Showing posts sorted by date for query Larina. Sort by relevance Show all posts
Showing posts sorted by date for query Larina. Sort by relevance Show all posts

Friday, March 13, 2026

Fantasy Fridays: True20

True20 Revised
 One of my objectives with Fantasy Fridays is to introduce people to the wide variety of Fantasy RPGs that are available to them. While each is perfectly fine on its own, I do want to talk about them on how well they provide a "Dungeons & Dragons experience" to players. Not that this is the only yardstick to use, but it is an important one. Also, what can players use from these games in their own games?

Today I am going back to an old favorite, Green Ronin's True20.  This system is a derivative of the d20 system from Wizards of the Coast, used in Dungeons & Dragons 3rd edition and now used in many games. The system, which is mult-genre or universal, began life as the system used in the first edition of Blue Rose.  The True20 version of Blue Rose is out of print now, but some of its DNA lives on in their new AGE system. But today is about True20.

True20

What is True20? It is a stripped-down version of the d20 system. Typically, there are only three classes: Adept, Expert, and Warrior. There are no hit points, but there is a damage tracker that works very well and very quickly. I think these are the key elements to its mult-genre use. I have played fantasy and modern horror with it, and neither felt like I was trying to cram a square peg into a round hole.

You have the same six abilities as d20, but instead of ability scores, you just have your bonuses. Something that D&D itself would not embrace until the current 5th edition. 

All resolutions are done with a single d20. That's all you need. Attacks, skill checks, using powers, all of it is a d20 + mods and compared to a DC score. It is really that simple.

Because it is simple, you can build just about anything you want. There was (well is, you can still buy things) support for True20. So if you like horror, sci-fi, fantasy, or anything else, you could find it. Particular to today's conversation is their Fantasy Paths supplement that helps you build all sorts of fantasy classes like Assassins, Barbarians, Clerics, and so on. There are also NPC stat blocks for all these classes for levels 1 to 20. No witch, but with this system, you can reskin any adept into a witch with no issues. I did ues the Adept's Handbook a lot for this.

Speaking of fantasy, back when BlueRose was under the True20 system, I ran a game called Black Rose that combined Blue Rose and Ravenloft. You can read that here: Part 1, Part 2, Part 3, Part 4, and Part 5. Needless to say, it worked rather well.

I also played a modern horror game called "Vacation in Vancouver" that worked amazingly well. They both showcased the system's power and flexibility and were really fun. It is a shame Green Ronin no longer supports it like they did. But I suppose that AGE, its successor, can do a lot of what True20 and some more. I'll have to revisit AGE for this series. Though I will say one thing. 

It now dawns on me that a lot went into my "Ordinary World" Night World for NIGHT SHIFT was detailed in these True20 game sessions. 

While this system is not actively supported, all the PDFs are still on DriveThruRPG, and you can get some of the books as hardcover Print-on-Demand. The books were originally only softcover so this is nice. Also, since the line is done, getting all the books you need to play is fairly inexpensive on DriveThru.  Since it is d20-derived, you can use other d20 products with it to expand your options. It would take some work, but it can be done. What works best are adventures. They convert easier than, say, new classes, but even that is not very hard using the Fantasy Paths examples. 

Can it Do D&D?

Well, the simple answer is yes. It can play a D&D-style game easily and has a lot in common with D&D 3rd edition. I also contend it can do a solid OSR-style game too, though there are two features that run counter to the OSR feel. First, there is no Vancian magics; Adepts/Wizards/Clerics can keep firing off their spells as long as they make their rolls. Also, there are no hit points, only a damage tracker. These aspects keep it from feeling like, say, AD&D 1st ed, and likely won't appeal to many old-school players. For new gamers, Players would have to build out their powers ala Fantasy Paths to cover whatever new class they want to play.  Mechanically, there really is no difference between a Divine Soul Sorcerer and, say, a Cleric or Celestial Pact Warlock. The powers might all be the same, just role-played differently.

True20 has now slipped into the realm of "kitbashing RPGs" that is take what you want and build the game you want. I think this the one thing it does better than AGE right now. But I'll take on AGE at a later date. 

Would I still play True20? Of course. I loved it then and look back on it now with extreme fondness. I also still love BlueRose, but I think I am content with the AGE version of that now. 

Larina for True20

This one is easy since I already have a few True20 versions of her. There was my BlueRose version, my Modern True20 version, and a Fantasy True20 version. All ranging in levels and build types. This version sort of combines all of those versions.

In truth, her stats as they appear on paper are really not much different than a wizard or some other spellcaster. The key with True20 is the role-playing aspect. I mean, that is true everywhere, but this is even more important here, really. 

Larina by Jerome Hrs

Larina Nix

20th-level Human Witch (Adept)

Strength: +0
Dexterity: +1
Constitution: +1
Intelligence: +4
Wisdom: +4
Charisma: +4

Initiative: +1
BAB: +10, Melee Attack: +11, Ranged Attack: +11
Defence, Dodge: 21
Defence, Parry: 20

Size: Medium
Speed: 30ft

Toughness: +2
Fortitude: +9
Reflex: +7
Will: +18

Vice: Cynical
Virtue: Thoughtful

Larina art by Jerome Hrs

Skills
Bluff +15 (11), Climb +1 (1), Concentration +17 (13), Craft (Potions) +16 (12), Diplomacy +16 (12), Disable Device +5 (1), Disguise +4 (0), Escape Artist +1 (0), Gather Info. +14 (10), Handle Animal +14 (10), Intimidate +10 (6), Jump +1 (1), Knowledge (History) +10 (6), Knowledge (Arcane) +21 (17), Knowledge (Religion) +7 (3), Knowledge (Occult) +19 (15), Languages +14 (14), Medicine +10 (6), Notice +12 (8), Search +10 (6), Sense Motive +11 (7), Sleight of Hand +9 (8), Stealth +4 (3), Survival +11 (7), Swim +2 (2) 

Feats and Talents
The Talent, Iron Will, Leadership, Attractive, Familiar (Cotton Ball), Contacts (x2), Great Fortitude 

Powers (Save DC 24)
Blink, Cure, Fire Shaping, Ghost Touch, Mana Blast, Mana Shield, Mind Probe, Mind Reading, Mind Shaping, Mind Touch, Move Object, Object Reading, Psychic Blast, Purifying Light, Second Sight, Sense Minds, Sleep, Teleport, True Seeing

--

Again, I am pretty happy with this build. There is still some life in this system if you ask me. 

Links

True20 Products on DriveThruRPG for Fantasy play

And an example of a complete fantasy campaign.


Wednesday, March 11, 2026

Wasted Lands: The Dying Age

Wasted Lands RPG
 In my rereading of many of the classic Appendix N titles, I have come around again to Jack Vance's Dying Earth. The Dying Earth genre is not one I spent much time with back in the heyday of my D&D/AD&D playing life in the 1980s, but one I came upon much later. 

Honestly, my first foray into this sub-genre of fantasy began with Clark Ashton Smith's Zothique tales. I later moved on to Vance and to other end-of-time works like the Dancers at the End of Time by Michael Moorcock, and even the ideas about it from the DC/Vertigo Comics Books of Magic. This also led me to Lin Carter's Gondwane tales and Gardner Fox's Kothar. Even the earliest story of all Dying Earth tales, H. G. Well's The Time Machine. 

What I find most fascinating about these works is that they are not just "post-apocalyptic." In fact, they are far more alien and mystical than that. We are not dealing with a world that is recovering from a disaster. We are dealing with a world that is simply old and run-down. Civilization has risen and fallen so many times that history itself is legend, and legend itself is rumor. Sorcerers are those who remember things that nobody else remembers, ruins are piled on top of even older ruins, and magic is something that nobody is quite sure how to stop.

These worlds are, in many ways, a mirror to many of the settings that we start with in our own works of fantasy. We love to start with a "fresh" setting. We love to start with a "fresh" kingdom. We love to start with a "fresh" magic. We love to start with a "fresh" hero. We don't start with a tired kingdom. We don't start with tired magic. We don't start with a tired hero.

Throughout my writing here, I've touched upon this genre a bit, sometimes intentionally and sometimes unintentionally, by circling around it. I've written about my time spent in Zothique, Vance's strange future Earth, and games like Astonishing Swordsmen & Sorcerers of Hyperborea, which draw upon that sense of weird future-antiquity. Indeed, even my writing about fantasy worlds and future lands touches upon this idea in some way. But what if fantasy isn't set in a distant past, but in a future beyond all human imagination?

This idea gave rise to a game idea that has been rattling around in my head for a bit now.

Wasted Lands: The Dying Age

The Wasted Lands: The Dreaming Age RPG already gives us a mythic prehistory. It is a world of early civilizations, rising gods, ancient magic, and heroes who will eventually become legend. It is a world before recorded history, a time in which the myths of humankind are still being written.

But what of the last in that series?

What does the last mythic age look like?

This question gave rise to Wasted Lands: The Dying Age.

While the Dreaming Age marks the beginning of history, the Dying Age marks its end. Not centuries, not thousands of years. millions of years. More time between the Dying Age and us than between the Dreaming Age and us. The Dying Age is set so far in the future that everything familiar to us in the present day has become legend. The continents have merged yet again, one last time, into one last supercontinent, perhaps Pangea Ultima or Novopangea. The seas have risen and fallen and risen and fallen and risen yet again. The mountains have been uplifted and worn down many, many times.

The Last Continent

The sun is growing old. In the sky above, it shines larger and redder than it did before. The days are longer and hotter, the seasons are stranger, and in the night sky, there are wonders beyond what our ancestors could have seen. The Moon, a constant companion to humanity since the Dreaming Age, is gone. Its recession from Earth since the dawn of time has reached a critical point, and it has been thrown free of Earth's gravity. Out there in the dark, beyond all of our worlds, patient observers can see the first hint of light from the Andromeda galaxy growing brighter as it moves closer to our own Milky Way. The heavens themselves are changing now.

Yet still, human beings linger on in a barely perceptible way.

Perhaps there are only a few thousand of them left, scattered across the surface of the Last Continent. They live in scattered cities, in wandering tribes, in strange little cultures built around traditions nobody really understands anymore. They remember a few of the old things. They tell tales of empires that perhaps existed a million years ago. They dig in ruins older than their own language.

And here is magic in the world.

Perhaps there has always been magic in the world, waiting patiently in the ruins of forgotten cultures. Perhaps it is returning now that the world is growing thin with age. In the Dying Age, there are sorcerers. They are not scholars, but archaeologists of the magical arts. Every single spell they use is from some civilization that perhaps existed a million years ago, or a cult that nobody really understands anymore.

The world itself is changing, too. The great beasts that used to rule over Earth are gone now, victims of a million years of slow decline. In their place, other creatures have risen to assume their places, giant arthropods and stranger creatures.

A farmer might hitch a wagon to a massive stag beetle instead of a mule. Herds of enormous cockroaches are raised for their surprisingly nutritious milk. Armored millipedes crawl through the forests like living trains of chitin. Some cities even keep domesticated mantises as guardians or war beasts. Giant ants and giant termite war with each other across the vast internal desert of the Last Continent. I have not figured out a replacement for horses yet. I am thinking of something akin to a smaller animal grown large, like a hare or jackrabbit. I do have giant riding bats, though. 

There are humans, now millions of years after us, who have evolved into other shapes, and some are only slightly recognizable as human. These will be my orc, goblin, and troll standins. 

It is strange, unsettling, and yet somehow perfectly natural in a world that has lasted for billions of years.

The Dying Age is not a despairing age, though it might seem that way to an outsider. No, it is something closer to quiet endurance. Humanity has survived ice ages, extinctions, and the rise and fall of countless civilizations. It may yet survive the long twilight of the sun itself. There is melancholy here and a general sense of ennui, but there are still humans fighting against the dying of the light.

The stories told in this age are not about building kingdoms that will last forever. Nothing lasts forever anymore. No, they are about what still matters when the world itself is nearing its final chapters. And perhaps the stubborn refusal to disappear quietly.

In many ways, the Dying Age is a completion of a circle that begins in the Dreaming Age. One is present at the birth of myth. The other is present at its final echo. Between them lies all of human history, from the first fires lit in a dark age to the last red sun setting over the last continent.

And yet, in that distant future, under that ancient red sun, there are still adventures waiting to be told.

The Dying Age: Mechanics

Here is where I get to cheat. Wasted Lands: The Dying Age is mechanically no different from Wasted Lands: The Dreaming Age. This is just a different campaign model. Though the idea of Divine/Heroic Touchstone should be addressed. In the Dreaming Age, these are gifts of power that bring the characters closer to their divine apotheosis. In Thirteen Parsecs, they are also used to help define heroic characters. 

In the Dying Age, heroes take on a different tone. At first, I wanted to avoid using them, but in truth, they are loved by the players and me. So if there is a pervasive, light feeling of melancholia here, then these are the rewards for the characters who say, "No. I am not dead yet."

Even though I stressed this setting is not Post-Apocalyptic, I can see using some ideas from Gamma World here in search of lost civilizations. 

There are no cosmic horrors here. There are old gods, but their worship is more akin to sacrifice and cults than organized religion. The world is far too decadent and too old for that. 

The reasonable question arises. Why use Wasted Lands when Hyperboria 3rd edition (or any edition) does exactly this? The answer is largely, I have grown to like Wasted Lands more. Plus, I love the rather perfect symmetry of using Wasted Lands for both the beginning and ending of the human saga.  

Larina the Witch of Ashes / The Ash Witch
Larina: The Ash Witch

The Doctor: At the end of everything, we should expect the company of immortals, so I've been told.

- Doctor Who: Hell Bent

I could not help but notice a trend in the various "end of time" tales that have been featured in my re-exploration of Appendix N. We have Fox's Red Lori, Vance's Javanne, and Carter's Queen of Red magic. What do they all have in common? They are all powerful red-headed witches.

Yeah. I noticed.

One of the first things I did was create a version of Larina here at the end of time. Why her and not, say, a new witch? I liked the idea of a character who could remember bits of all her past lives, something of a Larina Ultima. If Larina of the Wasted Lands: The Dreaming Age is something of an Ur-Larina, then this is her ultimate form. In this world, she is a seeress and a prophetess, though she will admit that her sight is limited because there just isn't that much future actually left. 

In the far future of Wasted Lands: The Dying Age, Larina still exists, but she is no longer the vibrant witch of West Haven or the wandering occult scholar of earlier ages.

She is known simply as The Ash Witch. 

Like many of my GMPCs, she serves as a witness to the age. She appears to the PCs at strange moments, offering warnings, riddles, or fragments of half-remembered lore. Sometimes she seems to know them already. Sometimes she speaks as though she remembers lives that have not yet happened.

Unlike many of her other incarnations, this Larina is not trying to change the world. There is nothing left to change. 

Here, she also makes the last stand with The One Who Remains. 

She does know a truth. That when the last ember of this universe fades, something new will ignite. And witches have always been good at tending embers. She is the witness of the end and the midwife of the new beginning. 

Currently, I have a group playing NIGHT SHIFT. I might convince them of a Wasted Lands: The Dying Age one-shot. But it is a world I am certainly going back to. 

Monday, March 9, 2026

Elowen Hale: Pathfinder 2nd Edition

“I have been around long enough to know that returns like this are never free. Nothing in the universe is ever free. There is always a ledger. A balancing. If something, or someone, let Elowen come back, then something may someday collect. I do not know what that means, and I do not like not knowing. She smiles as if the debt has already been paid. I hope she is right. 

But if something comes to collect from that girl, they will have to go through me first.”Esmé Valethorne

Pathfinder 2nd Edition might not get the hype and play as Pathfinder 1st edition, but in some ways, I think it is better. It can stil play the same sorts of games you can with Pathfinder 1st ed, and of course D&D, but it has a some mechanics I like and many more that interest me.  Plus, I love the world Pathfinder has built.  

Pathfinder 2nd Edition books

Character Background (Pathfinder 2nd Edition)

In this universe, Elowen is marked by the River of Souls. She died before her time, and a power neither divine nor arcane intervened.

Mechanically, she is a Witch, but narratively, she is one of the Returned. She perceives hauntings before they manifest. Undead feel uneasy in her presence. She does not radiate positive energy, but she disturbs the natural flow. I might have her take some levels of Seer later on. I have not decided just yet, I need to read up a little more on the class.

Elowen does not seek power. She studies it because she fears what might have brought her back. She works closely with the witches of West Haven, who understand that resurrection always carries a price. Resurrections of witches, even more so.

Her curse is subtle. At times, her reflection lags behind her movements. At others, she dreams of places she has never been but remembers dying in.  Despite this, she remains hopeful. She believes fate is not fixed. She has seen what lies beyond, and it has made her compassionate rather than cruel.

Photo by T Leish: https://www.pexels.com/photo/portrait-of-a-woman-in-black-witch-costume-5600005/
Elowen Hale
Female Human (versatile) Witch (Hedge Witch), Level 1

Background: Acolyte

Strength 0
Dexterity 0
Constitution 1
Intelligence 4
Wisdom 2
Charisma 2

AC 13
HP 15

Fortitude 4
Reflex 3
Will 7

Skills
Arcana 7, Crafting 4, Deception 5, Diplomacy 5, Lore (Ghosts) 7, Lore (Scribe) 7, Medicine 5, Nature 2, Occultism 7, Performance 5, Religion 5, Society 4, Survival 5

Weapon
Dagger 3, 1d6/1d4

Class DC 17

Feats
Additional Lore, Adapted Cantrip, Student of the Canon

Class Abilities
Attribute Boosts, Witch Initial Proficiencies, Witch Skill Training, Patron, Familiar "Mirepoix" (calico cat), Spellcasting (Occult), Hex Spells, Witch Lessons, Heightened Spells, Cantrips, Hexes, Spinner of Threads. 

Spells
Cantrips: Disrupt Undead, Daze, Detect Magic, Light, Prestidigitation, Read Aura, Shield, Telekinetic Hand, Telekinetic Projectile, Void Warp
First Circle: Sure Strike, Dizzying Colors, Enfeeble, Fear, Ill Omen, Mystic Armor

Focus Spells
Nudge Fate, Phase Familiar

--

This was one of the other main rule sets that helped me define who Elowen was. Here in Pathfinder, she is an Occult-based Hedge Witch. Like Larina has said, Elowen isn't going to raise storms or even summon armies of the dead to fight. She will be a beacon to guide others home, and if she summons up an army of the dead, well, it will be so she can show them to their afterlife and give them peace. 

Of the two versions, Tales of the Valiant and this one, I am not sure which one I like the best.

Friday, March 6, 2026

Fantasy Friday: DragonQuest 2nd Edition (2.19)

DragonQuest 2nd Edition
 Back when I covered DragonQuest 1st Edition, I discussed my fascination with the DragonQuest rules, in particular the full volume, soft-cover 2nd edition. While I have not scored a copy of the 2nd edition, there is a fan project out there known as the 2.19 edition.

DragonQuest 

My goal with my Fantasy Fridays is to present a fantasy game that could be a potential substitute for D&D at the game table, but what does a nearly 45-year-old have to offer? Well, before I get into that lets recap what DragonQuest is.

I have a bit of history with DragonQuest. Not a complicated one or even an interesting one, but history all the same.  Back in 83 or 84 or so, I would head to Belobrajdic's Bookstore in my hometown every weekend. There, I would get a new edition of Dragon or whatever sci-fi novel piqued my interest and then check out all the new RPG materials.  One I kept going back to time and time again was DragonQuest.  This was the 2nd Edition softcover and looked really different than anything I had played so far.  The barbarian on the cover proudly holding the severed head of a dragon convinced me it was a "Dragon hunting" game, and indeed, I learned that its original name was "DragonSlayer." But the Disney movie caused them to change this.

The game intrigued me so much. I flipped through it many times, and it even got to the point that I annoyed the owner, Paula Belobrajdic, who told me I should buy it.  In retrospect, I wish I had.  

Back in 2020, I managed to score a copy of the boxed set 1st edition.  I am not 100% sure it lived up to my idea of what I thought it should be.  Though while reading this 1st Edition boxed set, I could not help but think that maybe "DemonQuest" would be a fun game. That is, combine this with bits of the SPI game Demons. Consequently, the 2nd edition of DragonQuestion removed many of the connections with demons and demon summoning and even removed the School of Black Magic. 

Also, around this time, I began to delve into the thriving online community that DragonQuest still has. It was here that I discovered the aforementioned 2.19 edition and even some details on the TSR-produced DragonQuest 3rd edition, which has been described by some as "unplayable."

So while I never got my own copy of DragonQuest 2nd edition, I do have a copy of the DragonQuest 2.19 edition in a three-ring binder, so that will have to do.

Rules-wise, they are similar enough to my review of the 1st edition that I don't feel the need to get into a lot of detail about it.

2.19 and the DragonQuest Player's Association

Now, I may not have all my details correct here, so I do apologize in advance. The 2.19 edition of DragonQuest was created in 2003. It seems to have been a group effort to restore the 2nd edition rules while bringing in material that had appeared elsewhere. I think, but am not sure, that some of the better rules from the 3rd edition were also included.  Among other things, the College of Black Magic is back.  

These are the de facto rules used by many in the DragonQuest Player's Association. The site looks like it is an artifact of the earliest internet days (because it is) and has not changed much of its look and feel since 1998. But it is home to an absolute ton of DragonQuest material, both new and old. 

While I suppose the game is still copyrighted to SPI and then TSR and now Wizards/Hasbro, the trademark on the name went to the Japanese software company Square Enix. So while it is not really "abadonware" it is pretty close to that. 

I will be 100% honest. DragonQuest is clunky and not always in a good way. It wears its war game roots right on its sleeve for all to see. And the active community keeps with that notion. 

Its a great idea, in theory, but in practce I am back to where I was 42+ years ago; a neat game that no one around me plays. Maybe the next Con I go too I'll check out if they have a game running. The Facebook group is still active, so I know there are players out there. 

The adventures and the schools of magic are still the biggest draws for me. I have to admit I just love how they look, and the art is like something out of a 1970s pulp fantasy book that I found in the 1980s.  Raven Swordsmistress of Chaos would be a good character for this game. Maybe I'll give her a try later on. 

I still like to think that with the right group, where I am maybe the youngest guy there, this would be great.

Larina Nix for DragonQuest 2.19

One of the best things about DragonQuest 1st edition was it allowed me to detail the life of a mage that had been important to my games but whom I never really knew a lot about. Phygor was an ancient mage in the May game, more rumor and half-whispered history than a character. I figured I could stat him up in DragonQuest and finally run with him. I did. And it was great. I immediately want to try my hand a recreating my witch Larina for the game as well, but knew I wanted to use the 2nd edition rules for her. Well...I never found one to buy that I liked, but then I found the 2.19 edition rules.  I wanted her to have some power, so I awarded her an extra 40,000 experience points. Is that a lot? No idea, I know I wanted her to be skillful and magical, and experience points are used to buy everything.

Yes. There is a fan project on the School of Witchcraft, and it looks like a lot of fun, but I wanted to go Rules as Written for her.  

Larina Nix, DragonQuest 2nd Edition
Larina Nix
Human Female, 26 years old

Primary Characteristics
Physical Strength 12
Manual Dexterity 15
Agility 12
Magical Aptitude 22
Willpower 20
Endurance 12
Physical Beauty 20

Secondary Characteristics
Tactical Movement Rate 4
Defense 12
Fatigue 19
Perception 8
Initiative D+8

Aspect Moon
Social Status First born daughter of a merchant.
Right Handed

Skills
Climbing 0, Horsemanship 0, Hunting 0, Stealth 0
Alchemist 3 (analyze chemicals, mix standard chemicals), Astrologer 3 (beigns affected, change prediction), Beast Master 1 (creatures of the night and shadow), Courtesan 2 (seduction, sing, appear attractive), Healer 1 (empathy - tactile, cure infection, disease, headache)

Languages
Common (S/R&W): 8/8
Ancient, Draconic (S/R&W): 3/3
Farie (S/R&W): 3/3

Weapons
Dagger 20 40 D A 8 RMC
Quarterstaff 20 55 2 C P M

Gear
Dagger, Quaterstaff, blouse, belt (weapon), high boots, cloak, gloves, hat, pants, sleeping sack, rations (1 week), pouch, quills, ink, parchment (26.75 lbs).

260 silver pieces

School of Magic: Ensorcelments and Enchantments
Base Magic Resistance 20

Spells Rank %
Witchsight  ee 6 32
Charming  ee 3 31
Telekinesis ee 4 39
Enchanted Sleep  ee 2 28
Speaking to Enchanted Creatures  ee 2 53
Location  ee 3 31
Invisibility  ee 4 64
Evil Eye  ee 5 42
Bolt of Energy  ee 7 78

--
So I like this. If I had not been deadset on doing her rules-as-written, I would have tried out the school of witchcraft, but that is fine, really. Maybe this is a previous incarnation of Larina, one who lived a generation after the original Phygor. Much like the relationship of Phygora (named for the mythic wizard) and Larina in AD&D, teacher and student, respectively.

 I know. I'll try out Elowen Hale using this system. Though it has honestly taken me months to write this much on this already. Still,  I would love to see if I could do a respectable Raven and Elowen as well. 

Am I done with this game? Not really. I am sure I'll keep coming back to it, if for no other reason than to satisfy the curiosity of a kid from the mids 80s looking at this book on the RPG shelves at my local bookstore.

Can I recommend this game? I doubt that many modern gamers have the patience for this style of rules anymore. Plus, "leveling up" can be slow, and players used to D&D 5 or even video games will have a hard time with it. This is an artifact of an age between ages; when the war gamer still ruled, and the RPG folks were the new kids on the block. Like I said with the 1st Edition, I have so many games that can do what this does. But I am happy I own copies, I am happy I can read them and enjoy them, and best of all, make some characters for them. 

Links


Monday, March 2, 2026

Elowen Hale: Tales of the Valiant

Tales of the Valiant Player's Guide 2
 "Elowen is not the storm. She is the candle in the window while the storm rages." 

- From the Journal of Larina Nix.

After the double marathon of TARDIS Captain's The Character Creation Challenge and Barking Alien's RPG CAMPAIGN TOUR CHALLENGE, I thought I'd do another one for March! Just kidding. I didn't find one I liked, but I do want to continue with the themes of those two challenges for this month.

So, for March, each Monday, I am going to post the character stats for my newest witch, Elowen Hale. She was not featured during the character creation challenge, but I was building her network of friends and coven members. She was featured during the RPG Campaign tour as my tour guide, but all of that happened before she was 1st level. Now she is 1st level and ready for some adventures of her own.

For this, I am going use five different systems to describe her. This is her genesis, really. I had just picked up the new Tales of the Valiant Player's Guide 2. My goal at that point was to find a witch that might work for both TotV and Pathfinder 2 nd edition, since both games have a native witch class. 

I also wanted to see how she would manifest in Daggerheart and AD&D 1st edition. Daggerheart also has a witch class in playtest, and I am working on my AD&D witch. I worked to find the intersection of all these witch ideas into one witch that fit them all. 

That witch is Elowen.

Elowen and the Tales of the Valiant

Character Background (Tales of the Valiant)

Elowen was not meant to survive. What returned was not quite the same girl. She breathes. She laughs (more now than when it first happened). She drinks tea. But something in her stands half a step beyond the world.

Clerics say she was restored by divine grace. Wizards insist her resurrection was a planar anomaly. Elowen knows the truth is simpler and stranger: something let her come back.

Since then, the veil between worlds has parted for her. Spirits hesitate around her. Ghosts fall silent. She can see faint threads of fate where others see only empty air.

Unlike many who return from death, Elowen is not hardened. She is gentle. Curious. Soft-spoken. She delights in small things: warm cups, autumn leaves, frogs in rain puddles. She has decided that if she were given a second life, she would live it brightly.

Elowen Hale
Elowen Hale
Human Witch 1 (Twilight Soul)
PB +2

Heritage: Covenant
Background: Chronicler 
Learn Researcher 
Features: Spell Inoculation (advantage on saves from spells targeting her)

Strength: +0 (10)
Dexterity: +1 (12)
Constitution: +2 (14)
Intelligence: +2 (15)
Wisdom: +3 (17) Saves + PB
Charisma: +3 (16) Saves + PB

Skills: +6 Arcana, +5 Perception, +5 Survival

HP: 10
AC: 12

Spells
Cantrips: Dancing Lights, Influence, Luck Bait, Swift Stash
First Circle: Stumble, Withering Gaze

Age: 19
Height: 5'4"
Weight: 114 lbs

Skin: Pale
Hair: White (was black)
Eyes: gray (were violet)

Familiar: Mirepoix (calico cat)

Theme song: Home (Prospertine)

So this was Elowen's conception. Reading through Tales of the Valiant and figuring out their witch options.  The Twilight Soul witch jumped out at me right away. Plus the art features a white-haired witch (as does Pathfinder) I also pretty much got her look in right away.

ToV witch

Last month's posts also helped me establish that Elowen, much like her mentor Larina, keeps a journal. Since I had some character journals for Tales of the Valiant, one of them became Elowen's.

Elowen's Character JournalElowen's Character Journal

Elowen's Character Journal

Sorry for the weird lighting. My wife is turning on her grow lights for this year's garden.

I'll keep notes in this as I run her through various adventures. Yeah, she will be a GMPC for the most part, but her magic isn't going to be the thing to change the tide of a battle. But she can keep notes in her journals that Larina bought for her. Like Larina says, Elowen is not the storm, but she is the comfort away from the storm. She is a comfortable fire and a nice hot cup of tea. She is the one you can tell your horrifying truths to because she won't judge you.

Of course, this is just part of how I defined who Elowen otehr ideas about who she is came from other games too. She is at the intersection of all these witch ideas.

Saturday, February 28, 2026

Barking Alien's RPG CAMPAIGN TOUR CHALLENGE! Day 28

Day 28 - Parting Thoughts

Day 28 - Is there anything else we should know before we head home?
Any parting knowing you want to leave us with that didn't fit anywhere else?

Elowen’s Journal

"My parents left after their visit.

They wished me well. They told me they thought I was doing really well here. My mother hugged Larina. Larina, even after everything I’ve learned about her authority and power, smiled and hugged her back with the same warmth. I think my father wanted to as well. He hesitated, then laughed, a little embarrassed. That felt important somehow.

I’m getting ready for my first real adventure now. Larina says there’s only so much I can learn in books, though I’ve seen her library and I’m certain it would take several lifetimes to master even a fraction of it. Still, she’s right. I’m heading out with Aisling and Eoddard. They travel with the Free Elves when they pass through each spring. Doireann is coming too. She’s never left the Haven Valley. I haven’t either, not since I arrived here three years ago. She’s scared but excited. So am I.

The last time Aisling and I went on an adventure together, we ended up in an East Haven jail. I’m hoping this time we make it a little farther down the road.

The ghosts surprised me most of all. They wished me well. Even those who had never spoken to me before offered quiet blessings as I passed. That felt…like the end of something, but in a good way. Renee hugged me so tight I thought she was going to choke me. She is quite strong for such a small woman. She gave me a bag filled with little satchels of different teas. She said I'll know which ones to brew when. She also packaged up a bunch of her little pumpkin muffins. Though I think Dori and I ate half of them before we got back to Larina's cottage.

I know that no matter what lies ahead, I have a home to return to. I also hope I can come back with enough gold to get a place of my own. I loved Larina’s spare room, but it’s time. Change is part of the work.

I’m leaving this journal here for safekeeping. Omar stopped by earlier with some gear Larina purchased for me. On top was a brand-new journal and a new witch's hat.

I can’t wait to fill that one too."

Designer’s Notes

West Haven is not just a “Witch Haven.” It is a crossroads and a home, a place where witches from different editions, systems, and eras can meet without explanation. The lens is always whatever game I’m playing at the time, but the world remains consistent. NPCs may follow different rules than the player characters. That’s intentional. Mystery matters.

I wanted to involve as many characters as possible. Some appear more than others. Elowen and Aisling naturally surfaced together. Others, like Rána, remained distant by design. She belongs to the Maiden Wood, and Elowen’s fear of that place keeps them apart, so their tales rarely intersect. BTW I have had more ideas about what the Maiden Wood is all about, but that will be for another time I think. 

Most importantly, I wanted a place characters could call home.

The Lord of the Rings is ultimately about returning. Odysseus is nothing without Ithaca. West Haven exists so characters can leave, grow, break, change, and still have somewhere that remembers them.

Finally, this series is tied directly to Advanced Witches & Warlocks. While I avoided direct statistics, nearly everything described here emerged from those rules or their playtests. This is an invitation, not an explanation. If you want to know how this world works, the door is open.

-

And that is a wrap on another challenge! Thanks to Adam Dickstein of Barking Alien for this challenge; it was a lot of fun. It was great reading others' posts and meeting their Tour Guides. This came at the right time, really. I had just thought up Elowen, and she turned out to be perfect for this task. She is going to be a great character, and I hope she has many great adventures.

Elowen and Shae. May the have many adventures!
Elowen and Shae. May they have many adventures!

Join Adam Dickstein of Barking Alien, and his RPG CAMPAIGN TOUR CHALLENGE 2026!

RPG CAMPAIGN TOUR CHALLENGE!


Friday, February 27, 2026

Barking Alien's RPG CAMPAIGN TOUR CHALLENGE! Day 27

Photo by T Leish: https://www.pexels.com/photo/woman-in-black-dress-holding-two-pumpkins-5600008/
Day 27 - Amusing Anecdotes

Day 27-Do you have any amusing anecdotes from the campaign?
Forget dramatic, tell us about a moment that made everyone laugh out loud.

Elowen’s Journal

"Witches laugh to stay human. I’m convinced of that.

Doireann is usually the spark. She’s always doing something that sends the rest of us into laughter, often without meaning to. Amaranth and Katrina pretend not to be amused, though sometimes Amaranth cracks despite herself. Katrina is harder to read. Esmé has a dry, razor-sharp wit that sneaks up on you. She’s always wonderful company. And Aisling… Aisling laughs at everything. I swear she finds joy in chores, cantrip practice, and spilled ink. I envy that about her.

Larina is quieter, but when she laughs, it builds. A soft chuckle, a wry smile, and then suddenly it turns into a full witch’s cackle. Sometimes it catches her by surprise, and that just makes her laugh harder. She enjoys flustering Amaranth, and she shares a thousand private jokes with Esmé. We’ve had coven meetings where absolutely nothing got done because something Esmé or Doireann said sent us all into fits.

I laugh more now than I ever did before. Before West Haven. Even before I died.

I want to say it’s a witch thing, but whatever the cause, I know it’s good.

My parents came to visit not long ago. We were sitting in a dwarven restaurant when Omar burst in singing opera at the top of his lungs. I don’t think he has any other volume. The owner came out to join him, singing just as loudly. It was chaos. Loud. Ridiculous. Perfect. So I did what felt right. I clapped. I laughed.

My father nearly cried. My mother did.

They told me it had been more than fifteen years since they’d last seen me laugh like that. I think, more than anything else, that’s how they knew I was adjusting to my new life. That their little girl was going to be okay."

Designer’s Notes

Humor has always been part of my games.

Grenda and I used to get into pun battles. My son and I trade awful Mystery Science Theater 3000 quotes. Every group I’ve ever played with eventually devolves into Monty Python. I can’t walk into East Haven’s Cathedral of Light without thinking, “It’s the Bishop!

Even my most serious games have room for laughter. Especially those. Humor humanizes characters, releases tension, and reminds us why we’re playing in the first place. In West Haven, laughter isn’t a distraction from danger. It’s how people survive it.


Join Adam Dickstein of Barking Alien, and his RPG CAMPAIGN TOUR CHALLENGE 2026!

RPG CAMPAIGN TOUR CHALLENGE!


Thursday, February 26, 2026

Barking Alien's RPG CAMPAIGN TOUR CHALLENGE! Day 26

Larina's scar in BG3
Day 26 - Dramatic Events

Day 26-Are there any dramatic events from the campaign you can share?
Tell us about a moment of exciting action or tense thrills that has happened during your game. When and where did it take place?

Elowen's Journal

"Some stories are told softly, even when they involve blood and thunder.

When I first came to West Haven, I noticed Larina’s left eye. It is a different, paler blue than her right, and she has a scar that runs over and through it. I asked about it once, carefully. She does not like to talk about it.

She only said, 'That was the night Aisling came home.'

I could not believe the story when I first heard it. Not really. So I asked people who had been there. I listened to the ghosts. I believe it now.

Céline told me about the night the wards screamed and fell. Émilie told me about potions brewed so fast they cracked their bottles. The witch knight Rowan told me about fighting creatures out of nightmares, holding the line with sword and will alone. Rebecca swore she saw Strix witches tear enormous Olitiau bats out of the sky, fur, feathers, and blood raining down like black snow. The ghosts told me that Mara witches used them as soldiers to fight demons and devils against their will. 

Cassandra and Celeste spoke quietly about the healing of a broken and near-dead Aisling. About how close they came to failing. About how Katrina took risks, channeling magics so powerful no one else would ever have dared.

But everyone told the same part the same way.

They say that Larina ran out of a Gate and into the night, carrying a broken girl in her arms, and called every witch in West Haven to her side.

They say the devil, who had claimed Aisling, came to take her back. They say he brought monsters with him. They say the sky burned and screamed.

And they also say Larina stood in the center of it all. Beautiful. Powerful. Terrible. Levistus struck her, tearing her flesh and eye with a claw. She fell back, and everyone thought she was down for good. 

Then, the kind witch who sang in her kitchen and laughed too loudly was gone. In her place stood the ascendant Witch Queen, unbound. She rose up several feet off the ground to tower over Levistus. 

They say she fought like a sovereign defending her own blood. Even the demons ran in fear of her wrath unleashed. She screamed, and demons died on the spot. She cast sheets of fire and caused lightning to fall from the sky like it was rain. Her hair exploded, crowning her in a halo of flame. She summoned the Old Magic, the magic that binds all witches together. The devil's claim on Aisling became the noose around his own neck.  When he finally knew what was happening, it was too late. 

When I asked what happened to the devil, Larina only said, 'He won’t hurt anyone ever again.'

Esmé and Amaranth told me the truth later on.

They said Larina had Unmade him.

Not killed. Not banished.

Gone. Forever.

I asked Esmé why the Hells have not risen up against us, and she said it was because 'Levistus was incompetent, and Hell does not reward failure.' 

Aisling doesn't talk much about that night either. She just says, 'Witches bled for me. My own family never did that, so this is my family now.'

That night happened before I came to West Haven. But sometimes, when storms roll in hard from the mountains and the air feels tight, the ghosts remember it again.

So do the witches."

Larina inspects her new eye
Designer’s Notes

This was the defining mythic event of modern West Haven. I wanted something to firmly establish Larina as a new Witch Queen. Prior to this event, she had been largely the same, a very high-level witch in my world.  I needed something to push her out of that role into something new. So I came up with the idea of having her rescue a new witch trapped in Hell. And I needed a big bad. My son and I jokingly said it should be Vecna. He is a fan of Critical Role's Vox Machina, and I am a fan of Stranger Things. Both featured a "Vecna." We laughed at that idea and decided that, no, as powerful as Larina is, Vecna is still way too much for her to deal with. I also like to think Vecna is the one thing that can still frighten her. 

So I used Levistus. I never liked the guy, so I came up with the idea that he had been capturing young witches, feeding on their magic, and draining their patrons through their link to break free. Mespitopheles noticed it most, since in my worlds, he is the Archdevil with the most pacts with witches and warlocks. 

Aisling was his last victim; she was "mostly dead." But Larina got there first and rescued her. 

It establishes Larina not merely as powerful, but as fiercely protective. Her authority comes from action, not title. The coven did not follow her because she commanded them. They followed her because she ran first into the dark. Utterly destroying an Archduke of Hell also didn't harm her position any. 

This event also anchors Aisling’s place in the world. She is not just a survivor. She is claimed, defended, and reborn through witchcraft and community. It also highlights the difference between my two "returned from the dead" characters. Aisling was born of blood and violence. Though she never lets that violence define her now. Why is this important? I typically don't have my characters come back from the dead. Dead is dead for my witches. These two are an exception, and even then, they came back before they were characters, really.

Larina also lost her left eye.

She has a replacement now, but the scar remains. This happened when painting a mini of her: my hand slipped, and I ended up with a streak of white through her left eye. It looked rather badass to be honest, so I kept it. It's also a nice, subtle tribute to one of my favorite R&B groups, TLC (I had a huge crush on Lisa "Left Eye" Lopes). We worked it into the game. That same mini fell off my shelf the weekend after the game and broke off her base. So I also said that she ended up with two broken legs. Don't worry, she had the best healers nearby, and I had plenty of super glue. 

Mechanically, this event explains:

  • Why certain extraplanar forces avoid West Haven entirely
  • Why Katrina’s influence rose sharply afterward
  • Why Larina bears lasting scars that cannot be healed (other than it makes her look badass)
  • Why the coven reacts instantly to threats against their own
  • Raises Larina from powerfu, but local, witch to cosmic-level Witch Queen

It is the moment West Haven stopped being merely a refuge and became a sanctuary that fights back. I picked this one because things in West Haven have been remarkably quiet since then. 

In D&D terms, it also did a couple of things for me. It got rid of Levistus, which I have been wanting to do since forever.  Glasya then used this to take over Levistus' layer of Hell.  Mesphitopheles knows that Larina did this, thus protecting his own witches and warlocks, so he is actually rather pleased with this. Dispater, who in my mind despises impropriety of any sort, is pleased that Levistus was caught up in his own scheme and outmatched by a "mere human witch." 

Glasya felt she owed Larina a favor. Yes. Larina has called in that particular debt. But that is a tale for another day.

I focus a lot on Larina in this particular tale, but all my witches had something to do. Larina may have rescued Aisling, but it was Katrina who really gave her new life. The Larina-Katrina-Aisling dynamic is a bit like divorced parents and their adult child. 

Because nothing in West Haven should ever be clean cut. 

Elowen Hale and Aisling Rinceoir
Elowen and Aisling at Renee's Tea Shop


Join Adam Dickstein of Barking Alien, and his RPG CAMPAIGN TOUR CHALLENGE 2026!

RPG CAMPAIGN TOUR CHALLENGE!


Tuesday, February 24, 2026

Barking Alien's RPG CAMPAIGN TOUR CHALLENGE! Day 24

Photo by Charlotte May: https://www.pexels.com/photo/ceramic-cup-of-chai-tea-with-cinnamon-and-star-anise-on-linen-fabric-5947062/
Elowen's Newest obsession
Day 24 - Imports

Day 24-What are the major imports to the area?
What is it your campaign region needs but doesn't have and how do they get it? Maybe it's not a need but a want? Some other place has the very best something and the people of your campaign desire some of that action.  

Elowen’s Journal

"I suppose I should mention that I have a job.

I work part-time at Renee’s Tea Shoppe. Larina thought it would be good for me, a way to interact with both the living and the dead without hiding behind my journal all the time. She was right, of course. And the extra spending money doesn’t hurt either. What does this have to do with imports? Everything, as it turns out.

West Haven’s most important import is tea. I’m not exaggerating. This village drinks three or four times as much tea as anywhere else I’ve ever seen. Twice as much as East Haven, at least. It’s borderline alarming. If the tea supply ever dried up, I’m fairly certain there would be an uprising. Coven-wide. Possibly armed.

I work with a girl named Rebecca. She’s friendly, kind, and endlessly patient in a way I envy. She isn’t particularly academic, but she knows tea the way some witches know spells. She can look at someone for five seconds and hand them exactly what they didn’t know they needed. She introduced me to something called a chai latte, and now my life is divided into before and after. Some of the spices grow here, but many don’t. Cinnamon, cardamom, cloves, and ginger. More imports. Rebecca says she’s a “Pumpkin Spice Witch.” I don’t know what that means, but it sounds wonderful.

There are other things we bring in, too. Fine textiles like silk. Certain building materials we can’t get locally. We have wood in abundance, and the mountain dwarves supply more stone than we could ever need, but not everything can be pulled from the valley or the mountains. That’s where the markets come in.

Market days are my favorite. Our open-air market is just that: open. Anyone can sell. Anyone can browse. Goods come in from places I’ve never seen and probably never will. I’m not even sure East Haven has the same variety we do. I think people just want an excuse to visit what they call “Witch Haven,” even if they pretend otherwise.

West Haven grows its own food. It makes its own magic. But it imports comfort. Flavor. Texture. Little luxuries that make the days gentler. I think that says something important about the kind of place this is."

Designer’s Notes

Imports in West Haven are intentionally modest and specific. The setting doesn’t rely on exotic goods to function, but it eagerly embraces comforts and cultural exchange. Tea functions as both a literal import and a social ritual, reinforcing community, rest, and conversation. Renee’s Tea Shoppe acts as a crossroads for locals, travelers, and spirits alike.

Market days emphasize openness rather than control. West Haven’s lack of restrictive trade policy allows for variety that even larger, more structured cities like East Haven struggle to match. This reinforces the idea that flexibility and hospitality can be more economically and culturally resilient than rigid systems.

Day 24 complements Days 22 and 23 by showing that while West Haven grows much of what it needs, it deliberately welcomes what it lacks. The town survives not by isolation, but by selective openness.


Join Adam Dickstein of Barking Alien, and his RPG CAMPAIGN TOUR CHALLENGE 2026!

RPG CAMPAIGN TOUR CHALLENGE!

Monday, February 23, 2026

Barking Alien's RPG CAMPAIGN TOUR CHALLENGE! Day 23

Photo by Vika Glitter: https://www.pexels.com/photo/festive-halloween-witch-in-garden-setting-34256997/
Day 23 - Exports

Day 23-What are the major exports of the region?
A campaign can be big and different places within it will be known for different products. Pick a few of the best sellers or most interesting things and tell us about them.

Elowen’s Journal

"I already talked about the soil, but it really does explain a lot.

On paper, West Haven’s main export is produce. The Haven Valley grows things easily, eagerly, like the land is trying to make up for what it once took. East Haven has good soil too, but they settled on higher ground after the Flood and missed out on much of the rich earth the mountains carried down. And if I’m being honest, witches have always been better at growing things. We listen to the land rather than argue with it.

Most trade still runs through East Haven. That’s just geography and habit. Every so often, someone there tries to raise taxes or impose tariffs, and every time it gets shut down by saner heads. The two towns function best when trade stays free and open. Everyone knows that, even when they pretend not to.

West Haven’s other great export is an open secret: magic.

Sometimes it’s small things. Potions for sleep or luck. Card readings. Crystal gazing. Blessings whispered over tools or doorways. Other times it’s bigger than that. People come here the way my parents did, looking for answers they can’t find anywhere else. You can always tell who they are. They look hollow, like something important has gone missing, and they don’t know how to name it.

There are witches trained to spot those people. Larina calls them ambassadors. Their job isn’t to sell magic, but to listen and decide what kind of help is actually needed. Katrina used to be one, apparently, though I have a hard time imagining her being patient with non-witches. Cassandra and Celeste are very good at it when they aren’t in the Library. Esmé does it too. She says helping people reminds her of why she stayed.

West Haven doesn’t export spells so much as it exports intervention. If you come here and leave changed, no one is surprised. That’s the real trade. The rest is just what shows up on ledgers."

Designer’s Notes

Exports in West Haven are designed to reinforce the theme rather than the economy. Agricultural abundance provides a believable foundation, while magical services operate in a semi-formal, socially regulated way. Magic here is not commodified wholesale. It is mediated through relationships, ethics, and judgment.

The concept of witch “ambassadors” exists to prevent exploitation on both sides. Desperate outsiders are guided, redirected, or turned away as needed, and witches are protected from becoming transactional service providers. This supports a tone where magic remains meaningful rather than routine.

Trade tensions with East Haven provide ongoing low-level conflict without requiring open hostility. The two towns are interdependent, and both know it. West Haven’s greatest export is not goods or spells, but change, and that is something no tariff can easily contain.

West Haveners are very much aware of their interdependence on East Haven, even if witches like Katrina believe they go it alone. That's a topic for tomorrow.

An aside: I am beginning to think that Elowen here might be a Pumpkin Spice Witch. As I have been using her this month, I see her less and less as a witch who commands armies of the undead, and more as a witch who drinks lattes and talks to customers, both living and dead. 

Not every witch needs to be a world-shaking magical powerhouse.


Join Adam Dickstein of Barking Alien, and his RPG CAMPAIGN TOUR CHALLENGE 2026!

RPG CAMPAIGN TOUR CHALLENGE!

Sunday, February 22, 2026

Barking Alien's RPG CAMPAIGN TOUR CHALLENGE! Day 22

Photo by Hamza Razuk : https://www.pexels.com/photo/a-cat-sitting-down-20257798/
Mirepoix
Day 22 – Flora & Fauna

Day 22-Tell us about notable Flora and Fauna! Take us on safari around your campaign and its setting. What are some of the unique and/or unusual creatures and plants in your game?

Elowen’s Journal

"It feels like everything here watches.

Not in a threatening way. Mostly. Just… aware. Animals linger longer than they should. Plants seem to lean when you pass. Even the air feels curious. West Haven is full of animals, of course, pets and work beasts and wildlife, but also familiars. So many familiars. Cats on rooftops. Birds perched where they can hear everything. Small things darting between doorways. I’ve learned not to assume they belong to anyone in particular. They’re probably just collecting information. Or gossip. Mostly gossip.

My familiar, Mirepoix, takes this very seriously. Larina’s cat, Cotton Ball, flies and pretends that’s perfectly normal. It shocked me when this fluffy white cat spread it's wings and flew to the top of a bookcase.  Doireann’s frogs are everywhere. In fountains. In gardens. Once in my boot. No one questions it. Giant owls nest nearby, watching the roads at night, and the crows and ravens sometimes speak in human voices when they think you aren’t listening.

Yes, there are flying monkeys. They have their own small community and are very clear about not being pets or familiars. They get offended if you imply otherwise. I learned that quickly.

The plants are just as attentive. The Goblin Wood feels alive in a restless way, branches shifting, roots remembering old paths. The Maiden Wood is different. Quieter. Still. More dangerous for it. There are plants that blur the line between animal and vegetation, vines that recoil when touched, flowers that close like eyes. I don’t know if they are magical or if this land just encourages things to become more than they were meant to be.

It isn’t all strange trees and whispering leaves. The fields here are rich. The Great Flood brought down soil so dark and fertile it feels like it could grow almost anything. Esmé talked endlessly about it in my first spring here, explaining how the land itself had been fed. Crops thrive here. Gardens overflow. Even the ordinary plants seem a little… proud.

Living in West Haven means learning when something is watching because it’s curious, and when it’s watching because it’s hungry. I’m getting better at telling the difference."

Designer’s Notes

Flora and fauna in West Haven are meant to feel observant rather than aggressive. The setting leans into the idea that magic suffuses the environment, affecting animals, plants, and even agriculture, without turning everything into a monster encounter.

Familiars act as social infrastructure. They gather information, reinforce coven connections, and make the village feel alive even when no NPCs are present. Non-familiar creatures, such as the flying monkeys or giant owls, are treated as people or neighbors rather than obstacles or pets.

The Goblin Wood and the Maiden Wood represent two different expressions of living landscape: one restless and adaptive, the other still and dangerous. The fertile farmland of the Haven Valley provides a grounding counterbalance, reminding players that not all magic is strange or threatening. Some of it simply makes things grow.


Join Adam Dickstein of Barking Alien, and his RPG CAMPAIGN TOUR CHALLENGE 2026!

RPG CAMPAIGN TOUR CHALLENGE!