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

Wednesday, July 29, 2026

Witchcraft Wednesday: Daggerheart Witches

 A while back, when I was talking about my witch Elowen Hale, I said that the Daggerheart playtest witch played a big role in who she is and what her character was like. I also said then, "When the new Dread add-on for Daggerheart is out, I'll come back to this and detail a bunch of witches." 

Well. It is out now. And it's not just witches; it has warlocks as well.

Daggerheart Witches & Warlocks

Elowen Hale

I have posted Elowen once before, but I wanted to check how well the playtest matched the final version. So far I have not noticed much difference, but granted, Elowen is only first level. Elowen really typifies what I think of when someone says "Hedge Witch." She is not about power, or flashy magic. She like tea, a pastry, dancing in the rain with her friend Dori, oh, and figuring out why she returned from the dead. The new Daggerheart: Hope & Fear has a "returned" character type that almost, but not quite, fits her. Maybe I'll adapt some of it later on for her. She isn't a reanimated corpse nor is she a ghost or a vampire. She is...well, she is Elowen, and she is fairly unique among my witches. 

Elowen Hale
Elowen Hale

Level 1
Class & Subclass: Witch (Hedge)
Ancestry & Heritage: Loreborn human
Pronouns: She/Her

Agility: 0
Strength: -1
Finesse: 0
Instinct*: +2
Presence: +1
Knowledge: +1

Evasion: 10
Armor: 3

Minor Damage: 7 Major Damage: 14

Weapons: Wand. Trait and Range: Knowledge Far. 1d6+1 (Magical)

Armor: Leather 6/13 +3

Experience
I See Dead People +2
Fate Always Has a Price +2

Class Features
Hex
Commune (with ghosts only)

Talisman (the spoon she was holding when she died.)
Dagger (she rarely uses it)

Spells (Spell casting: Instinct)
Blightning Strike, Level 1 Dread
Umbral Veil, Level 1 Dread

For her experiences. "I See Dead People" should be pretty obvious. She sees ghosts. Everywhere and all the time. Even the harmless ones. She sees them, and they see her. This can given her clues as to something going on. She can look at an ancient burned building and see it filled with tavern patrons and know that it was a tavern at some point in the past. When? Well, that depends on her rolls. 

Her "Fate Always Has a Price" is there to help me find creative ways to deal with the fact that maybe she didn't really come back in one piece. There is something strange still going on. This lets her tap into her strangeness.

Skylla

Skylla is not always my go-to Warlock, but in this case she works very well. Especially if I am planning to use my Iriandor setting. She is largely the same as her AD&D/D&D counterpart down to my idea that she is somehow a clone, duplicate, or something related to Charmay. Daggerheart has enough flexible weirdness for me to explore this more. Giving her the Pact of the Wrathful is my way to represent her own internalized anger issues. I also have worked up my other warlock, Taryn, a little, and she is also Pact of the Wrathful, but in her case it is because her father is a warrior defending a realm.

Skylla
Skylla

Level 3
Class & Subclass: Warlock (Pact of the Wrathful)
Ancestry & Heritage: Loreborn human
Pronouns: She/Her

Agility: +1
Strength: -1
Finesse: 0
Instinct: +1
Presence*: +2
Knowledge: +0

Evasion: 12
Armor: 3

Minor Damage: 9 Major Damage: 16

Weapons: Dual Staff. Trait and Range: Instinct Far. 2d6+3 (Magical)

Armor: Leather 6/13 +3

Experience
I Will be a Master of Magic: +2
I am More then Charmay's Shadow: +2
More Power: +2

Class Features
Patron's Pact
Favor (3)

Talisman (the spoon she was holding when she died.)
Dagger (she rarely uses it)

Spells (Spellcasting: Instinct)
Blightning Strike, Level 1 Dread
Umbral Veil,  Level 1 Dread
Voice of Dread, Level 1 Dread
Hideous Retribution, Level 2 Dread
Invisibility, Level 3 Grace

Skylla has some anger issues and a huge case of imposter syndrome. She thinks she knows who she is, but is plagued by nagging self-doubt. This causes her to throw herself into her magic. She has to be better, more powerful, and then and only then can she feel like she is truly herself. 

Her experiences reflect this. She craves more power, she craves validation, and she can't help but do the things she needs to do to survive and become more powerful.

Daggerheart is nothing if not a great place for some really good conflicted characters. Maybe she needs therapy and not an adventuring career. 

Larina Nix

I have not worked out all the details yet of the Larina of Iriandor, save that I know she is powerful. Did she fight in the Last War? Certainly. This would be a reflection of her D&D version that Unmade an Archduke of Hell. I think, given the nature of Iriandor she would be part of the group that seeks to rebuild the world into someplace better. That is very much her. 

Also, her focus would be protecting witches and warlocks. Post-war, these spell casters are mistrusted and thought to have sided with the fiends who had controlled everything. While many did, not all, and Larina is here to make sure they are protected, though there are still some witches who conspire to bring back the fiends and return to power.

Larina Nix
Larina Nix

Level 10
Class & Subclass: Witch (Moon)
Ancestry & Heritage: Loreborn human
Pronouns: She/Her

Agility: 0
Strength: -1
Finesse: 0
Instinct*: +5
Presence: +2
Knowledge: +3

Evasion: 11
Armor: 3

Minor Damage: 16 Major Damage: 23

Weapons: Dual Staff. Trait and Range: Instinct Far. 4d6+3 (Magical)
Dagger. Trait and Range: Finesse Melee. 1d8+1 (Physical)

Armor: Leather 6/13 +3

Experience
Scholar of the Occult +5
Affinity for Languages +4
Commanding Presence (Witch Queen) +3
Witches are Everywhere (Contacts) +2
I have seen Horrors +2

Class Features
Hex
Commune

Talisman (Book of Shadows)
Handcrafted Besom

Spells (Spellcasting: Instinct)
Blightning Strike, Level 1 Dread
Natural Familiar, Level 2 Sage
Terrify, Level 3 Dread
Healing Field, Level 4 Sage
Spectral Mists, Level 5 Dread
Dire Strike, Level 5 Dread
Darkness, Level 6 Dread
Sage Touched, Level 7 Sage
Rejuvination Barrier, Level 8 Sage
Eldritch Flesh, Level 8 Dread
Fane of the Wilds, Level 9 Sage
Avatar of Terror, Level 10 Dread

This feels right for a scholar-turned-warrior witch-turned-healer sort of Larina. Iriandor is a world after the Last War, and it needs healers more than warriors. She is 10th level, so she is not likely to be a PC but rather an important NPC.

But so far, I really like these characters, and they bring something a little different to the table. I might also build versions of Étaín Moonshadow and, of course, Taryn. Étaín is easy enough, to be honest; the hardest part is translating her quest to discover an ancient religion tied to the moon goddess. Or maybe not...after all, during the rule of the Arch Fiends all other religions were stamped out, and maybe Étaín's Threefold Goddess was something only passed down via an oral tradition.

Though...there is a lot with each character here, but especially Étaín, that ties them directly to their own worlds and not Iriandor. Maybe I need a new bunch of witches just for this world. Wouldn't hurt that is for sure.

Thursday, July 9, 2026

This Old Dragon Retrospective: The Road to the Witch

 Larina is a Dragon Magazine witch. But not in the way that you might initially think. 

My witch class and Larina went through many design phases and had many influences, as I have talked about here, but the truth of the matter is her genesis and my witch class's evolution owe a lot to the pages of Dragon Magazine, all long before Dragon #114 landed on the store shelves and ultimately my gaming table. 

Select Dragons from the Brannan collection

So for today's "This Old Dragon," I am not going to do a deep dive into one issue, but rather the issues between Dragon #85 and Dragon #114, 1984 to 1986, not just some of my prime AD&D playing years, but when I did the most work on my various classes.

Since this is also a bit of an "In Search Of..." post in tone and flavor, I'll explain why this search is important to me.

Now, keep in mind, I did not read every Dragon when I got them and think, "What can I add to my witch?" I *DID*, however, read each new one and thought, "What can I add to my game?" As it turns out, I found the articles on magic, clerics, and new monsters the most useful. 

Now I did go back when I got my Dragon CD-ROM archive and look specifically for witch-related and witch-adjacent material. But that was in the 2000s. It helped inform my Basic Witch, but a lot of those concepts were already present in my earlier works. It was, however, a wonderful bit of archaeology. 

Class is in Session

To refresh everyone's memory and to set the stage from 1983 to 1987, I was in high school in Jacksonville, IL (no, not Jackson...exactly). During this time, I played in a regular group where I took turns on DM duties, usually about half-and-half. I had been working on a few new classes: The Healer, The Sun-Priest, the Necromancer, and The Witch. I saw each as related classes where clerical and wizard magic were blended. The Healer never really manifested the way I wanted, though I have played a few healers from the Werper family. The Sun-Priest eventually found life as an AD&D 2nd Edition Kit, and, using the rules as written, I have played some Sun-Priest-like characters in both D&D 4th edition and D&D 5th edition. Again, usually members of the Werper family, often sister-and-brother healer-and-Sun-Priest teams. The Necromancer finally found some life as the Profane Necromancer in my Monster Mash book. 

The witch, however, has been my runaway success. When I got the above classes into a playable state, each had what we would call today an iconic character. There was Celene the Healer, younger sister of Johan II the Sun-Priest and Paladin. The Necromancer was Magnus, and, really, the most unassuming of them all was Larina the witch. Of the four, she went on to true immortality here.  I suppose, though, the writing was all there. Luna Mondgott, Johan's and Celene's mother, was played as a witch using Cleric rules, and Johan's wife, Cara, was played as a witch using Illusionist rules. The witch was more or less inevitable for me.  

But the form it took was not. 

So let's look at one factor that shaped the class, and the character: the pages of Dragon Magazine.

Dragon #85 -May 1984

Why am I starting with this one? Good question. This is the first Dragon I ever owned and used regularly. It was in the pages of Dragon that I saw additions and changes to rules. They were not set in stone; they could be changed. I had already created many new monsters by this time, and the idea of new classes seemed not just reasonable, but actually required.

Dragon 85 was where I saw this. This issue gave me the highly valued Cleric Collection. Clerics were my main class of choice, and I played them less like holy men and more like occult scholars. So, less fighting, holy man, and more Van Helsing. 

This is also the first time I saw an ad for the Witch Hunt game.

Dragon #86 - June 1984

Gods of the Suel Pantheon and the Dragon Deities helped me rethink what gods could be in D&D terms. This issue also gave me new familiars to consider and the idea that they were not just a special pet. The article wasn't perfect, but it was a good start. The Ecology of articles were always great because it made me feel like there were "monster naturalists" in the various worlds studying these creatures.

Dragon #87 - July 1984

The big one here is the Ecology of the Dryad. I know this was a catalyst and one of the reasons why Cara and Larina are both redheads; Red hair = magic. The review for Stalking the Night Fantastic and the ads for Chill made me realize that horror in RPGs was a good option.

Wee Jas
Dragon #88 - August 1984

This is another important one. We got Wee Jas ("Wee Yas" or "Ouija") as the Witch Queen, Goddess of Witches and magic. Plus she looked great. THAT was Larina's look for a long time. How could I have not fallen in love with her? And she is Lawful Neutral. The same alignment Larina is to this very day. I may not have known all my witches yet, but I knew who their goddess was. 

Dragon #89 - September 1984

Very helpful article in Many Types of Magic since it shows already that many types of magic are already baked into the system; it is just a matter of finding a spot for witchcraft. The ads for the Time-LIFE Enchanted World prominently feature their first book, Witches and Wizards, which gives witches legitimacy in the pages of Dragon. 

Dragon #90 - October 1984

This features the witch-coded Incantatrix. The name is related to Enchantress, and her ability to steal spells gives her a witch-like feel in a world already filled with wizards. I tried Cara out as an incantatrix for a bit, but didn't care for it for her, and she went back to being just an illusionist. Dragon is certainly circling around a witch-shaped center of gravity for me. Speaking of charm, this issue also has the definitive list of creatures that can be subject to the Charm Person spell. 

Dragon #91 - November 1984

We go darker here with a new demon from Gygax and more devils from Greenwood. Certainly material for masters of the occult.

Dragon #92 - December 1984

Double hit again from the Gygax/Greenwood tag team. Gary has more to say about clerics and I am all ears. This helps me figure out things for my clerics and paladins and ultimately my healer and witch classes. On the other end of the magic spectrum, Ed gives us more spells and has the audacity to introduce me to the Witch The Simbul without explaining anything else about her! 

Dragon #93 - January 1985

Real-world witch hunts come to D&D as told in Gary's “Thinking for Yourself.”  In fake worlds, “The Making of a Milieu” gave me strong advice about building a world where witches would live. This article, along with the two organization articles for Top Secret and Gamma World, gave me something I could build for Chill right away. Which in turn gave me more for D&D and witches. 

Dragon #94 - February 1985
Dragon #94 - February 1985

The fiction section featuring Baba Yaga is a great addition to my witch mythos. Not a lot ton of information, but enough. The Ranger revisions also show me that classes don't have to be a static concept.  

Dragon #95 - March 1985

This one is useful as a perspective issue. Tolkien, Forgotten Realms material, non-combat experience, magic-item creation, and the religious response to RPGs in the form of DragonRaid, all feed the broader question of what fantasy gaming is allowed to be. The Denis Beauvais art for the fiction, Desperate Acts, gave me a character who was a contemporary of Larina and part of the same adventuring group. 

Dragon #96 - April 1985

I have to say, I never had much use for Dragon’s April Fools issue each year. This one was no exception; there was little in it of interest to me for the witch class, or to Larina in particular. The only thing that stands out is the FASA Star Trek vessel Ginny’s Delight. Which I low-key loved. It may not have a direct bearing on the witch, but then again, my reading and gaming habits were not so easily compartmentalized. Whether it was fantasy, horror, the occult or superheroes, I did not see them as distinct categories. The starship is part of the same milieu as all the other science fiction, and the like I was into back then.

Dragon #97 - May 1985

Another Pages from the Mages article. The implication here is that wizards are dynamic; they research, they record their work. And spell books are treasure, maybe worth more than gold by weight. 

Dragon #98 - June 1985

If nothing else, this issue reminds me that we are not, and certainly were not, bound by books. There is a lot of talk of playing RAW and rules orthodoxy these days; back then, that is not at all how we did it. There was a lot of experimentation. The “Creative Magic Items” article reminds us of this. 

Dragon #99 - July 1985

This issue covers Unearthed Arcana, and how it will change AD&D. This is a sign to me that AD&D IS a game that can evolve. The Neutral point of view helped me figure out how to play a Lawful Neutral witch when, say, a chaotic Neutral one would have been easier.  

Dragon #100 - August 1985
Dragon #100 - August 1985

Classes are on Gary's and Frank Mentzer's mind with the Druid-Ranger, which seemingly breaks the rules. Well, if it is good enough for these two, who am I to argue? The Forum reminds me, though, that there are still people who refer to additions and changes to rules as "illegal."  

"City Beyond the Gate" showed me something I already knew in theory, but this was great in practice; that AD&D is not confined to the quasi-medieval world. Now I remember playing this adventure; I remember many of the characters in it: Johan II, Nigel, and I know Larina was not there.  Too bad; she would have loved it. Marvel-phile gave a strong write-up in Dr. Strange and was a good model on what I wanted for my witches. The variant magic system was also quite fascinating. 

Dragon #101 - September 1985

The biggest draw for me here is the Creature Catalog III with some witch-adjacent monsters. "Sorry, Wrong Dimension" from Mike Manolakes covers alternate realities, a feature that would be important to Larina's many futures. 

Dragon #102 - October 1985

I have not done this one for a "This Old Dragon" because I don't have a copy anymore. This one does include some items I considered important, but not in the typical way. Ads for The Complete Spellcaster and Elvira/Chill had my attention. The "Valley of the Earth Mother" was good, but not one I ever ran.

Dragon #103 - November 1985

A look into the future here. Gygax discusses future editions of AD&D and the game's evolution. The article on the saurians catches my interest, but not for the witch. 

Dragon #104 - December 1985

The articles on the thief class are interesting and showcase the class beyond the charts and numbers. I will use similar logic to pull the witch further away from her "magic-user" roots. 

Dragon #105 - January 1986

Our first issue of 1986. I mention here that I recall January 1986 starting out really cold. I recently took these memories to help form a new Jackson, IL adventure featuring my frozen misanthrope, The Refrigerator, but more on that later.  "Seeing is Believing" by Geoffrey Meissner covers different types of invisibility. While this had immediate uses for my witch class, it served my DM and his Riddlemaster/Adept psychic classes even more. The magic in our worlds stopped being a monolith and became multiple expressions. 

Fraser Sherman's "A world of difference: The parallel concept expands gaming horizons" was the right thing at the right time for me, as I was really exploring the idea of parallel worlds at the time. This was the height of DC's "Crisis on Infinite Earths," so we really made extensive use of these ideas. Larina would later be in contact with some of her alternates via her Mirror, or "Shards," as I now call them. 

Dragon #106 - February 1986

Issue #106 matters to me because of "A Plethora of Paladins." That article showed that the paladin need not exist only as a single lawful-good archetype with an evil mirror image. There could be variations. There could be holy warriors shaped by alignment, ethos, patronage, and worldview. For someone building new classes, that is an important lesson. It says the game's iconic roles can be opened up, examined, and rebuilt.

That matters to the witch because the witch was never just meant to be the "distaff magic-user" or the "evil cleric" or the "NPC spellcaster from a fairy tale." She needed her own space and reasons to grow. Sure, I never used a lot of these paladins; I was pretty happy sticking to the Lawful Good ones and my single Anti-Paladin NPC, but I was thrilled to see them. 

"The Laws of Magic" and "Casting Spells for Cash" both feed into the idea of magic as something with rules, culture, economics, and social consequences. That connects nicely to Larina's earliest personality: a witch pretending to be a wizard-in-training. She is not merely learning spells. She is learning how magical society works, what it expects, what it permits, and how to pass inside it while being something slightly different.

Dragon #107 - March 1986
Dragon #107 - March 1986

I have not reviewed this one yet, but it is sitting here next to me. I will get into it in detail in a future This Old Dragon, but the artifact from this one is a reference to Laurana from Dragonlance. That matters because Larina’s name almost certainly owes something to Laurana. Did I get the name from this issue? Probably not. It is much more likely that it came from reading the Dragonlance novels themselves years before. But #107 shows the name, or close enough to it, was in the air at exactly the right time.

This is one of those small pieces of character archaeology that I can't prove, but that's too interesting to ignore. Larina was not named Laurana, but the resemblance is obvious, and the timing is right. Somewhere between Dragonlance, Dragon Magazine, and my own teenage need to make the character mine, Laurana became Larina. In truth, Sinéad owes her overall look and part of her history to Laurana. 

Dragon #108 - April 1986

I would not call Issue #108 a major witch issue, though "Cantrips for Clerics" is an entry worth a mention. I had come to view divine and semi-divine spellcasters with more variety in mind than the run-of-the-mill cleric; one could see that same design impulse at work in the healer, the sun priest, the necromancer and the witch.

Clerical cantrips suggested that even minor magic could help define a caster’s identity. There is no need for every effect to be a miracle or some purpose for the dungeon or the battlefield. A few well-placed blessings, charms, and practical bits of magic speak volumes about how a character stands in relation to the supernatural.

This applies to witches as well. It is not enough for a witch to be judged by her top-tier spells; she must have that quality in her minor workings, too. Hedge witches need recognition as well and need to work into my systems of magic.

Dragon #109 - May 1986

While I can easily point to Dragon #114 as a major issue for the witch, issue #109 might have been more influential. While I had a fairly good grasp of the math behind XP per level values, Paul Montgomery Crabaugh’s "Customized Classes" becomes the article where I can test my ideas. It was a pivot point in my home games. I created the witch, healer, and sun-priest XP values that spring. My DM Grenda used it to create his various Riddlemaster/Adept classes. That summer was spent playing and playtesting a lot of new classes. This article showed me not just that I could build a witch, but I could build a good one. 

The Barbarian Cleric by Thomas Kane even gave us a shaman-like class. Great for my ideas on what a primitive witch could be. 

Dragon #110 - June 1986

The Cult of the Dragon was a HUGE influence on the development of cults and heresies in my game. In fact, my very first notes on what would become my Scaled Sisterhood Witchcraft tradition were written down here. Ed also gives us some more background on Elminster himself and some spells.

The Norse Myth articles gave me Angur-boda, Grid, and Gullveig. All described as witches and all of whom have played some role in my writings and development. 

Dragon #111 - July 1986

The magic focusing items grabbed my attention right away, and certainly West Haven owes a little bit to the magical city Malachi. 

If DC was dominated by the Crisis on Infinite Earths at this time, Marvel had their Phoenix Cycle. Phoenix gets a write-up from Roger E. Moore and later on Supergirl gets one as well from Greg Gordon. Why are they important, well both are described as two of the most powerful beings in their respective universes and both to a degree had impacts on my later game writing in particular the work I did on Buffy the Vampire Slayer. 

Dragon #112 - August 1986

I just covered this one last week. The big thing for me was that this was the first issue that let me know there had been a witch class in the pages of Dragon, and I was not creating something that no one would want.  I would need to wait for Dragon #114 to see it, but that was only a couple of months away; it wouldn't be until I picked up Best of The Dragon (Volume 1) that I saw the witch from Issue #5. And it would be even longer before I got the Dragon Magazine CD-ROM collection and then saw the witches from issues #20 and #43.

By the time Larina appeared in my notebooks in July 1986, most of the ingredients were already there. Dragon #112 showed me the magazine had older witches in its own past, and Dragon #114 gave me the first Dragon witch class I actually had in my hands.

Dragon #113 - September 1986

The last issue before the witch. The cover alone was enough for me since the swordsman reminded me of my Johan III character.  "Clout for Clerics" is a good article for expanding the Cleric's role and giving them some followers.  James Yates gives us lesser clerics and man-at-arms followers for clerics and explains why, out of all the classes, they should have them. I expand on these ideas for covens. 

There is also a great article on Hades. 

Dragon #114 - October 1986
Dragon #114 - October 1986

And here she is. I have said so much about this particular issue that I am at a loss as to what more I need to add. So, here are some links to things I have already said, including Larina's involvement.

The Larry Elmore art of the "enchantress" became my stand-in art for Larina for decades. While this was the first Dragon Magazine witch I read about (like many others) it was not their first, nor as you can see from above, the first time witchy topics were discussed in the pages of Dragon.

In retrospect, there is an inevitability to Dragon #114. Not because TSR was always going to publish a witch class, but for over two years I had been reading in that direction. The magazine had put before me its share of god-bound clerics and odd familiars, goddesses of magic and spellbooks with a past, not to mention alternate and custom classes, the monsters of folklore, parallel worlds, magical cities and the sort of horror that lingers at the periphery of fantasy. Come October 1986, the pieces were all laid out on the table; I picked them all up and reassembled them into something more Larina-shaped. 

Larina's Character sheet from October 1986

Special Mentions

While these do not fit inside the publishing window for the most part, I would be remiss if I didn't bring up Best of Dragon vol. I, II, and IV.

Best of The Dragon

This first collection reprints the witch from The Dragon #5. Great little bit of archaeology and shows that the witch has been haunting the pages of Dragon (and D&D) since the very beginning.

Best of Dragon, Vol. II

This one gave me the Anti-Paladin and the Healer class. Not to mention two different ninjas. I learned that classes are not a static thing.

Best of Dragon, Vol. IV

This is where I first saw the Death Master NPC class and compared it to my own Necromancer. I liked the Death Master quite a bit, and I actually approached Len Lakofka about it later on. We stayed in regular communication until his death.

Not all of these shaped Larina in particular or even my witches in general, but they did contribute to the environment in which my witches could grow, and Larina could be created and grow. 

That is why I say Larina is a Dragon Magazine witch, but not because one article created her. Dragon gave me permission, examples, arguments, monsters, spellbooks, gods, and the idea that classes could be built, tested, changed, and made personal. Dragon #114 gave me a witch. The previous two years helped make sure that when I finally found her, I already knew what to do with her.

Monday, July 6, 2026

Mirror Mondays: The Witches of 1986. What I Learned from 40 Years of Larina

The Witch Queen and the Girl in Homeroom: What I Learned from Forty Years of One Character

Advanced Witches & Warlocks - Larina

I created Larina in July, 1986. 

That sentence feels simple enough, but it carries a lot of weight. It means she has been with me through six editions of D&D, most of high school, college games, new systems, abandoned campaigns, resurrected notebooks, lost files, new editions, new worlds, and more than a few versions of myself. She has been a magic-user, a witch, a sage, a horror heroine "last girl", a multiversal constant, and occasionally the person in the room who knows far more than she should.

I have known her longer than my kids have been alive, and I met her 15 months before I met the girl I would one day marry.

I wish I could remember the exact date, but failing that, and for reasons that make sense to me, I'll say it was 40 years ago today. July 6, 1986.

At some point, a character stops being just a character sheet. At some point, she becomes a mirror to what I am doing at the time. 

And Larina has always been a mirror.

Larina was not my first character. She was not even my first "witch" character. But over the years of playing her and using her in many games, she quickly became a favorite of mine.

If you like, you can read some more about her here on her own page and all the versions of her I have posted here over the years.

The Character You Start With Is Not the Character You Keep

That first version of Larina was nothing special at the time. Not really. She was a "witch" but only in the respect that she was a collection of ideas I had about witches. Some notes, some ideas, a rough draft. Her class at the time? Magic-user, 1st level. This was July 1986. I would use her a few times, but my main "wizard" was Phygora-Cronus. He was, and let's be honest here, my Doctor Who-ripoff character. A traveler who messed with the lives of others. Phygora did eventually become his own thing. But that very, very first version of Larina barely saw any adventures. Phygora even stopped traveling to be Larina's "advisor" at the magic school. 

Larina Character Sheets
Larina 1st Ed AD&D Character Sheets

Still, there was something that drew me back to her. She saw some play, but not a lot really. I am hard-pressed to remember any of her adventures between that summer and the Fall. 

Then came October 1986 and the release of Dragon Magazine #114 with its new take on the witch class. I really can't overstate how much that issue affected my ideas of how to play a witch. That put an end to her as a "fake-wizard". I made her into a 1st-level Magic-user/1st-level Witch right away with a brand-new sheet. I figured out that she had been to magic school, but the tuition was too much to keep up. Sound familiar? I was in the same boat with one school, so I took my second choice. Another mirror.

So I gave her a backstory to fit. She was working in the school library to make ends meet, and she picked up her witchcraft on the side. Libraries have always been where I study things on the edge of belief, so it was only natural. It was another mirror of my own situation.

That little bit of backstory did a lot more work than I realized at the time. It explained why she knew things she was not supposed to know. It explained why she had access to odd books, old languages, half-forgotten rituals, and dangerous scraps of lore. It made her something other than a spell list. She was not just a student of magic. She was a student of forbidden shelves, closing-time whispers, and books that should probably have been locked up better.

Looking back, that is where Larina really started to become Larina. Not by virtue of better hit points or power, but because she was the one who knew where to find the book. She was the one with the answers. 

This early Larina was hardly the best version of herself. Beginnings seldom are. But she had a spark. Her core was there.

Every Edition Reveals Something Different

I have done this with all of them. I currently have Vera Rook sitting on my desk, and I have six character sheets for her, maybe seven soon. I showed you all this as an experiment with Elowen Hale.  Vera began with a concept and then character options were used to support that concept. Elowen was built by looking at character options across the games and choosing the concept that fit them all. Every game and edition offers a chance to redefine a concept. With Elowen and Vera, it was a matter of deliberate design; with Larina, it has been a decades-long process.

Larina, 2nd Edition AD&D, the Witch Priestess
Larina, 2nd Edition AD&D, the Witch Priestess
I have some 75 versions of her in posts for various systems now, each one a test to see if I could make a proper witch. For example, in AD&D 2nd Edition, she took on more of a priestess role. I called it her Wiccan side (to put it in modern terms) as she found her faith. The mechanics were simply there to put it on paper. 

And in a way, it was another mirror: while she was getting deeper into the supernatural, I was embracing my atheism and skepticism. There is a contradiction in all this that I have always found amusing. The further I put distance between myself and belief, the more exacting I became with hers. She became the High Priestess of faith and belief, while I rejected such ideas for myself. 

Perhaps that was her utility. She let me get at faith, ritual, gods, spirits, and the like without having to put my own stock in them. Where I was skeptical she could be sincere, she could stand in the circle and invoke the Goddess in earnest while I was on the periphery with a notebook to put in a word: "Yes, but what are the game terms for that?"

If you want an honest appraisal of my witch writing, there it is. I don’t need to believe in a thing to see its power.

I will ask her different questions depending on the game. D&D wants to know what she can cast. A horror game will ask what she has endured to survive. Superhero games make you wonder how much power she truly has. Sci-fi asks what she knows of the universe. Modern horror asks what she does when the monsters are not locked in some dungeon but are down the street. And so on. Every answer tells me how to play her and how to bring her into whatever comes next.

Converting a character is never a mere numbers game for me. You can have your fun making sure a 7th-level spell translates to the equivalent power in another system, but that is not the work. The task is to determine what the game deems important. Some games are about combat or social standing, others about trauma or whether you can afford rent and still be at the ritual on time. When I convert Larina, I am not just changing her stats; I am letting the game have its say with her.

Forty years on, she still has something to say.

Long-Lived Characters Become Mythology

Larina has been with me long enough to take on a mythic quality in these worlds. My players and my kids’ players are familiar with her. I have minis and 3D prints of her in the game room, art on the wall, even a Monster High doll someone went to the trouble of modifying for me (people love this post). Here, you will hear her name in the same breath as "The Simbul," "Circe," or "Tasha/Iggwilv."

I won’t pretend she is on their level in the annals of game history or literature, but at my table, she occupies that space. She is one of the names the young witches talk about in hushed tones. She is the woman who has already had her bout with the thing you have just come across, the one whose notes you find in the margin. She may be of assistance, or she may decide you are not ready for the truth.

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

That is what mythology is. Not official canon or a publication record. It is what a name means when enough people at the table understand it.

It also means the little details start to matter more. Her red hair, the purple clothes, the dragon tooth necklace, the Triple Moon Goddess tattoo, and the scar below her left collarbone. Or the way she will tell you her birthday is Halloween when in fact it is the 25th of October. Things that were once just bits of color are now like relics. 

After a while, the details are no longer decoration; they are signs.

And because Larina has so many versions, those signs are what tell me she is still Larina. The stats can change. The edition can change. The cosmology can change. She can be in Mystoerth, Jackson, West Haven, WitchCraft, NIGHT SHIFT, Wasted Lands, or some far future starship-adjacent nonsense that probably started with me watching too much Doctor Who and WAY too much Star Trek. But if she is still the woman with the books, the questions, the occult knowledge, the stubborn compassion, the terrible habit of putting herself between people and the dark, and biting her nails, then she is still Larina.

Larina by Jeff Dee
Larina by Jeff Dee
She Taught Me What a Witch Is

Every Witch class I have ever written has Larina’s shadow somewhere in it. Sometimes obvious, sometimes hidden, but always there. Elowen is an "adopted daughter"; Vera is a dark shadow; Marrissia is the mother of hers that devours.  Even Sinéad, to a degree, is "what if Larina had been raised in the Forgotten Realms?" All these witches are part of what I call her extended coven. Which is more growth for her because from the start she was a solitary witch learning via books she borrowed from her library. 

My witch books don’t just appear out of a vacuum; they are born of a lived-in experience I have with her. One feeds the other. Another mirror.

Larina made it clear to me that a witch is more than a woman with magic, a druid who has taken to the indoors, a wizard with better jewelry, or a cleric with the wrong holy symbols.

A witch is a relationship.

That was a revelation when I first saw it. Which is odd since what I was looking at were my own notes and writings. But there it was. Was it my writing or hers? Sometimes it is hard to tell.

The witch is a relationship. With power and place and memory. With old gods, false ones, and things that were never gods. With a coven, be it made of ghosts, familiars, past lives, a very patient cat, and the odd book.

That informed my design. A witch needs magic, but she also requires the rituals, the pacts and taboos, the marks and the consequences. She needs to be able to heal, curse, bind, and banish. And most of all, to know. Intelligence is important. Wisdom informs. But it is Charisma that sets it all into motion. 

Larina was never at her finest when she was flinging the largest spell in the room. She was best when she could tell you what the monster was and where it came from, what book made a passing mention of it, and why you should have heeded the old woman at the start of the adventure. 

That is the witch I keep writing.

Larina Nichols of Jackson, IL and Larina Nix, Witch Queen of West Haven
The witch girl and the Witch Queen
A Good Character Can Outlive the Campaign

This is something of a big deal. Groups disband, people move on, editions are replaced, files go missing, and books get sold. Most campaigns have an end. Yet some characters endure.

Larina is my means of keeping old games from being set in amber. She is continuity, if sometimes of a confusing sort. I have four timelines for my main computer to make sense of what she has been up to since 1986, which is no small chore. In fact, trying to account for her "lost years" and sort out one of those timelines is what first put the notion of an updated Advanced Witches & Warlocks in my head. If you look at one of my playtest notebooks, you will find nothing but character sheets of her from various stages and reams of notes. What was she doing? What was she thinking? Why did she begin to embrace witchcraft as a practice and a religion more?

Will any of this make it to print? No, not all of it. Does it inform what does? You bet.

Those campaigns are history now. I am the only one left alive from some of them. But she has been here with me all along, my witness to the fact that it all happened. She was the chronicler of those long-lost campaigns. The people who were there are gone, but I have the notes I kept in her voice still tucked away in one of my 3-ring binders or stapled to a character sheet. It is strange when I read something like "Must talk to Killian" or "Find out what Morgan Highstar knows." Notes on Larina's sheet by her (by me for her) directed at characters who can no longer answer. Another mirror: Larina, when she is a GMPC or DMPC, often acts as the party's translator or chronicler. There is a certain sadness to it, and a comfort as well. Knowing that she is still bearing witness to deeds of glory.

Old campaigns are like ghosts. You hold on to the recollection of the character deaths and the lucky rolls, the big set pieces and the arguments over rules, not to mention the maps we were sure we would have for all time, only to mislay them. And the dumb jokes. But memory is no good at archiving; it will let go of what you once deemed important and hang on to the odd bits.

She reminds me that those games happened. Those people sat at those tables. That we cared very much about things written in pencil on loose-leaf paper. That we spent entire afternoons arguing over what a spell could do. For a little while, the world was bigger than the room we were sitting in, and the room we were sitting in was bigger than the world outside.

Larina is not the campaign itself, but you can smell it on her clothes.

The trick with an old character is not keeping her exactly the same. It is letting her change without letting her become someone else. Larina from 1986 is not the same character as Larina from 2026, because I am not the same either.

She has become something of a creative engine for me. What she needs is what my books need. It may sound mad, but then again, I once put in some time as a QMHP at an institution for schizophrenics, so perhaps it rubbed off. Or I just know this character well enough to tell the difference between what works and what I might want.

The WitchCraft RPG made clear to me the distinction between her magic and her psychic side, and I carried that over to Ghosts of Albion with its separate Magic and Faith abilities. From her I got the Wicca and the Witch Priestess for Advanced Witches & Warlocks, and the Witch Queen for Liber Mysterium and my 3rd Edition book. She was the six-year-old in my AD&D Complete Netbook of Witches & Warlocks. 

Which is the strangest thing of all: the adult Witch Queen and the girl in homeroom with glasses, wearing her watch on her right wrist, are one and the same. Not in any tidy, linear way, but in the manner of a dream or a myth, or an RPG you have been at for a while.

The child answers the call. The teenager comes across the book. The young witch puts up with the vampire. The adult who becomes the teacher. And the Witch Queen who becomes the warning. 

And somewhere in there is a guy (also with glasses) with a notebook, trying to figure out what all of that means in terms of saving throws, spell levels, and whether or not this really belongs in the next book.

Forty years on, and Larina is still around. 

I don’t hold on to her out of stubbornness (though there is a lot of that too); she has a way of showing me something new. Just when I think I have had my fill of her lessons, another one of her turns up. A stat block in a folder I have not opened in ages. A picture. Some class feature that is there only because, at some point, Larina did that at the table. A spell that is logical in a way only she could make it so.

Maybe that is the real lesson.

The best characters are not the ones who stay frozen on the page. They are the ones who follow us out of the dungeon, through the years, and into whatever strange country comes next.

For me, Larina has been a witch, a mirror, a witness, a test case, a mythology, and a creative engine.

Not bad for a little 1st-level magic-user girl from July of 1986.

Larina by Claudio Pozas
Larina by Claudio Pozas
The Mirror Shard: The Dark Anima

This one is a little bit different than other mirror shards. Those typically cover concepts I can use in both my Occult D&D campaign and my Jackson, IL campaign, even if they appear different in each. 

I have talked about this before, but it is worth bringing up again here because it is part of Larina’s genesis.

My first foray into psychology was in the mid-80s. I went the way of most people and began with Freud and then Jung. Freud had his Id, Ego, and Superego, all very serviceable concepts. Jung I found a bit more philosophical, or at any rate more to my liking as a writer and a gamer. From him I took the archetypes, the Shadow, synchronicity, the Animus, and the Anima. That was what resonated. 

The Anima, in Jungian terms, is the inner feminine image in a man’s psyche. The Animus is the inner masculine image in a woman’s psyche. Now, I am not going to pretend this is modern psychology, or even particularly good psychology by today’s standards. This is armchair Jung, filtered through a teenage gamer in the 1980s who was reading books he only partly understood and immediately turning the interesting bits into D&D characters.

In a way, that was all I really needed then.

But the notion of the Anima held me. Jung would have you believe it is the inner feminine in a man’s mind (the Animus being the woman’s inner masculine). I wanted to know what mine looked like, and not in the pedestrian sense of an ideal type of woman. I was after something darker and more symbolic. If the feminine side of my imagination were to step into a dungeon with a spellbook and some secret she wasn’t in a hurry to share, who would she be?

Larina was the answer. Or perhaps she was there first, and I put the question to her later. In college, I worked on my undergraduate, graduate, and doctoral degrees in Psychology. All the while, I had Larina by my side. Informing me, informed by me. I read Jung in highschool, I read it again in college and discussed him in History of Psychology classes I was in. Her first "publication" may have been a paper I wrote about the Anima with the Witch as archetype. That would have been at least 1989 or 1990. 

She is not simply “the girl character.” Sure, I like witches, and I have played a lot of women over the years, but that is not why she is here. She was curious and intuitive. She was compassion made into a weapon. She was the part of me still open to magic while the rest of me was being weaned off it. A useful tension.

As my Anima, Larina, is not merely soft and healing. She is dark. Not evil; there is a distinction. She is the witch standing at the periphery of the firelight; the one standing in the liminal space. The one who tells you there is more to it than you see. The librarian who will hand you a cursed tome because you need the lesson. The red-haired woman in purple who smiles when the monster misnames her.

Forget the seductress or the evil queen; they are too convenient and too cliché. The Dark Anima is your guide to the underworld. Think of Beatrice with a black cat, or Persephone once she has memorized the map of Hell. She won’t rescue you from the dark; she will show you how to navigate it. She is Innana and Ereshkigal. 

That is why she has a habit of appearing in my work as a sage, a mirror, or a teacher. She is the voice in my head that says the monster is a symbol, a wound, an old story in new clothes.

It also makes for good company with Nigel. He is my Id, all impulse and violence, the one who will put a blade to the problem and leave the philosophy for another day. Larina is his interpreter. She understands his danger and his necessity. Between them, I have Phygora as Animus, Johan as Super-ego, Retsam as Ego… a full psychological adventuring party in my head. It may not be entirely healthy, but it has given me my share of characters.

But Larina is the one who has stuck.

The Anima is no ordinary character. She is a mirror. She shows you desire and fear, and the things you put aside for being inconvenient. And as the person looking in the mirror changes, so does she. In a very literal sense, she has been my mirror, reflecting my turn away from religion, my skepticism, my fondness for libraries, my urge to codify the occult for a game, and my fascination with women who know more than they ought not to.

She is not me. But she is mine in a way my other characters are not. 

I suspect that is the reason for her forty-year run.

Tuesday, June 16, 2026

Ravenloft: The Horrors Within

Ravenloft: The Horrors Within
We are back in Ravenloft. Again.

And honestly, I am happy to be here.

I have talked about Ravenloft a lot over the years. A lot. I have covered the original I6 adventure, the 2nd Edition boxed sets, Realms of Terror, Domains of Dread, the 3rd Edition Ravenloft books, and into the 5th edition era with Curse of Strahd, Van Richten’s Guide to Ravenloft, and more. Ravenloft is one of those settings I keep coming back to, not because I have to, but because it keeps speaking my language.

That language is Gothic horror.

More specifically, it is Universal Monsters, Hammer Horror, Dracula, Dark Shadows, foggy roads, terrified villagers, cursed castles, and vampires who are more than just another entry in the Monster Manual. That has always been part of my Appendix N. So when I first encountered I6 Ravenloft, it was not just another AD&D adventure to me. It was D&D finally doing something I had always wanted it to do. It wasn't Tolkien. It wasn't Conan, or any of the other books and tales people assume we read before encountering D&D. It wasn't the usual dungeon crawl. 

It was a Hammer Horror film with dice. It is what I always wanted from D&D.

Count Strahd von Zarovich mattered because he was not just a vampire. D&D had vampires before Strahd (hello Belgos), but Strahd was different. He had a history. He had a motive. He had a personality. He had a castle, a village, a tragedy, and the sheer theatrical arrogance to make the whole thing work. He was intelligent, ruthless, and absolutely convinced that his own damnation was someone else’s fault.

That is Ravenloft. Or at least, that is the beginning of Ravenloft. 

The setting has changed many times since then. And really, if you have been reading this blog for any amount of time, you know all of this. But...It became a full AD&D 2nd Edition campaign world. It got its own boxed sets, its own domains, its own dark mythology, and eventually its two 3rd Edition and 3.5 Edition versions. It came back in 5e with Curse of Strahd, and then in 2021 with Van Richten’s Guide to Ravenloft. Every edition has changed it, sometimes in ways I liked and sometimes in ways I had to think about for a while. But I have always believed that Ravenloft can survive reinterpretation. Horror does that. Dracula gets remade (and remade and remade). Frankenstein gets remade. Werewolves, ghosts, witches, haunted houses, and cursed families all get remade. Every generation gets a new set of horror classics to call their own. 

Ravenloft follows suit.

That brings me to Ravenloft: The Horrors Within, the new Ravenloft book for the revised 2024 Dungeons & Dragons rules. Or 5.5e. Or D&D 2024. Or whatever we are all calling it now.

Ravenloft: The Horrors Within

This one is interesting because it is not really a replacement for Van Richten’s Guide to Ravenloft. It is more like the book Van Richten’s Guide needed beside it.

Van Richten’s Guide to Ravenloft was a book of ideas. The Horrors Within is a book of things to use at the table.

That difference is everything.

I liked Van Richten’s Guide to Ravenloft. I still do. I know some people wanted it to be more like the old 2nd Edition setting, with the Core, political borders, domain histories, and more of the classic campaign setting structure. I understand that. I love those books too. But I also said at the time that Van Richten’s Guide was doing something useful. It was not trying to rebuild old Ravenloft exactly. It was treating the Domains of Dread as a horror toolkit for modern 5e.

That worked for me.

It gave us Gothic horror, folk horror, body horror, cosmic horror, dark fantasy, ghost stories, psychological horror, and all the other nightmare flavors Ravenloft can support. It gave us advice for building Domains of Dread and Darklords. It let Ravenloft become more than Barovia and a few neighboring spooky countries. It also gave me the tools to build my own Darklord and my own domain, which I did with Darlessa, my Vampire Queen.

But Van Richten’s Guide also had gaps.

Ravenloft Source books for 5e

The biggest one was obvious: almost no Darklord stat blocks.

I understood the design philosophy. A Darklord is not just a monster. A Darklord is the dark heart of a domain. They are not always meant to be fought. Sometimes defeating them means surviving them, understanding them, resisting them, or escaping the story they have built around themselves. That is all true.

But this is still Dungeons & Dragons. 

Eventually, someone will say, "I attack Strahd." 

And then you need rules. I mean...sure, why not, they are going to lose, but let's roll some dice.

That is where The Horrors Within makes its strongest case. The new book gives us 17 Darklord stat blocks. Strahd. Azalin Rex. Lord Soth. Hazlik. Viktra Mordenheim. Chakuna. Ebonbane. And yes, Cthulhu.

I will get to Cthulhu in a bit.

The inclusion of Darklord stat blocks immediately changes the usefulness of the book. It means the Darklords are no longer just concepts, villains, or tragic centers of gravity. They are table-ready. They have mechanics. They can face the party, haunt the party, hurt the party, and hopefully do all of that in a way that reflects their curse.

Strahd Stat block

That last part matters. A Ravenloft stat block should not just tell me how hard the villain hits. It should tell me something about why they are damned.

  • Strahd should not be just a vampire with a better cape. (Though it is a cool cape.)
  • Azalin should not be just a Greyhawk lich with a Ravenloft address.
  • Viktra Mordenheim should not be just a mad scientist NPC standing next to a flesh golem. 

A good Darklord stat block should say, mechanically, "this is what obsession looks like when the Mists have finished with it."

That is what I want from this book.

The structure also feels different from Van Richten’s Guide. The 2021 book gave us a broad survey of many domains. The Horrors Within focuses on 16 featured Domains of Dread. That means some domains from Van Richten’s Guide move to the margins, including Bluetspur, I’Cath, Richemulot, and The Carnival. That will disappoint some people. It disappoints me a little, especially with Bluetspur, since I liked seeing Ravenloft stretch into alien horror.

Barovia

But I also understand the trade-off.

Ravenloft domains need space. They are not just countries. They are moral nightmares. A good domain needs a central sin, a Darklord, a curse, a population trapped in the consequences, and enough adventure material for the players to discover all of this the hard way. If focusing on fewer domains means those domains are more playable, then I can live with that.

And there are some interesting returns here. Sithicus and The Shadowlands bring back older Ravenloft material, including the sentient blade Ebonbane and that dark Arthurian fantasy mood that always sat well in Ravenloft’s broader horror geography. Darkon also gets more attention through Azalin Rex and Castle Avernus. That feels right. Azalin has always been one of Ravenloft’s most important figures, second only to Strahd in many ways, in my opinion. If Strahd is Gothic obsession, Azalin is intellectual arrogance, undeath, failed escape, and the refusal to admit that the cage may exist because of him.

That is Ravenloft, too.

The new player options are also very much part of the 2024 rules structure. We get seven subclasses: Reanimator Artificer, College of Spirits Bard, Grave Domain Cleric, Hollow Warden Ranger, Phantom Rogue, Shadow Sorcery Sorcerer, and Undead Patron Warlock. We get Dhampir, Hexblood, Lupin, and Reborn as species. We get backgrounds like Haunted One, Mist Wanderer, Investigator, and Spirit Medium. We get Dark Gifts rebuilt as feats.

The Reanimator Artificer also feels perfect for Lamordia. The Hollow Warden Ranger sounds like something that has spent too much time walking where the Mists are thickest. The Grave Cleric, Phantom Rogue, Shadow Sorcerer, College of Spirits Bard, and Undead Warlock all feel like they belong in this setting. Ravenloft player characters should feel like they have already been touched by something before the adventure begins.

That is where the Dark Gifts come in, and here is where I have my first real concern.

In Van Richten’s Guide, the Dark Gifts were strange, flavorful, and often story-heavy. They felt like bargains, curses, supernatural inheritances, or evidence that something had reached into the character’s life and left a mark. They were not always balanced perfectly, but that was part of their charm. Ravenloft should not always feel perfectly balanced. Sometimes the Mists give you exactly what you asked for and then make you regret the wording.

In The Horrors Within, Dark Gifts are rebuilt for the 2024 feat system. That makes them easier to understand, easier to balance, and easier to run. It also risks making them feel a little more like game widgets and a little less like curses. You know players will look to these as "rewards" and ignore the horror elements.

That is the trade-off of this book in miniature. It is more usable. It may also be a little less haunted.

The example that really sticks with me is the shift in how something like Symbiotic Being works. In older forms, that kind of gift depended on the relationship between the character and the entity inside them. The horror came from the story. What does it want? What does it whisper? What happens when you resist it? Now, by all accounts, the trigger is much cleaner and much more mechanical. Roll a 1 on a d20, and the thing stirs.

That is easier to run.

It is also less personal.

Now, I am not saying this is bad. New DMs need usable mechanics. Players need clarity. The 2024 rules have a design philosophy, and this book is clearly built to fit it. But Ravenloft is a setting where the messy parts matter. Horror is often found in the exception, the strange edge case, the thing that does not behave like the rules say it should.

So I will use these new Dark Gifts, but I already know I will be adding some of the old narrative teeth back in. Even if it means grabbing some older AD&D 2nd Ed material.

The Tarokka material, on the other hand, sounds like exactly the sort of thing I want. The Tarokka deck has been part of Ravenloft since the beginning. In I6, the Fortunes of Ravenloft gave the adventure replayability and mystery. In Curse of Strahd, the Tarokka reading became one of the defining ritual moments of the campaign. It is one of Ravenloft’s best props because it tells the players that fate is not abstract here. Fate has cards. Fate has a voice. Fate may be cheating.

The Horrors Within appears to give the Tarokka deck more mechanical weight in navigating the Mists and interacting with the domains. I like that a lot. That is exactly the kind of old Ravenloft idea that should be made more central, not less. If the Mists are the roads of Ravenloft, then the Tarokka should be one of the few maps that matters. 

Of course, in Ravenloft, even the map can betray you.

I also picked up the new Tarokka deck as well. I'll discuss that later on. 

The Haunted Bastions are another very 2024 idea that actually fits Ravenloft better than I expected. The 2024 Dungeon Master’s Guide introduced Bastions as a form of player stronghold or home base. In a normal campaign, that can mean a tower, keep, workshop, temple, or guildhall. In Ravenloft, that same idea becomes much more interesting.

A home in Ravenloft should never feel completely safe.

A gothic manor, a lonely chapel, a cursed observatory, a half-reclaimed castle, a witch’s house at the edge of the woods, a laboratory in Lamordia, or a sanctuary surrounded by Mists: all of these work as Haunted Bastions. But they should also come with a question.

What does the house want?

That is the Ravenloft version of a Bastion. Not just a base. Not just a reward. A relationship with a place that remembers things you wish it did not. I have been thinking a lot of places lately and what sorts of "things" they remember; geography as occult memory. This is the Ravenloft version.

The adventures are also a major point in this book’s favor. The Horrors Within gives us one-shot adventures tied to the featured domains. This is exactly the sort of thing Van Richten’s Guide did not do enough of. That book made me want to run Ravenloft. This one seems designed to let me run Ravenloft with less prep. Well...not that I need much prep for Ravenloft these days.

But it still matters.

I know I am an old-school guy. I like weird maps, strange presentation choices, moody boxed sets, and books that feel like forbidden travel guides. But I am also a working DM. A working DM appreciates ready-to-use material. Give me the Darklord. Give me the domain. Give me the map. Give me the adventure seed. Give me the monster stats. Then I can do the rest.

The maps are part of that. Van Richten’s Guide had evocative, conceptual maps. They helped define mood. The Horrors Within leans harder into tactical, full-color, VTT-ready maps. That is not always my preferred style for Ravenloft, but it is useful. And usefulness counts.

This is also where I think the book resembles Domains of Dread in a modern way. Domains of Dread was a late 2nd Edition Ravenloft hardcover that gathered the setting into a more complete reference. It was not the beginning of Ravenloft. It was a summation. The Horrors Within feels a little like that for 5e and 5.5e. Curse of Strahd gave modern players Barovia. Van Richten’s Guide gave them the new conceptual framework. The Horrors Within gives them the operational version.

That is a good place for it to sit.

Now, about Cthulhu.

Cthulhu

I am not opposed to cosmic horror in Ravenloft. Ravenloft has always been able to absorb different forms of horror. Gothic horror is the foundation, but the setting has room for mad science, ghost stories, mummy curses, slasher stories, folk horror, dark fantasy, witchcraft, haunted mansions, and yes, cosmic dread. Bluetspur already pushed Ravenloft toward alien horror. Lamordia has always had Frankenstein. Har’Akir has mummy horror. Sithicus has tragic dark fantasy. Ravenloft is not one horror story. It is a machine for making horror stories.

So, Innsmouth as a Domain of Dread? I can work with that. I think.

Elder Things, Mi-Go, Nightgaunts, and Shoggoths? Fine. Those are usable monsters, and I can absolutely see them crawling, flying, or oozing out of the Mists.

Cthulhu as a Darklord? That is where I pause.

Not because Cthulhu is too powerful. Power levels in D&D are always negotiable. The issue is conceptual. A Darklord is trapped by their own sin. The domain is a prison built around their desire, failure, crime, obsession, or refusal to change. That is intensely personal. Cosmic horror, at its best, is impersonal. The universe does not hate you. It simply does not care.

So if Cthulhu is a Darklord, then the book has to answer the Ravenloft question: what is the curse? What does Cthulhu want that the Mists deny? How does the domain torment him? What personal horror makes him fit the same metaphysical structure as Strahd, Azalin, Mordenheim, or Soth? We asked the same questions in the later 2nd Ed era, when Vecna ended up in Ravenloft. How can the Mists contain a God?

If the book answers these questions, well, I am interested.

If not, then I will use the monsters and leave Cthulhu where he belongs, dreaming in R’lyeh.

My oldest and I talked about this a lot since we picked up our copies. He is going to say this is just a Star Spawn of Cthulhu with delusions of godhood. I like that idea. I am still on the fence. 

Plus. Shouldn't it be Dagon? Dagon was the central mythos figure around Innsmouth.

This is the larger issue with importing cosmic horror into Ravenloft. It has to be translated. Ravenloft is not just a spooky multiverse junk drawer. At least it shouldn't be. It has its own moral and metaphysical logic. Evil leaves stains. Sin becomes geography. Desire becomes prison. The Dark Powers do not merely punish you. They arrange the world so that you can keep proving you deserve the punishment.

That is what makes Ravenloft different from other D&D horror. That is why the Darklords matter. That is why the domains matter. That is why the Mists matter.

There is also the broader production context. The Horrors Within arrives during D&D’s new "Season of Horror" approach, and it comes after a period of visible change at Wizards of the Coast, including the departures of long-time D&D figures Chris Perkins and Jeremy Crawford. I do not want to overstate that in a product review, but it is hard not to notice. This book feels like part of a new publishing rhythm: more programmatic, more integrated with D&D Beyond, more tied to digital tools, maps, accessories, and seasonal branding. The newer 5.5 books even look different. 

That is not inherently bad, but it is different.

Ravenloft used to feel like something that escaped from the shadows of D&D. Now it is a coordinated product line with digital bundles, map packs, accessories, and mechanical integration into the 2024 rules. That is the nature of the game now. The question is whether the horror survives the repackaging.

So far, I think it can. BUT, (and this is an all capital but) it has to be negotiated very carefully.  

There is one more rules issue worth mentioning, though perhaps more as a side note than as a central part of the review: the Hexblade problem. The 2017 Hexblade Warlock was famously front-loaded. It gave Warlocks, and multiclass Paladins and Sorcerers, a very strong reason to take a one-level dip. The 2024 rules absorbed much of that melee Warlock identity into the base Pact of the Blade. That left the Hexblade with an identity problem. If every Blade Pact Warlock can do the signature Hexblade thing, then what is the Hexblade now?

The answer seems to be to move the Hexblade closer to the idea of a sentient magic weapon and a curse-bound warrior. That is more Ravenloft-friendly in flavor, honestly. A cursed blade with its own will is exactly the sort of thing that belongs in the Domains of Dread. But it also shows the larger issue of adapting legacy 5e material to the 2024 framework. Some old mechanics no longer have the same niche. Some old subclasses need a new reason to exist.

That is not really a flaw in The Horrors Within, but it is part of the same design moment. The 2024 rules want cleaner baselines. Ravenloft wants strange exceptions. The tension between those two impulses is all over this book.

So, where does this leave Van Richten’s Guide to Ravenloft?

Still useful.

Very useful, in fact.

I would not tell anyone to throw it out. Van Richten’s Guide is still the better book for understanding the 5e conception of Ravenloft. It gives you the broad view. It gives you the horror genres. It gives you the domain-building advice. It gives you a sense of Ravenloft as a modular horror engine. It is the book I would hand someone who wanted to know what modern Ravenloft can be.

The Horrors Within is the book I would hand to someone who wanted to run it this weekend.

That is the cleanest comparison.

Van Richten’s Guide tells you why Ravenloft works. The Horrors Within tells you what to roll. Both are useful. And they work well together.

For my own games, I suspect I would use both, and then still pull from the Black Box, Domains of Dread, the 3rd Edition Ravenloft book, Curse of Strahd, and whatever else is sitting on my Ravenloft shelf. Ravenloft has never been one book for me. It has always been a shelf. A haunted, but well-traveled, shelf, naturally.

Ravenloft Books

If you already own Van Richten’s Guide, do you need The Horrors Within?

  • If you are running Ravenloft with the 2024 rules, probably yes.
  • If you want Darklord stat blocks, yes.
  • If you want ready-to-run domain adventures, yes.
  • If you want VTT-friendly maps, updated player options, and more monsters, yes.

If you only want the broad setting lore and horror advice, then Van Richten’s Guide may still be enough.

For me, though, the appeal is obvious. I want the Darklords. I want the Haunted Bastions. I want the Tarokka to matter. I want to see what they do with Sithicus, The Shadowlands, Castle Avernus, and Innsmouth. I want to see whether the monsters feel like Ravenloft monsters, not just horror-themed stat blocks.

As I read this in detail, I want to see whether this book remembers the most important thing.

Ravenloft is not scary because the monsters have more hit points. Ravenloft is scary because the monster used to be a person, and somewhere deep down, maybe still is. That is the horror. That is the tragedy. 

And that is why we keep going back into the Mists.

A Note about the "New" Format for 5.5 Books

Hasbro/Wizards has made some slight changes to the format of their "setting" books. I saw it in the Forgotten Realms ones and see it here now in the Ravenloft one. It is actually pretty good. I like what they have been giving us concept-wise. Backgrounds, history, new sub-classes, some spells, monsters. It is like getting the 2nd Ed Boxed set experience without the product bloat that was one of the reasons for TSR's death. 

I am not saying the books are perfect, and sometimes I still disagree with some of the content choices (see Cthulhu above), but I can't fault the way these are put together.

WotC's publishing schedule has slowed, but I'd still love to see some Mystara content in this format. I think 5.5 and Mystara would work well together.