I have spent a lot of time during these Mirror Mondays talking about where my ideas about witches came from.
Some came from D&D, obviously. Some came from movies and television. Some came from folklore, mythology, and religion. And more than a few came from simply being a kid in the 1970s and 1980s when the occult seemed to be everywhere. From the Occult revival to the Satanic Panic.
But most of it came from books.
And more specifically, most of it came from the public library.
I talked about the library as a dungeon back in June, and with good reason. My local branch had what struck me as an enormous amount of material on the supernatural: witches, vampires, ghosts, monsters, the whole lot. I made short work of them. I later discovered that we did indeed have more than our fair share. I went on to visit other libraries, and they had only a fraction of what my local one had.
In those days, before the Internet, if one wanted to know about witches, one had to put in the effort and find a book on the subject. And that also often meant me getting on my bike and riding to the library.
I was not being completely allegorical when I described the library as a place of quests. Should a book make mention of Jung or some obscure piece of mythology or psychic phenomena, you can bet I was off in search of more. One shelf would lead to another. In terms of shaping my Witch class, that process was likely of greater import than any rulebook from D&D. I did the legwork; I was on the quest.
Below are seven books that put the desire for witches in D&D in me. Don’t mistake them for the seven best on witchcraft; some are scholarly, and some are not, and one doesn’t really concern witches in any way. But they all added to the mix. Or as I often say, the alchemy that allowed the witch to grow in my mind.
Daniel Cohen, Witchcraft, Superstition & Ghostly Magic (1974)
I went through everything Cohen had to offer at the library in my pre-teen years. He wrote the kind of thing I was after: unexplained happenings, monsters, the like. It was a last stand for a world of magic I wanted to believe in, even though I knew on some level it wasn’t true. Before I turned ten, I could still savor the notion of a secret world beneath the ordinary. That romantic notion has never left me, even if I know that the world is not hiding anything supernatural.
Take Jackson, IL. The adults are at work, the kids are at school, everyone is shopping or complaining about the weather or worried about grades. But there are witches and ghosts and monsters in that town. Most are none the wiser.
Cohen didn’t put that idea in my head, but he did a fine job of convincing a younger me that the world is more interesting if you allow for such possibilities.
C. G. Jung, Man and His Symbols (1983 edition)
I have been a huge fan of Carl Jung. His psychoanalytic theories, especially regarding the collective unconscious and archetypes, have always appealed to me more than Freud’s. The witch is just one figure to come out of that, but the fact that certain stories and symbols have a way of reappearing has meant a great deal to my approach to fantasy.
There is an accident of library history here. In 1984, I set out to read Synchronicity. Yes, because I was a fan of the Police album of the same name. The library didn’t have it, so I made do with Man and His Symbols. In the end, perhaps that was the more fitting book for me to be reading at the time. Jung provided a vocabulary of sorts for what I was already putting my characters through. He made me ask why some of them have a way of coming back in my mind, or why I can spot an element of one witch in another. Why is it that a character can cross from one game to another, from one world or genre to the next, and still be unmistakably who she is? Those ideas had their genesis here. The witch not as a character but as a universal archetype.
At the time, I was only aware of the patterns. I have reread the book many times and each time I walk away with different ideas and insights. It is not a great work of psychology, but it does provide a great lens in how we view the stories (or my case, games) we create.
Brendan Lehane, The Enchanted World: Wizards and Witches (1984)
One would not be surprised to see this on the list. I have put pen to paper about the Enchanted World series and this volume in particular, but the first had a profound impact on me. Lehane takes you from the wizards of old myth to the forbidden arts of the medieval magician and on to the witches. You will find Circe, Merlin, Roger Bacon, Baba Yaga, and the like all occupying the same broad magical space. Yet they are not all engaged in the same sort of thing. That is a distinction which matters.
It is an idea I am still mulling over in Advanced Witches & Warlocks; a Witch, a Wizard, and a Warlock ought to be more than three labels for a spell-caster. Their approach to magic is different. In looking back at Lehane, I can trace the origins of that notion. There are small things I have taken from the book into my games as well. The bit on witches’ flight, for instance, speaks of distaffs as well as broomsticks, and I have since made room for them in my own work. One reads something at the age of fourteen and finds it has been sitting in your game for forty years.
Rossell Hope Robbins, The Encyclopedia of Witchcraft and Demonology (1959)
Here is one of the major ones. I picked up my copy in a second-hand shop and it has proved indispensable when it comes to witchcraft and demonology. But with Robbins, the subject matter gets less comfortable. Witchcraft is entertaining when you are discussing familiars and old legends. The record of witch persecution is no fun at all. It is the story of men and children, but mostly women, being put to the sword or tortured on the say-so of someone who called them a witch. The witch stops being the wise old woman, the alluring temptress, or even the oh-so-clever teen in homeroom. She becomes the innocent woman tortured to confess something impossible and only has death to look forward to.
You have the fantasy witch, the one from folklore, and then the individual who is accused. They are not one and the same. Robbins gave some historical heft to what might have been nothing more than a character class in a game. I have gone back to it more times than I can count; of everything here, it is the one I have used most as a reference for my writing.
I am not so vain as to say I write to avenge those wronged. But I keep them in mind with everything I do write. Maybe I read this stuff at too young an age (the ongoing joke that Gen X is the way we are because we read the wrong book way too young), and it imprinted on me.
Strange Stories, Amazing Facts (Reader’s Digest, 1978)
My parents were/are voracious readers. Books filled every corner of my home growing up, and every room had at least one bookshelf; some, like the living room, had three.
They, like many people of their generation, had a lot of Reader's Digest books. One, in particular, was Strange Stories, Amazing Facts.
There was a copy of this in my parents’ house, and for years I could not put it down. At first it was my book of choice when I wanted to read about vampires, though over time I began to make use of it for witches too.
This book should not, by any stretch of the imagination, be considered good literature or even good research. It is, however, good fun and a fun read.
In a way, it was an education in the weird, a sort of giant compendium of everything. You have ghosts next to odd bits of history, monsters beside the unexplained, and folklore rubbing up against what is put forward as fact.
One might open the volume with a particular aim in mind and turn twenty pages to find one’s thoughts on something else entirely. This is where I came up with the idea that *I* could figure out what REALLY happened to Grand Duchess Anastasia. (She died.)
It was much like wandering the library stacks. I suspect that kind of discovery has had more of an effect on my games than I gave it credit for at the time. I am fond of connections: the local ghost story tied to an old family, which in turn is tied to a witch and some strange occurrence out of town. The supernatural does not exist in a vacuum.
The History of Witchcraft by Montague Summers (1956 edition)
Like Robbins, Summers was indispensable to me as a starting point, but he is a very different source, and I found that to my advantage. Put in the hours reading on witchcraft, and you will see the books do not always agree. There are shifts in scholarship or the authors’ own assumptions at play. Where one man writes of literal truth, another may call it superstition or fraud or psychology.
A researcher has his work cut out for him. As a game designer, however, I welcome it. There is no need for every source to concur, nor for every witch in my games to be of one mind. A demonologist with an old grimoire, a folklorist, a frightened priest, and a witch who took her lessons from her grandmother could all tell you of the same event in four distinct ways. They could be right, or they could be wrong. That notion is central to what I do now, and I can put it down to having read widely divergent takes on the same subject.
In my academic work I typically dislike contradiction. I like looking for the one true answer. My game design work though has taught me to embrace contradictions.
A Wrinkle in Time, Madeleine L’Engle
An odd entry, perhaps, but then again maybe not.
This is not a witchcraft tome in the same vein as the rest; it is children’s literature and theology and science fantasy and cosmic adventure all at once.
But consider Mrs. Who, Mrs. Which and Mrs. Whatsit. For a child with an obsession for witches there was no way I would not be drawn in. I can still recall the chills I first felt when I read Mrs. Whatsit’s thundering “WWEEE ARRE HHERRE!”
I know a witch when I see her on the page.
L’Engle’s book put some things into perspective for me regarding distance. The world is stranger and vaster than it seems; two points can be worlds apart yet still touch. Will, memory, and love can get where ordinary travel cannot. Meg is not a witch, but she has power, and she is central to solving the problems of this tale.
I did not have the vocabulary for it on my first reading. I do these days. And so I am led back to Jackson. That comes later in this essay.
Honorable Mention: The Witch’s Catalog (1976) by Norman Bridwell
This one has to be included. An odd volume, but it planted the seeds for much of my imagination when it comes to witches. Most of all, it did away with the notion of the child-eater; in its pages, the witch is a protector, a protector of children from scary things. There is an image of a witch night light that I can still picture as clearly as day 50 years later. It is witch, well a Bridwell witch, glowing with her hand out. She is keeping a trio of frightened-looking monsters away. The caption reads "scary things don’t go where the witch tells them not to go." That stuck with me. Compare that to the "mission statement" of NIGHT SHIFT. All the classes talk about how they deal with the "weird things," and the witch says, "I am the weird thing."
And it was published in 1976, the year I was six. Six is also the age at which Larina first realizes she is a witch in my games. You see where this is going? A coincidence, I am sure. But where is the fun in that?
Shelf by Shelf, Book by Book
You won’t find "my Witch" in any single tome. I cannot direct you to a chapter and claim that it is the origin of the class or of Larina. It was a more gradual process.
Daniel Cohen provided the secret world. From Jung, I took the archetypes. Lehane taught me that magic should vary in kind and gave me the mythic type. Robbins offered history and its consequences; Strange Stories, Amazing Facts made the connections. Summers was all contradiction. L’Engle supplied the sense of distance and the idea that an impossible chasm between two people is not so impossible after all. And Bridwell was there to make the case that a witch does not have to be a monster.
All of that ended up on the same mental shelf. Then, when D&D arrived, I had somewhere to put them.
Perhaps that is why I return to the library in my writing. A wizard makes do with a spellbook, a cleric with his holy text.
As for the Witch, give her a library card and let her sort it out on her own.
The Mirror Shard: A Wrinkle Between Worlds
I put this concept out there for #RPGaDAY earlier in the year, though I have a bit more to go before it is finished.
Take Jackson Larina, "Nix," and his counterpart in Carbon Vale, "Creepy." They have found ways to talk to one another. Don’t imagine some grand magical rite or a crystal ball; no spell is required. They are just two teenagers after all, and they know a grand total of maybe five spells combined.
All they need are two well-worn copies of A Wrinkle in Time. Put a message in one, and it will be in the other when you open it. The books are 220 miles apart and in two completely different universes.
That is the kind of magic that appeals to me.
Things get more complicated when Nix uses the book to warn Creepy about something that is going to happen. In Jackson, Larina's mother, Siân, died. Nix warned Creepy in Carbon Vale.
And in Carbon Vale, Siân lived.
I have already said there will be a price for that. I don't know what it is yet. But there will be one.
For now, it is the book itself that matters. In choosing the object to bridge the divide between the two Larina Nicholses, I went with something I read as a kid. That doesn't feel accidental.
It feels Jungian, and maybe even a little bit of Bridwell too.
The idea came to me while developing these two similar but distinct worlds. I knew they had commonalities and I knew they had a shared history. But there was divergence somewhere along the way. Game-wise, they allow me to play in similar worlds with different rules. But they kept informing each other on changes. It was like Jackson was talking to Carbon Vale. Or, as it turns out, Nix was talking to Creepy. In game it was innocent enough. Larina "Nix" was at the library. She saw a copy of "A Wrinkle in Time" sitting in the book return area and had the idea to write a note on bit of paper "I love this book!" and slip it in. She thought that was a little silly, and went back to take it out. She did but now her note read "I do too!" And the handwriting was the same. The responder even used the same purple ink Larina was fond of.
I am planning an adventure, "The Best of Both Worlds," that will be dual-stated that brings these two together in one world. But so far, that is planned for the first adventure of a "Season 2" after they defeat the Hollow King, so maybe Summer 1986. No idea what Season 2 is even about yet.
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| The Best of Both Worlds, when Creepy met Nix |
It should be rather ridiculous, and I am really looking forward to it!




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