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Wednesday, November 20, 2024

Witchcraft Wednesday: The Witch Book of Shadows for the ShadowDark RPG

 What have I been doing? Well this last Gary Con (back in April) I was talking with my Elf Lair Game co-conspirators about future projects. Of course our plans revolved mostly around the recently released Thirteen Parsecs. But I also began flipping through the "new to me" physical copy of the ShadowDark RPG. I had picked up the Quickstart and the Curse Scroll #1 zine at a previous Gary Con, so it seemed right to grab it then too. Originally my plan was only to use it as a supplement for my Old School Essentials games. But others encouraged me to try it out on it's own merits. 

It finally clicked with me one evening this past summer while making dinner what ShadowDark actually is and not what I thought it was. Granted, it is exactly what the video creator Kelsey Dionne has been saying for two years. So I sat down that night during my writing time and put together an outline. I gave myself one week. Well...that week went on, and on, as I really grew to like this project. So now I am ready to reveal the fruits of those efforts. Or at least reveal that I am revealing it.

Coming soon (next month or so), The Witch Book of Shadows for the ShadowDark RPG!

The Witch Book of Shadows for the ShadowDark RPG

From the upcoming DriveThruRPG page:

Included here is the Witch Class.

- Six new ancestries
- New occult backgrounds
- Basic, Expert, and Advanced witch talents that grow as you level up.
- Thirteen Witch Patrons, from Baba Yaga to Xthluhu the Horror of the Deep! Each with boons and spells.
- 160+ new occult spells for ShadowDark, including special Patron Spells and Ritual Magic spells.
- 60+ Witch-related monsters for your ShadowDark adventures
- 40 new magic items. 
-124 pages A5 size to fit with your current ShadowDark RPG books
Compatible with ShadowDark and other ShadowDark products.

The biggest selling point for this book are all the new spells. Plus every witch takes a patron which opens new and unique spells to them. Add ritual spells and no two witches are ever the same.  There are thirteen new witch patrons as well.

For the monsters, well, many of these came from my recent Horror movie marathon. Going back to the roots of AD&D monsters and then rebuilding them from the ground up, or at least getting a head start from horror movies, gave me plenty of new ideas—so many that a few didn't make the cut and will be featured on a few Monstrous Mondays. 

Right now I am just waiting on the print proofs. Once I have those in hand (expected by Dec 1) then I will figure out what needs to happen next. 

As always, I had a blast working on this one, and I hope you enjoy it as much as I did putting it together. 

Special thanks to Kelsey Dionne for not just making such a fun game, but building a great community and a sense of community involvement with this game. That might be her best achievement yet.

Working copy of The Witch

Working copy of The Witch


Monday, October 7, 2024

Secret Journey: Walking the Witches' Road

Woman wearing black dress
I am finally caught up on the new Disney+ series "Agatha All Along," and frankly, I love it.  Kathryn Hahn and Aubrey Plaza are so great in this, and Aubrey Plaza already has "witch cred" with her books "The Legend of the Christmas Witch" and "The Return of the Christmas Witch." It is a lot fun and I am enjoying watching Agatha Harkness come to life after reading her exploits for so long. 

I have a lot of people asking me how I would implement the "Witches' Road" in my games. Well, obviously, I can't use the Witches' Road as it appears here, Disney being so understanding and forgiving. BUT thankfully, I do have something, and the advantage here is that it shares a genesis with my first witch class.

Upon a Secret Journey

Back in the early 80s I was building a bunch of new classes. I have talked about them here before, but briefly there was the Witch, the Sun Priest, the Healer and the Necromancer. The witch you have seen, the Sun Priest, though has yet to see a lot of text here. You can find the complete AD&D 2nd Edition kit here and on my downloads section

There was a notion that the Sun Priest would need to complete a pilgrimage ever so many levels to prove their faith. While it was based on the pilgrimages made by Medieval faithful, the idea here was one of greater spiritual understanding. It was inspired by the Police song "Secret Journey." For me it added a bit more mysticism to the idea. 

Here is what I said back then.  

At 3rd level and every three level thereafter (6, 9, 12,...), the Sun Priest must go on a "secret journey." This journey is one of faith and must be accomplished alone, in secret. It might be nothing more than a dedicated study of church tomes (a journey of understanding), of deep contemplation (a journey of enlightenment), of destroying some foe (a journey of vengeance), or anything else the player and DM agree upon. The journey will last as long as necessary, and during this time, the Sun Priest will receive no experience points, nor can he partake in an ongoing adventure. The journey can be played out, or the priest may simply rejoin the adventures at a later date. The journey must be performed, or the Priest can not advance to the next level.

Again, remember this was for AD&D 2nd Edition. And while it is certainly geared towards a clerical class, there is no reason I can't adopt it, and adapt it, to the Witch.

In fact, I kinda have been doing that now anyway. When I was moving out of 3e over to 4e I was trying to decide if I was going to continue Larina under the new rules. I go my answer when I saw the Feywild get more emphasis. Very long story short, Larina went to the feywild, had a daughter with Fey Lord, but had to leave her behind to complete a quest at the behest of Baba Yaga. When she returned 13 years had passed. This quest was a Secret Journey in all but name.

You Will See Light In The Darkness

The Secret Journey for witches (The Witches' Journey maybe) is one a witch must complete at some point in her life before she can receive greater understanding about her magic, her craft and her place in it. For many it is an essential part of their lives as a witch. 

Given this I am tempted to have it related to the steps of the Hero's Journey and include some of the elements of modern witch traditions of a symbolic Life-Death-Rebirth. The Witches' Journey is a symbolic death and rebirth.

In AAA, the "Witches' Road" is taken on by a coven, but a Secret Journey is a solo affair; a witch must complete it on her own. Since it is a symbolic death and rebirth, this is not supposed to be easy. The witch will emerge from this fundamentally changed.

The Witches' Journey
The Witches' Journey (Rough Draft)

It is now a few hours later.

I pulled up a copy of the Hero's Journey, Buckland's Complete Book of Witchcraft, and of course, Jung's Man and his Symbols. I like the idea of witches having to embrace their own shadow-self in their journey of self-realization. I also added in some ideas from my NIGHT SHIFT notes. 

Part 1: The Call to the Journey (Life)

    1. Ordinary World: The witch lives in a mundane environment, feeling a sense of disconnection from nature and the spiritual world, unaware of their inner potential.

    2. Call to Adventure: The witch experiences an awakening—perhaps through a sign, dream, or encounter—that ignites their curiosity about magic and the self.

    3. Refusal of the Call: Doubts and fears surface as the witch grapples with societal expectations, personal insecurities, and the weight of tradition, resisting the call to explore their true nature.

    4. Meeting the Mentor: An experienced witch or wise figure appears, offering guidance, wisdom, and tools to navigate the inner and outer worlds, encouraging exploration of the self.

Part 2: The Descent into the Underworld (Death)

    5. Crossing the Threshold: The witch consciously steps into the realm of magic and the unknown, leaving behind their old life and beginning to confront their inner landscape.

    6. Trials and Allies: The witch faces external challenges and meets allies, but also begins to encounter aspects of their Shadow Self—unacknowledged fears, desires, and insecurities that surface during their journey.

    7. The Abyss: A significant challenge forces the witch to confront their Shadow Self directly, facing their deepest fears, regrets, and repressed emotions. This moment represents a metaphorical death, where the old self must be faced.

    8. Rebirth through Initiation: The witch undergoes a transformative ritual or initiation, symbolizing acceptance of their Shadow Self. They emerge with greater self-awareness and empowerment, integrating both light and shadow aspects of their identity.

Part 3: The Return with Wisdom (Rebirth)

    9. The Road Back: With newfound knowledge and power, the witch begins the journey back to their ordinary world, now equipped with a deeper understanding of their whole self.

    10. Resurrection: The witch faces a final test or confrontation that challenges their integration of the Shadow Self, solidifying their transformation and understanding of the life-death-rebirth cycle.

    11. Return with Wisdom: The witch returns to their community, sharing the wisdom gained from their journey, including insights on the importance of acknowledging and embracing one’s own shadow.

    12. The New Ordinary World: The witch finds a place in their community, living in harmony with both the magical and mundane worlds, embodying a balance of light and shadow, contributing to a holistic understanding of existence.

Last Step: The Eternal Cycle

    13. The Wheel of the Year: The witch embraces the cyclical nature of existence, celebrating seasonal festivals and the ongoing journey of life, death, and rebirth. They recognize that integrating the Shadow Self is an ongoing process, each cycle presenting new opportunities for growth and transformation.

Again, this is a draft, and I need to find some solid game applications for this. I want to add up the horror elements a bit. This journey needs to be a terrifying experience for the witch, but ultimately, a rewarding one where the witch emerges reborn.

I like what I have here, to be honest. 

RPG Blog Carnival

This post is for my October RPG Blog Carnival: Horror and Fantasy.

RPG Blog Carnival


Thursday, June 20, 2024

Converting D&D 5 to Blue Rose 2nd Edition: Character Exploration

 Ever since the Great OGL Debacle of 2022-2023, I have been looking for something to replace D&D on my table and in my development space. I have not always been successful on either front, but I have found many great contenders, including Castles & Crusades, Pathfinder 2nd Edition, and Wasted Lands. I have another one I wish to add to that list. Blue Rose 2nd Edition.

Blue Rose and Characters

I love Blue Rose. I love the game, the idea, the setting, the mechanics, everything. 

I spent a lot of time reviewing this game when it was released.

The game is an absolute joy, and I hope to continue it for a long time.

Unlike the three games I mentioned above, Blue Rose 2nd Edition's AGE system is not d20-based. It does have some d20 DNA via Blue Rose 1st Edition's True20 system. It is fairly trivial to convert D&D material over to Pathfinder, Castles & Crusades, and Wasted Lands. Blue Rose takes a little more work. However, the scaling is very similar with all of these games.

Blue Rose

The Characters

For this, I will do conversions of my main witch character, Larina, and two of my Forgotten Realms characters. Why these three? I want to play around with how adepts work. Plus, these are the three characters (well, them and Johan) that are most on my mind right now. Sinéad and Nida are part of my 2nd Ed AD&D Forgotten Realms game, so exploring who they are in this Blue Rose/AGE set-up is useful for both Blue Rose and the Forgotten Realms. And Larina, well, she is never far from my mind. 

Plus, it is the Summer Solstice, one of the pagan celebration days, so witches seem appropriate. 

Also, lately, I have been comparing and contrasting Larina and Sinéad. If Larina is my go-to witch, Sinéad is becoming my go-to sorceress or wild magic wielder. Though I am noticing I am playing Sinéad a bit like Larina so I need to find ways to make her (Sinéad) her own character. 

I have already explored a lot of characters for this game. Especially a lot of adepts and how they can feel different from each other. 

I have spent quite a bit of time with this over the years and I really love the characters you can make and play with this game.

Sinéad for Blue Rose
Sinéad
Female Human/Vata'an Adept, Level 5

Accuracy: 5 (Primary) Focus: Bows
Communication: 3 Focuses: Persuasion, Performance, Deception
Constitution: 3 Focus: Swimming
Dexterity: 3 Focus: Artisan
Fighting: 2 
Intelligence: (Primary) 3 Focus: Arcane Lore
Perception: 3 (Primary) 
Strength: 2
Willpower: 2 (Primary)

Speed: 13
Defense: 13
Armor: 3
Penalty: 0

Health: 56
Conviction: 5

Powers, Talents, and Specializations

Starting Talents: Lore (N), Performance (N)

Arcane Talents: Healing (J), Wild Arcane (J)
Skillful Channeling
Arcane Training: Shaping (N)

Specialization: Bard (N)

Arcana

Wild: Fire Shaping, Sense Minds, Visions
Shaping: Psychic Shield, Move Object, Second Sight
Healing: Cure, Sleep

Arms and Armor

Dagger, Melee (Accuracy) 1d6+1
Dagger, Ranged (Accuracy) 1d6 6/12 Minor

Leather (Light Armor)

Persona

Calling: The Moon: Discovery and Learning Secrets
Destiny: Queen of Rods, Curious
Fate: Jaded
Corruption: 0 

Goals: To discover the secrets and source of her magic

Relationships

Taryn (3), "She is my adopted sister. We will do anything for each other."
Larina (2), "She is Taryn's mother. I am not sure what their deal is, but I will respect her."
Nida (2), "I have never had a friend like her, and so unlike everyone I have met before."

--

Nida for Blue Rose
Nida
Female Human Expert, Level 5

Accuracy: 2 (Primary) Focus: Arcane
Communication: 4 (Primary) Focuses: Deception, Disguise
Constitution: 3 Focus: Swimming
Dexterity: 3 (Primary) 
Fighting: 2 
Intelligence: 4 Focused: Arcane Lore, Shaping
Perception: 4 (Primary) Focus: Empathy
Strength: 1
Willpower: 2 (Primary) Focus: Courage

Speed: 13
Defense: 13
Armor: 3
Penalty: 0

Health: 58
Conviction: 5

Powers, Talents, and Specializations

Starting Talents: Light Armor Training, Pinpoint Attack

Arcane Potential (N), Thievery (N)
Specialization: Shaper (Fire), (N)

Arcana

Fire Shaping

Arms and Armor

Dagger, Melee (Accuracy) 1d6+1
Dagger, Ranged (Accuracy) 1d6 6/12 Minor

Leather (Light Armor)

Persona

Calling: The Sun: Championing the Everyday
Destiny: Eight of Chalices, Daring
Fate: Stubborn
Corruption: 0 

Goals: To find her true path

Relationships

Sinéad (3), "Sinéad is a naive kid with her head in the clouds. And I love her for that. She reminds me of what I was."
Larina (2), "She honestly kind of scares me, but I know she has the answers I seek."

--

Larina Nix for Blue Rose
Larina Nix
Female Human Adept, Level 20

Accuracy: 2 (Primary) Focus: Arcane
Communication: 5 Focuses: Persuasion, Performance +2, Investigation
Constitution: 3 Focuses: Swimming, Stamina
Dexterity: 3 Focused: Artisan +2, Calligraphy +2
Fighting: 2 
Intelligence: (Primary) 5 Focuses: Arcane Lore +2, Research, Sorcerery Lore, Historical Lore, Healing
Perception: 3 (Primary) Focuses: Empathy, Visionary
Strength: 1 Focus: Intimidation
Willpower: 5 (Primary) Focus: Faith

Speed: 11
Defense: 11
Armor: 5
Penalty: 0

Health: 114
Conviction: 11

Powers, Talents, and Specializations

Arcane Talents: Arcane Training (M), Healing (M), Witchcraft (M), Psychic (M)

Linguistics (M), Performance (N), Contacts (J)

Specialization: Seer (M), Shaper (Fire) (M)

Stunts: Skillful Channeling (1), Disrupt Arcana (4), Lasting Aracan
Epic Stunt: Effortless Arcana

Add Willpower to Damage, Familiarity mod -2

Arcana

Fire Shaping
Enhancement, Heart Reading, Light Shaping, Ward, Second Sight
Cure, Sleep, Draw Vitality, Flesh Shaping, Body Control, Psychic Shield
Psychic Weapon, Psychic Contact, Calm, Illusion, Mind Shaping, Mind Reading
Visions, Scrying, Object Reading, Nature Reading

Arms and Armor

Dagger, Melee (Accuracy) 1d6+1
Dagger, Ranged (Accuracy) 1d6 6/12 Minor

Persona

Calling: The Priestess: Oneness with Spirit
Destiny: Queen of Rods, Curious
Fate: Jaded
Corruption: 1

Goals: To become a powerful witch

Relationships

Taryn (3), "My daughter. We lost so much time together in my service to Baba Yaga."
Sinéad (2), "Taryn's adopted 'sister.' I have watched this one from afar and subtly guided her on her path."
Nida (3), "It's...complicated."

--

Ok. Three different approaches to magic (arcana) in Blue Rose. The Wild Talent (Sinéad), the dabbler (Nida), and the Witch Queen (Larina).

Frankly, I am pleased with all three. Larina is scary powerful, and that is what I was aiming for. She has some corruption. I was also going to do Larina's daughter and Sinéad's best friend, Taryn, but I want to work some details on her first. 

I like that this world and this system allow me to bring out different aspects of these characters. 

In some ways I like to think of these as "parallel universe" versions. What these characters could be if the world they lived in was less horrible and had more light.  BUT...I don't even play Blue Rose as all "sunshine and kittens." The bright spots in this world are bright because there is still a lot of darkness out there.  I mean, even (especially) Larina has some corruption because she dabbles in Sorcery, or at least "Forbidden Knowledge." 

These characters compare very, very well to their Wasted Lands counterparts (Larina, Nida, Sinéad). They are not 100% the same, nor should they be, but I can see each (D&D, Blue Rose, Wasted Lands) are an aspect of the other. Given this I really should do Johan for Blue Rose. He would fit in rather nicely, really. 

Friday, April 19, 2024

#AtoZChallenge2024: Q is for Queens

 I have an inordinate amount of Queens in my games. I am going to talk about two groups in particular, the Vampire Queens and the Witch Queens.

Tea with the Witch Queens by Brian Brinlee
Tea with the Witch Queens by Brian Brinlee

Both groups are near and dear to my heart and make up a lot of my game worlds' backgrounds.

The Vampire Queens

The vampire queens have a special connection to my early days of gaming. They are:

I have been using vampire queens in my adventures for as long as I can remember. I recall reading lurid tales of Erzsébet Báthory and watching movies like "Daughters of Darkness" and "Countess Dracula." I had worked on a very early vampire queen, who was going to be called "Miriam" thanks to "The Hunger" for my Ravenloft games (see tomorrow), but I kept coming up with so many ideas. Miriam is still out there, even if many of her aspects are now part of Darlessa. The non-vampire parts of Miriam survived as my Witch Queen Miriam

In truth I kind of use them all interchangeably, with some emphasis on Darlessa. As they have all evolved in my games, I am slowly sifting out which traits belong to which queen. 

Interestingly enough, both Darlessa and Xaltana are also both Witch Queens. Xaltana combines Iggwilv (a witch queen) and Drelzna her vampire daughter.  

The Witch Queens

While the Vampire Queens are here to challenge the characters as adversaries, the Witch Queens play a much different and far more wide-reaching role. 

This began as an idea of me finding and then stating up every witch ever mentioned in the pages of a D&D or related game. The premise here was that every 13 years the witches of these worlds would meet in one place to discuss what they are up to in their worlds and plan to generally stay out of each other's way. The gathering, known as the Tredecim, became a big part of my games. At the Tredecim, the 13 ruling witches then choose a new High Witch Queen to serve over the next 13 years.  In my campaign, War of the Witch Queens, the then-current High Witch Queen is murdered before a new one can be chosen. This sends the witches into war against each other, but due to their pacts with Baba Yaga, they can't outright fight each other. So, all their worlds get dragged into the conflict.  This includes the characters.

The characters learn first that a once-in-a-century storm has destroyed their home, and they are refugees helping move their fellow town folk to a new home in East Haven. While their first obvious goal is to stop all the weird happenings going on in their own world, they discover these events are playing out across the worlds. To stop it, they need to stop the all-powerful Witch Queens, but to do that, they will need to discover who murdered the High Queen, how, and why.

Since I started working on this and developing it more and more, I have gone over 13 Witch Queens and my planned 13 Adventures. I am using Basic B/X D&D as my rules of choice here, which limits the levels characters can achieve to 14. 

I am running it with my family now, but I'd also like to run it for a dedicated group someday.  I think for that I would take all the adventures I am using for it and edit them all a bit. 

If I keep the levels 1-14 then the obvious choice is D&D Basic B/X.  If I expand it all to level 20 then my choice will be Castles & Crusades.

Either way, I have a lot to look forward to!

Tomorrow is R Day, and I am going with the campaign setting I ran for all of the AD&D 2nd Edition era, Ravenloft.

OH? Like the art of my Witch Queens up there? The artist is Brian Brinlee and he has a Kickstarter of his new art book going on now! Check it out.

The A to Z of Dungeons & Dragons: Celebrating 50 years of D&D.


Thursday, February 1, 2024

The Enchanted World: Wizards and Witches

The Enchanted World: Wizards and Witches
 Let's start this series with the book that has the most meaning to me and the first one in the series: Wizards and Witches. Fitting for Imbolc on Thursday really.

Overview of the Series

The Enchanted World books from Time-LIFE were a series of high-quality, hardcover books sent to you via mail from Time-LIFE subscription. The first one you got for free was Wizards and Witches. This also makes it the most common one and the one you can find in most secondary markets. Fortunately for me, it was also my favorite.  

Imagine, if you can, a time when one of the world's largest publishers decided to invest in a series of books (21 in total) filled with full-color art, cloth-bound covers, and access to some of the world's greatest libraries and scholars. Libraries like the Bodleian Library at Oxford, Cambridge Library, and the London Library. Scholars like Prof. Tristram Potter Coffin (Chief Series Consultant),  Ellen Phillips (Series Director and Editor), and Prog. Brendan Lehane (author of this volume).

Well, that time was 40 years ago, and the Enchanted World series sought to capitalize on the growing fascination with all things fantasy, not in a small part due to the popularity of Dungeons & Dragons.

Over the years, I have seen a lot of collections of other folks' RPG books. It is no surprise when you see one or more of these books stuck in their mix of FRPGs.

Many of the books follow a similar pattern. Usually, 3-4 chapters of the book detail different aspects of the myths and folklore being covered. These are usually interspersed with some of the stories themselves or excerpts, as well as art. The art is often from classical sources or paintings depicting the stories or characters involved. There are also new pieces of art throughout. There are margin notes or marginalia with some other related tidbit of information. Each chapter ends with a longer story.

There is a bibliography, art credits, and some publication notes in the back.

These books were published around the world. Some of the European publications also had dust covers.

Wizards and Witches

by Brendan Lehane, 1984 (144 pages)
ISBN 0809452049, 0809452057 (US Editions)

This book is divided into three sections covering ancient wizards, wizards of the Middle Ages, and witches. There is quite a lot of art from Arthur Rackham here. 

Chapter One: Singers at the World's Dawn

Here, we begin with a tale of the old Finish wizard Väinämöinen and the young upstart Joukahainen in what could be considered a magical sing-off. The line between Bard and Wizard was very thin in ancient Finland. Thus it was when the world was young and youth could aspire to wizardry. We learn of other powerful names like Volga Vseslavich, Cathbad, Manannan Mac Lir, Taliesin, and, most well-known of all, Merlin. Not all were old men. Ceridwen, Circe, and Louhi were there too.

Time-LIFE The Enchanted World: Wizards & Witches

The thesis here is that in those olden days magic was something people could aspire too, but few could truly master. We get snippets of stories of all these wizards and sorceresses, each playing into the next. It is somewhere between a bedtime story and an undergraduate survey of various wizards. In between we get longer stories, like the "Wizard of Kiev" and "The Welsh Enchanter's Fosterling."  All cover magic in a semi-forgotten age that seems to have one foot in history and another in mythology.

Chapter Two: Masters of Forbidden Arts

If the last chapter dealt with magical using men and women as heroes as often as villains, then this chapter leaves no ambiguity on where it sees (or rather history sees) the wizard of the Middle Ages. Here the singing battles of Bard-Wizards are given way to the academic study of magic in dusty tomes of forgotten lore and those who sell their very soul for power. We encounter the likes of Roger Bacon (1219-1292), Oxford Scholar, Empirical Philosopher, Franciscan friar, and dabbler in magic. There is even a bit on Michel de Nostredame (1503-1566) aka Nostradamus. But for the most part we see magic going from a force of nature in a world where the rules are not yet set in stone, to men (for the most part) partaking in deals with demonic or devilish figures for power. All it takes is their soul.

Time-LIFE The Enchanted World: Wizards & Witches

We spend quite a bit of time on the legend of Faust and his deal with Mephistopheles. In fact, this one is so set into our vernacular that a "Faustian Deal" hardly needs any explanations. 

Given the time period, there is also a wonderful overview of the Tarot and its origins with some rather fantastic art. 

Time-LIFE The Enchanted World: Wizards & Witches

But most of all I loved the "Legions of the Night" section with its coverage of Demons. The descriptions of just the few here and the art by Louis Le Breton from the Dictionnaire Infernal by Collin de Plancy were enough to make me want even more strange demons in my game. More so since it featured Astaroth. A demon that already fascinated me from when I first saw him in Best of Dragon II.

Time-LIFE The Enchanted World: Wizards & Witches


Harry Clarke's illustrations of Mephistopheles should be how the devil appears all the time. 

Time-LIFE The Enchanted World: Wizards & Witches

Along with the Tarot, there is some coverage on astrology. This predates the Middle Ages by, well, thousands of years really, but there was new keen importance on it at this time. 

Chapter Three: The Shadowy Sisterhood

Ah. Here are my witches. We get some cover on what could be called Folk Magic or Hedge Witchery, on how these natural healers were initially an important part of everyday life. The magic was simpler and more in tune with nature.

Time-LIFE The Enchanted World: Wizards & Witches

Throughout this chapter, the "helpers" of witches are mentioned. We call them Familiars. Up first is the hare, which they claim (and back up) was closer to the witch than the black cat we associate with today. This reminds me that rabbits and hares should really feature more in my games. The others include spiders, ravens and crows, cats, snakes, and toads, which they claim as one of the first animals to be associated with witches. I have read that before as well.

As the chapter professes the old Black Magic vs. White Magic trope appears. While less in favor today among Real WitchesTM (remember the ads with Litney Burns?) it is an important distinction of the time. It is almost the same divide as the "Natural" vs. "Academic" wizards of the first two chapters, really. 

There are various stories, mostly about how someone was suspected of witchcraft and what happened. But also the machinations of witches in general. 

There is a section flight and witches and how brooms were not used at first, but rather things like butter churns and distaffs. I even added distaffs to my games in part because of this connection. 

Our story at the end of this chapter is a classic tale of Baba Yaga and Vasilsa the Fair. Again featuring amazing artwork, this time right from Vasilisa the Beautiful by Ivan Bilibin.

Use in FRPGs

With so many books out there, there is no end to the ideas they can generate. Upfront, it should be noted there is nothing "new" here. The stories, the folklore, and even a lot of the art are things we have all seen before. The stories of wizards like Väinämöinen, Merlin, Faust, and Circe should all be known to anyone who has a passing interest in fantasy and, indeed, to anyone who has played FRPGs. But that is not where their value lies. These books do have tidbits that the causal pursuer of these tales would not know, and maybe even some for the more advanced students.

To be sure, while there is academic rigor here, these are not textbooks. But they are educational.

Reading these tales one could use them as the basis for other characters. There is more than just a little bit of Taliesin in my own Phygora, for example. These tales, often set right on top of each other, can give the reader and player plenty of means of comparison. 

This book also makes good arguments for the separation between, say, Wizards, Warlocks, and Witches (as represented by the three chapters) but less of an argument on where bards fit in. Are Taliesin and Väinämöinen wizards or bards, for example? It is not up to this book to decide but rather the reader.

If you are playing a game like D&D that lives in a different world, then ideas abound. I mean we know Gygax, Arneson and the early designers of the game were very much into folklore and mythology. Those elements are the hook for more of these, beyond the Greek, Roman, and Norse myths we were all raised on.  Like any good synthesis, it should make you want to check out the primary stories these are all from.  If you are playing a Medieval game, say Chivalry & Sorcery or Pendragon, then this is practically a sourcebook for you. I would even say it is a must-have for a Mage: Dark Ages or Mage: Sorcerers Crusade game.

Wizards & Witches

Witches

I can't let it go unsaid, even if it is obvious, but this book profoundly affected me when it was out. While I did not own my own copy until much later on, I had friends that had it. Since this was the first of the series, many people had it. The art in this book set the feel for how I wanted my Witch class books to look. I have since included the art of Arthur Rackham and the Pre-Raphelites in many of my books. This was one of the books that made me want a witch book for D&D. When none showed in the stores I took it on myself to make it. I do know that my first encounter with the "Black School" of the Scholomance was from this book.

Time-LIFE The Enchanted World: Wizards & Witches

While I can't say with any certainty other than the timeline, this book was likely a contributing factor to one of my favorite themes in games; Pagans vs. Christians and how magic would later be demonized by the Church.

This series is lovely, and each book, while filled with things I already knew, also has many things I did not. 

My only real complaint? At 12.25" x 9", they just don't fit nicely into a standard bookcase.

Next Time: What is love?

Wednesday, June 21, 2023

Interview with the Witches of Midnight Team

Another great Kickstarter coming up this week, in fact live by the time you read this. 

Witches of Midnight

Witches of Midnight

This one caught my eye a while back. I have read over the draft rules, and there is a lot here to digest.

While doing that, I will share an interview with the Witches of Midnight Team and let them tell you about this game.

Tim Brannan/The Other Side: It is my pleasure today to be interviewing the team that is currently Kickstarting a new Witch-based RPG and Tarot deck, “Witches of Midnight” which you can find here, 

https://www.kickstarter.com/projects/balsamicgames/witches-of-midnight-ttrpg-and-tarot-deck?ref=theotherside 

Before we get into all the questions, please introduce yourself and tell us your role on this team.

Witches of Midnight

WoM Gavin: Hi, I'm Gavin (they/them). I'm the lead developer, official Lore Weaver, and a co-author of Witches of Midnight. I've been developing tabletop games since 1993 (using the RandInt() function on a TI-84 Plus), but this is the first project that I've felt compelled to publish.

WoM Andrea: Hi, I'm Andrea (she/they). I'm the creative lead and a co-author of Witches of Midnight. This is my first project, but one very close to my heart. I am a practicing witch myself so it is really important to do right by all witches while designing this game.


TB/TOS: Fantastic! What are some of your favorite games? Why?

WoM: Our favorite games include: A Fistful of Darkness, Scum and Villainy, Call of Cthulhu, Shadowrun, Earthdawn,  Court of Blades, Brinkwood, Under the Autumn Strangely, Werewolf: The Apocalypse and Vampire: Dark Ages.

We really like dark storytelling games with a supernatural element (what a surprise).


TB/TOS: So, tell us a bit about this game and what backers should be looking forward to when they get it.

WoM: Witches of Midnight is a modern "hopeful horror" narrative storytelling tabletop game that gives you all the tools you'll need to tell epic stories of witchcraft.

Midnight is a city shrouded in magical darkness that calls to witches from every corner of the planet. The Order will stop at nothing to register your abilities and take your greatest power, Wyld Magic.

The Kickstarter will include a 200+ page stand-alone core rulebook, a 100 card tarot deck and guidebook, and a set of six custom six-sided dice. We're also offering a “Powered by Witchcraft” enamel pin for anyone who pledges at a physical reward tier in the first 24 hours.


TB/TOS: What do you all feel makes Witches of Midnight different from games currently on the market? What do you say makes it special? Or, bottom line, why should people want to buy this game?

WoM: Our game is different because it centers witches.. few other games do. Also, our Witches have been "out of the broom closet" and a major part of society for over 400 years. The world is both very similar to ours and very different. We detail out those differences quickly in just a few pages of lore.

We also put a big focus on photography to really bring our Factions and major NPCs to life.

Additionally, we have added a lot of new rules to the Forged in the Dark ecosystem with Witches of Midnight. I'll just mention a few that we are particularly excited about.

All Witches have a Familiar. You can shift between playing as your character and their familiar at will during any game session. We've even done a few "all Familiar" Undertakings which were a ton of fun.

Our magic system is robust and exciting even when you use spells exactly as they are written, but you're also able to Boost spells by spending additional Essence on 4 parameters across a 13 point Magnitude scale.

Lastly, Wyld Magic is a reality-bending burst of spontaneous spellwork that any character may attempt. This could be used to teleport your covenmates to safety, animate an army of the dead, or even to melt faces (like the scene in Raiders of the Lost Ark). But you must be willing to face potentially devastating arcane complications if you fail. And even if you succeed, the hunt begins! 

WoM Andrea: From a player’s perspective our setting allows for any style of coven you can imagine. You are not locked into only playing super serious witches. You can play anything from Owl House style coven to a Salem style coven. 

Forged in the Dark

TB/TOS: Why Forged in the Dark as your game system? 

WoM: When we first started development, we liked how Forged in the Dark games focused on the Crew over the individual. We felt like that was perfect for a Coven.

Later, we realized that Forged in the Dark games also teach lessons in the importance of Consent and Intentional action, and those things are very important aspects of witchcraft.

We also discovered that the concept of Retirement (a FitD game mechanic by which a veteran character takes a less active role in their coven) had a lot of untapped potential, so we really ran with that subsystem and added many new Retirement options based on two new character stats that are tracked throughout a campaign.

We like the simplicity of the rules and that failure can be as much fun as success. You can't say that about most TTRPGs.

Heritages

TB/TOS: Talk to me a bit more about the Grimoires and Heritages, outside of their Forged in the Dark origins. Grimoires feel a bit like what I would call a Tradition or a type of witchcraft.

WoM: We would call a Grimoire your "magical specialty". We are launching with 22 Grimoires (called Playbooks in other Forged in the Dark games) which is a lot, and we have 6 more planned as Stretch Goals for the Kickstarter.

Contrast that with Casting Style, the method by which you use magic. This would include traditions, faith and spirituality, but also any specifics of casting you might choose such as using tools or gestures and incantations. Any complication that arises from your Casting Style also acts as an XP trigger.

Heritage refers to a character's immortal bloodline. Each player gets to choose their character's Heritage traits, and those traits are malleable over the course of a campaign. You might start as an Asterian (Minotaur blood) with no visible Heritage traits or you could start the game looking like you just stepped out of the labyrinth.


TB/TOS: You say Players can use their own casting style with their characters. How do you see that working?

WoM: We were very conscious, as practitioners ourselves, of not implying that spells must be cast a certain way, or with a certain faith or set of beliefs. Casting Style is our way of handing that control over to the player. We hope that it will provoke conversations between players about the differences between open and closed practices and lead to a better understanding of witchcraft for everyone.


TB/TOS: What sorts of games do you see others playing with these rules? In other words, what can players do in this game?

WoM: When your group makes a Coven (a Session Zero activity when you are also introduced to the game's safety tools) you choose what Factions are Allies and Rivals as well as a question that your Coven wants to work toward answering and what themes you want to explore in that story.

With 22 Factions in Midnight, you'll have nearly infinite options. There are many congregations of bound witches with their own goals and endgame, witch hunters (both subtle and overt), elder-god worshiping apocalypse cults, several factions of fae creatures (each with their own inscrutable goals), religious fanatics and a magically empowered military.

Additionally, we will offer a few curated storylines for you to choose from (subject to change as we are working on them now): Solving mysteries in a hate-free magical academy, explorers trying to map the various realms of the Underworld and a coven focused on radical environmental protection.


TB/TOS: Who would you say Witches of Midnight is for?

WoM: We intended the game for a mature audience who are interested in telling stories about magic.

It's for anyone who has felt like witches are an afterthought in most TTRPGs.

It's also for people who are new to the hobby or felt like they weren't welcome at a gaming table. We tried to make Witches of Midnight inclusive and easy to learn for new players. Most of our playtesters hadn't played a TTRPG before and enjoyed it so much they are still playtesting with us nearly 70 sessions later!

Most of all, this game is for players who want to take charge of their destiny and really leave their mark on Midnight.


TB/TOS: What are your future plans for this game?

WoM: We are already working with a couple of other authors, translators and editors to release expansions that localize the game to other parts of the world and introduce their cultural experiences with witchcraft to our game's audience. These expansions would each include several new Grimoires, Factions, interesting Casting Style details and possibly even new Heritages.

Oslo, Mexico, Deseret and Appalachia are some of the possible locations we hope to explore if the Kickstarter is very successful.

We might also branch out into other types of supernatural creatures in the future, but that is a long way off.

We plan to continue to stream our playtest sessions on Twitch every other Tuesday with our ultra-queer cast on https://twitch.tv/BalsamicGames


TB/TOS: And finally, for the benefit of my audience, well, and me, who are all of your favorite witches or magic-using characters?

WoM Andrea: Lilith and Baba Yaga. We like to play on the darker side of things.

WoM Gavin: I really love the new iteration of Sabrina (Chilling Adventures) and Eda from The Owl House. But to be completely honest and really date myself, Orko from He-Man is the best.


TB/TOS: And where can we find you all on the internet?

WoM: We have a welcoming and inclusive witchy Discord run by Issa Belladonna. We welcome anyone to join us at https://tinyurl.com/JoinBalsamicGamesDiscord


Witches of Midnight // Balsamic Games


Wednesday, March 29, 2023

The Witch Queens of the Basic Bestiary

 On Monday, I mentioned some plans for Basic Bestiary, namely to include many of my various Witch Queens with stat blocks.  I wanted to talk about it today.

As my Basic Bestiary project has grown (and grown, and grown) it has also morphed. I originally planned this to be a collection of monsters from my various witch books and monsters from my notes that never had a proper home. Later it morphed as a nod to not just the Monster Manual, the book that got me into D&D, and two of my favorite books the Fiend Folio and Deities & Demigods. What I liked about both was the variety of creatures and beings they included.

Tea with the Witch Queens by Brian Brinlee
Tea with the Witch Queens by Brian Brinlee

While I have a lot of Witch Queens, I can only include some of them. Many belong to other people and IPs. Great for a game here in my home, bad for a publication. Others would not work for the scope and design for Basic Bestiary.  

The idea started when I was trying to figure out what to do with Baba Yaga. Was she Faerie Lord? Some sort of Outsider? Something else? No. She was a Witch Queen, and in my worlds, that is something special.

Here are the ones I am thinking about so far. Linking to stats when I have them, but all will need to tweak all of them at some level.

I would like to include Ceridwen, Louhi, Lilith, and Sycorax. While I am at it, I would like to also include others like Bloody Mary, Grimhild, Mother Carey, Prättäkitti, and Sebile.

Others I have good substitutes for. For example, much of what I have been doing with Kersy of Mystara is close enough to the witch Urganda to work as a stand-in, much like Vasilisa works for Elena the Fair.

So far, my plan is to put them all in an appendix at the end of the book. They are not really monsters, even if myth and history have portrayed them as such.  I also don't think a major heading like Witch Queens (like how many books do with Demons or Devils or Elementals) will work because other than being witches and immortal, they are not allied and don't have a lot of powers in common.  Still, I might change my mind about that. 

Something fun to look forward to.

I also have to get art for all of them too. And...there is still the question of the cover art for all four books.

Thursday, October 20, 2022

This Old Dragon: Issue #76

Dragon Magazine #76
Last week I talked about Dragon Magazine #75 and how packed full of material it was. Today I breaking my own rule and going for the very next issue because it has Part 2 of the Devils article. But there is a lot more here than just that. So once again let's sit back, put on a copy of The Polie's "Synchronicity" and drift back to August 1983 for Issue #76 of This Old Dragon.

Ah. Not only do we have a Clyde Caldwell cover this issue, but it is one of my favorites. Sure the redhead is in boob-plate, but at least she is not wearing high heels. The wizard in the background would also be the visual I'd use for my NPC Magnus until it was replaced by another Caldwell piece.  

Letters covers the woes of computer programs, in particular trying to translate BASIC from one system to another. 

An interesting little bit about the Ares magazine appears on page 4. TSR had just bought SPI in 1982 and their magazine Ares. The plane was, in 1983 at least, to keep them separate with Dragon handling the fantasy content and Ares the SciFi. Readers here will know of course that was short-lived and by April of 1984 Ares became a section within Dragon.

Ed Greenwood and Roger E. Moore are up first with The Ecology of the Beholder. Maybe one of my favorite "Ecology of..." articles ever. The "Sage" of the article is doubtless Elminster, though he lacks his normal archaic form of speech. One of the true joys of doing these "This Old Dragons" has been the rediscovery of these Ecology articles. One day I need to track them all down and do a retrospective. One thing I love to do with them is to put them into my Monstrous Compendiums.

Ecology of the Beholder

Yeah, that might feel like blasphemy to cut up my old Dragons, but I have multiples of this one, and the one I cut up was water damaged anyway. On that Beholder mini? Yeah more on him later.

Ahh...speaking of Magnus. We have the late, great Len Lakofka and his masterpiece, For NPCs Only: The Death Master. Magnus was my NPC Death Master and damn was he great. I mean this was such a great class. There is just so much about this class that just hits right. I am so pleased I am doing this issue in October. 

Up early is the SF/Gaming Convention Calendar for August 1983. Gen Con 16 gets a mention. 

Here we go. The main event. 

Ed Greenwood is back with The Nine Hells, Part II. This one covers the next four layers Malbolge to Nessus. Also featured here are 21 new Devils including Other Side favorite Lilith as the consort to Moloch of all people. Once again Ed is dropping hints about witches here (they serve Lilith).In addition to all the new devils and information on the layers we get seven pages discussing how magic is changed in the Hells.

This would be enough for any other issue, but we are only to page 45.

Next, we have The Dragon Magazine index. A complete index of Dragon magazine issues #1 to #74 and all seven issues of the Strategic Review. It covers 8 pages and would have been fantastic to have. Today it is superseded by the DragonDex and even that doesn't cover everything.

Ads for the Palladium Role-Playing Game and The RPGA take out middle section. 

Carl Smith provides us with a Boot Hill article about the Army in Saved By the Cavalry! Boot Hill largely gets forgotten these days as people remember D&D, Gamma World, and Star Fronters rather fondly. 

Sage Advice answers questions about Baba Yaga, mithral and adamantite, why AD&D Rangers are not Tolkien Rangers. Oh and how to deal with pregnancy in game. I assume they mean characters and not players.

Page Advice covers questions on how to submit articles and get published. 

Off the Shelf gives us some reviews of what was hot in Sci-Fi and Fantasy in the summer of 1983. Of these, I remember reading Spellsinger by Alan Dean Foster and Storm Season by Robert Lynn Asprin, the fourth book in the Thieve's World series.

There is a feature, not really a review, on the Gangbuster game in Expanding the genre of RPGs.

Long ad or review or feature on Eon Publications in Borderlands is Worth the Price. It is a type of fantasy wargame.  Reviews for Cities, Judge Dredd, and Federation Space also appear.  There is another review, a re-review of the Dragonmaster card game.

Nice big ad for AD&D books. Again featuring one of my favorite bits of D&D art.

Issue 76 page 75

Small ads are next, Wormy, Snarf Quest #2, and Phil and Dixie go to Sham Con V.

Nice ad in the back for Star Frontiers minis.

So once again we have a Dragon that hits so far out of the park that all you need is the first 45 pages. Yes the index was great for 1983 and everyone still loves the comics, but for $3.00 you could get a mini-rulebook here and that was something special.

Thursday, October 13, 2022

100 Days of Halloween: Dungeon Crawl Classics Witch Queen Adventures

Dungeon Crawl Classics: Saga of the Witch Queen
Up first is an update and an important one at that. It was while I was reviewing this adventure in 2015 that I thought that the War of the Witch Queens came to me. I figure I should revisit it now.

Dungeon Crawl Classics: Saga of the Witch Queen

PDF from DriveThruRPG. 84 pages. Monochrome cover and black & white interior art.

This is a meaty module.  84 pages, covers, maps, and OGL still leave a lot of pages for content.

First off, if you are not familiar with Dungeon Crawl Classics modules they are meant to emulate a certain feel of early 80s play.  They went on to create the game Dungeon Crawl Classics, but the adventures are still largely OSR compatible. Actually, I didn't see a single thing in this adventure that screamed ts should be used for one system or the other, though on the cover they claim "1e." That is good enough.

This adventure is actually 3 adventures in one.  Legacy of the Savage Kings, The Lost Passage of the Drow, and War of the Witch Queen (which I will discuss later).  Each one is a different part of the Witch Queen's plan.

Reading through this adventure is one part excitement for the new and one part excitement for the nostalgia.  For the new, I wanted to learn more about Kyleth (the eponymous Witch Queen and not to be confused with Keyleth) and the tome Ars Maleficus.  The nostalgia comes from many little easter eggs throughout the pages that call back to adventures of the TSR days.  I am convinced the Mad Hermit here is the same as the one in the Keep on the Borderland for example.  There are also hints of influences from Vault of the Drow, Ravenloft, and even the rest of the GDQ series.  In fact, the second adventure, "The Lost Passage of the Drow" could be slotted into the D series and no one would be the wiser.   Replace Baba Yazoth with the proper Baba Yaga and have one of the many adventures she features in as a side trek.

There are a number of named characters that would work well as witches, Maeve, Baba Yazoth, and of course Kyleth herself.   While using the title of "Witch Queen" Kyleth is only an 8th-level Magic-user.  Make her a 9th or 10th-level witch and then you have something really scary.

Does it work with The Witch? Yes, absolutely.  There is a number of great items and story points in this adventure for any witch character.  In fact, I would say that any good witch would want to see Kyleth taken out on general principle.  Plus there are a number of encounters and NPCs that would benefit from the rules in the Witch.  Night Hags get more spell-casting powers for example and the medusa can also have some levels of the witch class.

Of course, there is the issue of Kyleth being one of The Thirteen. The Thirteen most evil wizards, witches, and necromancers in the world.  She was the newest member, who are the other 12, and what are their plans?  Is anyone up for an adventure against the Legion of Doom?  I might have to come back to this idea. I can see witches, vivamancers, blood mages, evil wizards, and necromancers as part of this evil cabal. Each provides something different.


About the physical book. The book is 80 pages and printed on very heavy paper.  It is softcover, but the binding looks good. With the heavy paper and glossy cover, I expect this to hold up to wear and tear.  The cover is bound on, so no taking it off to use as a GM screen with maps.  I am glad I have this as a PDF too to print out the maps and the handouts.  I am really, really happy with this module.

UPDATE: Of course, I took this idea and ran with it making Kyleth one of the many Witch Queens that is gathering at the Tredecim. Kyleth was my first choice as the murderess of the Witch Queen, but I quickly dropped that idea. If Kyleth had kill the High Queen then her ambitions would be greater. No Kyleth is an opportunist. She sees the tide turning and decides now is her time to strike. 

Dungeon Crawl Classics #17.5: War of the Witch Queen
Dungeon Crawl Classics #17.5: War of the Witch Queen

PDF. 28 pages. Color cover, black & white interior art. 

This is the precursor to the larger Saga of the Witch Queen. I grabbed it to have a complete collection and to see if there were any differences between this and the newer version. I would still love to get my hands on a printed copy.

This adventure is designed for D&D 3.5/d20 OGC.  This means converting it to Pathfinder is really a non-issue. More to the point we can convert Kyleth from an 8th-level Sorcer to an 8th-level witch.

The main differences here between this adventure and the counterpart Saga adventure, War of the Witch Queen is that this is for D&D 3.5e and Saga is for AD&D 1e. They are the same adventures with very minor tweaks.  

Both send the PCs on a quest to stop and kill Kyleth the self-styled Witch Queen. It is a straightforward dungeon crawl. This is not a weakness, but rather its strength. 

The obvious question is do you need this one if you have Saga of the Witch Queen? I say yes since the systems are different (but can be converted). 

Lady Kyleth the Witch Queen


Use in War of the Witch Queens

Well...yeah. In fact, many of the reasons I wanted to do a War of the Witch Queens can be found here. The other obviously was my love for all these witches.

Kyleth is fun because she can be so unapologetically evil. Even if I was not doing this campaign she would be a great reoccurring antagonist.

Lady Kyleth Witch Queen



The Other Side - 100 Days of Halloween