintains a personal website at specularium.org and acts as Chancellor to Arcanorium College arcanoriumcollege.com.

  • Past Grandmaster of the Magical Pact of the Illuminates of Thanateros

  • Chancellor of Arcanorium College

  • Acting Marshall, Knights of Chaos

  • A Bard of Dobunni Grove

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The second expedition to the Necronomicon Mythos by Psychonauts of Arcanorium College continues to produce strange and unanticipated results.

From Hastur I received the following inspiration to complete a task that has bugged me all my life, to make some sort of simulation or boardgame that models the magical quest itself.

I have made many games in the course of a lifetime that model various real and imaginary scenarios, with the underlying thought that if you can identify the mechanisms underlying any system then you can perhaps understand the dynamics of it, and perhaps do it better in the game of ‘real’ life. Strategy Games certainly seem to sharpen the mind, and may bring us some focus on the Human Condition.

Yet most of the games involving magic that I have collected or read the rules of seem unsatisfactory. Magic typically appears only as a combat modifier in battle games, rarely as the focus of an activity or a quest in itself.

In this Hasturian inspired simulation the Elder Gods and their Knowledge and Power stand as metaphors for the abilities we humans seek in the quest for personal and species survival. They represent abilities we need to survive the future, not ghastly eldritch cosmic adversaries bent on our destruction, although with careless use they could have that effect.

Hastur may appear as an empty yellow robed void, countless aeons old, a well of cosmic indifferentism, yet it seems to take an occasional whimsical interest in promising species, perhaps to allay its existential angst awhile.

The concepts of the simulation may seem cruel and cynical; individual questors inevitably die although they may achieve much before senescence and mortality take hold. The numbers used to represent various factors all come from my calculations in an attempt to render the simulation realistic.

Oddly, the whole thing begins to look strangely autobiographical although several treasures still elude me. My own mistakes and that of others have become obvious during the course of many runs of the simulation. The virtues of maintaining a high Sanity, particularly in the early stages of a quest, become all too apparent.

See the Rules and some experimental board and pieces design in the Games section.

Build it, try it, and send feedback and questions.