Wednesday, August 26, 2026

The Witches of Appendix N: August Derleth

Dark Mind, Dark Heart
 August Derleth is not really one of my favorite authors. But he has two redeeming qualities.

First are his Solar Pons stories. They are a pastische of the Sherlock Holmes stories  and could be easily dismissed, but I found them rather fun. I like to think, in a rather comical and completely unfair fashion, that all the negative stereotypes attributed to Holmes come from Pons. That is not true of course, but it amuses me. In truth I sometimes found Pons more approachable than Holmes. 

But that is not really the topic of today.

Second, it is largely due to Derleth that we know H.P. Lovecraft. He republished his works and contributed a lot (of good and bad) material to what has been dubbed The Cthulhu mythos.  

While Derleth did a good job with pastiches of Holmes, despite his personal connection to Lovecraft, his "pastiches" of the Cthulhu mythos never quite lived up. 

Now, Derleth was a very prolific writer, and I can't even pretend I have gone through all his works. 

He has written with Lovecraft and with Robert E. Howard, I suppose that garners him enough literary "street cred" to be on the Appendix N list.  But despite all the horror he had written, I can't find much about witches.  He did write one story though that does concern witches...sort of.

Witches’ Hollow

Published in Dark Mind, Dark Heart and presented as a “posthumous collaboration” with Lovecraft, the story is set in rural Massachusetts, in the familiar shadow of Arkham country. The premise is simple and folkloric: there is a hollow, a depression in the woods, where witches once gathered. Something of their rites still clings to the place.

In “Witches’ Hollow,” Derleth does not give us a witch so much as the memory of witches. The hollow itself becomes the character. It is a place where covens once gathered, where rites were enacted, and where something of those rites has never quite dissipated. Unlike Lovecraft’s Keziah Mason, who manipulates forbidden geometry and traffics with alien beings, Derleth’s witches are anonymous and historical. They exist as residue rather than agency.

Yet this is not without value. In folkloric witchcraft, place matters. A grove, a crossroads, a hollow in the woods. Derleth accidentally stumbles into something very old here. Witchcraft is not merely about spells. It is about land. And land remembers. 

This story feels a little like "The Dunwhich Horror" meets "The Colour out of Space." Indeed the Whatleys of the Dunwhich Horror are mentioned here and might even be related to the Potters of this tale. Yeah, hearing "Wizard Potter" a lot is funny. 

But there are three things in my mind that set this apart as a Derleth story and not a Lovecraft one.  First is that everything is connected to everything else. This isn't just a lone standing story about a weird family in the country, everything is connected to something else in the mythos. Which takes me to my second point, the "star signs" or "elder signs" are used in abundance here. Too much. They get used like holy waffers do in Dracula and that is certainly not what Lovecraft would have intended. Our school teach goes from being a potential witness to cosmic horror to RPG monster hunter. Lastly, and this is a nitpick more than anything, the ending is a happy one. Look, almost no one ever survives a tangle with the cosmic horrors Lovecraft wrote about, but here the Potters manage to survive and even leave the area no worse for the wear. That doesn't really feel very Lovecraftian to me. 

Still. Lovecraft, like Moorcock, helped define the D&D Warlock and goes back to very roots of the hobby. And if it wasn't for Derleth we might not ever know who Howard Philips Lovecraft was.


#RPGaDAY2026: Day 26 Regret

Every witch has some form of regret and her own way of bearing it.

It is Witchcraft Wednesday as well, so the word regret seems apt.

Ash Witch died with regret on her lips. In the course of leading refugees from Yog to West Haven, she had done much, but at the end what was of any consequence were the ones she failed to save. Her dying words were an apology. "I'm sorry."

Veyra Shadowraven’s regret is of a different order. She chafes at not being as great as the Ash Witch, or perhaps kind enough. One could say she is simply not enough. Such feelings have a way of sharpening a person, though they can leave you hollow if you allow them to. Veyra is very nearly hollow now.

And in Jackson, there is Larina, who for years has been defined by the fact that she did not save her mother. Even if there was really no way for her to have known. It made her brilliant and driven, angry and impossible to deal with at times. But that sort of emotional intensity has a way of crossing over into other universes. When she spoke to her "shard" in Carbon Vale of how things had gone, she found a version of herself there who had been able to see her mother survive.

Larina of Carbon Vale has no such regrets. Or at least none of that.

You find that in a multiverse, regret is a curious matter. 

In one place it is a wound, in another a warning, and in some cases it is what keeps a person alive. For a witch, it is perilous because it puts the same question before you: what would you do differently? And then you are left to wonder whether you would come to regret the change, or the fact you did not make it sooner.

Jackson NPC

It is Witchcraft Wednesday, so let's do someone special for Day 26, Wednesday, Emotion and Full of Woe. 

Mai Voss: Faye Thorne's (original name "Fiona Voss") mother, a ghost of grief, love, regret, and everything stolen too soon. Her husband, Arthur Voss, traded them to the Blackthorne Hags for power, but they killed him and Mai and kept baby Fiona instead. Renamed her Faye Thorne and raised her as their "niece."  Faye does not discover this for many years. 

Jackson Soundtrack


Tuesday, August 25, 2026

#RPGaDAY2026: Day 25 Familiarity

 There is a familiarity to Jackson, IL, and for good reason. The town is rooted in the reality of Jacksonville, Illinois. 

I have not made an exact copy of it; my version of Jackson is fictional, put through the wringer and bent toward horror. But the underlying structure is genuine. You will find the same old buildings, the streets and parks and schools, the small-town cadence and the way folks know one another all too well. The names have been changed, but sometimes only just enough.

Such details are what make or break a game.

I put that to the test at EGG Con with my Jackson game. What struck people was how much the town seemed lived-in. It was one of the best compliments I could have gotten, really. Jackson ought not to come across as mere scenery. It has to be a place where lives were started and ended, where love and terrible errors and unfinished business have taken their course.

Horror needs that kind of weight.

Give me a haunted castle, and I am all for it. Yet there is something more unsettling about a haunted library or school, or a haunted house just three blocks from your friend’s. That is what gets under the skin.

Jackson is effective because it could be somewhere you have been.

It is somewhere I have been, if only in my nightmares at first, but now at my game table. 

Yog/West Haven NPC

It's Tuesday, so today is Emotion and Full of Grace. 

Satha of the White Veil, a former temple attendant from Yog who moves with impossible gentleness, even after escaping the Priest-Kings, and can soothe panic with a touch. She attends to the spiritual needs of the Yogian refugees; she is a cleric and not a witch, though she really isn't that anymore either since losing faith in her gods and the Priest-Kings. Someone or something is still answering her prayers.

Jackson Soundtrack


Monday, August 24, 2026

A Light Dims over the Cave of Cool: Calvin Heighton (1965-2026)

 I learned today something I have been expecting for a bit now, but that doesn't make it easier.

Proflic blogger Calvin Heighton passed away this past week. Calvin was known for his Cave of Cool blog. 

Calvin's Cave of Cool

Calvin started blogging around the same time I did, and I followed his blog religiously. Whether he was posting about his extensive action figure collection, his Glorious Girls Of The Redhead Rebellion, Wednesdays with Wonder Woman, and Why Are My Parties The Best Parties?

I learned yesterday morning from my friend Tim Knight, of Cowboys, Capes, and Claws

Tim and I have been asking about Calvin for about a year now, noticing that after averaging 7+ posts a day for nearly 18 years (almost 48,000 posts), he fell silent. We knew his mom had been ill, and we knew he had some housing insecurity. 

He loved superheroines and action figures, so I sent him one of the "Together Forever" sets of the Willow & Tara figures. We enjoyed chatting about having June birthdays and our shared love of Thomas Dolby's "The Golden Age of Wireless."

I liked Calvin. He was a good guy. Bombastic in all the ways made him a great internet personality. He will be missed.

Calvin Heighton (1965-2026)


#RPGaDAY2026: Day 24 Distance

I have two modern horror campaigns. They let me play with similar ideas under different assumptions and even different rules. My oldest calls this "save scumming." It is from video games: if you don't like a particular outcome, you go back to your previous save and start back from there. For me, I think it is more about having two separate but equally enjoyable outcomes.

Jackson, IL, and Carbon Vale, IL, are about 220 miles apart. That is their physical Distance.

That is not nothing, but it is not exactly the other side of the world either. You could drive it in an afternoon. Different roads, different towns, different exits, but still Illinois. Still the Midwest. Still close enough to feel familiar, but still far enough to be different. I know, I drove to and from their real-world counterparts many times. 

Except they are not in the same world.

For me, Jackson and Carbon Vale are separate universes. They even use different game systems, which makes the distance between them feel larger than any map can show. They are not just separated by miles. They are separated by rules, histories, assumptions, and the kinds of monsters waiting in the dark.

And yet magic makes them closer.

A mirror, a spell, a book, a dream, or the right impossible moment can cross a distance no highway can. That is what I like about using both settings. They are far enough apart to be different worlds, but close enough that one girl can still reach for the other.

In this case, it is a battered-up copy of "A Wrinkle in Time." Notes left in the pages are transported to a similar book 220 miles and a universe away. I talked a little about this back on Day 12.

So what is the difference between Jackson and Carbon Vale?

More than distance, honestly. But also less than distance.

Jackson, IL and Carbon Vale, IL NPC

Today is Emotion and Fair of Face.

Siân Nichols is Larina’s mother in the worlds where she lives, beautiful, warm, and emotionally central in ways Larina does not always admit. Siân died in the Jackson, IL campaign, but thanks to Nix and Creepy communicating via "A Wrinkle in Time," she is alive in the Carbon Vale, IL campaign.

There will likely be some repercussions to this act, but I am not sure what they are going to be yet. But I know they will happen.

Jackson Soundtrack


Sunday, August 23, 2026

#RPGaDAY2026: Day 23 Fortune

 By all accounts, Stephanie Vale, Andy Thompson, and even Roderick Morgan all have fortunes

But each one chooses to ignore that to do what they feel is more important.

There are fortunes to be had in Stephanie Vale, Andy Thompson, and Roderick Morgan. Though one would not call them the same kind of fortune.

Stephanie has her family’s money and a name that is enough to open any door in Jackson, along with the social standing to match. Andy enjoys his comfort and reputation, and was well enough raised to put a value on decency. Then you have Roderick Morgan with his old money and property and old grudges, and the unshakable notion that since it is his town, Jackson ought to behave.

I am more interested in how they put their respective fortunes to use.

Take Stephanie: she will not sit idly by in the face of injustice. If there is something amiss, she is going to do something about it. She will organize, argue, protect, and interfere until the matter is resolved, making herself a problem for everyone in the process. If Steph was a teen in a modern (2026) game she would say something like "I am not part of the problem, I am the whole fucking problem now!" 

Andy has an eye for potential. He can see what good a person could do, or the better version of themselves they might yet be, and he has a way of making them want to rise to the occasion. He cares only enough about his family's wealth insofar as what good can he do with it. 

Roderick is another story. To be frank, he is a bit of a jerk. Ok. He is a huge jerk. Yet he does not simply sit on his hands. He has no patience for disorder and finds the supernatural encroaching on "his" town to be a personal affront. He is not exactly noble, but he is driven. Which has its uses in my game. 

One should not think of fortune as mere treasure. 

It is also influence and opportunity; it is being in a position of comfort and having people believe in you. The real question is what a character makes of it. Will they be an inspiration or a protector? Or will they set about forcing the world into the shape they deem proper?

In Jackson, IL, a little fortune will not keep the monsters at bay. All it does is give you more options when they show up.

Thankfully, in the cases of Stephanie, Andy, and Roderick, they do show up.

Jackson NPC

Today is Day 23, Sunday, Instinct and Blessed. 

Father John Mallory is a Jackson priest whose faith is sincere enough that even witches sometimes trust him. He is aware of the supernatural, but because these sorts of creatures avoid him, he thinks they are largely contained. He is not a Theophist, just a normal but kindly priest.

Jackson Soundtrack


Saturday, August 22, 2026

#RPGaDAY2026: Day 22 Grit

Candy Mercer and Denise Carver do not have magic.

You will not see them using any spells or a witch’s mark on them, nor do they have an ancient bloodline to call their own, let alone a familiar. To my knowledge, Denise can't even do a card trick, though I suspect Candy can.

It is 1986, and the two of them are still some way off from being the nurse and social worker they will one day be (spoilers!). For now, they are simply two teenage girls living in Jackson, IL, making it through high school as best they can with all its bad rumors and worse adults, while living with the unpleasant fact that monsters are very real.

They stand up anyway. That is grit.

And no one is more surprised than me!

They were designed just to be two silly but sweet party girls whose main job was "monster bait." But at some point Denise picked up a crowbar, and Candy started stitching people back up. And very soon the saying "Denise fucking Carver shows up" became something heard at my table a lot. Because when there is trouble, and people need help, there she was, and Candy right behind her, ready to stitch up whoever needs it.

They are not Chosen Ones with a secret destiny or a Witch with a shelf of occult tomes. But they make themselves present. They protect one another, and when faced with horror, they determine that flight is not the answer. In a place like Jackson, there is plenty of reason to turn a blind eye, but they don’t.

So the witches can have their magic; People like Val and Rowan can have their mystical connections. But Candy and Denise have something of equal importance. A kind of ordinary, stubborn courage that keeps them standing. 

And when things get really bad?

Candy Mercer and Denise Carver fucking show up

Jackson, IL NPC

Saturday, Instinct and Works Hard. 

Mick Tully, a teenage (17 years old) stock boy at the IGA who works closing shifts, notices every strange pattern in town, and quietly keeps a notebook of who buys salt, candles, batteries, and sage by the pound before bad things happen. He is another good potential contact. 

Jackson Soundtrack