Wednesday, September 23, 2026

The Witches of Appendix N: Manly Wade Wellman

The Complete John Thunstone
 I will admit, I did not know the name Manly Wade Wellman when I began this "Witches of Appendix N." Yes, I had read the name in the list, but that was all that I knew.

I have put in the hours for this issue of The Witches of Appendix N, though. I have made it a point to spend some time with Wellman: reading his John Thunstone tales and Strangers on the Heights, working through what is in Sin’s Doorway and Other Ominous Entrances, and, as is fitting for the subject at hand, getting to know Silver John and The Old Gods Waken.

Wellman has an unquestionable claim to be here. Gary Gygax put him in the original 1979 Dungeon Master's Guide by name, right there in Appendix N. But Gygax did not single out any one book the way he might with another author; he just said, "Wellman." That leaves us with a good deal of ground to cover.

In this "Witches of Appendix N," I am going less by books and more by themes and ideas. Manly Wade Wellman produced a ton of material in his life. I read books I could get my hands on, and audiobooks I grabbed from Audible. I began following the themes, and oftentimes the stories would flow from one to the other, right outside my Appendix N cut-off dates. I found, though, that I really, really enjoyed his tales and, just as importantly, his characters.

He has traveling Bards, urbane occult investigators, retired judges, students of the Black School.

And there are plenty of witches here, and they are not all the same. 

A World Where the Folklore Is True

After so much Wellman, one thing is plain: his world does not have a neat taxonomy for the supernatural.

You have your witches and sorcerers, devils and old gods, ghosts and haunts and whatever makes its home in the mountains. There are things that could be demons or pagan deities or something older still. Christian prayers are effective, as is silver or an old song or a magical sign. An educated occultist may have the answers, or an old woman in the hills, or someone who just heeded what their grandmother said. No one is carrying around a *Monster Manual* and no one seems to mind if these elements do not conform to a tidy cosmology. In my view, this is great. It is better than having a nice tidy universe. 

Modern fantasy tends to demand an explanation for magic, complete with schools and metaphysical laws and well-defined species. You won’t find that in Wellman. 

The folklore is simply true.

Take Silver John, or John the Balladeer as he is also known. For the witch I am looking for in these posts, he is perhaps Wellman’s finest offering as a protagonist.  He is not a D&D Magic-User, nor really a wizard in the conventional sense. He is not even the Bard as some have claimed. He is a wandering man with a silver-stringed guitar, carrying his songs, stories, and signs. He can tell when something is amiss, but he is not portrayed as having all the answers. The difference is important.

John gets by because he is a listener. He respects warnings and will not overlook an elderly woman whom others would put aside. He knows that some piece of mountain lore which an outsider might find preposterous could be the very thing that sees him through the night. It is a fine model for fantasy witchcraft.

Magic is not an alternate form of technology. Here, magic is a matter of tradition.

In that respect, The Old Gods Waken comes in handy. Published in 1979, it is on the edge of my time period for Appendix N, but it is useful as the first Silver John novel. The Southern Appalachian backdrop allows Wellman to put his stock ideas on display: ancient powers and pagan holdovers, local lore and Christianity, and the kind of folk who have a far better grasp of their country than an outsider would credit them with.

The supernatural elements in his work have no use for the labels people put on them, a fact I keep in mind when I am at work designing witches or tending to the Sunny Valley accounts. A witch need not be able to explain the why of her magic; knowing that it works is enough.

The Witches in the Hills

You will find Wellman’s mountain witches are something of an actuality compared to the fantasy-game variety we have since grown used to. Theirs is a local, personal brand of magic. They are aware of cures and curses, of signs and the plants that count. They know what is best left untraveled after dark and what makes its home on the mountain. They can tell you what your grandmother was up to thirty years back and why you are still suffering for it.

Some are good, some evil, though such terms often don’t do them justice.

With "Vandy, Vandy" or "Nine Yards of Other Cloth," one gets the impression that supernatural knowledge is part and parcel of the Appalachian terrain. It is not a separate world that now and then makes an incursion into the everyday; it has been there from the start, and the locals have made their peace with it. In how I view witches, Wellman is perhaps one of my greatest "new" influences. 

The witch is not defined by having the most power but by what she knows. She is the "wise." 

Occult Investigators and Monster Hunters

Judge Keith Hilary Pursuivant. John Thunstone. Silver John the Balladeer. Lee Cobbett. Longspear. All these names are for a type of character at home in the occult universe of Manly Wade Wellman and D&D. 

What unites all these characters is not hard to put your finger on. For one, they do not content themselves with being onlookers to the supernatural. They are men of action.

Sure, it might start with a bit of research or an old book, a song, some folklore, or a scrap of history from memory. But in the end there comes a point where someone has to make their way into the haunted house or up the mountain, face down a sorcerer, or put himself in harm’s way to protect an innocent from what has emerged from the dark.

In that respect, Wellman’s heroes are not unlike the kind of adventurer D&D would come to define. Yet he does not write them as the professional monster hunters of D&D or even Chill or Call of Cthulhu. You will find no organization handing out assignments, no headquarters with its case files, no locker for standard-issue gear.

They are semi-professionals of a sort. They have the experience to know which questions to put to you and when a detail is of consequence. If the situation deteriorates, they are prepared to act. It is an important mix. In Wellman’s world, knowledge by itself will not see you through; the old lore may tell you what you are up against, but it takes courage to get in the door.

Perhaps that is the clearest distinction between him and D&D: the occult scholar must at some stage become an adventurer.

Judge Pursuivant

Judge Keith Hilary Pursuivant preceded John Thunstone, but I read him afterwards.

As another of Wellman’s occult investigators, Pursuivant is an older and more erudite sort. He has the assurance that comes from a lifetime of amassing odd bits of knowledge when he sets about a supernatural matter. Though he is a judge in retirement, in Wellman’s telling one finds that there is still ample time to put in with witches, demons, or any number of haunted locales that have gone unobserved in the modern age.

One can appreciate how well Pursuivant puts in place the kind of world Thunstone will eventually be found in. There are those for whom the occult is no fiction, and they have made a study of it over the years; they are the type to compare cases, recall an old tale or a name, and not let some seemingly preposterous detail pass without consideration.

That is part of the "lived-in" feel I find in Wellman’s work. You do not get the sense of isolated stories with characters like him, Thunstone, Longspear, and the rest. They seem to be going about their business in the same broad supernatural landscape, and now and then their paths will cross simply because there are not many who are privy to what is truly out there.

Then you have Thunstone, who is younger and more given to physicality, tending to confront danger head on. Pursuivant is the scholar who has likely already read up on how things went the last time someone made such an attempt.

John Thunstone

John Thunstone is another matter.

 Silver John is a wandering tramp; John Thunstone orders room service and eats in fine New York restaurants. Where Silver John is traditional, Thunstone is the antithesis. Academic, urbane, educated and sophisticated, he has seen the world and is deliberately engaged in occult matters. He is the type who researches and puts a name to an artifact.  

I have to admit I took a liking to him almost immediately. Yes he can be rude, abrasive and even an erudite and pompous jerk. BUT he gets things done and he knows that he is often the thing between the innocents and the dark.

He has a working knowledge of magical history and appreciates that there are very dangerous men who take their craft in earnest. 

Rowley Thorne is chief among them. 

Rowley Thorne

Wellman has created a fine occult villain in Thorne. He is no old mountain woman the neighbors might call a witch. He is a sorcerer, and the distinction is key.

Thorne is deliberate in his use of occult forces. There is a kinship here with the ceremonial magician or warlock of the old stories. In this way, Wellman provides two distinct models for the practice of magic. On one hand, the folk ways of the hills and Silver John; on the other, the learned approach of a man like Thorne. D&D would come along and put those in separate spell lists and classes. Wellman has them coexist.

Which brings me to a problem of my own making. Wellman and I both have a character named Thorne.

Rowley Thorne is introduced to us in the same tale that introduces us to John Thunstone; The Third Cry to Legba. So if there is a Sherlock-Professor Moriarty feel to their relationship, I am very certain it is intentional. 

Thorne also caused a rather interesting problem for one of my own witches, but I am going to save that for another post.

The Third Cry to Legba and Other Invocations
The Third Cry to Legba Collection

This collection of earlier John Thunstone tales is also the one that caught my attention the most. I started with Strangers on the Heights, but these are the tales I enjoyed the most. This collection largely covers his "Weird Tales" era of the John Thunstone tales. These are squarely within the time frame of Appendix N, as opposed to the now-more-current "The Complete John Thunstone" book. The collection "The Third Cry to Legba and Other Invocations" is named after the first John Thunstone story. 

Here, in addition to Rowley Thorne and a coven's worth of other witches and warlocks, we are introduced to Longspear, an indigenous American native who is as intelligent as he is wise. 

I can forgive some cultural faux pas with Wellman's portrayal of Longspear. It is obvious that this is a character he likes, respects, and tries to portray as authentically as possible. Wellman is trying to do the right things here.

Longspear is described as a chief and a medicine man. Today, we might just call him a shaman or something. Who is to say which is more correct? Longspear, like many of Wellman's characters, comes in and out of his tales. Sometimes he is the star; other times he is just a background character. It gives his tales a solid "lived-in" feel. There is a universe here. 

Other witches include Lil Warren, who was a witch, died, and came back as a vampire. 

Again, Wellman's categories refuse to stay where we might expect them.

The Black School

I should give the Black School some consideration, having brought it up before. Wellman is fond of returning to the notion of formal training in the occult, of institutions where magic is presented to a student rather than left to be acquired through folklore or bloodline. It serves as an apt counterpoint to what one finds with Silver John and his mountain ways. There is an inherent sinisterness to a school that has such matters on its syllabus, the very sort of thing prudent people have been cautioning against for generations.

To the D&D player this will be old hat; the wizard must be schooled somewhere. But Wellman is at pains to point out that not all magical education takes place in a proper academy with its robes, towers, and tests. Some schools are there simply because someone is set on passing on the forbidden arts. In that light the Black School is hardly Hogwarts. It is more of an occult apprenticeship, and one with an alumni association you would do well to question.

This also highlights Wellman's scholarship without turning it into an occult lecture. The Black School is a redressed Scholomance

Strangers on the Heights

Strangers on the Heights has been on my list as well. One might not find this as immediately applicable to a conversation about witches, but for getting a handle on the supernatural world Wellman has put together, it is hard to beat.

There is more than your fair share of psychic phenomena and occultism here, along with some odd cultic practices and forces that defy simple categorization. The ambiguity of it all is what is important. Wellman is under no compulsion to pause the narrative and inform us if we are in the presence of something demonic, alien, or purely psychic; he leaves that open. The characters form their own opinions on the matter, as does the reader, but the universe need not oblige by confirming them. I have come to value such an approach to worldbuilding. 

It also is a sign of Wellman's strength as a storyteller.

What Can We Use for D&D?

What can be made of Manly Wade Wellman for a game of Dungeons & Dragons? A lot. Gygax saw that, now you can too.

To start with, there is no requirement for a cohesive theory of magic. A witch will know that rowan is protection against one thing and silver another, that a particular song will undo a spell, and that one does not answer when called from the woods. Why any of it is so is not for her to say. Then there is the matter of locality. An eighty-year-old grandmother who has lived next to a mountain will likely understand what is at its base better than the finest scholar of the occult.

Magical traditions need not be identical in practice or in cosmology. The mountain witch is well advised not to do things the way Rowley Thorne does. And sometimes the old ways hold sway simply because they are old. Not on account of some universal energy field or equations long since forgotten, but because someone put two and two together a long time back and found it was enough to keep the darkness out. They work because people believe they work. 

Wellman also makes the point that a witch is at her best when she is confronted with questions she cannot answer. She ought to be in the know more than anyone, but never in possession of all the answers. That is perhaps the most useful takeaway. That is true for Silver John, Judge Keith Hilary Pursuivant, John Thunstone, Longspear, Prof. Enderbe, Lee Cobbett, and even Rowley Thorne alike.

Appendix N has its share of writers who will supply you with spells and demons and whole systems of sorcery, or even great magical societies. Wellman offers something else: a sense of accumulation. Christianity may have come to town but the old gods did not pack up and go. There are books of ceremony, to be sure, but also the kind of songs a grandmother puts in your head. A sorcerer like Thorne can devote his life to the mysteries and still miss what an old woman in the hills already has figured out.

That is the Wellman type of witch. 

Where her knowledge comes from, a book, her mother, or some whisper from the woods, is anybody’s guess. But once the sun is down and there is scratching at the door, everyone is going to want to hear what she has to say. To my mind, that is the essence of D&D.

The Shonikins

The Shonokins are another of Wellman’s creations that I feel I should mention, but I will put off any in-depth talk of them until my next post.

In some ways they are the better example of his ability to put together a piece of work that has all the hallmarks of both folklore and weird fiction. You do not find just another monster to be filed away with the rest; rather, they put forward an older history that runs under our own. They are close to humanity in appearance yet distinct enough to be profoundly disquieting. 

I have use for them as well when I come to examine the part Wellman has played in shaping my own settings, Sunny Valley in particular. It is one thing to say there is a monster in the mountains, quite another to make the case that something was there before we were.

Truthfully, I love the idea and need to do a lot more with it. 

Closing Thoughts

Wellman surprised me. I mean, yes, all the Appendix N authors I was not aware of gave me something I had not expected, but Wellman was an honest delight. His tales were great, with some great bits of fantasy and horror, and there was just so much of it. But most of all, it was his characters that appealed to me. His occult investigators, his wandering monster hunters, and all his witches, warlocks, and evil wizards were great. 

I wanted to read more about them. I smiled when someone would make a guest appearance in someoneelse's tale. When Longspear appeared in John Thunstone's tales, he was great; when shown on his own, he was great as well. 

I think what Wellman offered D&D, vis-à-vis Gygax, is the idea of the semi-professional monster hunter. Not to mention all the magic, wizards, and even a holy sword. 

What did I get out of it for my settings? I'll discuss that more in another post.

Tuesday, September 22, 2026

Mail Call Tuesday: Larina Nix KibiFig

Larina from Kibifig
A little bit ago, I was approached by KibiFig after they saw my review here about the figures I had ordered. I had also spoken out online about how pleased I was with the figures in general.

They offered me an upgraded figure, 6" or 15 cm. There was no expectation of a review afterward so I dug through some images and found one I liked.

Last Friday, the figure came in the mail. 

I already knew what it looked like because Kibifig had been using my little Larina in their most recent ads. I have to admit, it is always kind of fun to see her out and about.

The ordering process was simple, and I opted to spend the extra five or so dollars to get the custom box. In retrospect, the box is better for giving these figures as a gift than, say, a collector's box.  Besides, she is going to sit on my desk.

I had considered this an older version of my Jackson Larina, say circa 1995. But this Larna isn't wearing glasses, and she has a red cell phone that was not in the original image. That's fine. They got her necklace and her T-shirt right, so this very easily could be my WitchCraft RPG or Chill RPG version. In the end, though, it doesn't matter; she looks fantastic.

I went ahead and stuck her to her base. She stands well enough without it, but I tend to knock over figures on my desk all the time, and the base will keep her from falling over.

Packed well

Gift box

Gift box

Compared to the online ad

The online ads. These showed up online around September 7. I got my figure notification the day before and delivery on September 18. Considering it was shipped from China and it went through the Chicago mail system, I call that pretty good.

Kibifig Facebook ad

Kibifig Facebook ad

Kibifig Facebook ad

Kibifig Facebook ad

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A trio of Larinas

Yeah. I am pretty happy with her.

Monday, September 21, 2026

Mirror Mondays: The Witch as a Liminal Figure

Photo by Erik Mclean: https://www.pexels.com/photo/white-and-black-concrete-house-during-night-time-9572048/
 With the Autumn Equinox upon us (tomorrow), we have a period in which day and night are on equal footing for a time. Neither has the upper hand. It is only fitting to discuss witches.

But not the kind you might think of as spellcasters or monsters, nor even those who dabble in the occult. I am talking about them as liminal figures. Those who make their home at the threshold. 

In Jackson, Faye Thorne is the prime example of that. Or should I say, Fiona Voss. So instead of ending with a Mirror Shard, I am going to talk about her throughout this post.

Neither One Thing Nor the Other

You will hear the term liminal bandied about these days to put a name to an empty mall or a hotel corridor, some place that feels oddly in between. The older definition is more expansive. A liminal space is a boundary, a doorway. It is where a thing has ceased to be what it was but has not yet transitioned to what it will be. Dawn and dusk are liminal. So is the shoreline, a crossroads, adolescence, and the Equinox. Witches have always been found there.

They occupy the space at the edge of the village or the forest. Between the living and the dead. Between healer and hexer. And in the case of the Thornes of Jackson, they are exactly what you would expect.

The Witches Outside of Town

Faye Thorne
Faye Thorne
Faye Thorne lives with her Aunties. Her mother and father died in an accident when she was a baby. To the world, they are the Thorne women, living well away from the schools and the respectable parts of town. Out past the neighborhoods where the road narrows, and the trees crowd in. You could hardly do better if you were looking up "stereotypical witch’s house" in the dictionary. 

Of course, "Thorne" is a ruse. The authies are, in reality, the Blackthorne Hags.

And the Blackthorne Hags have been at work on Faye. Not in the way one might imagine; they did not haul her into a circle to make a monster of her overnight. They have done something far worse by selling off her soul in small increments. A little of her soul here and there, through small compromises and bargains. The kind of losses that do not seem to matter until you look back and see what has been taken. Faye herself barely noticed until she did, but then so much of her was already gone.

It has left its mark. Her hair was originally black; now it is stark white. To the Blackthornes, she is the Thorn Child, the dangerous element among the pretty things. Prepared to become one of them. That is the intention anyway.

The Thorn Child

I really like the image of it. The sharp thing concealed under the beauty of a flower. But there is more to it. A thorn is part of the plant. It belongs.

Faye is being made to understand that the Blackthornes are her family, that their nature and magic are her own. That to join them is not so much a choice as the next logical step. It is how she will grow up. She is in a liminal space of her own, or more to the point, theirs. She is still a girl, still human. But something is being eroded, and something else is being put in its stead. She is not a hag yet, but she is no longer beyond their reach. There is a particular danger in a threshold when another is the one forcing you into it or over it.

Stephanie and Larina

Here is where you have to consider Stephanie and Larina.

They are not going to "fix" Faye by telling her who she ought to be. One could argue that would be no different from the Blackthornes' methods. No, they help her out of it. They show her there is an option she had not considered and, in doing so, allow her to take back what the Aunties have been chipping away at.

Choice. 

I find that of more value than any spell in their repertoire. The true measure of victory has nothing to do with vanquishing the Blackthorne hags; it is Faye making the decision that she is not theirs. In time she will do something else entirely: she will take back her original name.

But there is a reason that in High School Faye is always in the middle of Larina and Stephanie. They protect her until she can choose.

Stephanie, Faye, and Larina
Stephanie, Faye, and Larina

Fiona Voss

When Faye Thorne later becomes (or reclaims) Fiona Voss, do not mistake it for a disguise or an alias provided by someone else. It is reclamation. "Thorne" was put on her by the women set on turning her into something else, as was the Blackthorne destiny they had in mind for her. Fiona Voss is hers.

Of course, it does not undo what has been done. Her hair will not go from white to black, and the things the Blackthornes have taken are not going to regrow simply because she has made her escape. There are marks left by the threshold, and that is as it should be. We are fond of our transformation tales where one crosses over and is made new, but actual change is a messier business. You may escape, but you will not be exactly the same as before. Those bits of her soul are still gone. Fiona has Faye with her and the Thorn Child too, but she will not let the Blackthornes put a meaning on either.

But Faye, and then later Fiona, discovers that "gone" doesn't always mean "gone forever."

When she joins the coven with her childhood friend Stephanie and new girl Larina, she sees something. Three long black hairs where there had been only one before.

Maybe that is the real gift from Stephanie and Larina to Faye/Fiona. Not just choice, but the room to recognize that she has a choice. 

I don't need to speculate what would have happened to Faye if she had never met Larina or reconnected with Stephanie. I have my Carbon Vale setting to explore that if I wish. But I also have Yog where Faye is the Thorne Witch. She is what happens to Faye if her aunties got what they wanted. She dies the same night as the Ash Witch. In fact, she dies first. I know from these two examples that life for a soulless Faye is not a kind one to her. And the worst part? She is too far gone to even know that it could have been better. 

Witches and Boundaries

Folklore puts witches at the boundaries for good reason. The rules are less certain there. The forest is not the village, the night is not the day. The crossroads are both the roads, and neither. Yet they touch. That is the witch’s domain.

There is a difference, however, between standing at the boundary and being consumed by it. The Blackthornes know how to exploit a line, to turn one thing into another. Faye has a steeper lesson to learn: how to remain at the threshold and not let anyone else determine what she is to become. 

High School Is a Liminal Place

Faye is well suited to this for another reason: high school is a liminal environment. At that age, one is neither child nor adult, just in the process of becoming. And everyone is being told what they are by the whole apparatus of parents, coaches, cliques, boyfriends/girlfriends, churches, and social systems.

You are the jock, the nerd, the horse girl, the good girl, or the bad one. The freak. The witch. The monster. High school abounds with people eager to put a label on you. What Faye faces is the supernatural extreme of that. Her Aunties are not content to tell her what she is; they make it so, unless she puts a stop to them.

I have discussed this before: how the high school years are a perfect metaphor for dealing with the supernatural. OR is that the supernatural is the perfect metaphor for high school years and adolescence? 

The Witch in the Doorway

I am reminded of a certain picture of the witch (but could not find it for the life of me; I might be misremembering). She is in a doorway, with one world behind her and another ahead, belonging to neither and therefore able to see both. It is a position of power, if not also of some fear.

The Blackthorne hags have put themselves apart from ordinary life, living beyond the last streetlight like the dangerous sort of woman from old stories that children are steered clear of. Near the "far unlit unknown," as the great bards have told us. 

Fiona is of a different order. She will cross the line and return. That is the distinction between the hag and the witch: the hag wants to have you swallowed by the threshold, while the witch knows the way home.

The Equinox

Which is why I think of the Autumn Equinox. For a time light and dark are in balance as summer gives way to autumn and the world is in a state of flux. Then the balance is broken. Not a tragedy in itself. Change is not loss, and getting older does not mean you have to give in to whoever says they know what you should be.

Faye Thorne was at that boundary, and the Blackthornes had a word for what lay on the other side: the Thorn Child. But with Larina and Stephanie to point the way, she found she could pick a different course. And a different name. Fiona Voss.

Witchcraft is a threshold, as is adolescence. The peril is not in standing between worlds but in allowing another to choose your side for you. The choice, though, must be made. Unlike that witch of my memory, or my imagining (I have mentioned how funny memory is), you can't stand in a doorway forever. To quote the great bards again, "if you choose not to decide, you still have made a choice." 

The equinox comes. But so does winter right after that. "Changes are not permanent. But change is."

And standing there is the witch.

Friday, September 18, 2026

He’s Everybody’s Problem Now: The Refrigerator Goes Creative Commons

Dr. Andreas Gelé by Eugene Jaworski
Dr. Andreas Gelé by Eugene Jaworski
 Back in 2014, I had some ideas for a superhero game. I needed a bad guy, something that would make the disparate group of supers I had want to work together for a common goal. That bad guy was the misanthropic mad scientist known as the Refrigerator. Named for the obvious cold-based reasons, but also from Gail Simone's 1999 landmark essay "Women in Refrigerators." 

While the game never went as far as I wanted, The Refrigerator lived on and found his way into other games of mine as a semi-recurring bad guy. I say "semi" since he usually never appeared in the same game or campaign twice, but over many games and many campaigns. It turns out his particular flavor of evil is useful in a lot of places. 

The Refrigerator began life with enough psychosexual baggage to make Freud sit up in his grave. His earliest incarnation was much more specifically obsessed with preserving beautiful women. That remains a perfectly valid version of him, but for this open incarnation I wanted to get at the larger idea underneath it: Andreas Gelé cannot tolerate impermanence.

He is not so much an admirer of beauty as he is someone who hates age, change, and decay.

Since he has proved useful in my games (and to some people I have lent him to), I thought, why not make the lending formal? Or, more to the point, give him away.

Background

Dr. Andreas Gelé was born into extraordinary wealth, privilege, but not love. His father was a powerful industrialist who believed anything worth having could be bought, owned, and controlled. His mother was a celebrated actress whose face appeared on theater posters, magazine covers, photographs, and advertisements.

As a child, Andreas grew up surrounded by images of his mother. In those images, she was always young. Always beautiful. Always smiling. Frozen forever at the moment the camera captured her.

The woman herself, however, changed. She aged. As she aged she became bitter and cruel. 

The difference fascinated Andreas. Later, it horrified him.

Gelé became a physician and researcher specializing in cryonics, hypothermic medicine, suspended animation, and the preservation of living tissue. He possessed a brilliant scientific mind, enormous financial resources, and almost no ethical restraint.

The first of his experiments were a failure. Tissue would die, cells would rupture. One could freeze an animal, perhaps, but there was no safe way to bring it back.

Yet Gelé was not one to give up.

In time he put to rest the suggestion held by others that what he was doing was impossible. For his first human trial he chose his father. How much of a volunteer the elder Gelé was, or whether he was made use of or even misled, is a matter of debate. In any case, he did not last long once revived.

His mother was next. He had her preserved, and in his view the success of it was proof enough. It meant decay could be vanquished, beauty could persist, and time itself brought to a halt. Or, at least, a very slow crawl.

After that, Andreas Gelé no longer saw death or aging as anything natural; they were technical issues to be resolved. Worse, he began to regard anything exceptional as something that should be preserved: youth, talent, genius, rare biology, or an extraordinary feature or trait. If it was at risk of being lost, it had his full attention.

Andreas Gelé does not consider himself a killer or a base murderer. 

He instead sees himself as a curator. One who collects and saves.

The ones he selects are specimens of things the world is too negligent to look after, so he preserves them with or without their consent.

Such work has run through most of the vast fortune he inherited. To fund it all, he has resorted to theft and extortion, to illegal experimentation and criminal machinations of ever greater complexity. His cryogenic apparatus has been made portable and weaponized to freeze people, objects, and entire environments as required.

Gelé himself has even repeatedly entered suspended animation.

On some level it is for an experiment; at other times he is making an escape. There are occasions when he just feels the present age has nothing left to give him and makes his choice accordingly.

One can never be sure when or where Dr. Andreas Gelé will appear. He might sleep through decades, let civilizations come and go, allow technology to progress and people to put him out of mind. And then, somewhere, an old cryogenic chamber will start to thaw. The Refrigerator is back.

His outlook is as it ever was: all things beautiful die, the extraordinary vanishes, life itself decays. 

Unless one takes the trouble to preserve it.

Appearance

Dr. Andreas Gelé is a tall, thin, pale man of indeterminate middle age. He is not physically imposing. His frame is narrow, his features sharp, and his posture tends toward the rigid precision of someone who dislikes unnecessary movement.

His hair is dark, usually worn neatly combed back, though some versions of Gelé show premature gray or white at the temples. His face is handsome only in a severe, bloodless way. He rarely smiles warmly. When he does smile, it usually means he has just encountered something he finds scientifically interesting.

Gelé dresses with deliberate formality. Depending on the era, this might mean a tailored European suit, a physician’s coat, an old-fashioned evening jacket, or specialized protective clothing of his own design. Even when working in a laboratory or committing a crime, he prefers to look like a doctor or gentleman rather than a conventional costumed villain.

Cold follows him.

His clothing may be dusted with frost. His breath may be visible even indoors. Glass fogs or freezes near his equipment. His gloves, goggles, insulated coats, and other protective gear often resemble medical or industrial equipment more than superhero technology.

The Refrigerator’s most recognizable piece of equipment is a portable cryogenic weapon. Its exact design varies widely. It may resemble a bulky retro-scientific freeze gun, an elegant pistol connected to coolant tanks, a brass-and-glass apparatus from an earlier age, or technology so advanced that its function is barely visible.

Gelé himself should always seem slightly out of his proper time.

He may dress too formally for the present day, use outdated expressions, carry technology decades ahead of everyone around him, or combine obsolete machinery with impossible scientific breakthroughs. Repeated periods of suspended animation have left him disconnected from ordinary history.

His appearance can change from one incarnation to another.

He may be young or old, scarred by failed cryogenic experiments, physically altered by repeated freezing, or almost unnaturally well-preserved. His ethnicity, nationality, clothing, technology, and even gender may be reinterpreted freely.

Essentially, Dr. Andreas Gelé is a person who has spent too much time among things that do not age.

He should look preserved rather than alive.

So now I am releasing him into the Public Domain under the Creative Commons License 4.0, CC BY-SA

What You Can Do With Him 

Now that you have him, then what?  You can…

  • Write stories about him.
  • Give him game statistics.
  • Put him in your RPG, comic, novel, podcast, video game, or movie.
  • Change his origin.
  • Change his powers.
  • Change his identity.
  • Make him a villain, hero, victim, monster, or something else entirely.
  • Sell what you create

You may also create new versions of The Refrigerator and place your own original material under whatever copyright or license terms you choose.

Your version belongs to you to the extent that you add something original to him. You do not gain exclusive ownership over The Refrigerator himself, and neither does anyone else.

So, for example, if you create a version of The Refrigerator using the 3e SRD and Open Gaming License. That particular expression of his abilities (class, level, spells, powers) will fall under the OGL, but his background is still CC 4.0, BY-SA. 

NOTE: This only extends to the Character. If you write a story, blog, or game that features him then you retain the rights to your own intellectual property. 

Use him. Change him. Rewrite him. Redeem him. Kill him. Bring him back. Put him in the 1930s, the present day, the far future, another dimension, your superhero campaign, your horror novel, your comic, or whatever strange thing you are working on.

You may use him commercially. You may create derivative versions. You may change his history, appearance, powers, personality, gender, motives, or anything else.

  • You do not need my permission.
  • You do not need to credit me. (CC 4.0 BY-SA says you do, but I am not going to enforce it.)
  • You do not need to tell me. I would love it if you did, though.

Because I plan to maintain a page called "Sightings of The Refrigerator," linking to versions of Dr. Gelé that turn up elsewhere in the wild.

There will be no official continuity. Your Refrigerator is as valid as anyone else’s.

I am not lending him out. I am letting him go.

He’s everybody's problem now.

Good luck.

Release

Dr. Andreas Gelé, also known as The Refrigerator, is now released under Creative Commons License 4.0, CC BY-SA.

This CC 4.0 dedication applies to the character Dr. Andreas Gelé, also known as The Refrigerator, and to the original character material presented in this post, including his background, personality, appearance, motivations, concepts, and fictional history as described here.

To the extent permitted by law, Timothy S. Brannan has waived all copyright and related or neighboring rights that he holds in the CC character material identified above.

See the CC 4.0 Universal Public Domain Dedication.
https://creativecommons.org/licenses/#licenses-40

It does not apply to game rules, statistics, mechanics, terminology, settings, characters, trademarks, artwork, logos, or other material owned by third parties that may have appeared in earlier versions or adaptations of The Refrigerator.

Earlier game-system write-ups remain subject to whatever rights apply to those individual works and systems.

Art

The attached art was created by Eugene Jaworski and is owned by me (“Timothy S. Brannan”). It is released under the Creative Commons 4.0 Attribution-NonCommercial (CC BY-NC) license with proper attribution.

You may use this art with your creations with the following guidelines.

  • The Artist’s name (“Eugene Jaworski”) must appear with any work where the art is used. 
  • You are allowed to sell your creations of The Refrigerator, but this art cannot be sold independently. 
  • You are allowed to create your own art of The Refrigerator and use that art as you like. 

So let me know how he does in your hands.

Links (Sightings of The Refrigerator)

Note: These pages are not covered under the Creative Commons Licenses.

Thursday, September 17, 2026

Tales of Jackson: In Cold Blood

Dr. Andreas Gelé lecture at Illinois Beecher College
 It is February 1986 in Jackson, IL, and Dr. Andreas Gelé is visiting both Beecher and MacAlister colleges to give lectures on the exciting field of cryonics and its use in surgery.

The town is unseasonably cold, even for February, and the townsfolk are worried that they are in for a repeat of the Winter of 1985.

February 14th, Friday night, sometime after the school dance, Valerie Beaumont leaves the school, walks to her car, and is not noticed missing until the morning of Monday the 17th, when the police are alerted that her car was still in the lot. Her keys, purse, and most importantly, her coat are still in the car. Police suspect foul play, but the crime scene is already overrun with students coming to school. 

What the police record, but barely comment on, is that her sword is in the back seat of her 1983 Chevy Citation.  The characters know that Val would walk coatless and barefoot in the Illinois snow, but she would never, ever leave that sword behind.

The next two days, both Sylvia Velasco (2/19/86) and Renee Sylvi Jäneläinen (2/20/86) went missing. 

The police interview everyone. Valerie did not have a boyfriend; neither did Renee. If Sylvia does, no one seems to know who he is. It is also 1986; they are not asking about other options. 

One thing is certain. Someone is hunting magical women. 

I also wanted an adventure where Candy and Denise were NOT the monster bait for once. Though my players did miss them.

--

Cold Blood is the next adventure I played for Jackson, taking place in February of 1986. It features the NIGHT SHIFT debut of my frozen little misanthrope Dr. Andreas Gelé, aka the Refrigerator. I had to change his usual raison d’être here, since it didn't really fit Jackson's horror vibe. Oh, his normal modus operandi is horrific enough; I just needed something closer to Jackson. So he is not collecting women and freezing them to preserve their beauty; he is instead collecting and freezing witches to understand their magic and, more importantly, their ability to age more slowly. 

It's a well-known trope that witches don't age like normal humans. This is true in many games and media featuring witches. And it is true here as well. The witch characters in the game just didn't know this yet. They learn about it when they uncover Gelé's notes. Not just notes, worked-up profiles on all the witch characters, including their suspected ages (he thinks they are older than they are and 'pretending' to be teens). These profiles are terrifying in their clinical detachment and their dehumanizing element. Witches are not people to him. They are things, and he can extract their essence to prolong his own life. He grabs Valerie, thinking she is a witch, knowing only that she has some magic and that he has evidence she is much older than she appears. Both of which are true, but he does not suspect she is immortal. Since she is not responding to his treatments as expected (she is not a witch, really), he freezes her solid to experiment on her later. This would kill a normal human. For Valerie, it just pisses her off. 

He goes after Sylvia and Renee next, assuming that as outsiders (an immigrant distrusted by the community and a foreign exchange student), they would not be missed.

This is the first time the witch characters in the game have learned this. They know Valerie is immortal. But other than that, they know nothing else. As my playtest characters, Stephanie knows that she has a grandmother close to 100 (she is actually much older), and Faye's "aunties" are really Urban Hags. Larina's own mother is gone, and her father only has the tiniest of magic (I have him making sparks with his hand at a later point). So none of my playtest witch players or characters know. 

Sylvia knows. Because, of course, she does. And it is also the sort of knowledge she wouldn't share unless she was given something for it. Renee knows. But she feels it is not her place to say anything. She is the quiet one, but Renee is also the one who is missed.

This brings in my other layer. 

Roderick Morgan, the psychic, knows she is gone. 

Morgan: "Where’s Renee?"
Larina: "What?"
Morgan: "Renee Jäneläinen. Where is she?"
Larina: "Why would I know?"
Morgan: "Because Valerie is missing. Sylvia is missing. Now Renee is gone. And every time this town starts eating people, there are witches standing near the teeth."

Morgan doesn't like witches. But not because he is a misogynistic jerk, but because witches are "untidy"; they are too chaotic, and he thinks their psychic baggage causes half the problems in town. He is not entirely wrong. Every time someone uses magic, it is like ringing a dinner bell for the supernatural elements in town. BUT some of the players were under the impression that Morgan hates witches and, by extension, women. I mean, he is an arrogant prick sometimes, but that is too far. I wanted to show that he is absolutely NOT Andreas Gelé, but he can see the road Gelé is on from where he is standing.

Faye: "Are you keeping tabs on us, Morgan?"
Morgan: "Don’t flatter yourself. I keep tabs on all potential threats."
Stephanie (tersely): "Renee isn’t a threat."
Morgan: "No. (quieter) She isn't."

I said before that Morgan and Renee are based on two old AD&D characters that have an uneasy history, Morgan Highstar and Rhiannon. At that time I didn't know what their reactions were going to be in their Jackson versions. Then it became obvious. Morgan likes Renee. At the end of this adventure, he should be a better person. Maybe not by much, but his classification of the witches in town is a little too close to Gelé's notes, and that should bother him. It has changed how I played him afterward. 

How Does it End?

At the end of the adventure, the witches and Morgan are standing together. My not-so-subtle message here? Together they are stronger, and that is where the magic is, not in a blood or tissue sample.

So, here is the problem I was having with my adventure. I have Gelé here. He has kidnapped Valerie, Sylvia, and Renee. In my game, they were rescued by Morgan, Larina, Stephanie, and Faye. Pretty much every bit of heavy firepower I have in this game. And Larina, at this point in her life, is pretty well known for her very poor anger management skills. She wanted to burn him alive at his first "Ah, Fräulein Nichols." How do I give the characters and the players a satisfactory ending and STILL make it so The Refrigerator could come back? 

Well, as it turns out, I gave myself a "Rule of Two" roll that his machines would fail. I rolled a "1." A success that, in this case, is also a failure. The machines begin to blow up with Gelé melting before their eyes. Everyone got out, and I had Val toss out a 'See you in Hell, Andreas.' 

So, just like his horror godfather, Dr. Phibes, Dr. Andreas Gelé might return.

Presently, I don't have any plans to bring him back to Jackson, but he might appear in other NIGHT SHIFT games. 

Dr. Andreas Gelé by Eugene Jaworski
Dr. Andreas Gelé by Eugene Jaworski
Dr. Andreas Gelé

5th level Inventor, Human Male

Background: Scholar

Base Abilities

Strength: 11 (+0)
Agility: 13 (+1) 
Toughness: 14 (+1) n
Intelligence: 18 (+3) A
Wits: 16 (+2) n
Persona: 10 (+0) 

Vit: 25 (1d6)
DV: 8
Fate Points: 1d8

Check Bonus (A/N/D): +3/+2/+1
Attack bonus (base): +2
Melee bonus: +0  Ranged bonus: +0

Languages: English, German, French
Skills: Medicine, Cyronics, Engineering

Saves: +4 to Intelligence and Wits saves. +1 to Toughness.

Inventions
Freeze Ray
Effects (1st-3rd level)
- Chill Ray
- Hold Person
- Sleep
- Slow

Effects (4th-6th level)
- Control Temperature
- Finger of Death
- Wall of Ice

Effects (7th-9th level)
- Destroy Life

Cryochamber
Effects (1st-3rd level)
- Hold Person

Effects (7th-9th level)
- Sleeping Village

Heroic Touchstones
Level 1: +1 to Toughness saves.
Level 2: +1 to hit with unique attack mode (Chill Ray gun)

Hair: Black with Gray streaks
Eyes: Blue
Height: 6'0"

Archetype: Science Nerd / Evil inventor
Quote: "Ah, you see Fräulein, only cold logic can prevail here."
Quirks: Arrogant and thinks he is smarter than everyone in the room. He is usually right about that. 
Theme song: Cold as Ice - Foreigner

And because I have not posted him yet and to show the similarities between these two. 

Roderick Morgan
"Just Mogan."
Roderick Morgan

4th level Psychic, Human Male
Student at St. Michael's Catholic Academy and High School

Background: Nerd

Base Abilities

Strength: 14 (+1)
Agility: 14 (+1) 
Toughness: 10 (+0) 
Intelligence: 18 (+3) A
Wits: 16 (+2) n
Persona: 16 (+2) n

Vit: 20 (1d6)
DV: 8
Fate Points: 1d6

Check Bonus (A/N/D): +3/+2/+1
Attack bonus (base): +2
Melee bonus: +0  Ranged bonus: +0

Languages: English, Latin
Skills: Computers, Writing 

Saves: +4 to Persona saves, +1 to Wits saves

Psychic Abilities
Danger Sense, Supernatural Attacks, Supernatural Power

Psychic Powers
Precognition 4 (Supernatural)
ESP 4
Biofeedback 1

Heroic Touchstones
Level 1: +1 to Wits saves
Level 2: Pick Locks skill (35%)

Hair: Black
Eyes: Blue
Height: 6'0"

Archetype: Student 
Quote: "Witches are messy. They are untidy and frankly get on my nerves."
Quirks: Arrogant. Never uses his first name; he prefers to go by "Morgan." 
Theme song: Tom Sawyer - Rush

Morgan isn't quite Andreas Gelé, but he can see the path from where he is standing. The thing that makes Morgan, ultimately, a good person is he chooses not to take that path. Oh, he can still be an asshole, but he's not an evil asshole.

I also had pulled out my copy of Beyond the Supernatural 1st Ed since I knew I was going to be stating him up eventually. Not done with his BtS sheet yet.

Morgans

Night Shift® is a registered trademark of Elf Lair, LLC.

Wednesday, September 16, 2026

The Artemis Club

 My wife and I have been paying for PBS Passport. It's been fantastic, really. We have been watching a lot of Masterpiece Mystery, which I have always loved (back when it was just "Mystery!"). We watched all the seasons of "Miss Scarlet and The Duke," now just "Miss Scarlet." It was great, about a woman detective (whose father was played by Tim Downie, who also played Gale Dekarios in Baldur's Gate 3) set in 1882 and the issues she faced. 

The fun thing about Masterpiece Mystery is that it has all these shows about mysteries and murders in England. I speculated that there are more murders on PBS than in real England.

Victorian Detectives

We also watched the very good "The Law According to Lidia Poët" and the enjoyable "Enola Holmes." Both on Netflix. Though I will admit the caliber of the shows on PBS is much higher in terms of writing, even if the Netflix shows have bigger budgets.

All three have strong women leads as primary investigators. They all take place at roughly the same time as well: 1882 for Miss Scarlet, 1883 for Lidia Poët, and 1884 for Enola Holmes. Given my love of the Victorian era, I could not help but enjoy these shows and wonder if there was something I could use here.

The idea was one I mulled over and sat on for a while.  

I spent some time with SCP and thinking about how I could adapt my ideas for A.R.T.E.M.I.S. as well as an occult investigative organization.  I mean, I really like it. The ideas are not really ready for publication here yet. I am still cooking them...and then I got a little sidetracked. 

While writing, I was wondering about the origin of A.R.T.E.M.I.S. When and where it began. Who started it and why. They are some good ideas. But they don't really fit with what I really wanted A.R.T.E.M.I.S. to be. They do work great for The Artemis Club.

These new ideas began while I was recently re-reading some of my old Ghosts of Albion material. I began thinking, what if A.R.T.E.M.I.S. began as a criminal investigation club in the Victorian era? Certainly has some value to it. This gives me a chance to work it from both ends. I had some ideas I like, but they don't really fit well with the modern A.R.T.E.M.I.S.  

The Artemis Club

The Artemis Club began not as an investigation club, but as a "reading club" for young women associated with Oxford University. 

The Artemis Club

They began meeting informally in the Oriel College Library, often at hours when their presence would attract the least attention. They discussed history, philosophy, literature, science, antiquities, folklore, and current events. Mysteries of all sorts, however, grabbed their attention the most.

Because they were often seen moving quietly through the library stacks and galleries, the women were jokingly called "The Ghosts of the Oriel." The name began as a mockery but was quickly adopted by the women themselves. Though, feeling pressure from the University, the women moved out. 

Aurora Evelyn Ashcombe, better known as Lady Ashcombe, was young, rich, intelligent, and married to a considerably older husband. Lord Ashcombe had little interest in how his wife spent her time or his money, provided her interests remained respectable and she stayed away from younger men. She obliged him by giving him his heir and only keeping the company of other women.

Aurora pays for the new meeting place and suggests the new name as an homage to the Huntress and Protector of Women.  The club members, with renewed dedication, refocused on solving all sorts of mysteries. First, as an academic exercise, then as time went on, the club began hosting what became known as consulting detectives, but for female detectives. Many focused on completely mundane sorts of crimes: missing people, affairs, dishonest staff. A few cover the more complex crimes, like murder. And very few consult on crimes of a paranormal and supernatural nature. These are the sorts that Aurora herself is most interested in, and ones she secretly funds more than the others.

From the 1840s onward, the Artemis Club investigated all sorts of crimes.

The Club eventually developed a simple investigative philosophy:

Observe first. Explain afterward.

A second maxim, usually attributed to one of the original Ghosts of the Oriel, became equally important:

Dismiss nothing merely because it is impossible.

This did not mean the Club believed every tale of ghosts or monsters. Quite the opposite. Artemis investigators became notorious for exposing fraudulent mediums, false hauntings, forged antiquities, staged séances, and criminals who used superstition to frighten their victims.

For this reason, the Club's supernatural case files were not labeled "Ghosts," "Demons," or "Magic."

They were simply marked: UNRESOLVED

Members of the Artemis Club never wore uniforms or carried official credentials, but many wore a small silver brooch showing a crescent moon crossed by an arrow. It was not meant to identify them publicly. Rather, it was a quiet sign between members that help, discretion, and perhaps a warm cup of tea were close at hand.

Throughout the Victorian era, the Artemis Club quietly solved cases that baffled the preeminent and male minds of the time. By the 1880s, they had members throughout England and had begun a chapter in St. Andrews, Scotland.

 But it was not to last.

The 20th Century

The end of the Victorian era and the dawn of the 20th century initially looked like a new age for the Artemis Club. Women were entering universities in greater numbers, taking professional positions, publishing under their own names, and gaining access to institutions that had once excluded them. In some ways, the world was finally beginning to resemble the one the Club's founders had imagined.

Ironically, that success weakened the Club.

The Artemis Club had been born because intelligent women had nowhere else to go. By the early 20th Century, some of those women now had universities, laboratories, newspapers, hospitals, political organizations, and professional societies of their own. The Club remained respected, but it was no longer as necessary as it had once been.

Even in her 90s, Aurora Ashcombe remained an active participant and an imposing presence in Club affairs. She represented a direct link to the earliest days of the Ghosts of the Oriel, but after her death the Club lost more than one of its founders. It lost its greatest patron.

The Ashcombe fortune had supported the Club for decades, but no fortune is endless, particularly once divided between heirs who did not share Aurora's interests. The Club continued, but with less money, fewer staff, and increasing difficulty maintaining its London house and enormous archive.

Membership numbers start to fall. The First World War was a further setback. A good many of the members put in their time as nurses, physicians, clerks, and intelligence workers, some as volunteers or translators. Some did not come back at all; others were killed. And for those who remained, the war put a different complexion on the kind of mystery one would trouble to solve. After the trenches and poison gas, after the mass graves and the millions of dead, stories of strange disappearances and ghosts had a way of seeming quaint.

There was a period when spiritualism made an appeal. Bereaved families were only too eager to think they could speak with the departed, and Club members found themselves looking into mediums and séances, even claims of messages from soldiers who had fallen. Most of it was a sham. In some instances, it was not.

The Artemis Club of the interwar years was a more closed and older organization than its Victorian predecessor. They still took on cases, but they were less of an academic exercise and more likely to involve fraud, blackmail, and political extremism than the cases that defied easy categorization. In other words, they had grown out of the "ghost hunting" business.

By the 1930s, the Club had on its books nearly a century’s worth of unexplained phenomena, which was of some interest to certain governments. They were still consulted, but more often than not, even their extraordinary-sounding cases became ordinary in the end.

Then the Second World War arrived.

The Blitz left little of London standing, and the motherhouse of the Artemis Club was no exception. The building went up in flames, and with it, their grand library. Generations of investigators had amassed casebooks, journals, maps, photographs, and artifacts; all of it was lost.

One might find a file here and there that had been copied or put in safekeeping, and the St. Andrews chapter held on to some Scottish records, as did a few families with their own papers. But the archive proper was gone.

The Club did not formally die that night, but it never really recovered. When the war was done, the rest of the members were scattered and worn out. Britain had to be put back together, as did families and careers. The world that had given rise to the Artemis Club was another matter entirely.

Former members would get together now and then in the 1950s, old friends rather than working investigators. But that too came to an end.

A couple of scholars and investigators attempted in the 1970s to put the old organization back together, riding a wave of public fascination with the occult, UFOs, and the like. They could not make it work. Too much was gone, too many of the old traditions, and the references that remained often told different stories from one another.

So by the close of the 20th century, the Artemis Club was nothing if not a historical oddity.

For most people, anyway.

The Rise of A.R.T.E.M.I.S.

Modern A.R.T.E.M.I.S. did not descend directly from The Artemis Club.

There is no charter passed down from one to the other, no secret chain of command, nor any hidden society that has been in operation since Victorian times.

The link is there, but it is a symbolic one and was put in place on purpose.

A.R.T.E.M.I.S. Agency for Research into Transdimensional Events Magic and Inexplicable Sightings

When the modern agency was being put together in the early 1990s, researchers came across odd fragments of the old Club’s history. What they found was far from complete: some case reports here, a reference in a police file or a university archive there, the odd newspaper clipping or private journal. The founders were not so much interested in the Club’s putative dealings with monsters or ghosts as they were in its approach.

Observe first. Explain afterward.

The Artemis Club had a way of doing things. It would take up claims that the establishment chose to overlook, gather evidence, cross-reference the files, and note what witnesses had to say, even if others were inclined to dismiss them. Above all, it did not turn its back on an event just because the prevailing wisdom held it to be impossible.

That kind of thinking appealed to the new organization, and the name was taken as an homage. The acronym followed in due course: A.R.T.E.M.I.S., standing for the Agency for Research into Transdimensional Events, Magic, and Inexplicable Sightings. The founders were fully aware it was put together in reverse to keep the original moniker, but that was fine with them.

Artemis stood for something of value: the hunt for truth and the protection of those who might otherwise be left out, and a readiness to go where a conventional investigator would not.

In terms of actual legacy, the new body inherited little from the Club. There was no headquarters, no continuity of institution, no command structure, or full set of archives. Just an idea, a few cases, and a name. Which is perhaps for the best.

From time to time, A.R.T.E.M.I.S. reacquaints itself with the past. An investigator may open a file from 1872 and find that the thing he is after has been encountered before. Or a sealed box is turned up in the cellar of an old Scottish property, or a journal comes to light at auction. 

There have always been rumors that some of the more unusual records were removed from the motherhouse before the Blitz. No one knows by whom or where they went. Modern A.R.T.E.M.I.S. officially considers these stories unsupported. Unofficially, more than one investigator has spent considerable time looking for the missing files.

Artemis and A.R.T.E.M.I.S. 

I know I am not done with either organization. Tales of the exploits of the Artemis Club are likely to surface from time to time. Of course, A.R.T.E.M.I.S. is in a solid growth stage and likely to expand and change as I write more. In fact, sitting here now, I remember I have a bunch of notes I wrote about the SCP Foundation that I plan to move over to NIGHT SHIFT, notes I could have used here today but didn't. 

Well, that is another post. 

Tuesday, September 15, 2026

Thinking About October

October is a big deal around here, and I am gearing up for some posts.

As always, I will be hosting the Horror Movie Marathon here at the Other Side. 31 Nights, 31+ movies, at least 20 first-time views.

October Horror Movie Marathon 2026

Since I have two "1986" centric projects, I am focusing on movies from 1985 to 1986, with various exceptions from 1983 to 1987. I am focusing mostly on hometown horror, high school horror, and generally 80s-focused horror. I might hit a few slasher flicks, but there aren't really any I haven't already seen.

Yes, those are my tapes, Trapper Keeper, and my 1986 high school yearbook.

If you want to join me, just post on social media! 

I am also bringing back Urban Fantasy Fridays for October to look at some urban fantasy/horror RPGs. Likely to use with one of my three urban fantasy/horror settings: Jackson, Carbon Vale, and/or Sunny Valley. I like the idea that each setting uses a different rule system. 

Urban Fantasy Horror RPGs

The purpose is to see what these games have to offer me, what ideas I can adapt for my own play, and mostly just to have some fun with some other games.

So as always October is a busy time here.

In other news, I am working on finishing Codex Qliphothica. I had to buy some new PDF tools. This also means Advanced Witches & Warlocks will be delayed until next year, and no idea when Jackson, IL will be ready for public consumption.