Friday, July 10, 2026

Fantasy Fridays: Larina for Advanced Witches & Warlocks

Advanced Witches & Warlocks
Advanced Witches & Warlocks by Eugene Jaworski
 I have spent the better part of this week talking about my witch character, Larina. Mostly about where she has been and who she has been. Today I want to share the next Larina. A little bit like the cameo of the 12th Doctor in "Day of the Doctor." Is this the same witch as my Dragon #114 Larina or the AD&D 2nd Ed Larina? Yes. And maybe. 

Advanced Witches & Warlocks

I wanted to be much further along on this than I am right now. I have been picking at it for a number of years. In truth, as soon as I finished my Basic Witch book. But OSRIC had not caught on like Labyrinth Lord, Basic Fantasy, or later on Old-School Essentials. But I kept at it, testing different ideas. Some of those ended up in other books, others got cut from drafts altogether, but the documents remained. I also had plenty of notes left over from other versions of my witch classes. Things I wrote, but never could get to work the way I wanted them to. Case in point: today's meta-topic. 

Advanced Classes

One of the ideas I introduce in AW&W is that of Advanced Classes. The examples were already there; the Thief-Acrobat, the Hierophant Druid, even the Bard to a degree. These are classes that start with one of the base classes and then move on to a specialization. I mean, I could have called them Specialist classes, but I like the sound of Advanced Classes. AW&W introduces three Advanced classes: the Archwitch, the Witch Priestess, and the Witch Queen. Each offers the witch something different. 

In playtests, it became clear that, with the restrictions I built in, the advanced classes were less powerful than the base class. To remedy this, I made some changes to spells and swapped out expanded spell lists at the cost of occult powers. Though there is the option to choose some occult powers later on, they are usually one of a choice of options. 

Of course, as you have all seen from my posts this week, this is exactly the sort of thing I use Larina for. In-game, and in my own history with her, she starts out as a witch but typically becomes more "faithful" and religious. She isn't just a witch, but a witch priestess in function. Now she can be that in form as well.

"Larina" by Djinn
"Larina" by Djinn

I dabbled with the idea of making her a 13th-level witch and a 7th-level Witch Priestess. Taking the Witch Priestess levels later on, but in truth the differences were very minor save for choices of occult powers or other powers. The big difference is the choice of spells. Of course that also didn't track with the rules I wrote, but hey, sometimes my rules are not right, and I need to tweak them. In this case, though, my rules will stand. 

In this new book, there are spells common to every witch. There are other spells if the witch takes an advanced class, and there are spells unique to their tradition. So no two witches ever need to be alike in terms of the magic they have. This is less revolutionary and more evolutionary. We will see this with schools of magic and spheres of divine influence in AD&D 2nd edition, and we saw it in the Dragonlance Adventures book for the Schools of High Sorcery in AD&D 1st edition. This is just the logical middle ground between those two design choices. 

Traditions

Presently, the new traditions I am putting into this new book are The Atlantean Tradition, The Daughters of Baba Yaga, The Followers of Aradia, The High Order, and The Scaled Sisterhood. I am considering a sixth, but I want to work on it some more before I do. Five is a better number.

Each of these is considered to be "Higher" witchcraft. While many are depicted as older (Atlantean, Daughters of Baba Yaga, and Followers of Aradia), they set themselves above what they consider to be simple Hedge Witchcraft.

I suppose though that the Followers of Aradia *could* just be another type of Pagan witchcraft. Certainly their roots are there. I am still hashing that one out. Maybe Aradia is just the Witch Queen of the Pagan Tradition and not a Patron herself. 

See. Still work to do.

Larina Nix, Witch Queen of the High Witchcraft Tradition
Larina Nix, Witch Queen of the High Witchcraft Tradition
Larina Nix, 
Witch Queen of the High Witchcraft Tradition
30th level Human Witch, Lawful Neutral
(7th level witch, 13th level Witch Priestess, 10th level Witch Queen)
Tradition: High Order Witchcraft

Secondary Skill: Translator (+1 language)

S: 10
I: 18
W: 18
D: 11
C: 11
Ch: 18

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

AC: -1 (Bracers AC 1, Amulet of Protection +2)
HP: 66
THAC0: 10

Weapon
Dagger +1
Staff +3, Staff of the Witch Queen

Familiar: White flying cat ("Cotton-ball")

Languages: Common, Lawful Neutral, Supernal, Elven, Draconic, Celestial, Infernal, Dwarven, Undercommon, Goblin

Occult Powers
1st level: Familiar
7th level: Circle of Warding (+2 to spell saves)
13th level (Witch Priestess/Divine Favor): Secret Formula* (one 4th level or below spell is always prepared)
19th level (Witch Queen/Occult Eminence): Witch’s Focus

Witch Priestess Powers
Divine Favor (Healing Hands, Nature’s Wrath, Invoke the Ancients, Occult Insight), Sacred Coven, Charge of the Goddess, Drawing Down the Moon.

Witch Queen Powers
Awesome Presence, Occult Eminence, A Thousand Faces, Timeless Body, Mantle of Sovereignty, Ninth Level Spells (5)

Spells
Cantrips: Clean, Dark Flame, Mend, Occult Mark
First level: Arcane Dart, Charm Person, Command, Faerie Fire, Glamour, Häxen Talons, Moonlight Veil, Sanctuary, Speak with Animals, Unseen Servant, Ceremony (Ritual)
Second level: Augury, Bless, I Told the Crows Your Name, Magic Broom, Mirror of the Self, Misty Step, Penny for Your Thoughts, Share My Pain, Sister to the Dark Ones, Spiritual Hammer (Witch's Hammer), Warding Circle
Third level: Call Lightning, Cauldron Sight, Circle of Rue and Iron, Curse of Withering, Eldritch Enchantment, Fey Bargain, Larina’s Eldritch Caress, Magic Circle, Power Word (Command), Tongues*
Fourth level: Analyze Magic, Coven Gate, Divination, Elemental Armor, Larina's Witchfire, Lunar Winds, Protection from Evil (10' radius), Scrying, Soul Snare
Fifth level: Circle of Sevenfold Flame, Coven's Might, Power Word (Pain), Speak with Hidden Folk, Two Places At Once, Witch Gate, Larina’s Word Beyond the Veil (Ritual)
Sixth level: Aspect of the Crone (Crone of Death), Blessings of The Morrigan (Greater), Guardians of the Watchtowers, Heal, Mind Fortress, Word of Return
Seventh level: Speak with the World Soul, Storm of Crows, Witch's Writ of Binding, Wave of Mutilation
Eighth level: Coven Eternal, Larina's Liberum Libre, Ritual of the Closed Veil (Ritual)
Ninth level: Bind Soul, Command the Coven, Power Word (Kill), Rewrite the Name, Seal the Gate

Theme Song: Night Bird and If Anyone Falls

Larina is a High Order witch. These occult scholars combine Arcane, Divine, and Occult practices into one esoteric philosophy. She has always honored the Triple Moon Goddess, and it was her introduction to the craft, but her "learning" of witchcraft began in a more academic way.  

I debated whether her advanced class should be Witch Priestess or Archwitch, and there are really good arguments for both. Archwitch had the advantage of sounding cool and reflecting her origins as a Magic-user, but in the end I went with Witch Priestess because it better reflected how she had been played over the years. She always stood in for a cleric in many of my games. If given the choice between what is optimal and what sounds better for the character in my head, I will always go with the character-serving option. 

So her start was in the High Order due to her academic bent and the learning she did from books at the magic school library. As she progresses in her witchcraft, she becomes increasingly spiritual and takes up the Witch Priestess advanced class. 

Larina the Witch Queen
Larina the Witch Queen

I am also giving out some spoilers for spell names like "Circle of Rue and Iron," "Lunar Winds," "Coven Eternal," and a personal favorite, "I Told the Crows Your Name." 

There will also be a few more Secondary Skills. Larina is a translator because of her gift for languages. Alchemist or Herbalist might have been the more meta-game choices, but I am playing her as a character here, not a min-maxing experiment. 

Her stats were what I rolled back then. I had three 18s, something like a 1-in-12,340 chance using the 4d6 drop-the-lowest method, and I knew the dice were telling me to do something special with her. Aside: I wonder what happened to the other characters I rolled up that day? I NEVER rolled up just one; it was always a group. I have the ones from right before (rolled up for my birthday game) and the ones after, including my next attempt at a healer. I wish I had kept those "classmates" or even "near Larinas." Somewhere in that lost stack might have been another character I would still be talking about forty years later. I did find her ex-husband and one of my other drow characters who apparently hated her. They were from my birthday game back in June of 1986, though. 

AD&D Characters from the 1980s
AD&D Characters from the 1980s and early 1990s

It seems rather fitting to me that Larina, who was featured as a 6-year-old witch girl in my first-ever publication, would go on to be the witch queen of my next *D&D-compatible witch book.

It only took me 40 years.

Thursday, July 9, 2026

This Old Dragon Retrospective: The Road to the Witch

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

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

Select Dragons from the Brannan collection

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

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

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

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

Class is in Session

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

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

But the form it took was not. 

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

Dragon #85 -May 1984

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

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

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

Dragon #86 - June 1984

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

Dragon #87 - July 1984

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

Wee Jas
Dragon #88 - August 1984

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

Dragon #89 - September 1984

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

Dragon #90 - October 1984

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

Dragon #91 - November 1984

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

Dragon #92 - December 1984

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

Dragon #93 - January 1985

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

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

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

Dragon #95 - March 1985

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

Dragon #96 - April 1985

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

Dragon #97 - May 1985

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

Dragon #98 - June 1985

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

Dragon #99 - July 1985

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

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

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

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

Dragon #101 - September 1985

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

Dragon #102 - October 1985

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

Dragon #103 - November 1985

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

Dragon #104 - December 1985

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

Dragon #105 - January 1986

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

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

Dragon #106 - February 1986

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

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

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

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

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

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

Dragon #108 - April 1986

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

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

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

Dragon #109 - May 1986

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

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

Dragon #110 - June 1986

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

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

Dragon #111 - July 1986

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

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

Dragon #112 - August 1986

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

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

Dragon #113 - September 1986

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

There is also a great article on Hades. 

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

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

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

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

Larina's Character sheet from October 1986

Special Mentions

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

Best of The Dragon

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

Best of Dragon, Vol. II

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

Best of Dragon, Vol. IV

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

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

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

Wednesday, July 8, 2026

Witchcraft Wednesday: Larina at 16, the Girl in Jackson, IL

Larina Stephanie Nichols at 16
Larina Stephanie Nichols at 16
 On Monday, I talked about Larina and her genesis in 1986 and before. On Friday, I am going to talk about the character's future. So today I thought, what about the present? What is Larina doing right now, and how does she affect my game design? So *who* is the Larina sitting on my desk now as I write?

Well‚ unless this is your first day here‚ the current incarnation of Larina is the one in Jackson‚ IL‚ set in 1985-86‚ and she is not the witch queen, not yet and se might not ever be․ She is often more frightened than not. Well‚ not that she'd tell you․ She only knows two spells and has a handful of books on witchcraft. And now, she and her dad just moved to Jackson‚ IL‚ the most haunted town in the Midwest․

There are a lot of really good reasons to go back to an earlier version of this character․ For starters‚ as I have hoped to point out‚ this was when she began in real life‚ so it would make sense to explore the character becoming who she is․ Not the legend․ Not the queen․ Not the character who has shifted through AD&DChillWitchCraftMage‚ and NIGHT SHIFT‚ but just simple Larina‚ the sixteen-year-old trying to figure out why every shadow in the town knows her name․

I have had forty years to get to know the person Larina is. But in 1985-86, when I play Jackson Larina, it is an altogether different matter. At sixteen, fresh to town, left to make sense of her magic on her own. She has some friends who become her coven and are like sisters to her, and other friends she will fiercely defend. But the monsters here always have the upper hand.

Back in real 1986, Larina was not nostalgia. She was immediate. She was a character I needed at the table, a witch-shaped answer to a question AD&D had not quite answered for me yet. Today, writing Jackson Larina as a sixteen-year-old in a fictional1986 is something else. It is not just returning to the character. It is returning to the age when I first imagined her.

That changes everything.

I was the same as Larina when I first put her on the page. Being a teenager in 1986 is no exercise in imagination for me; I was living it. The music and books, the games and the anxieties that came with them, the moral panic, the cheap notebooks where I would scribble down character ideas, the disputes over rules, the feeling that the world was a far stranger place than the adults would have you believe, all of it was right there. Larina is a product of that time.

With Jackson Larina, I can return to those days, but from a different vantage point. I am not sixteen any longer, nor am I looking ahead from 1986. I am looking back. It puts her in an altogether different position in my writing and in the games I make. She is more than a younger iteration of a familiar character; she is a means of inquiring what she was before the weight of mythology and design had a chance to settle on her. And honestly, I like her that way.

There is utility in stripping away the power one has accrued over the years. Jackson Larina does not have a host of powerful allies or old enemies to call upon, no lost loves, no artifacts or cosmic scars to speak of. What she has is her father, a few spells, some books and a good deal of stubbornness. And an instinct telling her something is amiss in Jackson, and that if she does not put two and two together, someone will be the worse for it. That is a witch of a different sort. 

She does have friends. Stephanie and Faye are her coven. Candy and Denise are loyal even if they need saving more often than help, but they are still there. Even later characters like Andy, Rowan, Ami and Valentino have their places in her life. Much different than her Dark Places & Demogorgons counterpart.  

Which is precisely why she is so useful in my game design. I can have all these versions of her.

While Larina is always a feature in my design work, here she plays a more crucial role. She is my test of the rules and setting for other characters, the character others might use. Characters you might use. If the rules only work when a witch is already powerful, then they do not work. If the setting only makes sense once the character has become legendary, then the setting is too thin. Jackson Larina asks a more basic question: can a beginning witch survive here?

That is what I need to know.

You will not find high-level characters in Jackson, IL. This is a town of teenagers and their teachers and parents, of record stores and public libraries and old cemeteries, of college lore and haunted houses and things best left unencountered after midnight. A witch operating in this environment must be able to conduct research, protect her friends, and make mistakes. The game has to let her be clever, not invincible.

So the fact that this Larina knows only two spells is of consequence. It makes me, as a designer, consider what witchcraft is apart from a laundry list of abilities, powers and spells. What does she suspect? What has she read that is beyond the others? What does she see when they are not looking? And at what cost? Those are the questions that matter to Jackson Larina, not the damage a spell might do. With this version, I am able to create a witch as a playable character rather than a pre-packaged archetype. She ought not come across as the inferior of an older one, but as one who has only just started on a perilous education. Jackson Larina is my means of testing that proposition. She shows me if a novice has sufficient mystery to hold a player’s interest, or enough to offer an adventure and a group.

Larina also serves as a reminder that knowledge is among her most ancient of powers. Even in the days of AD&D she was never simply a matter of spellcasting. She was the one with the books and the lore, the one with the questions, the translator of ancient languages. If there was a symbol on the door or an old name in the grimoire, or a ghost that made its annual appearance, it was she who sought to make sense of it. Jackson Larina refines that. Her two or three spells are beside the point; her strength is in what she pays attention to. She reads and listens and connects one weird detail to another.

I want a "knower" in NIGHT SHIFT and in my Jackson work, not merely a caster who hurls magic at a monster without knowing why it is there. 

She doesn't have firepower. She has two spells and a library card.

The Larina on my Desk
The Larina on my Desk
There is a certain vulnerability in her that the older incarnations lack. An adult Larina can be fearsome, the Witch Queen mythic; some versions of her can enter a room and reality must bend around her. Jackson is not at that stage, she might never get to that stage. She can be overmatched or mistaken, in need of assistance, the new girl unsure whom to trust. That suits Jackson better. 

The town is at its best when the characters are not entirely in command. That is Horror Movie logic and Gothic Fiction logic; it is good for horror. They may be resourceful and brave, but Jackson should seem older to them. Dangerous. There are secrets in the place that predate their birth, colleges with ghosts, houses with memories, and adults who know either too much or not nearly enough. A sixteen-year-old Larina belongs in such a world; she has the power to spot the cracks but not always know how to put them right.

In a way, that is what Larina is worth to me today. She is no longer just the character from forty years back, nor the Witch Queen in waiting. For now she is the red-headed girl in Jackson with her couple of spells and a handful of books, some really great friends, an over-protective dad, and a nagging feeling the town is going to put everything she knows about magic to the test. As a designer, I need her to be there.

If Jackson Larina works, then the witch works. Not the high-level witch. Not the legendary witch. Not the Witch Queen. The beginning witch. The playable witch. The girl who has just enough magic to get herself into trouble and just enough courage to try getting everyone else out of it.

That is the Larina sitting on my desk right now, and after forty years, she is still teaching me how to write witches.

Larina Stephanie Nichols for NIGHT SHIFT
Two Spells and a Library Card

A natural question can be raised. Why her? I mean I have no shortage of witches. I even created a brand new one (more or less) just last week. I even have a witch that has a great background AND is about the right age in Elowen

So why go back to Larina?

I think part of that has been answered above. Larina, the character, is a product of the mid 1980s for me. A lot of what I wanted a witch to be in 1986 is her. So naturally, if I am going to have a witch character in 1986, why not her?

Also, Larina is always great for me because I know her so well. When I am running situations as a thought experiment or at the table, I know how she should react, not how I, as someone who knows the rules of the RPG, would react. That's important to me.

Also, Elowen has a very specific role in my mind. She is deeply connected to West Haven and very much Larina's "adopted" daughter. More so than Sinéad was, despite that being an early idea. 

Larina at 16, at least how I am using her in Jackson, is becoming something really fun and she can proudly stand beside her "sisters" (or Shards as I have been calling them) from Chill, WitchCraft, Mage, and the Witch Queen from AD&D. Even the other versions of her in NIGHT SHIFT

Other Larinas have crossed worlds and realities; the Larina of Jackson, IL has to get across town to St. Michaels for her Greek II class in her old purple 1977 VW Bug (which she has named "Eurydice" which makes no sense really). That is enough of a challenge.

And she is teaching me more this way.

Tuesday, July 7, 2026

#RPGaDAY2026 in August

 I never met a blog challenge I could walk away from! And one of my favorites is back. Anthony Boyd of Casting Shadows and Dave Chapman of AUTOCRATIK are once again hosting the #RPGaDAY for 2026.

RPGaDAY2026

Here are this year's prompts. 

#RPGaDAY2026 - English

  1. Discipline
  2. Stature
  3. Poise
  4. Charm
  5. Burden
  6. Reach
  7. Mercy
  8. Resolve
  9. Privilege 
  10. Secret
  11. Tact
  12. Loss
  13. Strain
  14. Regard
  15. Endurance
  16. Composure
  17. Intensity
  18. Directness
  19. Desire
  20. Promise
  21. Charity
  22. Grit
  23. Fortune
  24. Distance
  25. Familiarity
  26. Regret
  27. Hunger
  28. Devotion
  29. Labour
  30. Pride
  31. Edge

Weekly Modifiers:

  • Week 1 - Drive
  • Week 2 - Intellect
  • Week 3 - Associates
  • Week 4 - Instinct
  • Week 5 - Emotion
  • Week 6 - Ability

Daily Modifiers:

  • Monday - Fair of Face
  • Tuesday - Full of Grace
  • Wednesday - Full of Woe
  • Thursday - Far to Go
  • Friday - Loving & Giving
  • Saturday - Works Hard
  • Sunday - Blessed

So posting every day is not really a challenge here, so I am going to focus all month on my two big projects, Jackson, IL and Advanced Witches & Warlocks. I have a few regular features coming up in August too, so I might have these set to post earlier than normal. 

Now I typically focus on the main prompts, but the weekly and daily modifiers *could* be used as a character prompt. I could post a brief character for each one. For example, Week 1, August 1st is Saturday. So Drive and Works Hard. Does that describe a Jackson character? Sure, it could. I think I focus on an NPC a day and maybe avoid some of the bigger names. Jackson has 22,000 people in it. I can at least detail 31. Though reading some now I am like "oh that is great for Steph. Oh that would be perfect for Candy!" So yeah, I am going to try to branch out more. 

My goal is to get these all done ahead of time so I can interact with the other participants more. So if you are planning on doing this, please let everyone know in the comments section.

Thanks to Anthony Boyd and Dave Chapman for doing this again this year! And thanks once again to Roberto Micheri for the Spanish translation.

You can also follow the action on Facebook.

Monday, July 6, 2026

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

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

Advanced Witches & Warlocks - Larina

I created Larina in July, 1986. 

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

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

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

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

And Larina has always been a mirror.

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

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

The Character You Start With Is Not the Character You Keep

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

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

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

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

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

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

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

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

Every Edition Reveals Something Different

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

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

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

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

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

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

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

Forty years on, she still has something to say.

Long-Lived Characters Become Mythology

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

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

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

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

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

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

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

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

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

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

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

A witch is a relationship.

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

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

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

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

That is the witch I keep writing.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Forty years on, and Larina is still around. 

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

Maybe that is the real lesson.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

But Larina is the one who has stuck.

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

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

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