Sunday, February 1, 2026

Barking Alien's RPG CAMPAIGN TOUR CHALLENGE! Day 1

 What? I just finished a month-long challenge, and now another one? YES!

This time, it is from Adam Dickstein of Barking Alien, and it is the February RPG CAMPAIGN TOUR CHALLENGE!

RPG CAMPAIGN TOUR CHALLENGE!

Here is my Day 1 Entry

Day 1 - Campaign Introduction & Overview

What is your campaign called, what system does it use, and what is it all about?

Elowen’s Journal

Elowen writes about arriving in West Haven and realizing she is not being watched here. Not judged. Not measured. She describes the feeling of belonging before understanding. She hints that West Haven exists in more than one way because some places are too important to only belong to one world.

Elowen is a new witch character of mine. New as in I just worked out her character sheets for Pathfinder 2R and Daggerheart on Thursday night (1/29/95). 

I don't have her "voice" just yet. No surprise, she is new and doesn't talk much. I hope that, by using her to see West Haven through new eyes, I can also define her. 

Designer’s Notes

West Haven is a multi-system campaign location I have been using for years. One of my first mentions of it was here back in 2014. IT was also the starting point for my War of the Witch Queens campaign.  West Haven's most famous resident is, of course, the newest Witch Queen, Larina Nix. However, Larina will not feature prominently in this Challenge. She is a little busy right now.

While I am focusing mostly on AD&D 1st edition (and a bit of OSRIC 3) right now, I have used it for D&D 5e, Pathfinder, Daggerheart, and NIGHT SHIFT. In fact, you can see the NIGHT SHIFT version of West Haven in my “Ordinary World” Night World setting in the NIGHT SHIFT Core. People can move from any version of West Haven to another if they know what paths to take.

The idea of this place began not with one of my witches, but rather my morally gray character, Nigel. Back in my AD&D games, Nigel found an Amulet of the Planes. While we were doing a lot of plane hopping back then, we also did a lot of adventures on parallel worlds. I wanted a town that lived on multiple planes at once, much like you see in my Temples of Elemental Evil and Castles Greyhawk. For my DM, that meant "Killian's Towers" (more on that later). For me it meant Larina, Nigel. Nigel took on the role of a witch hunter later in his life. But instead of killing the witches, he relocated them to a place I was calling "Witch Haven." I can't say for sure it wasn't inspired by the RPG City of Haven, but I am sure it was, at some level.  It was not till later that Larina came to West Haven and the village itself recognized her.  

West Haven is a place where witches call home. It is a place where they are protected, feel safe, and, most importantly, belong. 

--

And because I am all about ADA compliance...

Day 1-Campaign Introduction and Overview
What is your campaign called, what system does it use, and what is it all about?

Day 2-About your Tour Guide
Introduce us to a character who can serve as our guide through your campaign and its setting.

Day 3-Where the heck are we?
What is the campaign's location and where is that location in related to other important places. 

Day 4-Is there a Map?
Give us a visual! Show us a map of your setting! Don't have one? WHY NOT?!?

Day 5-Can you tell us about the campaign's history?
In the real world and within the universe.

Day 6-Where shall we start?
Where did the campaign begin and/or where should a traveler to the region start their journey through it? 

Day 7-What's the weather like today?
Is there a particular climate or weather that's prominent in the region of the campaign? Does it vary? What is it like and how bad does it get?

Day 8-Tell us about the local peoples and their cultures.
Describe the people and their Species, Nationalities, and other identifying features. 

Day 9-Who's in charge here?
Who are the major movers and shakers in the campaign?

Day 10-What's the first thing we should do?
When heading out on a trip through the campaign setting (even just the 'starting area'), where should you go first? 

Day 11-Where would we go to find 'adventure'?
We've left the relative safety of the starting area and now we're looking for action! 

Day 12-What do people do for entertainment around here?
Music? Theatre? Sports? Gambling? What do the adventurers in your campaign do on their 'day off'? What is there for tourists to spend money on?

Day 13-Where can we get a drink and a bite to eat?
Give us a few of your most notable restaurants and bars in the campaign setting. Tell us something about these places and what makes them distinctive.

Day 14-What to order to 'Eat like a local'.
Are there any foods unique to the campaign setting? If so, what are they like?

Day 15-What are some things in the setting that are best avoided?
Dangerous terrain, haunted places, angry natives, and even unpleasant beverages; name some elements in your campaign that should be given a wide berth.

Obviously these are beings and things in the setting the tourist should avoid but which Player Characters would likely run towards. 

Day 16-Are there any direct threats?
Who or what in your campaign actively means the people in it - including the PCs -harm?

Day 17-Can you tell us about any famous battles or wars?
Tales of conflicts and combats abound across the multiverse! Any interesting ones in your setting we should know about?

Day 18-Forgot to ask; How do we get around?
What modes of transportation are available to people in the setting. 

Day 19-Any 'Must See' sites?
Are there any places or things a visitor to the setting just has to check out?

Day 20-Are there any mysteries as yet unsolved?
Legendary tales, lost civilizations, or cryptid creatures; does the setting have anything for the amateur detective?

Day 21-What are the major organizations of the campaign? How do they deal with visitors?
Corporations, guilds, secret societies; what groups with influence exist in the campaign and how do they interact with the setting and its denizens? 

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

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

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

Day 25-Where can I do some shopping?
I want to buy some souvenirs from this trip and maybe snacks for the voyage home.

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

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

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


Saturday, January 31, 2026

Character Creation Challenge: Day 31, The Simbul Witch Queen of the High Witchcraft Tradition

The Simbul Witch Queen of the High Witchcraft Tradition
There are only a few characters created by others in this game that I can say I absolutely adore. Feiya is one, so is Iggwilv. And The Simbul, aka Alassra Shentrantra Silverhand, is another. As I said before, Ed Greenwood's obvious love for this character in his writing pulled me into this character, and I love her. I love her power, her madness, and her obvious tragedy. She is great, and I could not wait to add her to my games. Of course, I had to put my own spin on her.

The Simbul is often misunderstood because people take her madness at face value. They see chaos, volatility, and emotional extremity and assume a lack of control. That is a mistake. The Simbul is not mad because she is weak. She is mad because she is too strong for the structures that attempt to contain her.

Unlike Iggwilv, who burns down identities and walks away, Alassra remains. She stays. She binds herself to place, to people, to purpose. Aglarond is not merely her realm; it is her anchor, her sanctuary. Her madness is the pressure of power that refuses to dissipate. Where other archmages retreat into towers, demiplanes, or abstraction, The Simbul holds the line in the world itself.

This is the essential difference between High Witchcraft and the more solitary or liminal traditions. High Witchcraft is not about secrecy or withdrawal. It is about standing openly in the storm of magic and daring the world to endure you. The Simbul does not hide her power, nor does she soften it for the comfort of others. She bleeds magic. She leaks prophecy. She burns bridges even as she protects them.

"Do NOT presume to lecture me, Larina Nix, envoy of Baba Yaga or not."

- Alassra Silverhand, The Simbul

Her relationship to the Seven Sisters is equally telling. They are reflections of Mystra’s will, but Alassra is the one who most visibly suffers for it. She is not the most restrained, nor the most diplomatic, nor the most serene. She is the one who feels everything. That emotional intensity is not incidental. It is the price she pays for channeling magic on a scale that would unmake lesser beings.

If Iggwilv represents the witch who refuses all masters, then The Simbul represents the witch who accepts a burden no one else can carry and survives it anyway.

Alassra Shentrantra Silverhand "The Simbul"
Alassra Shentrantra Silverhand "The Simbul"

31st level Human Arch Witch/Witch Queen (21/10), Neutral
Tradition: High Witchcraft

Secondary Skill: Initiate

S: 14
I: 18
W: 15
D: 18
C: 16
Ch: 19

Paralysis/Poison: 2
Petrify/Polymorph: 2  
Rod, Staff, or Wand: 2
Breath Weapon: 4
Spells: 3

AC:  -2 (Bracers of Protection +3, Cord of Protection +2, Ring of Protection +3, Dex 18 -4)

HP: 78
THAC0: 8

Weapon
Dagger +1 1d4/1d3

Familiar: Familiar Spirit

Occult Powers
1st level: Familiar
7th level: Witch Vision (see magic, invisible) 

Archwitch Powers: Mastery of the Veil (gained at level 7), Arcane Communion (gained at level 9), Unbound by Circles (gained at level 11). 

Witch Queen Powers: Awesome Presence, Occult Eminece (Witch's Blessing), A Thousand Faces, Timeless Body, Ninth Level Spells (5)

Spells
Cantrips: Arcane Mark, Daze, Mote of Light, Object Reading, Open,
First level: Analgesia, Bar the Way, Burning Hands, Charm Person, Comprehend Languages, Eldritch Fire (Silverfire), Glamour, Mend Minor Wounds
Second level: Arcane Disruption, Agony, Alter Self, Continual Flame, Dweomerfire, ESP, Evil Eye, Web 
Third level: Bestow Curse, Clairsentience, Control Winds, Danger Sense, Dispel Magic, Fly, Lightning Bolt
Fourth level: Analyze Magic, Ball Lightning, Divination, Polymorph Others, Polymorph Self, Remove Curse
Fifth level: Break Enchantment, Maelstrom, Sending, Ward of Magic 
Sixth level: Analyze Dweomer, Greater Scry, Mislead, Rain of Fire
Seventh level: Astral Spell, Chain Lightning, Greater Teleport 
Eighth level: Eye of the Storm, I Am The Fire, Storm of Vengeance, 
Ninth level: Foresight, Imprisonment, Seal the Gate, Power Word Kill, Shapechange

Theme Song: Every Little Thing She Does is Magic

The Simbul occupies a rare and precarious position. She is both an Arch Witch and a Witch Queen, but she is not defined by conquest, hierarchy, or cult. Her authority is not derived from dominion over other witches, but from presence. When The Simbul acts, reality pays attention. When she speaks, even the gods listen carefully.

She is best used in a campaign not as a quest-giver or antagonist, but as a force of nature given human form. The Simbul does not maneuver behind the scenes. She erupts. She intervenes. She is not a gentle breeze; she is a storm, she is a hurricane. 

She makes decisions that reshape the magical landscape, then lives with the consequences, in full view of the world. Player characters who encounter her should feel small, not because she belittles them, but because she reminds them of the scale at which magic can truly operate.

Yet, for all her terrifying capability, there is a deep sadness at the heart of Alassra Shentrantra Silverhand. She has given up the possibility of an ordinary life, not for ambition, but for necessity. She endures so that others may not have to. That sacrifice is what elevates her from a powerful spellcaster to a Witch Queen in the truest sense.

I am not sure what I feel about her canonical death. While I do not pretend for a moment that any Witch Queen should live forever, her end feels strangely hollow to me. Yes, she died doing something entirely in character, but the framing feels uncomfortably refrigeratory, reducing a complex, volatile, deeply loved figure to a moment of narrative utility rather than culmination.

In my games, she sacrifices herself, yes, but not in that way. It is her magic and her sanity that are consumed, burned away to seal what could not otherwise be contained. Alassra lives, but she is vastly diminished. The storm has passed, and what remains is the woman who stood at its center.

I like to think that in this state, Elminster keeps her hidden and protected, not as a guardian of the realm, but as a dear and close friend who refuses to let her story end in silence. He works without rest to restore what was lost, knowing full well that success is uncertain. Whether she will ever return as the Simbul the world knew is unclear. But she is alive. 

And for a Witch Queen, that matters.

Where Iggwilv survives by changing, and others by ruling, The Simbul survives by being remembered, even when she can no longer remember herself.

Character Creation Challenge


And that's another 31 Day Character Challenge!

Friday, January 30, 2026

Character Creation Challenge: Day 30, Iggwilv Witch Queen of the Demonic Tradition

Iggwilv Witch Queen of the Demonic Tradition
 I rather love Iggwilv. 

There is a quote attributed to her that I think is spot on. "I can't remember the number of times I have burned everything to the ground and started over." It captures her well I think. From the girl Natasha to Natasha the Dark, to Tasha, to Tashanna, to Hura, Iggwilv, and now? Zyblina. I see no contradictions here. Witches are fluid, liminal creatures, and witch queens more so. 

Iggwilv has never been a creature of stasis, either in her world or ours. She does not cling to names, crowns, or even worlds. She sheds them. Each incarnation is not a disguise so much as a molting, a deliberate abandonment of what no longer serves her. Where other archmages obsess over legacy and continuity, Iggwilv embraces rupture. Reinvention is not a failure state for her, it is a strategy.

This is what separates her from the traditional wizard archetype and places her squarely in the lineage of witch queens. Wizards accumulate. Witches transform. Iggwilv understands that power calcifies if it is not periodically broken down and reforged. When she burns everything to the ground, it is not an act of petulance or nihilism. It is pruning. It is alchemy. 

There is also a deeply witchy pragmatism to her infamous dealings with demons. Iggwilv is not a supplicant, nor is she a true believer. She does not worship, and she does not kneel. Demons are tools, dangers, lovers, rivals, and sometimes mirrors, but never masters. Her greatest victories over fiends were not won through brute force or righteous opposition, but through understanding their nature better than they understood themselves. 

Iggwilv Witch Queen of the Demonic Tradition

The Demonic Tradition she embodies is not about corruption for its own sake, but about sovereignty. To bind a demon is to assert that no cosmic hierarchy is absolute, that even Hell has rules that can be learned, exploited, and rewritten. She is part of the Demonic Tradition because she knows demons, she can gain power from them, and not let it harm herself. Well. Most times.

If Baba Yaga is the archetypal Witch Mother, eternal and terrible, then Iggwilv is the Witch Daughter who refused to remain in her shadow. She learned everything she could, then walked away.

Iggwilv Witch Queen of the Demonic Tradition
Iggwilv

30th level Human Arch Witch/Witch Queen (20/10), Chaotic Neutral (Evil)
Tradition: Demonic (formerly Daughters of Baba Yaga)

Secondary Skill: Scribe

S: 10
I: 20
W: 17
D: 21
C: 19
Ch: 22

Paralysis/Poison: 3
Petrify/Polymorph: 3  
Rod, Staff, or Wand: 4
Breath Weapon: 6
Spells: 5

AC: -10 (leather armor +4, Bracers of Defense +3, Ring of Protection +5, Dex 21 -4, Tastchti's Mark -2)
HP: 66
THAC0: 10

Weapon
Dagger +1 1d4/1d3

Familiar: Quasit, "Black Comet"

Occult Powers
1st level: Familiar
7th level: Touch of Evil

Archwitch Powers: Mastery of the Veil (gained at level 7), Arcane Communion (gained at level 9), Unbound by Circles (gained at level 11). 

Witch Queen Powers: Awesome Presence, Occult Eminece (Polymorph Other), A Thousand Faces, Timeless Body, Ninth Level Spells (5)

Spells
Cantrips: Alarm Ward, Arcane Mark, Chill, Daze, Ghost Sound, Summon Vermin
First level: Bad Luck, Cause Fear, Charm Person, Darkness, Fey Sight, Ghostly Slashing, Glamour, Protection from Spirits, Silver Tongue
Second level: Agony, Biting Blade, Discord, Enthrall, Evil Eye, Invisibility, Mind Obscure, Phantasmal Spirit, Tasha's Hideous Laughter (Ritual)
Third level: Astral Sense, Bestow Curse, Dispel Magic, Feral Spirit, Ghost Ward, Toad Mind, Witch Writing
Fourth level: Analyze Magic, Divination, Intangible Cloak of Shadows, Phantom Lacerations, Spiritual Dagger, Tears of the Banshee, Withering Touch
Fifth level:  Break Enchantment, Enslave, Greater Command, Magic Jar, Witch Box
Sixth level: Anchoring Rite, Anti-Magic Shell, Break the Spirit, Dismissal (Ritual)
Seventh level: Banishment, Draw Forth the Soul, Forbidding
Eighth level: Astral Projection, Gate, Trap the Soul
Ninth level: Bind Soul, Foresight, Imprisonment, Seal the Gate, Power Word Kill,

Theme Song: I Hate Myself for Loving You

What makes Iggwilv compelling is not that she is powerful, but that she is unfinished. Or more to the point, ever-changing and ever-growing. Even now, even under yet another name like Zybilna, she is still becoming. A Witch Queen is not a static end-state like lichdom or apotheosis. It is a road, and Iggwilv has walked it forward, backward, and sideways across multiple realities.

For a campaign, Iggwilv should never be a simple antagonist. She is an event. An inflection point. Crossing paths with her should permanently alter the trajectory of a story, even if swords are never drawn and spells are never exchanged. She might teach, betray, ignore, manipulate, or save the party, but she will never do so for their sake alone. There is always a larger calculus at work.

And yet, for all her monstrous reputation, there remains something profoundly mortal at her core. She still loves, still hates, still remembers. Her many names are not masks to hide emptiness, but scars that prove she has survived herself over and over again.

That may be her greatest magic of all.

Character Creation Challenge


Thursday, January 29, 2026

Character Creation Challenge: Day 29, Kersy Witch Queen of the Atlantean Tradition

Kersy Witch Queen of the Atlantean Tradition
Kersy is a wonderful character. Bruce Heard, her creator, admits she is basically a Circe stand-in, but I saw her as something else. I have to admit, when I saw Vanessa Williams in ads for the 1997 TV mini-series "The Odyssey," I thought, "Now that is great casting for Circe!" Sadly, I got it wrong: she was cast as Calypso, and Bernadette Peters as Circe. But it stuck with me. So when I came back to D&D in the 2000s and encountered Kersy, I already knew what she looked like. She looked like 1990s Vanessa Williams

Kersy has an interesting character beyond her origins as a Circe stand-in. She is introduced in the D&D Masters-level module M1 Into the Maelstrom. She is using her human guise as a 30th-level Magic-user, and she is the ruler of the Island of Turkeys.  If you are thinking she sounds a lot like Circe and her Island of Pigs then you are correct. Doing some deeper research into Kersy gives me a stranger tale. Over at the Vaults of Pandius, they have expanded on her background a bit more. 

She is described as the distillation of Koryis' own unwanted thoughts, urges, and feelings.  

Koryis is the Immortal Patron of Peace.  While he was on his epic quest, he sought to purge himself of evil in impure thoughts. He was successful, and that "impurity" manifested itself as Kersy. If Kersey looks like Vanessa Williams from The Odyssey, then Koris looks like Armand Assante.

At least that is what his mythology says. 

We learn from M1 that she is a "beautiful maiden" and a "30th-level magic-user." But other details are scant. From the Vaults of Pandius, we learn that she is beautiful, with long raven-black hair and amber-colored eyes.  She is the Patroness of Witchcraft and Charms.  

What can we gather from all of this? Kersy is Koryis' "dark anima" in Jungian psychology.  The description of Koryis' quest to rid himself of these dark, impure impulses sounds exactly like a quest to confront his Anima, who is Kersy. However, Koryis failed to integrate his "shadow self" and is less than he was. 

Now, if this is what happened, then according to Jung, Koyris is now forever incomplete.  Reading over the history of VoP, it would seem that Kersy knows this. If we extend this to other Jungian archetypes, then Kersy fits one perfectly. The Witch.  She is powerful, connected to the Earth, and a source of wisdom.  Koyris, in his quest to rid himself of Kersy, only weakened himself and gave his power away.

Kersy might wish to reunite with the now forever incomplete Koryis, or not. She has grown since then. 

In my Occult D&D, they would forever be circling each other, each seeking what the other has and never feeling quite complete. An Anima and Animus, or a Yin and Yang. 

And given her history, she is also perfect for my Atlantean Tradition.

Kersy Witch Queen of the Atlantean Tradition
Kersy

29th level Human Witch/ Witch Queen (20/9), Neutral (Chaoic Neutral)
Tradition: Atlantean 

Secondary Skill: Astrologer

S: 12
I: 18
W: 18
D: 16
C: 14
Ch: 18

Paralysis/Poison: 3
Petrify/Polymorph: 3 
Rod, Staff, or Wand: 4
Breath Weapon: 6
Spells: 5

AC: -2 (leather armor +3, Bracers of Protection +3, Cord of Protection +2, Ring of Protection +3, Dex 16 -1)
HP: 66
THAC0: 12

Weapon
None

Familiar: Rainbow Warbler (Song Bird) "Victoria"

Occult Powers
1st level: Familiar
7th level: Speak to Animals
13th level: Drawing Down the Moon
19th level: Witch's Blessing

Witch Queen Powers:
Awesome Presence, Occult Eminece (Polymorph Other), A Thousand Faces, Timeless Body, Ninth Level Spells (4)

Spells

Cantrips: Daze, Guiding Star*, Mote of Light, Object Reading, Open
First level: Allure, Bar the Way, Bewitch I, Burning Hands, Call Spirits of the Land, Charm Person, Comprehend Languages, Glamour
Second level: Alter Self, Beckon, Blight of Loneliness, Burning Gaze, Detect Charm, ESP, Evil Eye, Mind Obscure
Third level: Astral Sense, Bestow Curse, Calm Animals, Clairsentience, Control Winds, Danger Sense
Fourth level: Ball Lightning, Confusion, Divination, Masque, Polymorph Others, Threshold
Fifth level: Break Enchantment, Commune with Nature, Maelstrom, Song of Night
Sixth level: Bones of Earth, Cloak of Dreams, Greater Scry, Mislead
Seventh level: Astral Spell, Breath of the Goddess, Veneration
Eighth level: Adoration (Overwhelming), Eye of the Storm, Storm of Vengeance
Ninth level: Foresight, Mass Polymorph, Seal the Gate, Sovereign Geas, Time Stop

Theme Song: Veil of Isis

My Kersy has outgrown the original Kersy much as she outgrew the original Circe. She is my witch queen of the Jungian archetype of the Anima. So, in a way, it makes some sense to me to make her an Atlantean Witch. She also brings up something.

Baba Yaga is not a member of the Daughters of Baba Yaga tradition; she is Classical. Aradia is not a member of the Followers of Aradia tradition; she is a Pagan. Likewise, Kersy is the Queen of the Atlantean Tradition and founded the Aquarian Tradition. The Aquarians, in their own way, honor her as their Witch Queen, but they aptly refuse to have a witch queen of their own. 

Kersey Sheets

I have done quite a lot with Kersy over the last five or so years, and she has been great. Truly one of the most powerful Witch Queens I use. 

Character Creation Challenge


Wednesday, January 28, 2026

Character Creation Challenge: Day 28, Areelu Vorlesh Witch Queen of the Malefic Tradition

Areelu Vorlesh Witch Queen of the Malefic Tradition
 Areelu Vorlesh is another witch queen I adopted, this time from the Pathfinder game. She is a half-succubus witch and a whole lot of fun. In the Pathfinder: Wrath of the Righteous video game, she is described as something like a mad scientist and mother of monsters. So for this reason, I gave her the Alchemist secondary skill. Since a lot of her magic seems based on her occult devotion, I also decided that she would be a witch priestess, more akin to an occultist than anything. I considered archwitch, but felt this worked better. She sought to claim the authority of the gods in my games. 

The human who would become the witch Areelu Vorlesh has been lost to time. It was known that she was a witch in Deskari’s cult.  She was researching the nature of the separation of the worlds and planes.  It was her success at opening the Worldwound that caused her Patron to transform her into a half-fiend.

After her defeat at the World Wound, Areelu Vorlesh sought other allies. The ones she found became The Coven of the Shattered Crowns. Vorlesh is going after the Gods themselves. 

Witch Queen Areelu Vorlesh

Areelu’s elevation to Witch Queen came not through lineage, coven recognition, or patron blessing, but through apotheosis by catastrophe.

The creation of the Worldwound was not an accident, nor a summoning gone awry. It was a calculated experiment: to pierce planar reality and hold it open long enough to observe what crawled through. That demons followed was expected. That the wound endured was the true triumph.

In this moment, Areelu crossed the threshold from Malefic Witch Priestess to Witch Queen, for she no longer merely wielded magic, she altered the cosmological order.

This act places her above regional sovereigns and elemental queens, but below those who embody primal myth. She is not inevitable. She is possible, and that is far more dangerous.

Areelu Vorlesh Witch Queen of the Malefic Tradition
Areelu Vorlesh

28th level Half-Succubus Witch Priestess/Witch Queen 28 (20/8), Chaotic Evil
Tradition: Malefic 

Secondary Skill: Alchemist

S: 14
I: 18
W: 18
D: 18
C: 18
Ch: 19

Paralysis/Poison: 3
Petrify/Polymorph: 3  
Rod, Staff, or Wand: 4
Breath Weapon: 6
Spells: 5

AC: 0 (Bracers of Defense, +3 Amulet of Protection)
HP: 73
THAC0: 10

Weapon
Dagger of venom +4 1d4/1d3

Familiar: "Gimcrak" (Quasit, Enhanced)

Occult Powers
1st level: Familiar
7th level: Evil's Touch
13th level: Devil's Tongue
19th level: Curse

Witch Queen Powers:
Awesome Presence, Occult Eminece (Polymorph Other), A Thousand Faces, Timeless Body, Ninth Level Spells (4)

Spells
Cantrips: Arcane Mark, Detect Curse, Message, Summon Vermin
First level: Bewitch I, Cause Fear, Charm Person, Command, Increase Sex Appeal, Quicken Healing, Shattering the Hourglass, Silver Tongue
Second level: Ecstasy, Enthrall, Evil Eye, Hold Person, Invisibility, Phantasmal Spirit, Rite of Remote Seeing, Scare
Third level: Bestow Curse, Clairaudience/Clairvoyance, Dispel Magic, Feral Spirit, Fly, Tongues, Witch Wail
Fourth level: Abomination, Charm Monster, Confusion, Divine Power, Spiritual Dagger, Withering Touch
Fifth level: Baleful Polymorph, Feeblemind, Greater Command, Nightmare 
Sixth level: Break the Spirit, Mass Suggestion, Repulsion, True Seeing
Seventh level: Draw Forth the Soul, Eternal Charm Monster, Gate (Ritual)
Eighth level: Bewitch VIII, Damming Stare, Destroy Life, Wail of the Banshee
Ninth level: Bind the Soul, Imprisonment, Power Word Kill, Shapechange

Theme Song: Hexenhammer & Queen of the Infernal Pantheon

Areelu Vorlesh Witch Queen of the Malefic Tradition

Areelu Vorlesh ultimately earns her place among the Witch Queens not because she commands lesser demons, but because she refused to accept the limits imposed by gods, planes, or tradition. Where other witches bargain, rule, or endure, Areelu experiments. She treats the cosmos as a problem to be solved and suffering as an acceptable reagent. In this, she represents a uniquely modern horror, not the ancient terror of Baba Yaga or the cold inevitability of Koliada, but the relentless conviction that reality itself is flawed and must be corrected, no matter the cost.

Character Creation Challenge


Tuesday, January 27, 2026

Mail Call Tuesday: Tales of the Valiant Player's Guide 2

 Tales of the Valiant Player's Guide 2 was delivered to my door this week! 

Tales of the Valiant Player's Guide 2

I backed this on Kickstarter a while back and I am happy to see it. 

The box was packed with the Player's Guide 2 and three character journals.

Of course, what I am most excited about is their new witch class.

Tales of the Valiant Player's Guide 2

Tales of the Valiant Player's Guide 2

It looks like it is a lot of fun and I can't wait to create a new character for it.

I think I do want a brand new character. One I can try in this, Pathfinder 2.1, and for the hell of it, something for my current AD&D game. It could be a lot of fun. 

Just need a concept that would fit all three games!

This witch has three subclasses, which are roughly equivalent to my ideas of traditions. The Crimson Cord, the Night Song, and the Twilight Soul. Pathfinder is more Patron-focused.  Somewhere is a witch I can slot into all three.

Character Creation Challenge: Day 27, Koliada Witch Queen of the Winter Witch Tradition

Koliada Witch Queen of the Winter Witch Tradition
Back in June of 2009 D&D 4th edition was still on the shelves and Dungeon #162 was available for download.  Inside was an Epic level adventure by Stephen Radney-MacFarland called "Winter of the Witch". It featured the machinations of the so-called Winter Witch, the minor Archfey Koliada and her plans to freeze the world. From the adventure:

"In this epic adventure, the Winter Witch—a legendary archfey—has launched a campaign to send eternal winter cascading over large portions of the world. After a summons to Winterhaven, the characters find a land locked in ice, and an old ally in need of aid. A trek to find a artifact known as the Sun’s Sliver ensues, the only force potent enough to defeat the Winter Witch and banish her from the mortal world once more. An adventure for 22nd-level PCs."

While not totally an original plot, it was still fun, well executed and had a lot things going for it.  But mostly it had Koliada, who grabbed my attention from the start.  It also started me thinking about the witches of winter.  In particular, why are there so many? Louhi, Elsa, and the Snow Queen, Jadis, all the Jadwiga winter witches from Pathfinder, and so on.  Notably, almost all of these are also royalty, if not outright queens.

I went on to add her as a Witch Queen of my own with both Basic-era Witch and D&D 5e stats. Granted, I am not likely to run out of winter witches anytime soon, but she is still a great character. 

I think fo this new version of her I'll use my Twilight Elf species. Since this is nominally part of the "Blackmoor: Land of a Thousand Witches," I am going to say she is from my Blackmoor and the Land of the Black Ice. The area of my world where Blackmoor was destroyed.

Koliada Witch Queen of the Winter Witch Tradition
Koliada

27th level Twilight Elf Witch Queen (Archwith 20, Witch Queen 7), Chaotic Evil
Tradition: Winter Witch

Secondary Skill: Initiate

S: 16
I: 17
W: 15
D: 15
C: 19
Ch: 20

Paralysis/Poison: 3
Petrify/Polymorph: 3  
Rod, Staff, or Wand: 4
Breath Weapon: 6
Spells: 5

AC: 0 (Leather +4, dex, Ring of Protection)
HP: 66
THAC0: 10

Weapon
Sword** +3 1d8+3 (athame enchanted with Spiritual Sword, Biting Blade, Death Blade, Conjure Pact Blade)

Familiar: Iceling (Ice Sprite)

Occult Powers
1st level: Familiar
7th level: Fae Shape
13th level: Curse
19th level: Shape Change

Witch Queen Powers: Awesome Presence, Occult Eminece (Conjure Pact Blade), A Thousand Faces, Ninth Level Spells (4)

Spells
Bonus Cantrips (Twilight Elf): Blur, Dancing Lights, Minor Charm
Cantrips: Chill, Daze, Alarm Ward, Ghost Sound, Inflict Minor Wounds, Spark
First level:  Bewitch I, Black Fire, Cause Fear, Charm Person, Chill Touch, Endure Elements, Glamour, Minor Fighting Prowess, Silver Tongue
Second level: Defoliate, Discord, Enthrall, Freezing Gaze, Hold Person, Invisibility, Phantasmal Spirit, Whispering Wind
Third level: Arctic Grasp, Bestow Curse, Bewitch III, Dispel Magic, Feral Spirit, Spirit of Hyperborea, Witch Wail
Fourth level: Analyze Magic, Charm Monster, Elemental Armor (Ice), Intangible Cloak of Shadows, Phantom Lacerations, Spiritual Sword, Withering Touch
Fifth level: Blade Dance, Death Curse, Dreadful Bloodletting, Nightmare
Sixth level: Death Blade, Eye Bite, Mass Agony, True Seeing
Seventh level: Death Aura, Greater Blindness, Insanity, Wave of Mutilation
Eighth level:  Destroy Life, Mystic Barrier, Wail of the Banshee
Ninth level: Foresight, Imprisonment, Power Word Kill, Shape Change

Theme Song: The Witch of the North

I rather like this version, to be honest. She compares well to both her Basic-era version and her D&D 4e one.

In 4e she can only be killed by something called the Sun's Sliver. Which is a piece of the sun. Sounds like the Sun Sword from Ravenloft. In my other games this would be a "Unique Kill" Quality.  I have debated about using something similar for all witch queens, but that would imply they are there to be killed, instead of my point of view, as near mythic-level characters who can aid or hinder characters as needed. You don't bring in a witch queen unless you plan on using her for something epic.

Character Creation Challenge