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Showing posts sorted by date for query Of Dreams and Magic. Sort by relevance Show all posts

Friday, May 3, 2024

Dracula, The Hunters' Journals: 3 May, Jonathan Harker's Journal

 Jonathan Harker leaves Munich and enters the lands of Eastern Europe, where he eventually meets with Count Dracula.


Dracula - The Hunters' Journals

--

CHAPTER I

JONATHAN HARKER’S JOURNAL

(Kept in shorthand.)


Dracula, First Edition Reproduction
    3 May. Bistritz.—Left Munich at 8:35 P. M., on 1st May, arriving at Vienna early next morning; should have arrived at 6:46, but train was an hour late. Buda-Pesth seems a wonderful place, from the glimpse which I got of it from the train and the little I could walk through the streets. I feared to go very far from the station, as we had arrived late and would start as near the correct time as possible. The impression I had was that we were leaving the West and entering the East; the most western of splendid bridges over the Danube, which is here of noble width and depth, took us among the traditions of Turkish rule.

We left in pretty good time, and came after nightfall to Klausenburgh. Here I stopped for the night at the Hotel Royale. I had for dinner, or rather supper, a chicken done up some way with red pepper, which was very good but thirsty. (Mem., get recipe for Mina.) I asked the waiter, and he said it was called “paprika hendl,” and that, as it was a national dish, I should be able to get it anywhere along the Carpathians. I found my smattering of German very useful here; indeed, I don’t know how I should be able to get on without it.

Having had some time at my disposal when in London, I had visited the British Museum, and made search among the books and maps in the library regarding Transylvania; it had struck me that some foreknowledge of the country could hardly fail to have some importance in dealing with a nobleman of that country. I find that the district he named is in the extreme east of the country, just on the borders of three states, Transylvania, Moldavia and Bukovina, in the midst of the Carpathian mountains; one of the wildest and least known portions of Europe. I was not able to light on any map or work giving the exact locality of the Castle Dracula, as there are no maps of this country as yet to compare with our own Ordnance Survey maps; but I found that Bistritz, the post town named by Count Dracula, is a fairly well-known place. I shall enter here some of my notes, as they may refresh my memory when I talk over my travels with Mina.

In the population of Transylvania there are four distinct nationalities: Saxons in the South, and mixed with them the Wallachs, who are the descendants of the Dacians; Magyars in the West, and Szekelys in the East and North. I am going among the latter, who claim to be descended from Attila and the Huns. This may be so, for when the Magyars conquered the country in the eleventh century they found the Huns settled in it. I read that every known superstition in the world is gathered into the horseshoe of the Carpathians, as if it were the centre of some sort of imaginative whirlpool; if so my stay may be very interesting. (Mem., I must ask the Count all about them.)

I did not sleep well, though my bed was comfortable enough, for I had all sorts of queer dreams. There was a dog howling all night under my window, which may have had something to do with it; or it may have been the paprika, for I had to drink up all the water in my carafe, and was still thirsty. Towards morning I slept and was wakened by the continuous knocking at my door, so I guess I must have been sleeping soundly then. I had for breakfast more paprika, and a sort of porridge of maize flour which they said was “mamaliga,” and egg-plant stuffed with forcemeat, a very excellent dish, which they call “impletata.” (Mem., get recipe for this also.) I had to hurry breakfast, for the train started a little before eight, or rather it ought to have done so, for after rushing to the station at 7:30 I had to sit in the carriage for more than an hour before we began to move. It seems to me that the further east you go the more unpunctual are the trains. What ought they to be in China?

All day long we seemed to dawdle through a country which was full of beauty of every kind. Sometimes we saw little towns or castles on the top of steep hills such as we see in old missals; sometimes we ran by rivers and streams which seemed from the wide stony margin on each side of them to be subject to great floods. It takes a lot of water, and running strong, to sweep the outside edge of a river clear. At every station there were groups of people, sometimes crowds, and in all sorts of attire. Some of them were just like the peasants at home or those I saw coming through France and Germany, with short jackets and round hats and home-made trousers; but others were very picturesque. The women looked pretty, except when you got near them, but they were very clumsy about the waist. They had all full white sleeves of some kind or other, and most of them had big belts with a lot of strips of something fluttering from them like the dresses in a ballet, but of course there were petticoats under them. The strangest figures we saw were the Slovaks, who were more barbarian than the rest, with their big cow-boy hats, great baggy dirty-white trousers, white linen shirts, and enormous heavy leather belts, nearly a foot wide, all studded over with brass nails. They wore high boots, with their trousers tucked into them, and had long black hair and heavy black moustaches. They are very picturesque, but do not look prepossessing. On the stage they would be set down at once as some old Oriental band of brigands. They are, however, I am told, very harmless and rather wanting in natural self-assertion.

It was on the dark side of twilight when we got to Bistritz, which is a very interesting old place. Being practically on the frontier—for the Borgo Pass leads from it into Bukovina—it has had a very stormy existence, and it certainly shows marks of it. Fifty years ago a series of great fires took place, which made terrible havoc on five separate occasions. At the very beginning of the seventeenth century it underwent a siege of three weeks and lost 13,000 people, the casualties of war proper being assisted by famine and disease.

Count Dracula had directed me to go to the Golden Krone Hotel, which I found, to my great delight, to be thoroughly old-fashioned, for of course I wanted to see all I could of the ways of the country. I was evidently expected, for when I got near the door I faced a cheery-looking elderly woman in the usual peasant dress—white undergarment with long double apron, front, and back, of coloured stuff fitting almost too tight for modesty. When I came close she bowed and said, “The Herr Englishman?” “Yes,” I said, “Jonathan Harker.” She smiled, and gave some message to an elderly man in white shirt-sleeves, who had followed her to the door. He went, but immediately returned with a letter:—

“My Friend.—Welcome to the Carpathians. I am anxiously expecting you. Sleep well to-night. At three to-morrow the diligence will start for Bukovina; a place on it is kept for you. At the Borgo Pass my carriage will await you and will bring you to me. I trust that your journey from London has been a happy one, and that you will enjoy your stay in my beautiful land.

“Your friend,
Dracula.”

--

Notes

Moon Phase: First Quarter

This really is the last time things are normal for Harker and the reader. Great way to begin this novel. The English reader of the time would have wanted to read of far away places where the people were different than they were, but comfortable in the fact they were in fact far away.  There was some xenophobia back then.

This is also the start of the main themes of Dracula. West vs. East, New vs. Old, Science and Technology vs. Religion and Magic. I will detail these more as they happen.

A note on Dates: The exact year this is all supposed to be taking place is a bit of a debate. Dracula was published on May 26, 1897, so we can be reasonably assured this is taking place before that. There are some other elements, but I am going to put a stake (heh) in the ground for 1892. This will put May 3 on Tuesday, though I need to consider if trains would have run on a Sunday. 

Punch Calendar 1892


Wednesday, October 11, 2023

D&DGII The Black Forest Mythos: The Mother Goddesses Herde Oberin, Mutter Natur and Großmutter

Herde Oberin
Three more Goddesses today for my Black Forest Mythos. All are "mother" Goddesses and have quite a lot of control. Herde Oberin is the wife of Unser Vater and represents the home and hearth. She has aspects of Juno/Hera and Frigg as well as Hestia. Mutter Natur, or "Mother Nature" is the anthropomorphized Nature.  The last is Großmutter or "Grandmother", who is Gaia in the Greek myths. She is the mother of the Gods but is also the mother of many of the other creatures in these myths, including the Álfar.  

I am undecided whether Großmutter and Mutter Natur are not aspects of the same goddess. Often times you see gods and goddesses getting reduced as the pantheons age.  BUT also you see gods and goddesses splitting off.  In this case, I am keeping them separate for now but keeping in mind they might in fact be the same being.  Mutter Natur could be an aspect of Großmutter that is in an easier-to-understand concept for these people.

Herde Oberin

Herde Oberin is the wife of Unser Vater and one of the trinity of Goddesses which includes Liebhaberin the Maiden and Helga the Crone.  She represents the Mother aspect of the trinity and is the protector of the home and hearth and the family.  She is responsible for all things that happen within the home.  Unser Vater may be the chieftain of the gods, but in the home, her word is law. Spells and prayers to protect a home or children always invoke her name.

She combines aspects of Frigg/Frigga, Hera/Juno, and Hestia. She is not a jealous sort as is Hera/Juno because she is the regal queen who knows how to get what she wants/needs through her own power. 

HERDE OBERIN (Queen of the Gods)
Greater Goddess

ARMOR CLASS: 1
MOVE: 12" 
HIT POINTS: 350
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3d8
SPECIAL ATTACKS: Magic
SPECIAL DEFENSES: Commanding Presence
MAGIC RESISTANCE: 75%

SIZE: M (5' 6")
ALIGNMENT: Lawful Good
WORSHIPER'S ALIGN: All (mostly Good)
SYMBOL: Distaff
PLANE: Himmel

CLERIC/DRUID: 20th level Cleric
FIGHTER: Nil
MAGIC-USER/ILLUSIONIST: Nil
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
WITCH/WARLOCK: Nile
PSIONIC ABILITY: II
S: 15 I:20 W: 23 D: 20 C: 20 CH:25

Herde Oberin is the Queen of the Gods, wife to Unser Vater, and mother to many of the younger gods. She is the rule of the home and hearth where her word is law. She provides order and calmness to the gods and their dealings. She is the peacemaker between the gods, but they all fear her wrath. 

She prefers not to attack anyone, god or mortal, but when threatened, she can. She can cast any cleric spell at the 20th level of ability. She also wields a distaff that she can use to strike anyone for 3d7 hp of damage. Within her home on Himmel she also has a Commanding Presence. She can speak and any mortal who hears her will obey. Gods and other divine beings are allowed a saving throw. Undead, constructs and other creatures normally immune to the effects of mind-affecting magic are destroyed when she uses her commanding voice.  Likewise, she can use any Power Word spell once per day.

Herde Oberin is part of a Trinity of Goddess who see the well-being of mortals from birth to death. Liebhaberin the Maiden sees life begin, Herde Oberin the Mother sees life grow and flourish, and Helga the Crone sees life end and takes the souls beyond.  In this manner, they interact with the Fata Norne.

Animal: Dog or cat
Rainment: (Head) circlet or crown (Body) Simple garments
Color(s): White, 
Holy Days: Summer and Winter Solstices
Sacrifices: A small bit of food and drink left out at night
Place of Worship: The home

Mutter Natur
Mutter Natur

The Goddess of Nature and the Earth. She is the Mother of Ôstara, and she holds the same place in these myths as Demeter/Ceres. Likewise she has a mystery cult dedicated to her as Demeter did with the Eleusinian Mysteries. From the Germanic/Norse people she takes on aspects of Frigg (like Herde Oberin) but also of Woden/Odin do to her mystery cult. As Odin knew many secrets, so too does Mutter Natur. 

Mutter Natur is the goddess that druids would worship. Her mystery cult is comprised of a type of early European Celtic type of Druid adapted from the La Tène culture of Europe.

MUTTER NATUR (Goddess of Earth and Nature)
Greater Goddess

ARMOR CLASS: 1
MOVE: 18" / 24"
HIT POINTS: 300
NO. OF ATTACKS: See below
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: Blight/Bless
SPECIAL DEFENSES: Blight/Bless
MAGIC RESISTANCE: 60%

SIZE: M (6' 1")
ALIGNMENT: Neutral 
WORSHIPER'S ALIGN: All (Farmers, Druids, Mystery Cultists)
SYMBOL: A circle
PLANE: Prime Material

CLERIC/DRUID: 25th level Druid
FIGHTER: Nil
MAGIC-USER/ILLUSIONIST: Nil
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
WITCH/WARLOCK: Nil
PSIONIC ABILITY: II
S: 11 I:20 W: 24 D: 25 C: 20 CH:20

Mutter Natur is the Goddess of the Earth, Nature, and all growing things. If Herde Oberin is the Goddess of Domestic life then Mutter Natur is the Goddess of all things wild. She is the daughter of Großmutter and the mother of Ôstara. She waxes and wanes with the seasons. 

She does not attack, but she can summon any weather of her choosing to hinder or even destroy anyone that would cause her harm. This can include spells like Gust of Wind or Lightning Bolt. She can also cast spells as a Druid of the 25th level.  At her choosing, she can also have a continuous Blight or Bless aura about her that extends to 60'.

Mutter Natur has a mystery cult. This cult resembles the practice of Druids and Shamans. Here, great secrets are revealed to the members and only the members.  To divulge these secrets results in a loss of all status and power. Some even say that the Earth itself will open up and swallow anyone before they can reveal these secrets. To date no one knows what these secrets are outside of her cult and none within will risk her wrath.

Animal: All
Rainment: (Head) circlet of flowers in the spring, leaves in the fall (Body) Simple garments
Color(s): Green
Holy Days: Equinoxes
Sacrifices: Animal sacrifice at the Equinoxes. Animals are then eaten by congregants.
Place of Worship: Any open space

Großmutter
Großmutter

While she is called Grandmother, she is more appropriately the mother of the Gods,  Die Hüne, and many of the other creatures in this myth. She is equal to the Greek Gaia and the ancient Tiamat. Her brother/husband/lover Großvater is destroyed by their son Vater Hüne to make the night sky. Großvater is equal to Uranus/Ouranos in Greek and Roman myth and Ymir in Norse.

GROẞMUTTER (Goddess of Creation)
Intermediate Goddess

ARMOR CLASS: NA
MOVE: NA
HIT POINTS: Infinite
NO. OF ATTACKS: NA
DAMAGE/ATTACK: NA
SPECIAL ATTACKS: NA
SPECIAL DEFENSES: NA
MAGIC RESISTANCE: 100%

SIZE: Varies
ALIGNMENT: Neutral
WORSHIPER'S ALIGN: None
SYMBOL: Infinity sign
PLANE: All

CLERIC/DRUID: Nil
FIGHTER: Nil
MAGIC-USER/ILLUSIONIST: Nil
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
WITCH/WARLOCK: Nil
PSIONIC ABILITY: Nil
S: - I: - W: - D: - C: - CH: - 

Großmutter is the creatrix goddess and has no physical form save for all the Earth people walk on. She can communicate to others via dreams or other sending. It is said she can talk directly to gods, but her voice would destroy any others that hear it.

It is believed that Mutter Natur may be her aspect in an anthropomorphic form, and this is one of the many secrets learned in her secret Mystery cult.

--

Links



RPG Blog Carnival



Friday, May 26, 2023

Jenny, Larina and Valerie for Doctor Who Adventures in Time and Space

Time to put it all together now.  Over the course of my reviews of the various Doctor Who RPGs I have looked at some characters with the express purpose of comparing them across different versions. 

Today I want to take three characters and have a go at building them in the 1st Edition of the Doctor Who: Adventures in Time and Space RPG. The three are: 

For this group, let's say they are all traveling together. The game gives us a lot of options on "Games without Time Lords," so this would be a good place to test it all out. Either Jenny or Val have a vortex manipulator, but I also like the idea that Jenny can travel in time and space (to a limited degree) all on her own without needing gadgets. 

In all three cases I stuck as close as I could to the point-buy budgets for character creation. Though in all three I did go over. That is not a big deal in my mind since Val has already had some adventures (The Ghost Tower of Inverness, Illinois), and Jenny, well I can use nearly anything to justify her stats. But in all cases I tried to stay close to what I had done in other games.

Jenny Everywhere

Jenny, as I have mentioned in previous posts, is a "shifter" she can shift between realities and times and even interact with her own alternates. She is expressly a public domain character that everyone can use, so for my tests, she is the perfect stand-in for a Time Lord. In previous versions of the Doctor Who RPG, this was a conceit since there were other Time Lords, but in the "new" game, there is only the Doctor.

Here she has some of the qualities/traits of a Time Lord, but not the ability to regenerate as River Song did.

As always, I must include her license:

"The character of Jenny Everywhere is available for use by anyone, with only one condition. This paragraph must be included in any publication involving Jenny Everywhere, in order that others may use this property as they wish. All rights reversed."

Jenny Everywhere
Jenny Everywhere

"The Shifter"
Story Points: 12

Attributes
Awareness 4
Coordination 3
Ingenuity 4
Presence 3
Resolve 4
Strength 3

Skills
Athletics 1
Convince 2
Craft 
Fighting 1
Knowledge 4
Marksman 1
Medicine 
Science 3
Subterfuge 2
Survival 1
Technology 3
Transport 1

Traits
Brave, Charming, Lucky, Time Traveller (Minor), Eccentric (-1)

Special Traits
Shifter, Feel the Turn of the Universe

Equipment
Various gadgets

Home Tech Level: 6 (Jenny has some solid tech)

Larina Nichols

Larina of course is my witch that I use everywhere. She is my experiment to see if I can do a witch in any game, Rule as Writen. So far I have come up with some very interesting versions of her. Unlike Jenny she is only vaguely aware of her other selves in different realities, usually images that appear to her in dreams. She knows what they are but she has no control over them.  

In the Doctor Who universe her "magick" appears as advanced psychic powers. Humans in this game have a bit more psychic abilities than assumed in previous games. Indeed in the new series of Doctor Who we have seen actual witches.  Larina though is human and not a Carrionite. Though I am not ruling out that human witches might not have Carrionite blood/DNA in them.

Larina Nichols
Larina Nichols

"The Witch"
Story Points: 12

Attributes
Awareness 4
Coordination 3
Ingenuity 4
Presence 4
Resolve 6
Strength 3

Skills
Athletics 
Convince 1
Craft 2
Fighting 1
Knowledge 4
Marksman 1
Medicine 2
Science 1
Subterfuge 1
Survival 2
Technology 2
Transport 1

Traits
Attractive, Empathic, Psychic Training, Insatiable Curiosity, Obsession (learn more about magic)

Special Traits
Psychic (Package)
 - Clairvoyant 1
 - Precognition 1
 - Telekinesis 1
 - Telepath 1

Equipment
Book of Shadows (on her phone), Tarot Cards.

Home Tech Level: 5

I have this funny notion that Jenny goes to Larina for a Tarot reading about her and despite all the shuffling all the cards when flipped over are blank. The same thing happens again with Valerie. 

That seems like a fun hook.

Valerie Beaumont

Val is an immortal who was born in England in 1569. She came with a family to the new colonies (America) to be the nanny of Virginia Dare, the first child to be born of European parents in an American colony. Both she and Virginia are immortals and have a Doctor/Master style relationship.

She is not my character per se, she is the character of one of my good friends Greg, though she does appear as an NPC in many of my games.

Valerie Beaumont
Valerie Beaumont

"The Immortal"
Story Points: 12

Attributes
Awareness 4
Coordination 5
Ingenuity 5
Presence 5
Resolve 4
Strength 3

Skills
Athletics 2
Convince 1
Craft 
Fighting 3
Knowledge 5
Marksman 2
Medicine 1
Science 1
Subterfuge 2
Survival 3
Technology 1
Transport 

Traits
Attractive, Brave, Quick Reflexes, Tough, Adversary (Virginia Dare), Dark Secret (is Immortal)

Special Traits
Immortal (2), Fast Healing (2)

Equipment
Sword cane

Home Tech Level: 4 (she was born in 1569)

--

In truth I am rather happy with these. I altered some of Valerie's skills from her play test file. 

I can easily see a series of adventures with these three. Likely running into Madam Vastra and Jenny in Victorian times (and whom Valerie has dealt with before), Sherlock Holmes and John Watson in a modern London (gotta figure out how that works!), and of course fellow witches Willow and Tara

It's a weird and wonderful universe out there, and this is the game to explore it!

character sheets


Thursday, October 27, 2022

The Simbul, Witch Queen of Aglarond

The Simbul, Witch Queen of Aglarond
The Simbul, Witch Queen of Aglarond
I have been asked in the past why I have not stated up one of the greatest spellcasters in D&D lore before and the answer I have always given is this, I wanted to do it right.

That is partially true. The other part is that a character like The Simbul, Alassra Shentrantra Silverhand, Witch Queen of Aglarond has to be done with care and reverence.  Doing my review of The Seven Sisters has only raised this sense in me.  While at the same time filling me with excitement over the prospect of doing it.

I have known since the beginning of my War of the Witch Queens that The Simbul would be involved, and even for a brief time, I considered her to be the Witch Queen that was murdered to set this whole thing in motion. But in truth, I could not do that, even if this is my multiverse's Alassra I just couldn't. The love Ed Greenwood has for this character shines so brightly through every word he commits to paper about her that I just couldn't.  He loves her and made me love her as well.

So she will meet some other fate. In DR 1479 it is said she dies to save Elminster (cough*refrigerators*cough) BUT my Realms game is taking place in DR 1387 or so (using the 3rd ed book as my base which starts in 1372). So she is not dead and may not die.

Also in my Realms. She is a proper witch.

Putting the Witch back into Witch Queen

I always knew I was going to be. But it was Ed's own note in the Seven Sisters that gave me "permission:"

The entries on each Sister detail powerful characters that can easily be renamed and fiddled with for use in other campaigns, and that provide most importantly character motivations and aims for such NPCs of might.

                                                                                                      - The Seven Sisters, page 4

Going back to the 3rd Edition Forgotten Realms Campaign Guide renewed my interest in the Realms and gave me some other insight.

But the final bit of information was reading through Ed's own writings in the pages of Dragon Magazine. In many cases, he clearly is using the word "witch" and meaning it to be the Witch NPC class from Dragon, in particular the one for issue #114.  This gives me all the cover I need really.

Ok. So. Let's say the Simbul is an actual witch, not a mage or wizard. We know (thanks to the Seven Sisters book) she trained with the Witches of Rashemen, so what Tradition would she be? A Rashemen Witch? A Chosen Witch?  I mean Mystra is very much her Patron she owes more of her magic to her involvement than the study of tomes.

I thought that a Chosen of Mystara might be right, but that is more of her birthright than a Trad. Also, there are other Chosen who are not witches. She still has access to wizard spells, so I think she would have to be one in my new High Witchcraft Tradition. This is my homage to a lot of the witches in D&D.

What about her level? Well, in my Basic Witch book the Queen of Witches is Level 36. Does The Simbul go this high? According to her official stats in 2nd ed, she is a Wizard 30 and Fighter 6, and in 3rd ed, she is Sorcerer 20/Archmage 2/Wizard 10.  So 36 and 32 total levels respectively. So yes,  I think 36th level is fine.

The High Witchcraft Tradition

The Simbul is the Witch Queen of the High Witchcraft Tradition.  This is the same tradition that is taught in the Magic School of Glantri, but as a Chosen, she comes on it naturally. Her familiar in this case is her connection to the Weave and the spirits of Magic. So much like a Sorcerer in D&D 3e she comes on her magic naturally, but she also has learned magic.  Witches of the High Witchcraft Tradition are also called The Secret Order and they can learn Arcane/Wizard spells as well. They gain them as other witches gain Ritual magic. 

I have not figured out all of the Occult Powers of this Tradition yet, so this is a work in progress. I am grabbing spells from all my witch books for her, but the base character build is based mostly on The Witch

The Seven Sisters and the Witch


The Simbul, Alassra Shentrantra Silverhand
Witch Queen of Aglarond
The Simbul, Alassra Shentrantra Silverhand Witch Queen of Aglarond
36th level Witch, High Witchcraft Tradition
Human Female, Neutral (Chaotic Neutral)

Strength 14
Intelligence 17
Wisdom 15
Dexterity 18
Constitution 16
Charisma 18

Saving Throws (Base)
Death Ray/Poison 2
Magic Wands 2
Paralysis, Polymorph 2 
Dragon Breath 2
Rods, Staffs, Spells 2

Height: 5' 10"
Hair: Silver 
Eyes: Gray

Hit Points: 87
AC: -2
(Bracers of Protection +3, Cord of Protection +2, Ring of Protection +3, Dex 18 -3)

Base THAC0: 6
(I know, THAC0 was not used in Basic D&D. You know what this means)

Occult Powers*
Lesser: Familiar (Familiar Spirit)
Minor: Witch Vision (see magic, invisible) 
Medial: Drawing Down the Moon
Greater: Witch's Blessing
Major: Craft Permanent Magic
Superior: Longevity/Timeless Body
(*these are not all well-defined yet)

Spells
Cantrips (6): Arcane Mark, Acid Splash, Daze, Mote of Light, Object Reading, Open,
1st (9+2): Analgesia, Bar the Way, Burning Hands, Burning Gaze, Charm Person, Comprehend Languages, Eldritch Fire (Silverfire), Glamour, Mend Minor Wounds, Pace Without Trace
2nd (9+2): Arcane Disruption, Agony, Alter Self, Burning Gaze, Continual Flame, Detect Charm, Dweomerfire, ESP, Evil Eye, Haunting Mists, Mind Obscure, Web 
3rd (9+2): Astral Sense, Bestow Curse, Clairsentience, Control Winds, Danger Sense, Dispel Magic, Expand Senses, Fly, Immunity to Normal Weapons, Lightning Bolt, Protection from Fire
4th (9+1): Analyze Magic, Ball Lightning, Cauldron of Rage, Charm Monster, Divination, Forest of Deception, Masque, Polymorph Others, Polymorph Self, Remove Curse
5th (9): Break Enchantment, Decimate, Enslave, Maelstrom, Nightmare, Private Sanctum, Sending, Telekinesis, Ward of Magic
6th (9): Analyze Dweomer, Animate Shadows, Cackle of the Winter Crone, Cloak of Dreams, Greater Scry, Heroes' Feast, Mass Suggestion, Mislead,  Rain of Fire, 
7th (9): Astral Spell, Breath of the Goddess, Chain Lightning, Greater Teleport, Limited Wish, Regenerate, Spell Turning, Wave of Mutilation, Wind Walk
8th (9): Demand, Eye of the Storm, I Am The Fire, Mass Charm, Permanency, Protection of the Goddess, Storm of Vengeance, Stormbolts, Vanquish

These are only some of the spells she has access to. She has a lot of "named" spells, but I have to find rough analogs in my own books for those. Besides, this should keep her with plenty of arcane firepower. 

While I say that witches of the High Witchcraft Tradition can learn Wizard Spells, the spells above are all witch spells. Some are cross-listed with Wizard, but they can be learned by other witches too. 

Larina seeks advice from The Simbul
Larina seeks advice fromThe Simbul on a magical problem.

Links

Fellow Witch Queens

Forgotten Realms Links


Sunday, October 23, 2022

100 Days of Halloween: Witchblood

Witchblood
I have reached the end of all the adventures I have on hand for War of the Witch Queens and before I pivot onto my next, and last series for this #100DaysOfHalloween, I really wanted to do something special. I had not found anything perfect yet. I had about four or five different ones that I kept rotating through.

Then I was contacted by Rose Bailey. The author of the great "Die For You" RPG, which I reviewed five years ago to this date in fact. That, and what her game does makes it the perfect choice for today's #100DaysOfHalloween.

Starting today and through the rest of these till Halloween I am moving my posting to the day and exploring the topics in more detail.

Witchblood

PDF. 237 pages. Color cover, black & white interior art.

There is a hardcover option for this book, but I do not have it. Yet. 

I knew this game was going to be good when I started reading it. First off the authors list Howard's Conan and Tanith Lee's "Kill the Dead." Seriously. I LOVE Kill the Dead. I love Tanith Lee. We are off to a great start. Also listed are Russian Folk Tales and Gimm's Fairy Tales.  Also mentioned is Ron Edward's Sorcerer, a game I do rather enjoy.

Rules Basics

Ok we learn that this game is based on One Roll Engine.  Knowledge of that game is not needed here, which is good because while I know it I have never played it.

This is a character focused game so we are going to focus on that.  All characters (called Wanderers here, more on that) have Identities and Qualities. Identies come in pairs and characters have three of them. They are numbered from 0 to 5.  This is a dice pool game where you will roll a number of d10 based on the Identities and one of the Qualities. So anywhere between 3 and 10 dice. Successes, Critical successes and failures are also detailed. 

The Fiction

The world of Witchblood is the Forrest. A giant forest that covers an area about the size of Europe, which tech levels about late 18th early 19th century. Ok another plus for me.  The game discusses how to being to create the world.the 

The game is divided into this Basic Introduction, the Player's Guide, and  Storyteller's Guide.

Player's Section

Chapter 1: We start here with some background setting fiction to get a feel for this world. It sets the mood and stage well. For me it already feels familiar.  I have seen this world before. No. Not in print, but it is the world you see in fairy tales.

Chapter 2: Character creation follows.  The characters are known as Wanderers, people who wander the world to learn more about their world and themselves. You build a character in 6 steps. 1. Name and Concept, 2. Birthright. 3. Calling. 4. Profile. 5. Bonuses. 6. Finishing touches. 

Each Birthright is like your species or race. We have Changeling, Commoner, Ghostborn, Noble, Troll, Witchblood (thus the name), and Zver.  Each gets two pages and helps decide your Indenties and advancement paths. 

Callings are like classes or professions though they go deeper than that. They are the Balladeer, Devoted, Fortune Teller, Robber, Sellsword, Trader, and Wise One. Birthright is balanced against Calling. 

Chapter 3: We get the section on Identies and Qualities. Identities as mentioned before are in pairs, Patience and Cunning, Vigor and Grace, Understanding and Persuasion.  These are subdivided into two more pairs. For example Patience and Cunning also has aspects Generosity and Selfishness and Demonstration and Observation. 

Points in these allow the characters to perform actions.  

Chapter 4 covers these actions. The identies and qualities give you points that you then roll d10s. Roll these and look for matches or sets. So things like riding a horse in a dangerous situation would be Graceful Endurance. Just riding a horse would need no to roll.  Various sorts of rule situations are covered.

Chapter 5 is the chapter on Magic. Magic here is not the organized magic of D&D. Its not even the emotional but structured magic of say Mage. Magic is, in the words of this book, bloody, blunt, and feral. There are many ways magic can manifest. There is "Petty Magic" or minor magics and anyone with a supernatural birthright can have Petty Magics.  Charms are things you can pick up along the way and allow characters to do things others can't. Hunches are ways the characters can manipulate magic around them into effects.  They are not something the character "does" but rather "discovers."  Divination, Pacts,  Lineage and Deeds, Sorcerery, Spoiling,  Gifts and Shapeshifting are all magical talents that have their own means of working.  The variety here is amazing and paints a picture of a world steeped in magic.

Storytelling Section

Chapter 6: This starts our Storytelling section or GMs section. It explains again that this world is largely a combination of two genres; pulp fantasy and fairy tales. This first chapter goes over the elements of these two genres and how the designers break the down the themes and rebuild them in the world of Witchblood. It is an interesting breakdown of both genres and what makes them work.   

We also get some Storytelling tips. There is section on NPCs like Companions, or characters essential to the Wanderers and how they fit into the story, and Locals, or the NPCs that don't interact all the time with the Wanderers. Antagonists are those NPCs that work against the Wanderers. So exactly what they sound like.  Each of these types get their motivations defined. A good guide for any game really.  

Given the nature of magic in this world/game, Enchantments are the NPCs of magic.  They are continuing or permanent magics. So Sleeping Beauty's sleeping curse is a good example of what this sort of thing is.  They are defined more or less like other NPCs. Now this is a FANTASTIC idea. 

Chapter 7: Covers "The Village" or "Where the Mild Thing Are." Ok that is a bit glib on my part. It is about where the humans live.  This covers the various people living in the "Village." There are various roles like Butcher, Miller, Fisher and so on.  There are also people outside the Village, like Bandits, Creeping Trees (LOVE THIS), Predators and so on.

We get themes going on in the Village, like Abuse of Authority, Domestic Violence, Human Sacfrice and more.  This can be a dark game if you choose. 

Chapter 8: Encounters. This covers what is in the Woods outside Village. What I love about this is everything I wanted to be here, is here; So Spirits, Ghosts, and Witches. And things I didn't like The Aunts, the Burned Man, the Dead Robbers, the Hearteater, the Mancutter and more. 

This chapter is great. These encounters are so well detailed and thought out that I would love to add them to other games. Just so much flavor here.

--

This game is so rich in flavor and depth. I once said that even in D&D I don't explore dungeons, I explore characters. This is one of the better character exploration games. The Villiage, the Forest, even the Burned Man and the Mayor. They are all there for the sole purpose of exploring your character.  Think about the fairy tales you know, most are named for the lead character. This is what we have here. 

This game lets you do that. And to do that there is plenty of adversity here. Not just in terms of the features in the Woods but in the themes you are expected to explore. Not all of them will be comfortable or nice. It is Grimdark, but not always nihilistic. Characters work towards making things better OR at least that is their expectation.  In many ways this makes things much darker than say Dungeon Crawl Classics (no slight on DCC).

This would be a great game for a group of good friends to explore. I also think it is a good game for people to use to explore different aspects of themselves. I talked about notions where the characters we make are different extensions of our own psyche. For example my Paladin character Johan is a manifestation of a Freudian Super-Ego and my Witch character Larina is a manifestation of my Jungian Anima. Just to add some armchair psychology to it. This game would do the same.  

The game is fantastic and I am going to have to come back to it later this week.  Maybe create a character.

There is not a ton of art (though the cover is fantastic), but I don't see this as a negative thing. Reading this reminded me of a book of fairy tales and legends I had as a kid where the only art was on the chapter pages. It invoked that same feeling in me and that is likely exactly what the designers wanted.

This not a game to do in an afternoon and be done. This one should be played a few times. I would even suggest on a regular interval; much like you read to your children before bedtime every night, this should be done at the same time in the same place. Really get that feeling you are leaving this world and move into one that sits in that liminal place between dreams and nightmares and being awake.

Can't wait to explore it more.


The Other Side - 100 Days of Halloween


Thursday, October 20, 2022

October Horror Movie Challenge: Sorceress (1995)

Sorceress (1995)
I should lose my horror street cred for this one. In my defense, it meets some good horror elements. It has Linda Blair. It has witches in it. There is mayhem, magic, and murder, and I am sure another "M" word will come up. Also, it does have a pentagram on the cover, so it makes this year's cut.

Sorceress (1995)

Where even to begin on this one? Well in the first few frames we treated to a full frontal of Julie Strain (as Erica) performing some sort of magic ritual. She stabs a picture of Howard Reynolds (Edward Albert). Howard is driving home talking to his wife Amelia (Linda Blair) on the phone. Amelia gets some sort of psychic warning and tells Howard to pull over now!  He gets out of the car before it crashes and explodes! Maybe she should have told him not to carry so many explosives in his car.

Anyway, Larry Barnes (Larry Poindexter), a partner in Howard's law firm comes home and his wife is Erica! He catches her casting the spell and next thing we know she is taking a dive off of the second story and is dead on the pavement below. Wow. We have not even rolled the credits yet and Julie Strain is dead. Oh and for *reasons* Toni Naples as Maria leaves with them. 

Later on Larry is getting over Erica's death. He talks about her as if she had cast some sort of spell on him. We get flashbacks of them having sex in the living room, them having sex in the bedroom, them having a threesome with Maria. Meanwhile Howard is at home still recovering and telling his boss John Geiger (played by none other than William "Blacula" Marshall!) he isn't going back to work and the promotion he got can go to someone else. Guess who gets it? Yup. Larry, who is probably remembering a time he and Eric had sex at a 7-Eleven. Ok that is not in the movie.

Larry does start dating fellow lawyer Carol (Rochelle Swanson). He tells her about the threesome, to which she immediately says she won't do that. They fall asleep and Amelia uses her evil altar to invade Carol's dreams. She has her in a threesome with Erica and Maria. 

Amelia is using magic to make Carol act more like Erica including dying her hair brunette. She tells her husband she doing this out of revenge for what Erica did to him. She just about has Carol killing everyone when Howard shoots and kills Amelia and frees Carol. 

THEN Larry sits up in bed in shock and sees Erica standing there asking if he had a bad dream!  Well, I guess they needed her for the sequel.

Ok. So. This is not a great movie, but entertaining in the same way a Russ Meyer film is. You don't go into looking for a plot. There is one here and I will get to that in a bit.

One of the things I noticed while I was looking people up for this is how many of the stars are now dead. Yeah, it is a 27-year-old movie, but still. Julie Strain, William Marshall, Edward Albert, Michael Parks, all gone.

For Use in NIGHT SHIFT and War of the Witch Queens

Oh. I'll make lemonade from this one. The basic plot here are two witches, Erica and Amelia, both fighting a magic war with each other using their men as proxies.  It becomes obvious really fast that while Larry and Howard are the ones bringing in the money, the real power lies with their wives.

For War of Witch Queens, I take this as the default approach. Once the High Witch Queen is dead then the gloves come off and the pointy hats go on. This is what has everyone so afraid. 

For NIGHT SHIFT, well it can kind of work as-is really. The threesomes are up to you and your group.  Elf Lair Games makes no guarantee that playing NIGHT SHIFT will increase the number of threesomes in your life.

October Horror Movie Challenge 2022
Viewed: 29
First Time Views: 22

October Horror Movie Challenge 2022

Friday, October 14, 2022

October Horror Movie Challenge: Night of The Necromancers

The Necromancer (2018)
This is another one that has been on my list for a bit. Napoleonic Wars. The Black Forest? Dark Elves? Yeah, that sounds great. Does the movie live up to it? 

The Necromancer (2018)

A group of British soldiers gathers after a particularly bloody battle where they learn they are being sent to Waterloo where they will certainly be killed. So they all decide to become deserters and leave for England. To do so they have to cross into Germany and through the BlackForest. 

Along the way the tensions rise and get higher as they all begin to think about what they had left behind in England. Logan for example thinks about his wife on his estate. As they move through the forest though Logan begins to hear voices and sometimes the voices sound like his wife. While searching he sees a naked woman with horns running through the forest. He follows her but can't find her.

They stumble on another British soldier who appears to be shell-shocked. Unsure what to do with him they take him along.  Deeper in Logan hears the woman more. We learn in flashbacks that he argued with his wife before leaving. He accused her of cheating on him with another man. As he gets deeper and deeper into the forest he sees more and more of this mystery woman. As we learn more about Logan and how he beat and eventually killed his wife before he left for war.  He encounters the woman who calls herself a "dark elf" or a "Moriquendi" (ok more on that later). She convinces him to eat berries, which are really stones, and this kills him.  We soon see two other dark elves who also tempt the other men, but they don't get the same level of detail that Logan did. But basically, all of them have dark secrets. One had sex with a woman he was not supposed to (couldn't tell why), and one had a prostitute kill herself, things like that. 

The movie doesn't really get going till about the last 20 minutes. The soldiers, once they see the dark elves and remember their horrible deeds, begin to kill themselves in horrible, but imaginative ways.  We learn that the injured soldier is in fact The Necromancer. He had been a child living in the Black Forrest when he and his family were all killed by Vikings a 1,000 years before. He claims he came back by drinking the blood of unicorns (sounds oddly familiar) and now he feeds on the pain of people that come into the forest.

There are some issues with this movie. I love the idea of strange forgotten creatures living in dark places like the Black Forest. And I love the idea of karmic payback. Even the dark elves looked cool. The biggest issues with this film are they spent too long to get to the interesting bits and too long on just Logan's backstory and so little on everyone else's. Honestly, they were all mostly interchangeable. 

I mean really all really old forests should have something like this in them. Reminded me of driving through the Appalachian mountains last year. 

So, Moriquendi. I knew I knew the word but could not recall where. So I looked it up. Yes, it means "Dark Elf" but in Sindarin in Tolkien's Legendarium. I am pretty sure they Googled "Dark Elf" and they got "Moriquendi."

Necromancer 1988
Necromancer (1988)

It was an early night so I popped this one on. I remember it from the late 80s and thought, hey let's do a a Necromancer night. 

So this is a Rape-and-Revenge movie with a supernatural twist. College student Julie (Elizabeth Kaitan/Clayton) is working late in her professor/lover's office when some dudes break in to steal a test. They find her and one of the dudes, Paul, rapes her.  

Naturally upset she tells her friend (but not her boyfriend because is a self-absorbed prick) who convinces her to see a psychic who is advertised in the local campus paper. They see her, the weird magic/psychic chick Linda, (though sometimes the actors screw up and call her by her real name, Lisa) casts a spell raising the Demon of Vengence.  They think it is a joke until the special effects department gets their say and Julie and her friend run out.

Soon the guys that rapped Julie begin seeing her naked form (coming out of water for some reason) trying to seduce them (they are college guys, this is not a lot of work) in their embrace the form turns into a demon and kills them.  Julie seems to be somewhat aware of what the demon is doing, seeing it in her dreams. Oh and much like poor old Susan from Mausoleum, her eyes glow green before she goes all evil. Must be an 80s thing.

Though soon the demon begins to go after other men in her life. Like her boyfriend (though her professing her love for him stops the attack before it happens) and creepy professor (played by usually better than this Russ Tamblyn) a murder the real Julie gets to witness and we get our first good look at the demon in its true form.

Waide Aaron Riddle plays Earnest who...well, I am not sure what he adds to this other than keep calling Linda Lisa and looking like Patrick Wilson ordered from Wish. I guess he keeps trying to cast protection spells on Julie himself. He does try to give her an athame but it turns out to be the demon/Linda/Lisa again. She gets him to kill himself.

Julie has another "fight" with her boyfriend Eric. Well, she is trying to explain herself and ask for help and he is being a dick. And the demon shows up in his room.  At this point, I am rooting for the demon. Though Lisa/Linda seems to be somewhere else summoning something from the "bowels of Diva" and the demon is in Eric's room. But then she turns from Demon Julie to Linda/Lisa again.  So Julie and Demon Julie are wrestling each other with a knife. And one of them gets killed with a knife to the eye. We assume it is real Julie, but we later see Linda/Lisa laughing in her home.

Yeah this one was not good. 

While both movies share a name, Necromancer, they also share a theme; vengeance on men that have wronged women. Which of course next to nothing to do with a Necromancer.

BUT I do love the idea of a vengeful spirit that a witch in particular can call on.  I did this a bit with The Dirae, but a demon of vengeance would also be nice. The idea from this movie was later "used" in the Buffy series, but I think I could do better than either, to be honest. The Erinyes are a good choice, but they have a lot of baggage of their own.

What ever I decide the demon needs to have glowing green eyes.

Susan from Mausoleum

Julie from Necromancer


October Horror Movie Challenge 2022
Viewed: 19
First Time Views: 14

October Horror Movie Challenge 2022


Saturday, April 10, 2021

#AtoZChallenge2021: I is for Incubus

The Nightmare, Fuseli
Something a little different today.  Different in that I talk a lot about the Succubus, but never really anything at all about their male counterpart the Incubus.  Since my next book after the Basic Bestiary is going to be about Demons and Devils, I figure I better get one detailed here.

The Monster Manual and medieval demonologies are replete with all sorts of "male" demons. The Monster Manual itself only has two female demons, the succubus and marilith, and only one female devil, the Erinyes. Four if you include the Night Hag (but more on that later).  Because of this, I have never really seen a need for the Incubus.  There is one "Species" the Succubus and she can shapeshift however she feels fit.  And for what it is worth that is still true.  Though I got to thinking what if the incubus was something else.

Going back to my cover, Fuseli's The Nightmare, there is an imp sitting on the chest of a sleeping woman while a ghostly horse, a Nightmare, looks on.  There are two versions of this painting, but both are the same.

The creature on her is an incubus. This got me thinking.  What if the incubus is NOT the male version of this:

Succubus

But rather the demonic version of this:

Cupid

An incubus is an imp-like demon that is a demonic mockery of the cherubic cupids of Renaissance and Victorian art. 

I like it to be honest. They invade women's dreams and appear to be a tall strapping male that makes love to them all night, leaving them drained (Constitution drain).  They are kin to the Succubi (they are both Lilim) and might even be the offspring of succubi and humans.

Now...I am still working on a few things for the demon book.  One of the reasons they are not in the Basic Bestiary is because I have not worked out all the issues with their stat blocks and all the demonic families I have.  I mean are succubi Chaotic Evil, Lawful Evil or Neutral Evil?  I have seen them done all three ways.  Is the Lamia a monster or are they demons?  Still too many unanswered questions.  But until then, here is an Incubus.

The Nightmare, Fuseli 1781
Incubus
Small Fiend (Demonic, Lilim)

Frequency: Very Rare
Number Appearing: 1 (1)
Alignment: Chaotic [Neutral Evil]
Movement: 90' (30') [9"]
    Fly: 120' (40') [12"]
   Spirit: 240' (80') [18"]
Armor Class: 6 [13]
Hit Dice: 5d8+15** (38 hp)
   Small:  5d6+15** (33 hp)
THAC0: 15 (+5)
Attacks: 1 claw or special
Damage: 1d4
Special: See below
Save: Monster 5
Morale: 10 (8)
Treasure Hoard Class: None
XP: 575 (OSE) 660 (LL)

The incubus is sometimes considered to be the male counterpart to the succubus.  While a succubus can change shape to male, the incubus is a different, but a related creature.  Like the succubus, the incubus can invade the dreams of their victims.  This is often how they make their first contact with the victim.  In this form, the incubus is merely a spirit and cannot attack or damage.  But once they have made contact and their victim, usually a woman of pure and good standing, they will begin their nightly visits.

The incubus can appear as any sort of creature or person the woman desires.  If that desire is say forbidden such as the love of a man married to her sister or the head of a church, then incubus' connection will be stronger. During these nightly visits, the incubus will drain 1 point of Constitution from the victim.   Any incubus typically has a few victims he sees every night, so one sign of an incubus problem would be many women wasting away over the course of a week.  When they reach zero Constitution the incubus will take their soul to be bartered in the lower planes.  

The true form of an incubus is that of a gargoyle-like imp creature about 3' to 3½' tall. It has small leathery bat-like wings, a pinched evil little face with a mouth full of sharp teeth, and tiny hands with small sharp claws. They are covered in fur and smell of soured milk, body odor, odor, and brimstone. 

An Exorcism spell will remove their spirit forms.  A Protection from Evil spell will keep them at bay for the duration.  They can only be harmed by magic or magical weapons. Killing an incubus sends it back them the lower planes. Once the threat is abolished victims can heal at the rate of 1 Constitution point of bed rest each week. 

Talismans and amulets that protect wearers from demons will work, but only if they are specifically crafted for incubi or succubi. 

--

Not bad.  Not 100% perfect yet, but I have some time.  I still need to work in magic resistance and what demonic abilities all Lilim share. 

The Incubus has three different kinds of movement and of course, has the reduced hp of a small creature.

April 2021 A to Z

Sunday, October 25, 2020

October Horror Movie Challenge: Satanic Sunday

We are in the last week of October. I am sad to see it go.  But we still have the whole week and I am going to watch as much as I can.  I had some movies still on BluRay so I thought I'd make a theme weekend of it. 

Inquisition (1976)

Another Mondo Macabro purchase.  This is Paul Naschy's first directorial effort. The Blu Ray is quite nice, you could almost believe it was originally filmed in HD. The transfer is very good. Naschy is his best leering self and chews up scenery like no one's business. 

It's the 16th century and witches, warlocks and the devil is everywhere.  At least that is what Benard de Fossey thinks.  One by one all the beautiful women in the village are accused of witchcraft and find themselves at the mercy of de Fossey. 

It is largely an excuse to have a bunch of naked women getting tortured. Even so a lot of effort went into this one. There is the witchhunter's manual that is as nicely illustrated as any Monster Manual.  I'd love to get some art like that for a monster book. 

There is a witch, of sorts, and she recruits our star, Catherine (Daniela Giordano).  The scenes of the witches' sabbat are trippy and Naschy pulls double duty as Satan.  Triple duty really since he also plays the Grim Reaper. 

The ending is not entirely unexpected but still, there is a nice twist ar the end. 


The Demons (1973)

Jess Franco is as notorious as Paul Naschy.  But in some ways I like Franco better. It's nothing I can put my finger on, I have just seemed to like his movies a little more. This movie though is a touch sleazier than his others.  This one also reunites Britt Nichols and Anne Libert with Jess Franco. Their last outing together was La fille de Dracula in 1972. Though this time Brit Nichols and Anne Libert play sisters and not cousins. 

This one begins with the trial and burning of a suspected witch.  She curses all who are there, by saying her daughters will avenge her. 

We switch to a convent where two orphans have been raise. One Margaret (Carmen Yazalde appearing as Britt Nichols) is good and pure, but Kathleen (Anne Libert) daydreams (a sure sign of sin) and moans and writhes in her sleep at night.  So she is obviously possessed by the devil.  Sure enough, these two girls are the daughters of the witch.  We are treated with not one, but two scenes of Katheleen being "seduced" by the devil.  

Lady de Winter (Karin Field), an eyewitness to the execution of the witch arrives at the convent. We discover that Kathleen, unlike her good sister, is no longer a virgin.   She is taken, strung up on a wrack, and tortured.  Lady De Winter seems to get off on the torture. While Lord De Winter pities the poor girl.  She is found guilty of witchcraft, of course, and sentenced to be burned.  But Lord De Winter sets her free in the night.  She finds the home of a painter where she stays. 

While that is happening Margaret is back at the coven praying when she is visited by the ghost of her mother and then by a servant of Satan to "initiate" her.  And no Margaret, putting your cross between your legs won't help.  Now a full bride of Satan Margaret starts in on the convent. First by seducing another nun and then getting her to commit suicide.  She soon finds Kiru "Satan's Favorite Wife."

Kathleen is recaptured, but her captor falls in love with her and wants to escape to England with her. But she manages to escape again and is recaptured.

Margaret finds her way to Lady De Winter's home where she seduces her.  But now she has the cool power of being able to kill anyone she has sex with.  I guess we see that again in American Horror Story Coven. 


Margaret and Kathleen escape, but when Margaret uses her sex magic on Kathleen's lover (who had hunted their mother) she turns Margaret in.

On the pyre, Margret requests a last kiss from the Lord Justice and she kills him.  She laughs while she burns.  In the end, Kathleen finds Kiru.

Not a bad flick, but a little all over the place. The BluRay has a couple of nice features, but not a lot. 

Britt Nichols and Anne Lipert would also later go on to be in A Virgin Among the Living Dead (1973), another Franco movie.  Between 1972 and 1973 they would appear in six movies together. They stopped filming with Franco also at the same time that Lina Romay started.  I am going to try not to read too much into that.


Mark of the Devil (1970)

Also known as "Hexen bis aufs Blut gequält", or "Witches Tortured till They Bleed."

Bleed is appropriate here since this movie is overflowing with blood.   

This features a young Udo Kier as a magistrate over the European Witch Trials in Austria. Naturally, he falls in love with a woman accused of witchcraft.   There is some goings on with the local witch-finder and his gang and church appointed witchfinder.  But honestly, it is just an excuse to make a torture-porn movie. 

The torture is vivid and done well with the effects of the time, but after an hour or so it gets routine.  Starting off the movie with the rape of some nuns sets the desensitizing dial pretty high, everything after is just more brutality.  Or maybe since this is the third movie of roughly the same subject I am getting burned out.

I guess the film was fairly notorious back in the day. I have seen copies of this go for really ridiculous amounts. Not as much "sexploitation" in this as "tortureploitation" as some of the other movies about this time. 

The highlight of this one is Udo Kier, who even then, showed a great talent for acting. 

I looked for "Mark of the Devil Part II" since it featured Erika Blanc, but all I found was a really terrible copy on YouTube.

NIGHT SHIFT and Old-school Content:  A few notes.

A tortured innocent will say many names, but a real witch will never reveal who her sisters are. 
I also need more prophetic dreams for my witches.

Lady De Winter looks like she could be part of the Winters family of witches. She enjoys the torture of the other witches a little too much. But the deviousness with the blonde hair and blue eyes almost makes her a family member by defualt.

Margaret's death by sex is a cool Occult power (for one of my Old-School witches) but it has limited utility in a game.

Nuns and witch covens have a lot in common. 

I also need more witch hunts in my games.  Something for my witches to act against. Especially skeezy ones like from Mark of the Devil.

Watched: 48
New: 32