Thursday, October 29, 2026

This Old Dragon: 40 Years of the Dragon #114 Witch

 This October marks the 40th anniversary of the publication of Dragon #114. All year long, I have been waxing nostalgic about my gaming experiences from 1986 and how they set the tone for the next 40 years of my gaming life. I have also spoken at great length about the witches who have shared those gaming experiences with me over the last four decades. 

So I would be remiss if I didn't mark this particular anniversary as something important.

Dragon #114 and the Witch

But the question is, after spending so much time with the witch and this particular issue of Dragon magazine, what do I have left to say?

Turns out, more than I thought.

The Witch on the Page

I have already talked at length about how my understanding of witches and witchcraft grew out of my love of stories about witches, as well as historical documents, and modern occult and New Age interpretations of the witch. So seeing her in the pages of Dragon was exactly the sort of thing I had been looking for at the exact time I was looking for her.

Now, I had been working on my own witches for some time before this issue came out. Some of my earliest surviving notes date back to 1982 at the latest (could be 1981 even, but 82 is a safer bet). But Dragon #114 showed me something bigger than what I had been putting together in my haphazard collection of notebook pages.

This was a complete class.

Based on Ronald Pehr's Witch in The Dragon #20, Bill Muhlhausen created the original witch class, with Kim Mohan and Tom Moldvay revising the version in #43. Roger E. Moore expanded and revised it for #114, with Karen Martin, Robin Jenkins, and Kim Mohan editing.

Beyond the name, beyond the mechanics, and beyond the particular choices made in its design, the Dragon #114 witch taught me something very important.

The witch, as a class, could work.

Maybe not exactly the way I would have done it, but that was part of the lesson, too.

There was one thing about the Dragon #114 witch I never quite agreed with. She was presented primarily as an NPC, and the editors warned she might be too powerful for regular player characters. There was an implication that this character, while maybe not 100% evil, was certainly up to no good (or even good, for that matter; yes, there is a distinction).

But I wanted to play a witch, not just fight one.

I had already been thinking about witches as characters who could be heroes, villains, or anything in between. Their relationship with magic made them witches, not their alignment. And I certainly wasn't interested in limiting my witches to being somebody else's adversary.

That was another lesson I took from Dragon #114. Just because the designers had one particular use in mind didn't mean their rules could accomplish only that. 

I knew the class was capable of more.

"Me and Thee"

The witch I was building and the Dragon #114 witch had many similarities. While I marveled at that back then, the reasons turned out to be largely mundane and practical. We were all reading the same books.

Back in Dragon #43, Tom Moldvay pretty much spelled this out in his revision of the witch class, which would eventually form the basis for the version in #114.

I detailed that here: Tom Moldvay on Witches.

Moldvay outlined six things he felt a witch class needed: herbalism, fascination or charm, a combination of clerical and magic-user abilities, sympathetic magic, secret religious practices, and powers tied to nature and the changing seasons. When I revisited his article in 2011, I added two more things I felt were essential: covens and ritual magic.

Looking back now, I find it remarkable how many of these ideas were already in my notes, even if I hadn't yet figured out how to turn them into workable game mechanics.

Among other things, we agreed that the witch should have a combination of clerical and magic-user spells, though I originally had my witches avoiding flashy magic and spells that did a lot of damage. So, no fireballs. I wanted witches to have magic that was more subtle, more personal, and often more frightening. Curses, charms, divinations, transformations, and magic that could affect people without necessarily blowing them up.

I already had the idea that witches could have healing magic, but never to the degree that clerics did. Herbal healing, potions, and magical cures all seemed perfectly appropriate. A witch should be able to tend to the sick, heal wounds, and perhaps cure certain ailments through her knowledge of herbs and magic. But she should not replace the cleric in an adventuring party. Maybe at low levels she could be a stand-in, but never once the real combat started. ETA: I am reminded of a scene in one of my Jackson playtests where Candy, the "thief," is a better healer than my witches.

Also, under no circumstances would a witch have a Raise Dead spell.

This was something Moldvay's discussion helped me articulate more clearly. The witch's relationship with nature and the seasons also meant a relationship with the cycle of life, death, and rebirth. Bringing someone back from the dead in the same body seemed to violate that cycle. Reincarnation, however, was another matter entirely. That fit the witch's worldview much better. Death was part of nature, not just another condition to fix with enough magical power.

The High Secret Order (HSO) spells were great, and many of them fit right into what I thought witch magic should be. I just had a group of spells I originally called "witchcraft" and later "hex magic." My witch was more focused on occult powers and familiars.

Sympathetic magic mattered most to me. The idea that a witch could use a lock of hair, a personal possession, a poppet, or some other object connected to a person to work her magic felt much more appropriate than simply pointing a finger and casting a spell. A witch's practice of magic should feel different, not just in the spells she can cast.

In my 2011 post, I suggested that clerics rely on faith, magic-users on intellect, and witches on personal connections and magical correspondences. A wizard might regard such things as unnecessary props, but to the witch they are part of the magic itself. This also gives the witch something distinctive to do in the game. She might need to gather ingredients, prepare a charm, or perform a ritual before a spell can take effect. These are not just trappings, this is good roleplaying.

Herbalism and alchemy were also natural fits. I had long associated witches with herbs, potions, and strange concoctions bubbling away in cauldrons. But there was also a practical design question here. How much healing could I give the witch before she started replacing the cleric? How much magical power could I give her before she became just another magic-user?

I asked these questions in 1986, and I still ask them when designing witches today.

The power of fascination was another interesting idea. Witches in folklore and fiction have always been able to beguile, charm, or otherwise influence others. Morgan le Fay and Circe came to mind, along with countless other witches from stories, television, and movies. I liked the idea of this being more than another charm spell. It was part of what made a witch a witch.

The religious aspects of witchcraft were a little more complicated. Moldvay drew on historical and anthropological interpretations of witchcraft, including Margaret Murray's work. Murray's theories about a surviving, organized pre-Christian witch-cult have long since been discredited, but they were enormously influential on twentieth-century ideas about witches, including modern Paganism and fantasy fiction. Not to mention, great for my gaming ideas.

Like Moldvay, I drew on many of those same sources. But I was also interested in the idea that a witch's relationship with the supernatural differed from a cleric's. A witch might honor gods and goddesses, work with spirits, bargain with supernatural powers, or call upon something older and stranger. Her magic could be spiritual without working the same way as clerical magic.

This eventually became an important part of my own ideas about Patrons and how witches gain and use their powers.

The two things I added to Moldvay's list in 2011, covens and ritual magic, were also missing from many early attempts at witch classes.

Witches working together are a fixture of folklore and literature, from the Weird Sisters in Macbeth to the witches of modern television. I wanted covens to mean something mechanically. Maybe three witches working together could accomplish something none of them could do alone. Maybe certain spells required a coven, or their effects grew stronger as more witches participated.

Ritual magic went hand in hand with that. Not every spell should be something a witch could cast in the middle of combat. Some magic should take time, preparation, special ingredients, and perhaps the right phase of the moon or time of year. That sort of magic was often much closer to the witchcraft I had been reading about than anything in the Player's Handbook.

Of course, these ideas weren't all fully formed in 1986. Some were little more than margin notes, or, more often, on paper bookmarks, and others were things I wouldn't find good mechanical solutions for until much later. But the foundations were there.

And that brings me back to Dragon #114.

The witch in those pages wasn't my witch. I would have handled some spells and abilities differently, and I wanted to explore ideas the article never touched on. But that was perfectly fine.

What mattered was that we approached the same problem from similar directions, used many of the same sources, and found that a witch could be something different from either a cleric or a magic-user.

Not necessarily better or more powerful. Just different.

There is a line from one of Larina's binding rituals that goes, "I bind you to me, and me to thee. I bind us with the power of three times times."

I think that fits well here. My witch and the Dragon #114 witch were never quite the same, but they have been connected for forty years. One influenced the other, and my own understanding of both has changed over time.

And I suspect that neither of them is quite finished with me yet.

"Larina" by Djinn

"If Anyone Falls"

Of course, I can't talk about Dragon #114 without talking about Larina.

I have already gone into great detail about her origins and evolution in my Mirror Mondays: The Witches of 1986 post back in July. I don't want to repeat all of that here, but something about her relationship with this particular issue of Dragon is worth exploring.

When I created Larina in July 1986, she was a witch in concept but a magic-user on her character sheet. I had my own witch class in various stages of development, but it was hardly complete. So she was a magic-user, with the understanding that she was really something else. I have a rather distinct memory of saying "I am going to play her like a witch." She wasn't the first; hell, she wasn't even my fourth witch character (well, maybe my fourth), but she was the one I explicitly called a "witch."

When Dragon #114 came along, I immediately made her a magic-user/witch. Suddenly, there were rules for something I had been trying to represent for years.

But I didn't quite appreciate then how much those rules would change the way I thought about her.

She wasn't simply a magic-user who happened to call herself a witch anymore. Her witchcraft was something distinct, something she could study and practice alongside her more conventional magical education. That distinction became part of her story.

And more importantly, it made me think about what she could do that other characters couldn't.

Larina was never going to be the most powerful combat spellcaster in the group. That wasn't what interested me about her. I wanted her to know things. I wanted her to understand the strange and mysterious, to recognize a supernatural threat when others couldn't, and to know what to do about it.

The witch class helped me explore that. But then something interesting happened.

Over the years, as I kept working on my own witch classes and playing others (Bard Games, Mayfair, AD&D 2nd ed), Larina became a kind of measuring stick for them. I could look at a new version of the witch and ask myself, "Can I make Larina with these rules?"

It was a useful question, even if it wasn't always fair. After all, not every witch should be Larina, and I'd created plenty who were nothing like her. But she represented a particular understanding of what a witch could be, and if the rules couldn't support that, then I wanted to know why.

In 1986, I was adapting Larina to fit the witch class in Dragon #114. Forty years later, I often evaluate witch classes by how well they represent her. 

So, somewhere along the way, the relationship had reversed.

And that brings me to something else.

The witch in Dragon #114 was a collection of rules. A good collection of rules, one that influenced me enormously, but rules nonetheless. Larina was the character who lived with the consequences of those rules.

She gained experience, learned new spells, met other characters, developed relationships, changed her beliefs, and survived campaigns that sometimes ended long before I wanted them to.

She eventually became a character I could play in games that had no witch class at all. The mechanics changed, sometimes dramatically. But I still knew who she was.

This taught me something about character classes that I don't think I fully understood in 1986. A class needs to be more than a collection of powers and abilities. It should help players create a particular kind of character, one with a recognizable identity and a place in the game world.

And if it does that well, the characters it helps create might eventually become something larger than the class itself.

That certainly happened with Larina.

Forty years ago, Dragon #114 helped me figure out how to play her.

Forty years later, she is still helping me figure out how to write witches.

Wednesday, October 28, 2026

October Horror Movie Challenge: Gamera (1965)

Gamera (1965)
 Tonight is my oldest son's birthday, and he wanted to watch a Kaiju movie. We have seen all the Godzilla movies and wanted to see something from the same era. To our mutual surprise, we had never seen the first Gamera movie. So tonight it is giant, flying atomic turtles! 

Gamera (1965)

Some airplanes carrying atomic weapons fly over the Arctic. One crashes, explodes, and awakens Gamera, "The Devil's Envoy."

And we are off.

There is no question that Gamera owes a lot, ok everything, to Godzilla. Atomic weapons awaken a giant prehistoric monster, conventional weapons are useless, and Japan once again finds itself being stomped by something enormous. But Gamera quickly establishes his own personality. He breathes fire, feeds on energy, and, most importantly, can pull his limbs into his shell and fly like a gigantic spinning UFO.

That alone was worth the price of admission.

The practical effects are a lot of fun. Miniature cities, tanks, jets, explosions, and plenty of buildings wait to be smashed. Some effects work better than others, but I have always had a soft spot for this kind of physical monster filmmaking. Gamera feels like he is actually there because, in a very literal sense, something really is standing in those miniature streets knocking things over.

It's silly. It doesn't always work. But I love it all the same. 

Another key difference from Godzilla is Toshio/Kenny, the turtle-loving boy who becomes convinced Gamera isn't really evil. Gamera even saves him at one point, planting the seeds for the much more child-friendly direction the series would take later. In this first movie, though, Gamera is still dangerous. People die, buildings burn, and nobody really knows what to do with him.

I would be lying if I didn't admit that Tetsuya "Tetsu" Hayashida wasn't based on the "annoying" kid from all these Kaiju movies.  

Eventually humanity comes up with Plan Z, which is basically: if we cannot kill the giant flying turtle, shoot him into space.

Sure. Why not?

I enjoyed this more than I expected. It is not as polished or as ominous as the original Godzilla, but it has its own weird charm. The moment Gamera pulls everything into his shell and spins off through the sky, you know exactly what kind of movie you are watching.

My son wanted giant monsters for his birthday.

Gamera delivered.

NIGHT SHIFT and Jackson Connections

Ah...yeah. Maybe not this time. 

October Horror Movie Challenge 2026
Viewed: 43
First Time Views: 29

October Horror Movie Marathon 2026

Witchcraft Wednesday: Coven 13, Issue #4

Coven 13 #4
In many ways, this last issue is unlike the first three.  It is still recognizably Coven 13, but it has a transitional air about it. The witchcraft is there, to be sure, but fantasy and sword-and-sorcery have encroached on the center. That makes sense in hindsight because this is the final issue published as Coven 13. Afterward, Fantasy Publishing Company acquired the magazine, and it continued as Witchcraft & Sorcery.

The March 1970 issue contains Buddy Saunders' "The Bidderfrost Dragon," "I, Vampire!" by Pronzini/Wallman, S. M. Clawson's "The Convert," Lee Chater's "The Thing on the Stairs," Sidney Harriet's "Eats!", the poltergeist installment of Bell, Book and Tarot, a Robert E. Howard poem, and the enormous (85-page) conclusion to "Let There Be Magick!" 

The editorial is particularly poignant now. Landis says the distributor wants the magazine to remain bimonthly for another three issues, so they have decided to finish Let There Be Magick! early and clear the decks for the "new COVEN 13 of 1970." The proposed new format would have featured two long novelettes, several short stories, an article, and the regular departments. He clearly expects the magazine to continue.  

Of course, that version of Coven 13 never happens.

That gives this issue a strange quality. Landis thinks he is reorganizing the magazine. We know we are reading his final issue.

"The Bidderfrost Dragon" is probably the most overtly game-like piece we've encountered in the entire four-issue run. Aerma is an inexperienced sorceress trying to conjure a dragon to defend her castle. Instead, she summons a Sheridan tank and its four-man crew from an Army exercise in Arizona. She initially assumes the armored vehicle is simply a very strange dragon. 

From there we get language spells, spellbooks, demons, magical bargains, an actual dragon, armies, castles, and modern military technology. Aerma bargains with demons for fuel, but a translation problem results in twenty-four cases of high-proof whiskey. Fortunately, the Sheridan can run on it. Eventually the tank fights a genuine fire-breathing dragon.

This isn't especially useful for witchcraft, but it is fascinating for the D&D side of what we've been discussing. This is March 1970, and here we already have the sort of gleeful collision of fantasy and modern technology that old-school gaming will later embrace. Again, I would not suggest influence. It simply demonstrates that this kind of genre mixing was already part of fantasy's vocabulary. Plus this sounds EXACTLY like something you could have read in an early issue of Dragon magazine. 

Aerma herself is also interesting. Her magic is procedural. She has books, languages, pentagrams, demons with whom she negotiates, and spells that can go wrong. Magic is fantastic, but not arbitrary. That remains consistent with much of what Coven 13 has been doing.

"I, Vampire!" by Bill Pronzini and Jeffrey M. Wallmann has put forth the purest version of Landis’ concept for the supernatural in a modern setting. The whole piece is put together from letters, editorial replies, telegrams, newspaper pieces, and official memoranda. Peter Lewis, a vampire, has written his autobiography and regularly sends it to an editor who takes it for a dreadful work of fiction. The vampire makes it known more than once that he is not making it up. But when the editor puts out one too many rejections, he is found dead in his office not long after, his neck punctured and blood gone, with bat guano on the carpet.

After that, Peter Lewis puts "I, Vampire" in front of Arthur H. Landis at Coven 13.

It is entertaining. What is best is how the vampire fits into 1969 America. He is forced to deal with editors, Western Union, postal delivery, and the indignity of having his memoirs dismissed as poor fiction. You will not find any Transylvanian castles here.ignity of having his memoirs dismissed as poor fiction. 

And there is no Transylvanian castle anywhere in sight.

Bell, Book and Tarot deals with poltergeists this time. The article surveys their recurring characteristics, including knocking, objects moving in defiance of gravity, fires, children or adolescents serving as apparent centers of activity, and cases where fraud explains some events but not everything. It stresses how difficult it is to fit poltergeists neatly into a single explanation.    

The line I would keep for your own purposes is essentially this: poltergeist may describe what is happening without explaining what is causing it.

That is an excellent Jackson principle.

Calling something a ghost, demon, faerie, psychic event, or poltergeist gives the characters a vocabulary. It does not necessarily mean they understand the underlying phenomenon.

Then we get "The Convert" by S. M. Clawson, which is easily the most important witchcraft story in the issue.

Benjie Stone is a biochemist who returns to his old family home after his father's death. He plans to clear the old "witching junk" out of the tower and turn the space into a laboratory. The Stone family, however, is one of the old witch families of the region. Benjie's mother had the talent. His father apparently did not. Benjie has rejected the entire tradition as superstition and replaced it with modern science.     

The neighboring Bowman family has its own magical tradition, and Benjie becomes involved in an escalating conflict with Hiram Bowman. What I like here is that the story never really asks us to choose between science and magic. Benjie's biochemistry works. His manipulation of hormones works. The laboratory is real knowledge.

But the witchcraft is real too.

Benjie's mistake isn't believing in science. His mistake is assuming that one system of knowledge invalidates the other.

By the climax, he is being pursued by something science alone cannot explain. Faced with death, he finally cries out that he believes, and the inherited supernatural world he has rejected responds. 

That is excellent material for Witchcraft Wednesday, and probably the centerpiece of this post. I am thinking of ways to adapt this to the magical families of Jackson (the Vales, Vosses, Thornes, and Cricklows) or better yet, to Sunny Valley.

Right after "The Convert" comes another Robert E. Howard contribution, the poem "Feach Air Muir Lionadhi Gealach Buidhe Mar Or." (Scottish Gaelic translation: "Look at the rising tide-a moon yellow as gold.") It invokes Mananan Mac Lir, the sea, ghostly ships, ancient shores, and the pull of an older Celtic world.

So Howard appears in both Coven 13 #3 and #4. That gives the final half of the original Coven 13 run a direct Appendix N connection. Unlike "The Little People," however, I wouldn't call this a newly discovered first publication without qualification. Bibliographies disagree about an earlier appearance in Howard's amateur-journal circle, The Junto.

"The Thing on the Stairs" by Lee Chater goes back to werewolves, but once again Coven 13 refuses to give us the standard cursed-man-under-the-full-moon version. It also features some of the cheesecakeist art we have seen from William Stout so far.

The Weres, yes, that is their name, are an ancient family who have lived alongside humanity for centuries. They can assume human form so completely that they consider themselves the genuine humans and ordinary Homo sapiens a rather underdeveloped species. 

That is much more interesting to me than another werewolf curse.

The Weres have their own family history, reproduction, attitudes toward humanity, supernatural enemies, and traditions. One ancestor even made a deal with the Devil for a creature called the Watchet, only for the Devil to discover the Weres had no soul to bargain away. 

This is another useful example of supernatural people rather than supernatural monsters. Humans aren't the default viewpoint. The Weres think they are normal.

There is something here for Jackson; I have spent some time these last two weeks trying to figure out how I want to do werewolves and other lycanthropes. I am not 100% there yet. Ok. I am not even 30% there yet, to be honest.

It is not terribly different in concept from last night's Teen Wolf.

"Eats!" by Sidney Harriet may be the strongest Sunny Valley story in the issue.

Gerald Johnson stops at an isolated roadside place during a rainstorm. The locals feed him an enormous meal while everyone else watches. Eventually he learns that they do this once every spring. They feed, fatten, kill, roast, and divide a traveler among the townspeople because the ritual keeps bad luck away and helps the crops. 

That is straight-up American folk horror. It's "Motel Hell" meets "Alice."

And this is March 1970, three years before The Wicker Man. The original, not the Nic Cage "Bees!" version. I'm certainly not suggesting a connection between them, but the similarities in the broad folk-horror machinery are striking: an isolated community, agricultural fertility, seasonal ritual, and an outsider who becomes the sacrifice. The Wicker Man would not appear until 1973. 

For Sunny Valley, this is almost immediately usable.

Then we get the conclusion to "Let There Be Magick!", and it is enormous because Landis compressed what was originally planned as a five-part serial so it could end here.

By the finale, we're deep into armies, sorcerers, undead creatures, magical attacks, alien forces, telepathy, science-fiction technology, kingdoms, and enormous fantasy battles. At the climax, the Pug-Boos summon something like a quarter-million dottles into the battle, turning what should have been an apocalyptic confrontation into something almost absurdly gentle.

And then we finally learn more about the Pug-Boos. The protagonist is a Galactic Adjuster. The Pug-Boos reveal that they are something greater: Universal Adjusters.

So the apparent fantasy world has been sitting inside a science-fictional cosmology all along.

That ending really completes the point we've been making throughout these four issues. Coven 13 doesn't care very much about keeping fantasy, horror, science fiction, sorcery, occultism, folklore, and weird fiction in separate boxes.

The readers noticed this too.

One letter in this issue asks for more ceremonial magic. Another reader calls "The Little People" the best story in #3, asks for more Howard, and praises Let There Be Magick! as sword-and-sorcery. 

But another reader takes exactly the opposite position, arguing that if Coven 13 is supposed to be about "WITCHCRAFT-HORROR-THE SUPERNATURAL," then Let There Be Magick! has no place in it because it is simply fantasy.

Reminds me of the letters to Dragon a bit.

That disagreement may be one of the most interesting things in the whole issue. We've just spent four issues watching Coven 13 show that Landis doesn't really accept that distinction.

And that may be the best angle for the final post.

The first issue asks what modern supernatural fiction should look like. The second argues that supernatural things need context. The third really brings witchcraft, folklore, weird fiction, and fantasy together. And the fourth ends with the readers themselves arguing over whether fantasy belongs in a magazine about witchcraft and the supernatural.

Then Coven 13 disappears, and Witchcraft & Sorcery takes its place. But we won't see it for another year.

More than any previous issue, #4 feels like a crossroads. That seems entirely appropriate for the end of Coven 13.

I don't have all the issues of Witchcraft & Sorcery, but when I do, I'll have to do a retrospective. 

Witchcraft & Sorcery, Issue #1

Tuesday, October 27, 2026

October Horror Movie Challenge: Teen Wolf (1985)

Teen Wolf (1985)
 Ok. So. I was talking with my wife over the weekend while doing yard cleanup (it was 70 this past weekend in Chicago!) and I was talking about how I am trying to figure out what species could be found in Jackson Public High School. I have humans, half-demons, and even some ghosts. I was considering some were-creatures like werewolves. She liked the werewolf idea, but she likes werewolves. So I thought I'd go with the movie at the intersection of high school, werewolves, and the 1980s. 1985's "Teen Wolf."

Teen Wolf (1985)

So yeah, this is a rewatch. I saw this in theatres when it first came out. Michael J. Fox plays Scott Howard, a fairly ordinary high school kid who discovers lycanthropy runs in the family. Instead of becoming a ravening monster, he becomes better at basketball, more confident, more popular, and a lot hairier.

What interests me now is how completely Teen Wolf removes werewolves from traditional horror. There is no curse to break, no silver bullet, no tragic transformation under a full moon, and almost no fear of becoming the wolf. Scott's father is also a werewolf and treats the whole thing as an inherited family condition. The real conflict is not "am I becoming a monster?" but "what kind of person am I when everyone suddenly thinks I am special?"

That is a very useful idea for Jackson.

Werewolves in Jackson

I don't think every werewolf in Jackson has to be a cursed killer. I prefer to think of lycanthropy as something that can take many forms. For some, it's an inheritance; for others, it's the result of a bite or curse. Some have more command over it than others. In any case, it gives the werewolf more range than the simple routine of waiting for a full moon.

The inherited kind is particularly to my liking. A Jackson teenager could find out one side of the family has always been "different," and no one else needs to know. When the kid makes his first change, Dad is not beside himself with horror. He sighs and lays down the rules. It is still a frightening business, but it can also be awkward, funny, and quite ordinary.

Teen Wolf would have it that the transformation does away with the person less so than it amplifies what was there to begin with. Scott becomes more athletic and sure of himself, yet he also gets arrogant because everyone is happy to give him credit for being the Wolf. With Jackson, I see lycanthropy ratcheting up aggression, appetite, protectiveness, and territorial instincts without necessarily making him evil.

So more "Bitten" and less "The Wolfman." 

It is a more compelling teenage werewolf. The risk is not so much that the wolf will get the upper hand, but that being the wolf is very gratifying.

Then there is the very Jackson in that the whole town is in on it. An old family may have been turning out werewolves for ages. The principal is aware of it, as is the football coach. Some teachers recall the father’s own episode twenty years back. No one is phoning the police; this is Jackson, and there are ways of handling such matters.

Trouble comes when the kid stops following the rules.

That is the lesson from Teen Wolf. Werewolves need not be Gothic monsters. In a small town, they are your neighbors and farm kids and the family down the road, or the athlete in class. The horror sets in when what has long been under control isn't anymore.

Or at least that is one idea. It is late, and I am tired. 

October Horror Movie Challenge 2026
Viewed: 42
First Time Views: 28

October Horror Movie Marathon 2026

Monday, October 26, 2026

October Horror Movie Challenge: Sukkubus (1989)

Sukkubus (1989)
Sukkubus, also known as "Sukkubus - den Teufel im Leib" or "Succubus the Devil Inside (in the flesh)" is a German film that has been on my list for a bit. I finally found a copy.  The plot, indeed the entire story, is basically the same as Sennentuntschi (2010).

Sukkubus (1989) 

The film is in German, but you almost don't need to know any to follow the movie. Two shepherds and a boy are up in the Alps tending their flock. They are a bad combination of cruel, horny, and overly religious. One night they decide to add drinking to the mix, and the two shepherds make an artificial woman out of the old rags they have lying around. 

The doll comes to life the next day as a succubus, played by Pamela Prati, who is pretty much only wearing colored contacts. The shepherds, in their fear, alternate between assaulting her and trying to kill her. Unlike Sennentuntschi, there is no doubt about the maliciousness of the succubus. She wants them dead as well. 

But who is the monster here?

The movie identifies the created woman explicitly as a succubus and leans much harder into the supernatural than Sennentuntschi does.

That is where the comparison gets interesting.

When I watched Sennentuntschi in 2021, the question I kept coming back to was whether the woman was a demon, a witch, or simply an abused woman onto whom everyone else was projecting their fear. The film deliberately complicates the old legend. The men create the doll, but what follows becomes tangled up with rape, murder, religious hypocrisy, and decades of violence against women. By the end, the supernatural explanation is almost less horrifying than the human one.

Sukkubus is much closer to the legend in its raw form. The men are isolated, sexually frustrated, drunk, and foolish enough to make themselves a woman. Then the fantasy becomes real and punishes them.

There is something almost fairy-tale simple about that.

Be careful what you make.

Especially when what you are trying to make is another human being for your own use.

The 1989 movie is also much more direct about sexuality. The title itself tells us what sort of creature we are dealing with, and Pamela Prati is presented as an explicitly erotic supernatural presence. That puts the movie squarely into the territory where sexploitation and folk horror overlap. The men want a woman reduced to an object of desire, and then that object becomes a subject with desires, power, and violence of her own.

That is probably the strongest connection between the two movies.

Both begin with men constructing an imaginary woman.

In one version, she becomes a demon.

In the other, the real horror is what the men do to the woman once she exists.

NIGHT SHIFT and Sunny Valley Connections

For NIGHT SHIFT, Sukkubus and Sennentuntschi take me straight to Sunny Valley, not Jackson.

Sunny Valley is where the old stories aren't quaint folklore. They are survival instructions. The mountains are full of things that were there before the town, before the settlers, maybe before humanity itself, and people learn quickly that some traditions exist because someone once ignored them.

That is where The Ragwife fits.

The Ragwife is Sunny Valley’s version of the same basic "made woman" story behind Sukkubus and Sennentuntschi. She is assembled by lonely, cruel, or foolish men from whatever they have at hand: feed sacks, corn silk, quilt scraps, broom straw, flour paste, coal dust, stolen hair, even a church dress. The men make something shaped like a woman because what they really want is a woman without will, without demands, and without the ability to say no.

Then the Hall’er gives her life.

That is the part that makes her very Sunny Valley.

The men think they are performing the act. They think they are making her. In truth, they have only built the invitation.

Something older notices.

The Ragwife is not necessarily a succubus, demon, ghost, or witch. Sunny Valley has plenty of things that do not fit comfortably into those categories, and I am perfectly happy keeping such categorizations vague. She exists because the men tried to reduce a woman to something they could own, and whatever lives in the mountains answers that act by giving their creation exactly what they tried to deny her.

A soul.

A will.

And anger.

The local version of the story probably comes down to one warning:

"A man makes a Ragwife when he wants a woman without a soul. The Hall’er always gives her one anyway."

That makes her closer to the moral machinery of Sennentuntschi than the straightforward demon of Sukkubus, even though she can still function as a supernatural monster. Her violence is not random. She responds to ownership, coercion, shame, and abuse, and her revenge has a symbolic quality to it. The men who tried to make a woman into an object discover that the object can remake them in return.

For a NIGHT SHIFT adventure, I would not explain exactly what she is.

The characters might find three different versions of the story. One old woman insists the Ragwife is a demon. A preacher says she is punishment for lust. Someone else says the Hall’er simply reminds people who forget that living things cannot be owned. 

All three explanations may be wrong.

All three may be dangerously right.

That is how Sunny Valley works.

Jackson has monsters with histories, grudges, motives, and names. Sunny Valley has things that feel more like parts of the landscape. You don't necessarily defeat them by learning their Vitality and Defense and finding the right weapon.

You learn the rule.

You figure out who broke it.

And sometimes the smartest thing you can do is put things back the way they were and leave the mountain alone.

October Horror Movie Challenge 2026
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October Horror Movie Marathon 2026

Mirror Monday: The Women Who Made My Old School

Lately, I've been spending a lot of time looking back at the origins of my witches, both in Advanced Witches & Warlocks and in my Jackson, Illinois setting. Last time, I discussed why witches have been such an important part of my gaming and writing for nearly forty years. My fascination began with books on mythology, folklore, magic, and the supernatural, eventually finding its way into my games and the characters I created.

But no one creates these things in a vacuum.

Contributions by Women to D&D

When I look back at the books, illustrations, games, and stories that helped shape my understanding of witches, something interesting emerges. A remarkable number of the people who influenced me were women. Some were writers, some artists, some game designers, and others helped establish the hobby before many of us even knew what a roleplaying game was.

Their contributions helped define what fantasy, horror, the occult, and old-school D&D looked like to me.

More importantly, their work contributed to the mixture of ideas that eventually became my witches.

Some of these connections are obvious. Others are things I have only begun to recognize after decades of gaming, reading, and writing. And in a few cases, I discovered that someone else had been exploring the same ideas long before I knew about their work.

That seems especially appropriate for a Mirror Monday.

Margaret St Clair
The Women of Appendix N

I have been discussing Appendix N quite a bit, particularly in my Witches of Appendix N series. One thing that continues to impress me about the history of fantasy and horror is how many women helped establish the literary traditions that would eventually inspire D&D.

Gary Gygax included three women in Appendix N of the 1979 Dungeon Master's Guide: Andre Norton, Leigh Brackett, and Margaret St. Clair. All three have become increasingly important to my understanding of the history of fantasy gaming, and each has contributed something different to how I imagine witches.

Andre Norton is perhaps the most obvious connection. Her Witch World stories place witches and their magical traditions at the center of an entire fantasy setting. The witches of Estcarp are not simply another group of spellcasters. They have their own history, social structures, obligations, and relationships with the powers they command.

That is something I have tried to capture in Advanced Witches & Warlocks. A Witch needs more than a spell list and a few special abilities. She needs a magical tradition that feels as though it belongs to the world she inhabits. Norton helped demonstrate how witchcraft could be part of a culture rather than merely something an individual character practices.

I've already discussed Norton at length in my Witches of Appendix N: Andre Norton post, so I won't repeat all of that here.

Margaret St. Clair brought something different to the mixture. Her fiction, particularly Sign of the Labrys and The Shadow People, combines occult traditions with hidden realities and worlds that exist beneath or alongside our own. There are witches, secret knowledge, and supernatural forces that suggest that everyday reality is only part of a much larger and stranger existence.

That concept has become fundamental to my approach to witches. In Advanced Witches & Warlocks, occult magic is distinct from both the arcane magic of Magic-Users and the divine magic of Clerics. In Jackson, the ordinary world and the supernatural are separated by a Veil that is sometimes dangerously thin.

St. Clair didn't create those ideas for me, but her fiction belongs to the same traditions that helped me imagine them. Her occult worlds suggested that the supernatural could be an entire hidden reality, not simply a collection of monsters waiting to be encountered.

Leigh Brackett gave us something else entirely. Her Eric John Stark adventures are filled with strange civilizations, ancient powers, dangerous women, and the sort of hard-bitten action that would be perfectly at home in a sword-and-sorcery campaign.

Brackett demonstrated that a writer could create traditionally masculine pulp heroes while also populating their worlds with formidable women possessing ambitions and desires of their own.

I find that particularly important when considering the kinds of stories I want to tell. Larina, Stephanie, Faye, and the women of Jackson are not interesting because they are more powerful than the men around them. They are interesting because they are characters with their own histories, motivations, strengths, and weaknesses.

The same is true of the men.

And I shouldn't leave out C. L. Moore. Although she wasn't included in Appendix N, Moore's Jirel of Joiry stories are essential to understanding the early sword-and-sorcery tradition. Jirel was confronting supernatural terrors and venturing into strange otherworldly realms in the 1930s, long before D&D existed.

These women were not outsiders arriving later to revise an established fantasy tradition.

They were helping create it.

Margaret Brundage – Weird Tales July 1942 cover
The Women Who Gave Fantasy Its Look

Literature was only one part of the equation. The artwork mattered just as much.

When I was younger, I could spend hours looking at the illustrations in fantasy books, old pulp magazines, mythology collections, and gaming supplements. Sometimes the artwork was what drew me to a book in the first place. A single image could suggest an entire world, a character, or an adventure.

Margaret Brundage was one of the artists who helped establish the visual identity of weird fantasy and horror. During the 1930s, her covers for Weird Tales featured beautiful women, sinister sorcerers, monsters, violence, and supernatural danger. Her work could be sensual, frightening, grotesque, and provocative, often all at once.

Brundage frequently signed her paintings simply "M. Brundage," and some readers were unaware that the artist responsible for these images was a woman.

I find that rather fascinating.

The classic pulp aesthetic, with all its beauty, sexuality, danger, and occasionally outrageous imagery, was not exclusively the product of male artists. Women were helping define it, too.

I've always enjoyed those older artistic traditions. I don't think fantasy or horror needs to avoid beauty, sensuality, violence, or the grotesque. But those elements are most interesting when they contribute to a larger world or story.

For my witches, Brundage represents an important part of the visual tradition of fantasy: the combination of beauty and danger, the supernatural and the sensual, the familiar and the monstrous.

Pamela Colman Smith represents another side of that artistic heritage.

Her illustrations for the Rider-Waite-Smith Tarot, first published in 1909, helped establish one of the most recognizable visual languages of modern occultism. The High Priestess, the Magician, the Moon, and the other cards are filled with symbolism, ritual objects, colors, and imagery that suggest hidden meanings.

When I think about the symbols, tools, and imagery associated with my witches, I can see that influence. The occult should look and feel different from conventional D&D magic. A witch's tools and symbols are not simply decorations. They help communicate her relationship with the powers she studies.

It is worth mentioning that the Rider-Waite-Smith Tarot also has another connection to my work. The High Priestess, the Moon, the Queen of Swords, and other cards have become part of the symbolic language I associate with various witches, including Larina and Taryn.

Then there is Rosaleen Norton, the Australian artist and occultist often called the Witch of Kings Cross.

Norton's artwork was strange, visionary, frequently erotic, and sometimes profoundly unsettling. Her paintings and drawings explored pagan deities, spirits, supernatural beings, and occult experiences. They challenged conventional ideas about what religious or spiritual art ought to depict.

I find her work fascinating because it reminds me that the occult has never been entirely comfortable or respectable. There is something transgressive about witchcraft as it appears in folklore and fiction. Witches deal with things that other people fear, reject, or refuse to acknowledge.

That doesn't necessarily make them evil.

But it does make them interesting.

The imagery of Brundage, Smith, and Norton contributed different things to my imagination. Brundage brought the sensual danger of pulp fantasy. Smith provided a symbolic vocabulary for magic and ritual. Norton demonstrated how unsettling and otherworldly occult art could become.

None of them gave me a finished Witch class.

But all of them contributed to what I wanted witches to feel like.

The Women of Early D&D

The original Dungeons & Dragons emerged from a predominantly male wargaming culture. Gary Gygax and Dave Arneson drew upon miniature warfare, historical simulations, fantasy literature, and their own experiments with new forms of gaming.

That history is well established, and I have no interest in changing it.

But the history of D&D is larger than the handful of men whose names appear most frequently in accounts of its creation.

Women played, wrote, illustrated, designed, organized, and helped the hobby grow almost from its beginnings.

Even the Gygax household, where some of the earliest games were played, included Gary's daughters Elise, Heidi, and Cindy. Their participation in the family's gaming history is worth remembering, even if the surviving accounts of those earliest sessions are understandably incomplete.

Lee Gold began publishing Alarums & Excursions in 1975, providing one of the earliest forums for roleplaying gamers to exchange ideas, discuss rules, and develop new approaches to this strange hobby.

Jean Wells joined TSR in 1979 and contributed as a writer, editor, and designer. Her work on Sage Advice in Dragon magazine helped generations of players make sense of the rules. She also created The Palace of the Silver Princess, an adventure whose original version would become famous for being recalled and replaced.

Rose Estes helped introduce D&D to readers through the Endless Quest books, beginning with Dungeon of Dread in 1982. These books let readers make choices and experience fantasy adventures without a gaming group or a set of rules. For many, they served as an introduction to the imaginative possibilities of D&D.

Margaret Weis, working with Tracy Hickman, helped bring Dragonlance to life through novels that became enormously popular throughout the 1980s. The characters of Krynn became just as memorable as the adventures themselves, and the combination of gaming and fiction demonstrated how deeply players and readers could become invested in an imagined world.

Jennell Jaquays deserves more than a passing mention here. Her adventures Caverns of Thracia and The Dark Tower helped demonstrate just how intricate, layered, and imaginative old-school adventure design could be. Her dungeons were not simple linear sequences of rooms and encounters. They had multiple entrances, looping paths, vertical connections, competing factions, and the sense that these places existed before the player characters ever arrived. People still talk about “Jaquaying the dungeon” as shorthand for this sort of non-linear, living design, though even that phrase can feel too small for the full range of her contributions. Jennell was also a friend, which makes it even harder for me to reduce her work to a quick summary. What I can say is that she helped show me that fantasy environments should feel like places, not just encounter charts. That lesson matters in a dungeon, on a wilderness map, and even in a setting like Jackson.

And then there is Darlene Pekul, known professionally simply as Darlene.

Her 1980 World of Greyhawk map of the Flanaess is one of my favorite pieces of D&D cartography. I have spent a great deal of time studying that map over the years.

What Darlene created was more than a geographic reference. It was an invitation to explore. The kingdoms, rivers, mountains, cities, and wildernesses suggested that an entire world existed beyond whatever adventure the players happened to be experiencing.

That sense of a larger world has always been important to me.

Jackson may be a fictional Illinois town rather than a fantasy continent, but I approach it with much the same philosophy. The places exist beyond the immediate adventure. People have lives when the player characters aren't watching. The world has history, geography, and relationships that continue whether or not an adventure happens to involve them.

Darlene helped demonstrate how a setting could become a place that existed in the imagination.

These women contributed in different ways, but their work helped shape the games I grew up playing and continue to love.

Eldritch Wizardry
Eldritch Wizardry and the Possibilities of Magic

One of the earliest D&D books that helped expand my understanding of the game was Eldritch Wizardry, Supplement III for the original Dungeons & Dragons, published in 1976.

It is a remarkable little book, filled with concepts that would become important to the game's future.

Druids. Psionics. Demons. Artifacts. Powerful supernatural forces that did not fit neatly into the original game's relatively straightforward categories.

For me, these were fascinating possibilities.

Druids suggested magical traditions rooted in nature, old religions, and relationships with the living world. Psionics suggested powers of the mind, neither conventional arcane magic nor divine intervention. Demons opened the door to older, darker supernatural forces, entities whose desires and purposes might be entirely different from those of mortal characters.

All of those concepts eventually contributed to my understanding of witches.

I wanted a magical tradition that was something other than another kind of Magic-User. I wanted witches to have their own relationships with spirits, supernatural powers, ritual practices, and hidden knowledge.

Eldritch Wizardry suggested that D&D was broad enough to accommodate more than one understanding of magic.

There is also the cover.

The original Eldritch Wizardry features one of the more provocative illustrations in early D&D, a nude woman bound to what appears to be a sacrificial altar. A young woman, Deborah Larson, created the painting for the cover.

Eldritch Wizardry art credits

It's an image unlikely to appear on the cover of a major D&D release today.

But I find its place in gaming history fascinating.

Who is this woman? Why is she there? What ritual is taking place? Who is responsible? Is she a sacrifice, a captive, a willing participant, or something else entirely? And what happens when the adventurers interrupt whatever is about to occur?

Those questions interest me far more than deciding whether the image is provocative.

The artwork suggests a story, and the book's contents suggest ways that story might develop.

That's what I have always loved about old-school D&D. The books weren't necessarily the final word on anything. They offered possibilities that we could explore, reinterpret, and develop into something of our own.

I didn't need to recreate every idea in Eldritch Wizardry exactly as presented.

I needed the doors it opened.

Lee Gold and the Craft of the Wise

Lee Gold deserves more attention because her work offers an unusual connection to my own research.

Gold was already helping build the roleplaying community with Alarums & Excursions in 1975. But she was also a designer, and in 1983 she published Lands of Adventure through Fantasy Games Unlimited.

I had wanted to examine that game for years before finally acquiring a copy. When I reviewed it in 2021, I was struck by how many ideas Gold and I had explored independently.

Lands of Adventure uses Culture Packs to adapt its rules to different historical and mythological settings. The original boxed set included Mythic Greece and Medieval England, both subjects I have explored extensively in my own writing.

Her Mythic Greece material was called Children of the Gods, the same title I had independently chosen for my own treatment of Greek mythology and Classical witches.

Her Medieval England material included witches, familiars, and coven casting. Gold drew upon sources such as Robert Graves and Margaret Murray, both of whom had also influenced my research.

I had used related material when developing my own Children of the Gods and The Craft of the Wise.

The remarkable thing is that I had developed those books without knowing how Gold had approached the same subjects.

We were looking at similar historical and mythological material, asking some of the same questions, and sometimes arriving at comparable conclusions.

Now, I should point out that some of these older theories about witchcraft, particularly Margaret Murray's historical witch-cult hypothesis, are no longer accepted by mainstream historians. But their influence upon twentieth-century occultism, fantasy literature, and gaming remains an important part of the history of fictional witches.

What I find interesting is how similar our creative approaches are.

Both of us were interested in magic as something shaped by culture, history, mythology, and religious practices rather than merely a universal list of spells.

I sometimes wonder how my own Witch books might have developed differently if I had encountered Lands of Adventure earlier.

Sometimes another creator's influence is direct. Sometimes we recognize it only in hindsight, when we discover someone else had been exploring the same territory.

And sometimes looking into that mirror tells us as much about our own work as it does about theirs.

Lauralanthalasa Kanan
Laura Hickman, Laurana, and Larina

Laura Hickman deserves special mention here.

Laura and Tracy Hickman helped create some of the most memorable adventures in early D&D, including Rahasia, Pharaoh, and Ravenloft. Their work brought a strong sense of story, atmosphere, and character motivation to adventures that might otherwise have been little more than collections of encounters.

Ravenloft is particularly important to my work on NIGHT SHIFT. The original 1983 adventure helped demonstrate how Gothic horror could function within the framework of AD&D, using atmosphere, a memorable antagonist, and a setting that felt alive beyond the encounters themselves.

But Rahasia is especially relevant to my witches.

Originally created by Laura and Tracy before its eventual publication by TSR as B7 Rahasia, the adventure features three dead witches: Karelena, Solorena, and Trilena. Their spirits possess living elven women, making them something quite different from the usual villains waiting at the end of a dungeon.

I discussed them in my review of B7 Rahasia, and I have considered incorporating them into my own War of the Witch Queens campaign.

They are exactly the sort of characters who intrigue me. They have magical power, histories, ambitions, and a supernatural existence that raises all sorts of questions about death, possession, and survival beyond the grave.

They also demonstrate that memorable witches were part of early D&D adventures long before I began developing my own versions of the class.

But Laura Hickman's influence goes even deeper.

Laura inspired Lauralanthalasa Kanan, better known as Laurana, the Golden General of Dragonlance. Tracy Hickman has confirmed this connection, and it has always delighted me.

Laurana was one of my favorite characters from the original Dragonlance Chronicles. She begins as a relatively sheltered elven princess, beautiful, romantic, and deeply in love with Tanis Half-Elven. But over the course of the story, she grows into a courageous warrior, a military leader, and one of the great heroes of the War of the Lance.

She never has to abandon her femininity to become heroic. Nor does her love for Tanis prevent her from becoming someone important in her own right.

And Laurana became one of the inspirations for Larina Nichols.

The characters are very different, of course. Larina was one of my first witches in AD&D and is now a teenage witch living in 1980s Illinois, not an elven princess fighting a war against dragons. But there is a creative lineage connecting them.

Laura Hickman inspired Laurana. Laurana helped inspire Larina. And Larina has now been part of my gaming and writing for nearly forty years.

In a very real sense, Laura Hickman is Larina's spiritual grandmother.

I rather like that.

There is also something wonderfully appropriate about Laura's connection to both Ravenloft and Dragonlance. Her contributions reach into two of the areas that have become most important to my own work: Gothic horror and the development of a heroic female character who eventually helped inspire my favorite witch.

Sometimes the connections between our influences and our creations are more direct than we realize.

Candella and Duchess, caught in the act
Jean Wells, Duchess, Candella, and Jackson

There is another connection between early D&D and Jackson that I find particularly satisfying.

Jean Wells created two adventuring characters named Duchess and Candella, who appeared in her original Palace of the Silver Princess.

Duchess and Candella were thieves, and their adventures became part of my, and many others', own gaming imaginations.

More importantly, they eventually became the original inspirations for Denise Carver and Candy Mercer in Jackson.

Denise and Candy are now teenage girls living in Jackson, Illinois in 1986. They are friends, partners, and co-conspirators in every sense of the word. They have families, responsibilities, personal histories, and futures that extend decades beyond their high school years.

They are not simply copies of Jean Wells' characters. They have changed considerably as I've developed Jackson and explored who these girls are.

But the connection remains.

I especially enjoy that Denise and Candy aren't witches. Their importance to Jackson comes from their humanity, their relationships, and their willingness to stand beside their friends when the supernatural threatens their lives.

Denise, in particular, has become one of those characters whose strength comes from her convictions and her determination to protect the people she loves.

That is a long way from a pair of adventuring thieves in an early D&D module. But I can still see them in my characters, and I have Jean Wells to thank for that.

Jean Wells could never have imagined the lives Denise and Candy would eventually lead in my setting (well, I am sure she could have). But without Duchess and Candella, those characters might never have existed.

This is one of my favorite things about roleplaying games. Characters can move beyond the adventures in which they first appeared. They change, develop new relationships, acquire new histories, and become something their original creators never anticipated.

Sometimes they even find their way into entirely different games and settings.

Jean Wells also reminds us that women were actively creating D&D adventures and characters during the hobby's formative years. Their contributions weren't limited to illustrating someone else's ideas or playing supporting roles.

They were creating worlds and characters of their own.

Sometimes those characters still inspire us forty-five years later.

The Women Who Became My Witches

Looking back on these women together, I begin to see how their contributions helped shape my own vision of the witch.

Andre Norton demonstrated how witchcraft could be part of an entire society, complete with traditions, obligations, and history. Margaret St. Clair explored hidden supernatural realities and occult knowledge. Leigh Brackett and C. L. Moore gave us dangerous worlds filled with capable women, strange magic, and heroic adventure.

Margaret Brundage helped define pulp fantasy's sensual, supernatural imagery. Pamela Colman Smith gave us a visual language for occult symbolism and ritual. Rosaleen Norton demonstrated just how strange, frightening, and transgressive magical imagery could become.

Darlene Pekul helped make fantasy settings feel like real places waiting to be explored. Rose Estes introduced readers to the possibilities of interactive fantasy adventures. Jennell Jaquays demonstrated how imaginative and interconnected dungeon environments could become.

Deborah Larson created one of the most memorable early D&D covers, while Eldritch Wizardry gave me ideas about druids, psionics, demons, and the expanding possibilities of supernatural power within the game.

Lee Gold showed another way to develop magic through historical and mythological traditions, often drawing on the same sources I would use years later.

Laura Hickman helped create some memorable early D&D witches, contributed to Ravenloft's Gothic horror, and inspired Laurana, who in turn inspired Larina.

And Jean Wells created Duchess and Candella, who eventually became Denise and Candy.

None of these women created my Witch class. None of them wrote Advanced Witches & Warlocks or imagined the supernatural history of Jackson, Illinois.

But each contributed something to the mix of ideas that shaped my work.

Some of those influences were direct. Others came through books, illustrations, and games I encountered long before I knew much about the people behind them. Still others were things I discovered later, when I recognized that someone else had been exploring the same ideas independently.

That is how creative work develops.

We read. We play. We study. We borrow ideas, reinterpret them, combine them with others, and occasionally discover something entirely new.

The Witch class I began developing decades ago wasn't the product of any single influence. It emerged from mythology, folklore, history, fiction, art, religion, and gaming.

Over time, those influences became something of their own.

In Advanced Witches & Warlocks, they became rules, spells, rituals, traditions, pacts, and the distinction between occult, arcane, and divine magic.

In Jackson, they became characters who live with the consequences of possessing supernatural powers. Larina, Stephanie, Faye, Sylvia, Kiera, Natasha, and the others are not simply examples of what a Witch class can do. Their magic affects their relationships, beliefs, ambitions, fears, and choices.

And the development continues in both directions.

Sometimes a character in Jackson suggests a new rule for AW&W. Sometimes a rule or magical tradition from AW&W suggests an entirely new story for Jackson.

The two projects are constantly influencing one another, just as the literature, art, and games that preceded them continue to influence both.

The Other Side of the Mirror

It's particularly satisfying to look back at my gaming history and recognize influences I didn't always appreciate at the time.

I knew I loved the Weird Tales covers. I knew Darlene's Greyhawk map was something special. I knew the Tarot imagery fascinated me, and I knew Eldritch Wizardry offered possibilities I wanted to explore.

I knew I enjoyed the stories of Andre Norton, Leigh Brackett, and Margaret St. Clair. I knew I liked Laurana and that her character had influenced Larina. I knew Duchess and Candella had eventually become Denise and Candy.

But I didn't always stop to think about the people behind those creations or how their work connected to what I was doing.

Over the years, as I've studied the hobby's history and the literature that inspired it, I've become more interested in those creators and their contributions.

Not because I want to rewrite gaming history, but because I want to understand it more completely.

The women I've discussed here were not late arrivals to fantasy and roleplaying games. They wrote the stories, painted the artwork, designed the adventures, created the characters, and built the communities that helped establish the traditions I grew up with.

Their contributions were part of the old school from the beginning.

That doesn't diminish the contributions of Gary Gygax, Dave Arneson, Robert E. Howard, Fritz Leiber, Jack Vance, or the many other men whose work remains important to me. I still admire their contributions and find inspiration in them.

But the full history is richer and more interesting when we recognize everyone who helped create it.

I still love the old books. I still play the old games. I still write new material for them, and I continue to find inspiration in the same stories and traditions that first captured my imagination nearly fifty years ago.

I don't need to abandon any of that to recognize women's contributions to the hobby I love.

In fact, understanding those contributions helps me appreciate the old school even more.

Laura Hickman inspired Laurana, who inspired Larina. Jean Wells created Duchess and Candella, who eventually became Denise and Candy. The witches of Andre Norton and Margaret St. Clair informed my understanding of occult traditions, while the artwork of Margaret Brundage, Pamela Colman Smith, and Rosaleen Norton shaped how I imagined those traditions might look.

In a very real sense, the witches of Advanced Witches & Warlocks and the young women of Jackson have a much larger family tree than I ever realized.

And I am still discovering new branches.

Perhaps that is another thing these Mirror Mondays are teaching me. Sometimes the most interesting discoveries aren't about what has changed.

But rather what was there all along.

Sunday, October 25, 2026

October Horror Movie Challenge: The Gate (1987) and The Gate II (1990)

Heading into the last week! The double feature for tonight is 1987’s The Gate and the follow-up The Gate II. The sequel was made in 1990 but did not see a U.S. theatrical release until 1992. While both are about teenagers opening doors they ought to leave alone, they have very different ideas about how to handle the demons that come through them. I enjoyed The Gate. The Gate II does not quite measure up, but I can appreciate what it set out to do.

The Gate fits my theme, so I figure adding the sequel was okay.

The Gate (1987)
The Gate (1987)

It has a wonderfully simple premise. After a tree comes down in Glen’s (a very young Stephen Dorff in his first movie) backyard, he and his friend Terry (Louis Tripp) find a geode in the hole it leaves behind.  Through a combination of blood, strange writing that appears on one of those "magic-slate" tablets. 

Of course, Terry has a heavy metal album from the band "Scarifyce," whose lyrics hold the key to what they have let loose. It is not long before the boys comprehend they have made a gateway for demons called "The Old Ones". 

The whole thing is very much 1987. One can feel the Satanic Panic in the air, yet the film has some fun with it. Terry has the metal records and the occult knowledge to tell when things are going wrong. The heavy metal album in question is more useful than corrupting. The boys have called forth demons, all right, but the music isn't the evil.

I also enjoyed the practical effects quite a bit. Randall William Cook oversaw a combination of miniatures, matte work, forced perspective, and other visual effects, and the movie is all the better for it. The little minions are particularly creepy because they feel like physical entities in the room with the kids as they crawl and swarm.

What I liked the most is the model rocket. When the climax comes around, Glen figures the rocket is a symbol of "love, light, and purity" and can be turned on the demon. He launches it into the creature to shut the gate. It is a fine idea. Most horror films would have the characters cast a spell or hold a relic or weapon. Here they take something of Glen's, something from his family and youth, and make it the means of destruction. The film isn't cynical about it. Love and light have their place. If the story is pushed hard enough, a kid’s model rocket can end an ancient demon. I like that. The symbolism is what is important.

Then there is the matter of the heroes being real kids. They are not twenty-something actors playing at being teens. Glen and Terry are young enough that the situation is truly overwhelming, so it is more satisfying to see them fight back. A modest horror movie, for sure, but it knows what it is and, for the most part, does it well.

The Gate II (1990)
The Gate II (1990)

Also known as "The Gate II: Trespassers." The sequel gets off to a good start with Louis Tripp returning as Terry, or Terrence as he is now called. Glen and his family are gone, and Terrence is older and lonelier, with a home life to match. His mother is dead, and his father is an alcoholic. He makes a point of returning to where the first Gate was because he thinks the demonic power there can set things right.

Its a good idea for a sequel. The first film had the children opening the gate by accident; this one has one of them doing it on purpose once he is older. Terrence understands the danger and does it anyway. That puts a darker cast on the proceedings. There is no curiosity here, only desperation.

They have also altered the demon. Instead of a horde of faceless minions, Terrence calls up a single entity to grant wishes. They are appealing at first but are bound to go bad or become repulsive. The filmmakers wanted this one to be a trickster of sorts, not the swarming type in the original. Very good thinking.

Only the execution is an issue. Even with a more ambitious premise, the film is slower and less imaginative, and it has lost some of its charm. The wish-fulfillment side of things ought to open up all sorts of possibilities for the movie, but in too many ways it comes off as smaller and flatter than the original. But I like what they set out to do, though.

In truth, the sequel has more horror than The Gate was. There is a greater focus on the cost of having your way, on desperation, addiction, and corruption. Terrence’s father seems to work a miracle in getting sober and his life back, but we are left in no doubt that anything from the Gate will require payment. That is the film at its best. Terrence has no designs on power, he just wants his dad to get his life back. 

It recycles the notion of pitting light and love against the dark, this time via Terrence’s mother's jewelry box. Its a good enough thematic carry-over even if it does not have the same impact as the model rocket.

So, yeah, The Gate II is not as good. I respect it nonetheless. 

NIGHT SHIFT and Jackson Connections

You could put either of them in NIGHT SHIFT without much trouble. The first provides the sort of occult mishap that would happen in Jackson. Two kids find something odd in the yard, read what they shouldn't, add some blood and a measure of incomplete knowledge, and before you know it, there is a hole in the Veil. It almost writes itself!

I like how The Gate uses the heavy metal record; in Jackson, the parents would be quick to point the finger at the music and D&D as the source of any demons. They would be wrong for the most part. The record isn't evil; the kids have simply stumbled onto something real that everyone else took for fantasy. That is a more serviceable form of Satanic Panic for NIGHT SHIFT. The adults blame the music out of ignorance of the mechanics, while the kids know enough to compound the problem. Terry would be right at home with the occult kids in Jackson.

But the sequel offers me something I like even better: the kid who grows up and figures out that the power that nearly put him under can still be useful. Very NIGHT SHIFT really. One of the Jackson survivors returns after his life has gone to pieces, remembering the demon or ritual that was his undoing and what it was capable of. This time it is not an accident; he opens the gate by choice. Much darker. That's how I want the supernatural in Jackson to be. Magic is hazardous but not without value. If it didn't deliver, nobody would be drawn to it. The finest kind of temptation is one that works. For a while anyway.

In fact, Terry is a bit like my Darren Vale. In his first adventure ("Am I Evil?"), he is just a little jerk who happens on some real magic. In his next adventure, "Land of Confusion," he has made better use of his power and trapped all the PCs (and a lot of NPCs) in his own world. 

Final Thoughts

I have had more fun with The Gate than with some of the movies I have put in front of me lately. The practical effects hold up well, the kids are likable, and the heavy-metal occultism is entertaining. I am fond of the straightforwardness of putting down an old demon with a model rocket of love and purity.

The Gate II is a step down, but I admire the ambition. Bringing Terry back and having him put himself in the path of the Gate, rather than stumbling into it again, is a far better concept. The first is the more enjoyable movie. The second is the darker one and perhaps the superior horror idea. But it is not the better film.

Still. I have spent worse than three and a half hours. 

October Horror Movie Challenge 2026
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First Time Views: 27

October Horror Movie Marathon 2026