Monday, June 8, 2026

Mirror Mondays: The Witches of 1986. The Midwest Witch

Witchcraft in Illinois

Some cold has a way of altering a place. I am not talking about the sort that calls for a heavier coat. I mean the kind of cold that comes sweeping across miles and miles of prairie that only seems to get colder the longer it travels.  The kind of cold where an old house will complain about in its very walls, or that will harden a field to iron under a grey sky and make the road out of town seem a good deal longer, and harder to travel, than it is.

That is where you are likely to find my witch.

She is not from Salem. Nor New Orleans. She is from the Midwest.

If you put "witch" and "America" in the same sentence, most folks will think of Salem (and I don't even need to say "Salem, MA"). It has a way of pulling you in with its gravity. You have the Puritans, the judges, the gallows, the confessions, and the fear. History. The whole national myth of the American witch seems to orbit around this one spot. Say the word "witch", and Salem takes notice.

Then there is New Orleans, which is only natural. That city has a deep magic of its own. Voodoo, Marie Laveau, the Catholic saints, the river fog, jazz funerals, Anne Rice, the heat and the perfume and the blood and the rumor. It is as beautiful and dangerous and theatrical as can be; you hardly need to put in a vampire when the city has already supplied enough ghosts for an entire country. But we do keep adding more.

But not all our witches are from those parts. For what I want to put in Jackson, Illinois, or for Advanced Witches & Warlocks, they won’t do.

I need a witch a bit farther west and north. A touch more stubborn and less given to display. One who lives under a big sky and can tell you what the weather is up to before the man on the television does. She is familiar with spring mud and gravel roads, brick schools and old courthouses, county fairs and church basements, lake fog and potlucks, and the sound an adult makes when they is not going to be honest with you.

That last bit is important.

Salem offers us the witch as a public accusation, a name bellowed in court, the terror of being seen. New Orleans gives you the mystery, the ritual, and the glamour, a sacred performance of sorts.

The Midwest gives you silence.

Not empty silence. The kind that comes over a kitchen at the mention of an uncle no one wants to discuss. The kind on a county road after dark, or in a farmhouse once the furnace has shut down and the wind is blowing across the fields.

You don’t need a castle or a ruined abbey for Midwestern horror. No Carpathian storm required, a storm moving across an Illinois plain is every bit as terrifying. In Illinois, a winter field can be as gothic as Transylvania. An ice-caked creek will keep a secret that a crypt could not. And if your headlights pick something up at the edge of the corn on a lonely road under a full moon, well...may whatever gods you believe in help you. February is enough. 

Photo by Tom Fisk: https://www.pexels.com/photo/rural-winter-landscape-15951947/

It is a matter of scale. Too much land, too much sky, a town so small everybody knows their neighbor, but nobody says everything.

Make of it what you will, it is fine "witch country." Which is why the Midwest means something to me in the games I like. Lake Geneva, Wisconsin, holds a spot in my RPG heart for all it did to bring us Dungeons & Dragons. You could call it an impossible little miracle of a game, the one Gary Gygax and Dave Arneson put in our hands. With it came dungeons and dragons, gods and devils, polearms and treasure charts, not to mention the wandering monsters, the maps you would be drawing on graph paper at two in the morning, and the inevitable arguments over rules.

They gave us all that from the Midwest. I find that significant.

It is not some New York or Hollywood affair. You will not find a polished, glamorous origin story here with an air of "look how clever we are." This was from towns in the Midwest where people would make their rulings, settle their disputes, and draw their maps, then do it all over again the following week. There is something right about that.

By 1986, AD&D had long since outgrown its Lake Geneva beginnings, yet it never quite left them. It had gone national and worldwide. You can still sense a fine tension in D&D between the practicalities of a basement sandbox and cosmic myth. Devils and ten-foot poles. Artifacts and encumbrance. That is the sort of space Advanced Witches & Warlocks occupies.

The witch I am after is not the Salem type. She is not the New Orleans type. She is broader and more local than that. Sure, she could be the wise woman on the edge of the village, but she is also the prairie medicine woman, the midwife, the retired teacher or the farmer’s wife. The immigrant grandmother with her own charms the priest would not approve of. The kind of woman who can tell you what this town was called before the town fathers put a name to it, which creek is going to flood, and what sort of winter is coming.

That is where her power lies.

Midwestern witchcraft has its layers. You have your English and French, German farmers, and Irish railroad men, the Scandinavians in town. The African-American communities putting down roots for their churches and businesses in places not always keen on it. And the Indigenous peoples whose history is older than any courthouse or white-painted farmhouse or county line.

Then there are the mounds. 

I want to be very precise about this because it is important. They are not props for an adventurer to dig up a cursed idol or some spooky "mystery Indian" set dressing. They are the remains of civilizations and ceremonies, of deaths and memories, from long before the American town began to identify itself. A proper supernatural setting in the Midwest, Jackson, IL, for instance, needs to understand that. Or else it is just a haunted town with a couple of eerie names slapped on it. I want better than that. I grew up around mounds of this sort. Prehistoric, ancient. A people who lived, thrived, and died before a white man ever knew who they were. Those ghosts are old.

History is not a single stratum. It is written and oral tradition, things misfiled and buried, old photographs and newspaper clippings, church registers, and the stories your grandmother let drop and then changed her mind about. This is all great material for a witch.

She knows the geography and the history are connected, even if they don’t get along. She knows the street and the road that preceded it. She knows which cemetery is empty of ghosts and which is not as empty as you might think. She knows why nothing is planted on the east side of the field and where the first church was. She knows the old mound is a place of death and should be left be, not treated as a picnic spot for souvenirs.

That is power. And it makes for a very good game.

There is a point in Jackson, IL, where the witch ceases to be an exercise in classification and becomes part of the town’s very machinery. One could say she is part of its immune system. At least that is how she is working in Jackson right now.

Jackson has the proper soil for such a tale. You have the old school and the colleges, the Carnegie library with its surprisingly good occult section, Magical Mystery Lane, the Witch Chairs, and the Crimson Cougar. Then there are the stories people will laugh at until a kid finds a newspaper clipping that shows the adults were either lying or not telling the truth very well.

That is Midwest horror. The thing in the next town. The house on your street. The local cemetery or the abandoned hospital out by the edge of town. A mascot you can’t be sure was ever just a mascot. The road your parents put their foot down about. The local legend they all make fun of until you check the archives.

It is why I have an affinity for Chill.

Pacesetter Games put it out in 1984 as a modern investigative RPG for ordinary folks up against the supernatural. Their S.A.V.E. society gave you a license to go after monsters and poke around where a sensible person would have been home watching Knight Rider. But what I remember is not so much the society or the creatures as the proximity of it all. The feeling that this could happen close by.

And there is something to that. Pacesetter was from Wisconsin; Mayfair, who published 2nd edition, was in the Chicago suburbs. Like Lake Geneva, it made a difference. These were games from places I knew, with basements and long winters and highways and pizza joints and the kind of adults who know more than they let on.

Chill put an idea in my head that I still hold to: local horror works.

You don’t need to dress every hero up as a monster or have some glamorous darkness. I am sure there is room for a nightclub full of immortals in expensive coats quoting poetry at one another, but that is not Jackson. Here, you want ordinary people with the courage to be extraordinary.

Life in Jackson goes on in ways you can put your finger on. Folks work the factories and farms and offices and hospitals, they run the small businesses, they raise a family, and have a slice of pizza after the football game. The librarian can tell you which of her students are in the occult section come October. The old woman next door has known them all since they were born and holds onto memories she ought to let go of. When trouble comes, everyone is in on it more than they will say.

This is the horror experience I want from Jackson. It does not make a noise about it. It is patient.

The Salem witch is public fear and accusation. In New Orleans, she is ritual and reputation. But the Midwest witch is useful, if unsettling. You may not put your trust in her, but you will be at her door. You will call her odd and then ask for the tea. You will whisper and then take the charm. They will tell you she is not right. Then they will want to know: what does it mean when you hear something at the screen door every night at 3:17am?

I also want that kind of witch in Advanced Witches & Warlocks. Not some cleric with a pot of herbs, or a druid who has taken up residence indoors, or a magic-user with a better hat.

She is part of the community in a social and supernatural sense. She is privy to the local dead and the old bargains, to the land spirits and the family curses and the lies people spin when they are half dead with fear.

In Jackson, you won’t find her on the school board or any church committee. There is no sign in the window with “WITCH” on it. She may not even use the word. She could be a retired teacher for all you know. An aunt. A widow. The farmer’s wife. A former nurse or the owner of the bookstore.

You might see her in a white farmhouse out past town, or in a small brick place by the college. Or in an apartment above a shop that is closed up, where the curtains don’t move but the porch light is on. When the creek runs black in June, you have her number.

There is an emotional quality to it I am after.

Salem is public and touristy now. New Orleans is humid, mythic. But the Midwest is cold. It has a way of freezing things. You can be smiling at one another in church and then give each other the wide berth in the grocery store. Grown-ups will say “we don’t talk about that” and leave the children to wonder what “that” was. Old wrongs become like the weather, settling into the walls of the town.

Winters here are not for show; it is a monster. It punishes and isolates. It will trap the poor inside and the careless outside. It breaks roads and pipes and batteries, howls in the old houses, and makes the timbers talk at night.

A witch who puts up with that world knows practical magic. Nothing pretty or for the stage. The sort of magic that turns a fever or keeps the pipes from bursting. To keep despair from taking root. To make sure a spirit doesn’t cross your threshold or to spoil the milk of someone with ill intent.

The Salem witch is bound to a national myth. The one in New Orleans to another. But the Midwest witch is of a dozen smaller ones: the immigrant charms and Protestant superstitions, the Catholic saints and the river ghosts, the prairie weather and the silence of the mounds. The railroad deaths, the school legends, the things kids talk about because the adults won’t.

This is the witch I want.

Photo by Arian Fernandez, https://www.pexels.com/photo/woman-in-a-halloween-costume-walking-on-the-street-16228394/
Photo by Arian Fernandez
Mirror Shard: The Prairie Wise Woman

The Prairie Wise Woman. You will find one in every town.

Try to put a description on her, and you won’t do it justice. Is she a witch? A healer? Or just an old woman with too many cats and nothing better to do with her time? Maybe. Then again, maybe not. You can tell enough by the way the elders of the town don’t so much as say her name unless they are put to it.

She keeps to herself, well away from the center of town, literal and figurative. You might find her where the pavement ends and the gravel begins, or near the creek, or the cemetery. Some would say next to that old mound, the town has no respect for. Her place is hardly a showpiece; in fact, it could be called a mess if you were looking for tidiness, though “dirty” isn’t the word for it. It is simply not put together for other people’s comfort. The porch is swept, the garden is for use and not for show, and the windows have a way of watching you.

In the pages of Advanced Witches & Warlocks, she is defined as the frontier equivalent of the village witch, suited to the plains and borderlands. No royal wizardry here, no temple priestess. She is who you go to when the proper channels have run dry.

Take Jackson, IL. She is the de facto authority on local lore there. One never knows her history: ex-nurse, schoolteacher, farmer’s wife, or maybe she put in some years at the library. She was around when the Old Jackson High was still just a school and not yet haunted like they all seem to get.

She is familiar with the lot of it: fever teas and warding knots, grave dirt and iron nails, red thread and saints’ medals. And the gods that predate the settlers.

She knows who has witch-blood in them and which land is under a curse. She knows what went down on Magical Mystery Lane and why you should leave the Witch Chairs be. She is aware that the Crimson Cougar is more than a bit of school spirit, and she can spot the teenager who has already started to see things.

That makes her useful in Jackson. Don’t expect an answer machine or some NPC to lay out the plot because you missed your clues, and everyone is worn out. She is there to let you know the kids aren’t making it up. Maybe she will help. Maybe not. There is something afoot. Something old and local that knows your name.

Come to see her, and she will hear you out. She might put on the coffee, or make a point of inquiring after your mother. If you are rude in asking for help, she will have you sort out your manners first, and rightly so. Should you bring up the supernatural, she will act as if her ears are full of wax.

But in her own time she will put the question to you: "What did you see, and who put it in your head not to?"

She is the Prairie Wise Woman. She may hand you a charm of iron and red thread, or advise you to keep off the old road once the sun is down. She’ll tell you the ghost is only lost, not mad, and that some spirits are not for you to bind or banish.

If Larina or Faye come by, or any of the young PC witches in training, she might just remark, "You’ve begun to see it." And leave it at that.

There is a difference between what is hidden and what is buried. The former you can find. The latter was put there for good reason. In the Midwest, that is how a witch lives.

Thursday, June 4, 2026

The Enchanted World: Spells & Bindings

Spells and Bindings
 Time once again to return to the Time-LIFE series, The Enchanted World, and once again we deal with the topic of magic, in Spells and Bindings

Spells and Bindings

by Ellen Galford and Time-LIFE editors, 1985 (144 pages)
ISBN 0809452413, 0809452421 (US Editions)

Here we are treated to tales of magic, in particular spells cast that usually go awry.

Chapter One: Double-Edged Power

This chapter opens with one (of the thousands it seems) of the Celtic tales of star-crossed, ill-fated lovers. In this case, the tale of Tristan and Isolt (in this version, lots of variations of spellings). Here, a miscast spell, in the form of enchanted fairy wine, causes the two to fall in love and break their oaths to their sworn leaders. 

The Greeks treat us to the tale of Pygmalion and his statue, Galatea, though that name is not used here. His tale is compared to others of the ancient Egyptians, the Celts, and the French. I am reminded of the A. Merritt's tale "Burn, Witch, Burn" in which the protagonist, Dr. Lowell, discusses similar tales of human-like inanimate objects coming to life. 

If there is a message so far, it is that magic has a price. 

Chapter One: Double-Edged Power

This moves on to magical items. Like the Banner of MacLeod, used to summon up a horde to help them in times of war, or the cloak and hood of Finn MacCumal, which could change him into a stag or hound as he needed. And going further afield, the magic carpet. 

We end this section with the tale of Rhiannon and her lost child. 

Ancient Metamorphoses briefly covers tales of magical transformations. 

Chapter Two: Webs of Enchantment

Here, we get into the recurring theme of the series: that in a time before Christianity, there was more magic in the world and the coming of Christianity caused the old magic to disappear. Nowhere was that more obvious than in the British Isles. We learn about the Tuatha Dé Danann, the magical races of Ireland, and their connection to the Children of Lir. Lir was a chieftain and his wife Aeb bore him two sets of twins before she died. Grieving he sent for her sister, Aoife, to be his new wife and mother to her niece and nephews. Aoife however, never took to the children and one day took them to a lake to kill them. The children instead became swans for 300 years. Once the spell was broken, they aged to 300 instantly. 

The Children of Lir

The Tale of the Golem is also covered briefly as another magical creation. And Pandora ("all the gifts") was given to men by Zeus in another act of magical creation. 

In tales of transformation, we have the half-faerie Gerald, Earl of Desmond, who could transform into an animal. But his wife witnessed his transformation and called out in shock, cursing him to remain this way forever. More tales of Irish hero Finn MacCool (who seems to have enough tales for three heroes, really), though in this case, he was only part of the tale of Iollan, who left his faerie wife for a mortal woman. The faerie cursed them both, making Iollan a man who hated dogs and his wife into a hound. 

The tale of the Piper of Hameln is recounted with his magical pipes and warning to pay your debts. 

An Embowered Sleep is another tale of Sleeping Beauty. 

Chapter Three: Deliverance from Magic's Coils

Magical curses fill this chapter, starting with the Welsh tale of the Princess and the Frog. In this telling, the Princess doesn't kiss the frog, but must satisfy three tasks of the curse, including cutting off the frog's head to release the Prince. 

Staying in Wales, we get the tale of Sir Gawain and his son Gingalin sent to rescue a town from the fierce clutch of a dragon, only to discover the dragon was in fact a transformed Queen.

We cross the Channel to Paris and the tale of Bluebeard and his bride. Or, more to the point, his brides in death. And we are treated to one of the Ur-tales magical transformations and love with Eros and Psyche

In another tale of Sir Gawain, Arthur makes a deal with a lone knight in the woods that leads to a series of events in which an ugly woman, Dame Ragnell, is brought to his court. She chooses Sir Gawain as her betrothed and Gawain, who is known as the most curteous of knights, accepts. In doing so her curse is broken and she is one of the most beautiful women in the court.   

A Spell-Shackled Devotion is a similar tale and told next, again involving Finn MacCool and his follower Diarmuid. Diarmuid is betrothed to an ugly hag, but because he treats her with kindness, she is revealed to truly be a beautiful woman of faerie blood. But like Eros and Psyche, that is only the start of his trials to defend her life and love. Once Diarmuid finally completes all his quests to return health and life to his bride, he learns that because she is Sihde, she can't remain with him. Was he in love, or was it her magic that compelled him to love and thus heal her and break her curse? 

A Spell-Shackled Devotion

The message is clear. Magic is not something you want to mess with, and even happy endings are measured with a bit of sadness or betrayal.

These are many of the tales of our literary canon. Foundational to many of the myths and legends and modern tales we still have today. Even now, I look over the things I am working on and see these tales pop up almost unbidden. Do I see Eros and Psyche in my own Andy and Rowan? Yes, because there is an adversity there from their families. And like Eros (Cupid in the first tale I read of them) and Psyche, they do get the happy ending. 

Of course, unless my players get them killed in the next session.

The tale of Eros and Psyche had a strong effect on me and my own "D&D upbringing." I have mentioned many times that my "gateway drug" to D&D was D’Aulaire, I., & D’Aulaire, E. P. (1962). Book of Greek Myths. From there, I read other books of Greek myths, including one that had the tale of Cupid and Psyche. This was the same time I was learning and getting into D&D. Maybe I have always conflated the two. The idea that a character, through adversity, can obtain what their heart truly desires is a powerful one. And unlike my grim Celtic forefathers, I like to see true love prevail. Call me mushy or a sap or romantic or whatever. I like to see the characters "win." Since then I have go back to this story many times and have had different interpretations. There is a Freudian one that I think is rather fun, but beyond the scope here, but I STILL like to come to the conclusion that the ending is a happy one. 

If nothing else, that is something the Enchanted World series does really well. It takes these tales, sometimes very well-known tales, and lets me think about them in different ways. Sometimes it is the benefit of age, other times it is how the stories are arranged in conjunction with each other. I guess that is what makes them timeless, really. Their ability to be told and retold many times across the ages. 


Wednesday, June 3, 2026

Mail Call Wednesday: D&D Basic & Expert in Print

 The BEST version of Dungeons & Dragons in back in print now. The Moldvay Basic book and the Cook/Marsh Expert book are now available in Print-on-Demand formats from DriveThruRPG.

Dungeons & Dragons Basic and Expert Books

While maybe not as crisp-looking as the originals from 1980/81 are, they are still easy to read and great to have.

Dungeons & Dragons Basic and Expert Books

Dungeons & Dragons Basic and Expert Books

Dungeons & Dragons Basic and Expert Books

Dungeons & Dragons Basic and Expert Books

The books do compare well, and they allow me to keep them on my desk without worrying about ruining what I call my "museum pieces." 

The Expert book even has a nice little bonus.

Gateway to Adventure

Gateway to Adventure

Gateway to Adventure

A reprint of the 1981 Gateway to Adventure TSR Product Catalog. Though I suppose if I am being nit-picky, this is the one that came with the Basic set, since the one with the Expert set had a picture of Isle of Dread. 

The Dungeons & Dragons Basic and Dungeons & Dragons Expert books will run you $15.99 each. More expensive than 45 years ago, but I guess that is to be expected.

I just got these last night and have not shown them to my kids yet. I am sure my oldest will now want his own copies.

Dungeons & Dragons Basic and Expert books

Dice not included.

Dungeons & Dragons Basic and Expert books


Now, let's see the BECMI books in print!

Tuesday, June 2, 2026

Jackson, IL: Pride (In the Name of Love)

Yes, I *DO* know what the U2 song "Pride (In the Name of Love)" is about; it also fits here.  

Pride 1985
Photo courtesy of the Peace News Archive/University of Bradford, Special Collections

With Pride Month here, my thoughts keep returning to Jackson, IL.

I’m not talking about the real Jacksonville in Illinois. I mean my version of Jackson from Night World, a college town in the Midwest during 1985-86, where the Veil is thin, the high school is haunted in both mundane and supernatural ways, and some students are witches, psychics, monsters, monster-hunters, or just unlucky enough to know the truth.

It keeps reminding me of Monsterhearts.

I have said before that what makes Monsterhearts a good game is its take on the horror of adolescence. There is the “monster of the week” variety, to be sure, but more so the intimate horror of being sixteen and unsure of your own identity. Or you know who you are, but you are not ready to put it into words. And if you do, you find others have decided they can define you for you.

Many horror games only hint at this, but Monsterhearts really understands it. The monster is a metaphor, but it still feels real. The original World of Darkness does this well, and so does the Buffy RPG, but a lot of games focus only on fighting the monster.

That’s the foundation Jackson, IL is built on.

In a NIGHT SHIFT Night World like Jackson, IL, supernatural characters are outsiders by nature. A witch notices things others miss, a psychic hears thoughts that are better left unsaid, and a werewolf knows what’s inside him might break free at the worst time. There’s the vampire with his hunger, the ghost with unfinished business, the faerie who never quite fits in, and even the monster-hunter, marked and haunted by what he knows.

You could say the LGBTQ character in a mid-80s setting is in much the same dramatic position. (Side note: I don't recall what the preferred term was back in the 1980s. So I am just using what we have today.) They might know something true about themselves that the rest of the world either can’t or won’t see. They have to make judgments on who is safe to confide in, pass in one room, and be open in another. There are friends in the know, adults with their suspicions, enemies who will make a weapon of a rumor, and strangers who would never get the whole story.

Now, I am not going to suggest that it is the same as being a vampire. I have no desire to flatten one experience into another or make the LGBTQ experience into a cosplay. But fiction, and horror in particular, has always had a way with the outsider. The one standing outside the circle tends to see it better than anyone in it.

That is the sort of thing I want to get at with Jackson, IL. Here, being different is not a kind of flaw. It is where you get your power and your story from. It is role-playing fuel.

Take my witch NPCs, Faye and Larina. Faye is a lesbian, and Larina is bisexual. These aren’t special episodes for their characters any more than dealing Faye’s white hair or Stephanie’s confidence are. They are who they are, down to the secrets under the town of Jackson itself. Their identities matter because they color how they and the world view each other, but they are not defined by them alone. Ok, maybe Faye's white hair is a bad example since it IS a side effect of her soul being leeched out by her aunties. Maybe a better example is why does Larina, who is right-handed, wear a watch on her right wrist?

Faye has a head start on living with a secret. Her Aunties raised her, and there is more to that than the people of Jackson know. They are not humans; they are Urban Hags and are forcing Faye to become a monster herself. She knows how to watch a room, to pick up on what is said when she thinks no one of consequence is around. She knows family can be your shelter and your danger in the same house. Being a lesbian doesn’t make her tragic; beng raised by monsters makes her tragic. It also makes her sharper, gives her cause to spot a mask or a threat or an act of kindness for what it is.

Then you have Larina. Her bisexuality is part of her liminal state. She is the weird witch girl with one foot in the everyday and the other in something much older. Some find her frightening because she won’t be simple. She is likes boys and girls alike, as well as records and occult tomes and whatever is calling from the other side of the Veil. In a way, she is all the things Monsterhearts is made of: hunger, fear, curiosity, power. If she is confused, it is not because of her sexuality. She is because she is sixteen and grieving the loss of her mother, and powerful and watched and wanted, and she is afraid of the price of wanting anything. There is danger in having the power to curse an entire bloodline and still not being able to legally drive. 

To me, that is the real stuff. And it makes for some fine role-playing. They are not "after-school special" topics; they are characters. 

Ally, Lesbian, and Bi in Jackson IL
Ally, Lesbian, and Bi in Jackson, IL.
Yes. I know those flags were not around in 1985-86, nor were supernatural monsters.

You have to be careful with the dramatic opportunities so as not to turn a character’s identity into some kind of penance or punishment. I am keenly aware of how LGBTQ characters have been portrayed since, well, forever, and that is not something that I am going to do here. Characters are nto going to be punished because of their sexual preferences. They will be punished for dabbling in the dark arts, or because the whole damn town is filled with monsters and ghosts. Characters are punished for bad choices in a dangerous, not because of their identity. 

The 1980s were a pressure cooker for any sort of identity. Adults wield power, and in those days, your reputation was everything. A misstep in the wrong corridor could haunt you for months. Thomas Avery, one of our teachers, is well aware of this. Being gay, he is cautious; he knows how fast a rumor can be turned into a weapon. He is a good teacher on account of his ability to listen, not because any suffering has made him noble. He will know when a student is trying to put something across without putting it into words. He is a good person and a likable guy. 

Then there is Elaine Bellweather. She is gay as well, but the world makes of her what it will, quite differently from Thomas. She is no front-line warrior. She teaches music and lives a quiet life, but she is one of the few adults in Jackson who keeps an eye on things and does not jump to condemn. In a town rife with secrets and monsters, you do not find many like her. And that counts for something. She is no one's "favorite teacher," but she does provide a space for the students (often read as Player Characters) to grow.

It is part of what makes for good LGBTQ representation in a horror game. An adult need not be attacking demons with a sword to be heroic. Sometimes, providing a space where a kid can get some air is enough. Sometimes the adult is the hero who just lets them feel safe, even for a little while. 

Monsterhearts has a way of putting it all in words. You have your strings for leverage or emotional debt, and your conditions for the labels people slap on you: "Freak." "Witch." "Creepy." "Queer." "Devil worshipper." In a high school horror set in the 1980s, those are as perilous as claws. But they can be put to the test. That is where the role-playing is. Not in having queer characters put through the wringer for being there, but in seeing what they do when someone tries to put them in a box. Do they run? Lash out? Or do they take the very label meant to hurt them and make it a banner?  A condition like ‘Freak’ might begin as hallway cruelty, but in play, it can become the moment when a character decides she would rather be feared honestly than accepted falsely.

There is your Pride. It is more than the parades and flags, as great as those are. It is the choice to stop making excuses for being real. Think of the witch who ceases to feign deafness to the dead, or the werewolf done with calling himself broken. Or the lesbian teen who sees right through the monster trying to work his charms on every girl in school, because what she wants is hers alone. A bisexual witch is figuring out that wanting two different kinds of futures doesn’t make her a fraud. That is not pandering; it is simply good character work.

I want the LGBTQ folks in Jackson, IL, to be part of the world. Some are ordinary, some are witches, some are teachers, some are students, and many are just regular people. Let them be messy and wrong about things and as complicated as the rest. Some are scared, some are not. Monsterhearts is adept at that; it won’t make adolescence neat and tidy or desire safe. It acknowledges that being young is intense and strange in its own right. We are putting that in 1986, with the Satanic Panic and some fine music in the background, where even a note passed in class feels like a spell.

For Pride Month, that is the part I want to acknowledge and celebrate.

The outsider is not outside because they are lesser. They know where that divide is because they have often been made painfully aware of it. They are outside because they can see the shape of the door.

And sometimes, in Jackson, they are the only ones who know how to open it. 

And to the kids I went to High School with in the 1980s who later came out and are much happier now, I am glad you found your happiness. 

Monday, June 1, 2026

Mirror Mondays: The Witches of 1986. Occult Magic Before It Had a Name

Edit of https://www.pexels.com/photo/brunette-woman-holding-tarot-cards-6014335/
It is June 1st, and June has always been prime D&D time for me.

Summer was either already here or almost there, depending on where you lived and how hot it was. By then, we had stopped pretending school mattered. Days felt slow, and nights seemed endless. Any place, a friend’s house, the basement, the porch, your bedroom floor, or the dining room table, could become a world of adventure for an afternoon or a weekend. It was a time to sit back and properly read that new Dragon Magazine.

And that was the point. Summer is what makes adventure happen.

Riding your bike to a friend’s house felt like a real journey. The library became a place for research. The woods behind the neighborhood felt wild, and the old cemetery was like an unfinished adventure. If a thunderstorm rolled in, your house could turn into a dungeon.

In Jackson, IL, June 1986 was when the possibilities opened up.

School was over, but its presence lingered. Empty classrooms always felt strange compared to when they were full. The public library was chilly and filled with books on topics teenagers weren’t supposed to care about yet. We had bikes, dirt roads, creeks, and long afternoons. Adults were at work, so we had free time, and free time could be risky.

For Advanced Witches & Warlocks, June 1986 was a different sort of opportunity.

It was a chance to play Advanced Dungeons & Dragons the "right" way, at least, that is what we told ourselves back then. All you needed were the books, some arguments, your imagination, and the sense that the game still held some secrets.

Secrets are where you find Occult Magic.

I didn’t have a clear definition for it back then, but I knew it was there.

There is Arcane magic, the province of the Magic-User with his spellbooks and components and towers, the idea that intelligence and hard work can uncover power. And Divine magic for the Cleric, with his gods and prayers and holy symbols, where belief in the divinity is what matters. Mind you, we were not using those words back then. That is what hindsight has given us. But whether we called in Arcane magic or wizard magic, divine or priestly magic, they were the same.

But there’s something in between, too.

The red string charm. A name spelled backward and set alight. An old woman who knows what the Priest won’t tell you. A vision of the truth. Or a mirror that will only give you an answer under the darkest moon. The familiar in the room that seems to understand more than anyone else. A book nobody wants to claim to have read. A curse that stays until you right the wrong.

That is Occult Magic.

Don’t mistake "occult" for a costume. It is not a wizard with a penchant for wearing black, nor is it a cleric of an old god. It isn’t some word they put in to spook the parents. Pentagrams and black cats and Latin mumblings don’t automatically make it so. Occult is hidden. Concealed. Known only to those initiated.

This matters for the game. 

We’re talking about magic that’s forbidden or personal, knowledge kept through names, debts, and memories. Some people think it’s evil, but making it only about evil isn’t very interesting. Not everything forbidden is wicked. Sometimes it’s just dangerous. Sometimes it’s off limits because it’s embarrassing or because it reveals a lie. It might be forbidden to keep power away from those who aren’t supposed to have it, or because it belongs to people society prefers to ignore: women, outsiders, immigrants, queer people, or strangers.

This is what gives Occult Magic its import for an Advanced D&D Witch or Warlock.

A witch isn’t just another Magic-User with a different spell list. She’s not a Cleric without a temple, either. She needs her own way of understanding magic. Arcane Magic explains the physical world. Divine Magic is about asking gods for help. Occult Magic is about following hidden threads.

What lies underneath? Why put that charm under the threshold? How does a name echo through three generations? What did the villagers and the thing in the well come to an understanding over? Where has the baroness’ reflection gone? And why does the old road put itself out of sight when the moon is new?

A witch doesn’t ask, "What spell was cast?" She asks, "Who needed that to be hidden?" That changes the game completely.

Occult Magic has to do this if it is to alter how we play. It has to turn things into an investigation, making you care about names, places, and what is remembered. It puts the Game Master to work considering family curses, old debts, powers you won’t find on a map, or any old scrolls, and the like. It has to be something special, something hidden. 

Charisma remains the right primary stat for a witch on account of all this. Intelligence is for the Magic-User to pore over his spells, Wisdom for the Cleric to serve his god. Charisma allows the witch to stand at the circle’s edge and call on the unseen. She has to be able to bargain, bind, bless, curse, lead, and put people at ease. She needs to invest something of herself into this bargain, or there will be no bargain at all.

The same holds true in Jackson, IL.

Here, Occult Magic is more than finding an old book in your attic and casting spells. There is a structure to the town you have to read. You have to know the cemetery is not only just a cemetery, or that the library has its share of uncatalogued books. You can tell the school hallway is different once the last bell has rung. The man running the occult shop will have your name before you’ve given it to him. You understand the creek’s name is no accident and that it points to something bad.

For a young witch in Jackson, discovery comes before power. She doesn’t begin with a list of spells. She starts with an experience, a dream, a mark on her skin, a voice, a mirror, a dead girl in the bathroom, or a teacher who notices something in her and quickly looks away.

The magic is still a secret to her. But as she starts to follow the threads, the pattern becomes clear. The horror isn’t that magic exists, but that it’s always been there, while everyone else has ignored it or just survived it. 

The *REAL* Necronomicon
This becomes important later on with the idea that some knowledge, either in books, games, or record albums, is just too dangerous to have. 

You could say the Satanic Panic had it all wrong. To them, "occult" was a byword for corruption: dangerous books, dark rituals, evil music, and demonic imagery. An adult would see a teenager with a fantasy novel and some heavy metal on, or one drawing occult pictures and talking of spells, and they would put two and two together and come up with something very wrong in their own imaginations.

But that is missing the point entirely. What you have there is adults who are terrified of young people having access to hidden knowledge. That kind of terror is right at home in Jackson, IL. Not on account of the claims being true, but because they are wielded as a weapon. The girl with her books is being watched. The boy making strange maps is put on the spot. A horror movie makes a teen look suspicious. Get a few friends together after school, and you are a "cult."

It is not supernatural, but it need not be. Jackson has horror enough of its own to go around.

For Advanced Witches & Warlocks, this matters because witches are the class most misunderstood by others. She knows what people need but are afraid to ask for. She might heal a child and still be called wicked, or give a warning and get blamed when it comes true. That’s Occult Magic in a social sense. Hidden knowledge always has a price. In an adventure, it could be your name, a memory, a night’s protection, or a promise never to enter a certain room. In Jackson, the price is your reputation.

That’s why Occult Magic isn’t just about darkness. What matters is what’s hidden or forgotten. It can protect, bind, summon, or curse. It can reveal the truths people live by. It’s both good and dangerous. Magic should be both.

Of course, every spell having a risk is part of the fun, but magic is also dangerous because it changes how the witch relates to the community, to spirits, and to herself. Once something hidden is revealed, you can’t hide it again. And what you uncover might not let you go. Both projects should follow that idea.

In Jackson, IL, Occult Magic drives teenage horror. The town isn’t haunted because of scary spirits, but because the secret is out and the kids have noticed. June 1986 is the perfect time for this. The days are long, adults are busy, and the school doors aren’t always open. The creek is low enough to reveal its winter secrets, the cemetery grass is overgrown, and the roads out of town feel like an invitation. Summer is for adventure, and Occult Magic helps you find it.

The Mirror Shard: See the Hidden Thread

This spell is more of an adventure tool than a combat spell. You can use it as a low-level Witch spell in Advanced Witches & Warlocks, or as the first real magic a teenager tries in Jackson, IL. It won’t show you everything, but it will reveal the connection between something you see and a hidden entity nearby.

A locket might show you the thread to its owner’s grave. A bloodstain could lead to the person who made it. A teacher’s shadow might connect to an old yearbook photo. A charm under a door could glow with the color of the family who placed it there. Sometimes the thread looks like a red cord or black smoke; other times, it’s silver hair, ink, or music only the witch can hear.

The spell shows you what connects two things you aren’t supposed to know about. It won’t tell you what the connection means—that’s for you to figure out. It doesn’t replace real investigation in an AD&D game; if anything, it might lead you to make mistakes or ask tougher questions. If you use it in the halls of the local school in Jackson, you’ll see too much. Bully to victim. Principal to school scandal. Family name to the cemetery. The first time you cast it, you learn something important. The second time, you wish you hadn’t.

See the Hidden Thread
Occult Divination 

Witch Level 1
Range: 6"
Duration: 1 turn
Area of Effect: Special
Components: V, S, M
Casting Time: 3 segments
Saving Throw: None

Spell Effect

When the witch gazes through a fragment of silvered glass and speaks the Supernal syllable of revelation, the spell reveals a shimmering, metaphysical thread connecting a visible object or creature to a nearby hidden entity or significant location. The thread manifests in a form unique to the situation or the witch’s tradition, appearing as a red cord, a wisp of black smoke, a strand of silver hair, or even a faint melody only the witch can perceive.

Details

The spell illuminates the "Hidden Thread" between two things that are cosmically or karmically linked, regardless of whether the connection is secret or obscured.

  • A locket might reveal a silver thread leading toward its owner’s forgotten grave.
  • A bloodstain could show a pulsing red line trailing toward the individual who shed it.
  • A charm tucked beneath a floorboard might glow with the specific color of the family lineage that placed it there.

The spell does not reveal the meaning of the connection or the identity of the hidden entity; it only proves that a link exists and shows the path to follow. This is an adventure tool meant to supplement investigation, not replace it. If used in a densely populated or high-drama area (such as a school or a town hall), the witch may see a chaotic web of threads that can be overwhelming and potentially distressing to the caster's psyche.

Material Components: A fragment of silvered glass that was a shard of a broken mirror and a drop of clear water.

More Insight From Daddy Rolled a 1

If you want another perspective of what was going on with AD&D in the mid-1980s then please check out Martin R. Thomas' blog and YouTube channel, Daddy Rolled a 1

Both discuss the same time period I am covering here, but with a different thesis statement. Both are also worth your time. By this reckoning, my project here is firmly in his Phase 3 camp. Which feels exactly right. I am pleased to see that we see this time period in roughly the same way. 

Wednesday, May 27, 2026

The Witches of Appendix N: Jack Vance

Javanne at the Black Sabbath, on the first edition of The Dying Earth
 You simply cannot talk about magic and Appendix N without mentioning Jack Vance.

Vancian Magic, Ioun Stones, Vecna, the Most Excellent Prismatic Spray. All of these and more came to Gary while reading Jack Vance's Dying Earth books.  

For me, it has been Javanne the Red Witch, the Black Sabbath, the Witches of the Cobalt Mountains, and Llorio the Murthe.

So much of what is in AD&D now originally came from Vance. Or at least ideas influenced by Vance. So it does seem a little odd to me that the witches from the Dying Earth tales don't make it in. Stranger still when you consider it was Javanne at the Black Sabbath on the first edition of The Dying Earth. Though there is a moon in the image, we have been told there is no moon anymore.  Like "Red Lori" from Gardner Fox's Kothar series, she is another evil redheaded witch at the end of time. Maybe there is something to that.

Much like his Lyonesse books, there are a lot of witches here. Not all of them get detailed. Indeed, that is one of the charms of Vance's storytelling. He builds the Dying Earth not explicitly, but through the lens of his tales. The Witches of the Cobalt Mountains, including one with blue hair, are mentioned but not fully explained. We learn there is no moon in the sky anymore, but we never learn when it was gone or why.

Javanne the Red-Haired Witch

Our first named witch, and indeed our cover girl, is Javanne. She starts out appearing to be good, but it is quickly revealed that she is fairly evil. She steals the face of Etarr, her lover, and gives him the face of a demon. Etarr and the artificial girl T'sais track Javanne down at the Black Sabbath, where she is consorting with demons and other witches, including the aforementioned Witches of the Cobalt Mountains. She is able to summon up demons, cast charm spells, and even dominate others. So pretty typical witch magic. 

In truth, she is very much an archetypal witch. The idea that she (and by extension any witch) survives to these later days pretty much with their witchcraft intact is an interesting notion. Is Vance saying here that witchcraft is universal? And not just magic, but witches. This gets a deeper treatment in the later, post-Appendix-N books.

T’sain

T'sain is another artificial human and a twin to T'sais. She is not really a witch, but she does have some magic and spells. T'sais was created by the wizard Pandelume. T'sain was created by Turjan of Miir, though she dies freeing him from a rival wizard. 

Lith the Golden Witch

A different sort of witch. She pops up in the tale of Liane the Wayfarer. Lith is from the golden land of Ariventa. We don't learn a lot more about her, really. She can command 20 sword-like blades to do her bidding, and she is very attractive. Lith also appears good at first, but soon is revealed to be less so. In the mini scenario from White Dwarf #58, she is also called "Lith the Weaver."

Rhialto the Marvellous by Jack Vance
Llorio, the Murthe, the White Witch

Ok. So this one is also outside of scope, but I wanted to include it anyway since it covers my main theme. It is from the fourth book in the series, "Rhialto the Marvellous." Llorio, the Murthe, is depicted on the cover along with Rhialto the Marvellous. So at least two of the four main books in the Dying Earth series featured witches who were important to the stories. 

Witches seem to conform to some sort of color palette. Llorio is a "white witch" but not because of her goodwill, but because of her white hair, white skin, and white clothes. Llorio comes from an earlier age where witches and wizards battled in some sort of magical battle of the sexes in the 17th-18th æon (the current age is the 21st æon). She has come to the future to turn all the world's current male wizards into female witches. 

It is an interesting tale. The witches were poised to win this war until their leader, Llorio the Murthe, was sent to a distant star, to the planet Naos. She has now come back and has discovered that the remaining wizards are nothing more than a group of powerless (by her standards) misogynists. So she decides to turn them all into women. Not a terrible plan, really, and an appropriate one for a witch scorned. 

I won't spoil the ending for you all. But I will add this quote from Llorio that appears near the end of the tale. I think it sums up the whole feeling of the Dying Earth rather well. 

"Hope?" cried Llorio. "When the world is done and I have been thwarted? What remains? Nothing. Neither hope nor honour nor anguish nor pain! All is gone! Ashes blow across the desert. All has been lost, or forgotten; the best and the dearest are gone. Who are these creatures who stand here so foolishly? Ildefonse? Rhialto? Vapid ghosts, mowing with round mouths! Hope! Nothing remains. All is gone, all is done; even death is in the past."

Not only is Llorio powerful, she easily defeats most of the wizards of this time. She also has Ioun (IOUN) stones (something it appears only wizards, not witches, are supposed to use), again a Vance creation added to AD&D. Surely this would rank her as one of the great spellcasters. 

"The Murthe" appears to be a granted title. Akin to "The Simbul" or even "Witch Queen." She certainly has all the requisites to be a witch queen.

All three of Vance's witches seem morally ambiguous. Javanne and Lith start out appearing good, but certainly are not. Llorio starts out as a threat, but maybe she has a point. Also, our protagonists have a hard time justifying fighting against her. I think this gray area, or as I have described it so many times, a liminal space, is where witches do their best work. Wizards, at least in terms of how AD&D and the stories that influenced it and were influenced by it, are always either very good, or very evil. In the cases of Gary's own wizards, they are very neutral, i.e., preserving the balance. Witches are allowed a little more freedom. They can be good, neutral, or evil as they choose. They have their own moral directives.

The Lyonesse Trilogy

Jack Vance revisited the theme of magic decades later with his magnificent Lyonesse Trilogy, consisting of Suldrun’s Garden, The Green Pearl, and Madouc (1983-1989). While the books fall outside the chronological scope of this Appendix N series, they are not so far removed from the theme of witches and magic in fantasy as to pass over without comment. The books are set in the mythical land of the Elder Isles, which lies between Britain and France in a time before King Authr. While they are certainly a product of Vance’s later work, they revisit a great deal of the same ideas concerning ancient magic, mystic powers, and the uneasy relationship between human beings and older supernatural entities that pervade Vance’s earlier works. 

While not strictly within the chronological scope of this series, the Lyonesse books warrant a separate discussion of witches in the context of fantasy magic, so this theme will be revisited at a later date. Maybe for my planned "Beyond Appendix N" series. 

Closing Thoughts

Without the works of Jack Vance the Dungeons & Dragons we play today would look very different. While his Dying Earth is filled with wizards, we only get a few named witches. Largely I think this is due in-universe of the Wizard-Witch war of the 17th and 18th æons. It would have been interesting if Gygax had worked some of that into his design. Granted, the books that mention that war post-date the genesis of D&D and AD&D. But maybe there is something I can do similarly in my own games. Something to explain the obvious dominance of wizardry over witchcraft in the world.

In any case, it has been a lot of fun to revisit these tales. I probably should check out the Dying Earth RPGs at some point, as well.

Tuesday, May 26, 2026

World Dracula Day: Dracula for NIGHT SHIFT

Dracula
Today is World Dracula Day! Celebrating the release of Bram Stoker's classic horror novel, Dracula.

Like Lord of the Rings, I pick up Dracula and reread it every few years. The last time was 2024, so I might be due soon. Given that next year is the 130th anniversary of its publication, I might reread it then. 

Here he is for NIGHT SHIFT: Veterans of the Supernatural Wars. I currently do not have plans for him to show up in Jackson, IL. But I should have a vampire show up sometime.

Dracula
16th level Veteran (Supernatural, Vampire)
Archetype: Master Vampire

Strength: 22 (+5) A
Agility: 18 (+3) n
Toughness: 18 (+3)
Intelligence: 13 (+1)
Wits: 14 (+1)
Persona: 22 (+5) n

Vit: 120
Alignment: Chaotic Evil
DV: 5
Fate Points: 1d10

Check Bonus (A/N/D): +7/+5/+3
Melee bonus: +12  Ranged bonus: +8
Saves: +5 to all

Powers
Vampire Powers
Veteran Abilities
Feed: Blood

I would provide a more detailed description, but seriously, if you are reading my blog, then you know who this guy is. 

NIGHT SHIFT is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).