Thursday, October 2, 2025

The Enchanted World: Tales of Terror

Tales of Terror
Wow. Has it really been about a year since I did one of these? That is fairly inexcusable.  But it is October and tales of terror abound. So lets jump back into these. 

Tales of Terror

by Editors of Time-LIFE Books, 1987 (144 pages)
ISBN 0809452774, 0809452782  (US Editions)

This one moves away from the established format and gives us 13 chapters of tales. 

Chapter One: The Walking Dead of Brittany 

A tale of two lovers and an not-so-dead, dead man.

Brittany has always been a land caught between the Mortal realm and the Lands of the Dead, and this chapter dives right into the Ankou, the skeletal cart-driver of souls. The imagery is dripping with fog and grave dirt, and you can practically hear the creak of his wagon on the cobbled paths. As a first chapter, it sets the tone perfectly: folklore that is not quaint, but deeply unsettling. 

Chapter Two: An Implacable Army 

This short German tale begins with a mass-murder and ends with the invasion of an army of vengeful rats. I can't help but think of the movies "Willard," "Ben," and "Food of the Gods."

Chapter Two: An Implacable Army

Chapter Three: In the Body of the Beast

This one’s all about possession, the unsettling idea of losing one’s body to another spirit or force. Unlike Hollywood exorcisms, the folkloric accounts here are more ambiguous: sometimes it’s a demon, sometimes a restless ancestor, sometimes something nameless. The takeaway is the horror of being a passenger in your own flesh.

Chapter Four: Harvest of Horrors

Iceland's horror tales are often as bleak as their landscape. Few things feel more old-world than the fear of crops failing or harvests being tainted. This chapter ties together famine, curses, and a time when the Old Gods still ruled. Reading it, I’m reminded that “horror” doesn’t have to be gothic castles, it can be watching your children starve because something inhuman blighted your barley.

Chapter Five: The Goblin's Guest 

Japan has some wonderful tales of terror and these goblins are not the mischievous faerie creatures of lore, nor are they even the dreadful orc-like creatures of Tolkien. These goblins are more akin to demons, and even having their heads cut off is not a stop to their evil. 

Chapter Six: An Unfinished Death

A dead husband seeks revenge on his widow after death, but a stranger intervenes.

Chapter Six: An Unfinished Death

Chapter Seven: Furies of the Far North

Cold lands and bitter winds bring tales of vengeful spirits who stalk the snow. The terror here, though, is not freezing to death, but the insatiable craving for human flesh due to starvation. 

This one treats us to the lore of the Angiak, monstrous children left to die in the cold and now craving their mother's flesh. 

Chapter Eight: Bloodguilt of a Royal House 

This chapter plunges into Greek tragedy at its rawest: the cursed House of Atreus and the cycle of blood that no god nor mortal could halt. We see Agamemnon sacrificing his daughter, Iphigenia, for favorable winds to Troy, and Clytemnestra’s smoldering hatred that blooms into bloody revenge. The narrative is lushly violent, brimming with betrayal, murder, and the grim reminder that no war ends when the armies return home.

As a horror tale, it’s less about ghosts and more about inevitability—the horror of family doom written in blood. For a gaming table, this is the blueprint of the “accursed bloodline” trope. A campaign built around such a house isn’t about who wins or loses, but whether anyone can break the curse before the next ax falls.

Chapter Nine: A Stormy Reckoning

The killing a seal is the beginning of tale of woe of Elias and his family. 

Chapter Ten: Bride of the Ghost-Chief

A promised bride to the Chief of the dead leads to a strange bargaining between two worlds. But unlike Persephone, the Bride had to stay in the land of Ghosts. When she breaks this contract, the land of the ghosts is forever sealed off from the land of the living. 

Chapter Eleven: The Kiss of Evil 

Seduction, corruption, and deals with devils. This chapter reads like the dark sibling to old fairy tales, where the kiss isn’t salvation but damnation. Folklore doesn’t shy from the sexual undertones here, and neither should horror gaming. There’s room for succubi, but also more subtle lures: the temptation of comfort in exchange for corruption. Here, an evil djinn tempts a man with riches and sex, only to lose everything. 

Chapter Twelve: Demons of the Dreamtime

The book goes global with Australian Aboriginal myths and monsters, exploring spirits of the Dreamtime that slip into nightmares. The imagery is stark and strange, very different from European hauntings, and it adds real weight to the “Enchanted World” premise. 

In a campaign, this is where planar adventures meet primal myth. Bring dream-demons into play when players think they’re safe at rest.

Chapter Thirteen: The Healer's Secret 

Death offers to become the Godmother to man's child. The father was given gold, and Death would return when the child turned 20. On his 20th birthday Death gives the man a plant that cures all ills, but conditions are given. Of course these conditions are broken and Death comes for his new bride. When he tries to rescue his Bride from the land of the dead, Death gives him the only gift she has. 

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This one is less on the mythology or the ever present theme of the "Dying of the Enchanted World" and instead just gives us 13 (well 12 and so) stories of death and the spectre of dying. No surprise really, we are no closer today to understanding death or what happens after. 

Each one can act as inspiration for an adventure or side-quest. 

Wednesday, October 1, 2025

October Horror Movie Challenge: Witchcraft (1988)

Witchcraft (1988)
This October Horror Movie Challenge, I am going "themeless." Well, not entirely themeless, I am going to hit some movies I have been wanting to see for a while. I am going to hit some movies with a strong occult themes to help with my Occult D&D ideas. And a lot of movies that are random picks. 

So, lets get in a Witchcraft Wednesday special!

Some horror movies become classics because they’re great. Others become classics because they’re terrible. And then there are the ones like Witchcraft (1988)—movies that sit in that odd middle space where you can’t really call them good, but you also can’t quite look away. This was the beginning of what would inexplicably become the longest-running horror franchise of all time, with over a dozen sequels. Yep, this little direct-to-video oddity outlasted Friday the 13th.

Witchcraft has always been out there, taunting me. The later direct-to-video offerings are essentially cheesy, low-grade horror with soft-core porn. There is a time and place for that, but not often in the Horror Movie Challenge. Still, I am not going to rule out more of these for the simple reasons that A.) this one wasn't so bad (ok it is, but) and B.) maybe there is something to extract here.

The setup is Gothic in all the right ways. The film opens with a young woman, Grace Churchill, giving birth to a child in a spooky old mansion, watched over by ominous figures who may or may not be part of a Satanic coven. The baby, William, grows up haunted by strange powers and a dark inheritance. That’s about as coherent as the plot gets. The rest is a mix of supernatural brooding, awkward family drama, softcore sex, and a finale where witchcraft and devil-worship clash in melodramatic fashion.

It’s the kind of movie that promises “occult terror” on the box but delivers more soap opera than sorcery. The budget clearly wasn’t there, and it shows—cheap sets, stilted acting, and special effects that would’ve been laughed off Tales from the Darkside. But there’s something about the sheer earnestness of it that makes it oddly watchable. You get the sense that everyone involved thought they were making something serious, maybe even artistic. Instead, they accidentally launched the trashiest franchise in horror history.

What stands out, though, is the vibe. Witchcraft is soaked in late-80s VHS energy, grainy lighting, synth score, and a sleazy Gothic tone that feels like it belongs in a tattered paperback you’d find in a used bookstore. It’s not scary, not really, but it is atmospheric in that “midnight cable TV/Cinemax” way.

Witchcraft (1988) isn’t good. But it’s important. It’s the seed from which a whole weird forest of bargain-bin horror would grow, a franchise that leaned more and more into sleaze and supernatural soap opera. I can't help but think that this series promises a better movie. 

Maybe I'll watch them all one day. But not this month. 

Occult D&D and NIGHT SHIFT

Yeah, there is a NIGHT SHIFT campaign here, but it is likely a silly one.


October Horror Movie Marathon 2025

October Horror Movie Challenge 2025
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Witches of Appendix N: Poul Anderson

Three Hearts and Three Lions (1953)
 It is the start of October and time for another foundational author for D&D from Gary's Appendix N. As always with this feature I am focusing on the witches presented in these tales.

Poul Anderson (1926-2001) is much better known for his Science Fiction tales, but he does have three (well, 2.5) fantasy stories on the Appendix N list, and two of these feature witches rather prominently: "Three Hearts and Three Lions" and "The Broken Sword."

I will take each in turn and also expand a little from "just witches" with these.

Three Hearts and Three Lions (1953)

Anderson’s Three Hearts and Three Lions is already famous in D&D circles for giving us Law vs Chaos, the Swanmay, regenerating trolls, and even the proto-paladin in Holger Carlsen. But nestled amid the elves, trolls, and Moorcock-before-Moorcock cosmology is one of the first proper "witches" of Appendix N.

The unnamed witch of the forest hut is classic fairy-tale witchcraft: ugly, corrupt, but wielding real power. She brews potions, dabbles in deviltry, and represents the Chaos side of Anderson’s moral spectrum. Anderson clearly has one foot in the folkloric hag tradition; this witch could have walked right out of the Brothers Grimm, but her function in the story is thematic as much as narrative. She exists as a living symbol of the Chaos that Holger is pitted against, an incarnation of superstition and malice. While her interactions with Holger are not long, she is his first clue that magic, chaos, and evil are real, tangible things in the world/time.

Then there is Morgan Le Fey. She is Holger's former lover in a past life, and she is the main antagonist. She is a representative of the "Old Ways," the paganism of Europe, dying out in the face of rising Christianity. She is also representative of chaos, evil, and magic. Where the old hag is evil and ugly, Morgan Le Fey is evil and beautiful. Representing that evil does come in many guises and our hero needs to recognize that.

The battle is a parallel of the one Holger left in his time, World War II.

Both witches represent the two types of witches most often seen: the old Satanic Hag and the beautiful Pagan. Both, however, represent evil and mostly Chaos. 

The notion of Paganism/Old Ways versus Christianity is a recurring theme in Anderson's other significant Appendix N book.

The Broken Sword (1954/1971)

The Broken Sword (1954/1971)

The Broken Sword gives us a much darker, more primal vision of witchcraft. 

Here we get another hag-witch who is close enough to the elves and trolls to have dealings with them, but is also very explicitly Satanic. She lives in a run-down cottage/hut, deals with the dark forces of evil, and has a talking rat familiar. Honestly, she could even be the same witch if so many years were not between them.

She also tempts our main antagonist, the Changeling Valgard, by glamouring herself into a beautiful woman. It is her desire for vengeance that sets the plot into motion. 

Like Three Hearts, the Witch, and she never is given a proper name, is a force of evil and chaos. Also like Three Hearts, the story centers around the battle between Pagans and Christianity, which Anderson casts here as Evil/Chaos vs Good/Law, respectively.

The elves and trolls of The Broken Sword are more similar to each other; both are forces of Chaos, for example, and an elf/troll child is a Changeling. Their magic is also described as akin to witchcraft ("witchsight" allows humans to see the world of faerie) and to the witchcraft the old hag employs. Many elves and trolls have "Warlocks" in their ranks.

Here, also, the big Pagans vs. Christians war takes a back seat to two warring factions of Pagans, the Elves/Faerie and the Trolls/Giants. The interaction our protagonist Valgard has with the displaced Faun is very telling. This area of England/British Isles is one of the last holdouts of the Pagan ways. 

The mixing of the various mythologies, Norse, Irish, Welsh, British, and Greek, is very D&D. 

That Last Half

I joked above, 2.5 books in Appendix N. The ".5" is "The High Crusade" which is more appropriately a Science Fiction or Science Fantasy novel. I didn't include it here because, simply, I have not read it. 

A Note About Trolls

Three Hearts and Three Lions is notable for giving us the "D&D Troll," but the ones in The Broken Sword are much more interesting. Yes, they are ugly and brutish, but they are also smarter, and while they have enough similarities to elves to produce offspring (with the help of magic), they are explicitly related to the Jotun of Norse myth. 

Closing Thoughts

Anderson gives us some compelling stories. While not explicitly set in the same world, they are also not not the same world. His epic war of Good vs. Evil, Law vs. Chaos, is something that rings loudly even today in all editions of D&D. His wars of Christians vs. Pagans ring loudly to me.

His witches are less characters and more caricatures at times, but this fits into the world view these books have: the witches are just pawns and tools. Even when they have agency, their fate is already predetermined.

The entire time I was reading The Broken Sword, I could not help but wonder why witches didn't play a more prominent role in the game. Of course, the reason is simple. I was reading this looking for witches and not the larger themes. Gary, I assume, read these and saw the cosmic battle of Law vs. Chaos.  

None of the witches in these two tales would make for good Player Characters. They would, however, make for great NPCs using the Dragon Magazine witch class. 

In the AD&D Player's Handbook, it is mentioned that the Druid class is the same as the pre-Christian (not Gary's words) druid that has survived to Medieval times. If this is the case then certainly other "pagans" have survived. The witches of Poul Anderson certainly could be among those numbers.