Showing posts with label 80s. Show all posts
Showing posts with label 80s. Show all posts

Tuesday, October 6, 2026

October Movie Challenge: Phenomena (1985)

Phenomena (1985)
Going back to 1985, to another Argento giallo, and another rewatch. Though it has been a little bit since I saw this one. This movie is notable for being one of the earliest roles for actress Jennifer Connley. This is not her first role, but it is one of her breakout ones along with Labyrinth of the same year.

Phenomena (1985)

This movie has it all: a serial killer and a Swiss boarding school, Donald Pleasence and some heavy metal, psychic insects, and even a chimp with a straight razor. And yet one would be hard-pressed to call that a full description of what is on screen. It is bonkers. I kinda love it.

We begin with the murder of a young girl. By the way, what is it with Argento and scissors? Anyway, as it turns out, her murder isn't the important piece, well at least at first. What is important are the bugs. 

The story soon follows Jennifer Corvino (Connley), the teen daughter of a well-known American actor. He has put her in the Richard Wagner Academy for Girls (yup, that is the name), an exclusive institution in the Swiss countryside. The locals have a way of calling the region "Swiss Transylvania," which might have given her father pause before he left her there.

Jennifer is prone to sleepwalking. On one such nocturnal wandering, she comes across the murder of a young woman and makes her way to forensic entomologist Professor John McGregor (Donald Pleasence). McGregor examines the insects on a corpse to tell the police where and when a death occurred. He is also the owner of Inga, a very smart chimpanzee who acts as his aide and nurse.

Jennifer realizes she has a peculiar rapport with insects; they do not go after her. She can sense them, talk to them, maybe even put them to work. McGregor figures this talent could be put to use in tracking down the man responsible for the deaths of young women in the vicinity of the school. Because of course that is what you do.

Like I said. Completely insane.

Again, this is like four movies. A serial killer, psychic girl, bugs, and whatever the hell is supposed to be up with that chimp. Not to mention the Swiss Transylvania thing, the headmistress who missed the casting call for a Nazi She-wolf of the SS movie,  and the asylum next door to the school. Most directors would have whittled that list down to two or three concepts. Not Argento.

Connelly is good and is showing some of the promise that will feature in her future roles. Hard to believe she is only 14-15 here. I mean, yes, she looks young, but she has solid acting skills. Her character is scared of the goings on around her but at the same time drawn to the insects; she has no desire to be cured of it, only to make sense of it.  Of course, the adults in her life are of little assistance. The school thinks her unstable, her peers make fun of her, and a doctor wants to write it off as mental illness. Then there is McGregor. He wants to use her as the bug-whisperer. It is the sort of role Pleasence excelled at in the 1970s and 1980s. Brilliant, eccentric, and likely clued in to something the rest of the cast can only guess at.  His and Connely's interaction is one of the best things in the movie.  A movie of just these two exploring her psychic ability would have been good.

The soundtrack is an odd mix of songs from Iron Maiden, Motörhead, Andi Sex Gang, and the like with Goblin and Claudio Simonetti. To have heavy metal intrude on a scene of Gothic suspense can be jarring, but it puts an identity on the film. At times it is brilliant; at others one gets the impression someone has put on the wrong record. I can't deny the soundtrack, on its own, is great. 

In the final act, Phenomena lets go of any pretense of restraint.  Typical for the time and typical for Argento really. We are treated to a decaying house with a secret basement, a pool of decomposing bodies and maggots, a murderous mutant child and some violent turns of events. There is even a chimpanzee of unexpected utility. In the last twenty minutes, Jennifer endures an extraordinary ordeal. By the time she is done, caked in filth, blood and bugs, she has stopped running from what she is capable of. For me, that is what makes the film. 

She starts out as the kind of odd girl everyone wants to dismiss or put in her place, but she is not so easily put down because the source of her strangeness is real and potent.

Is this one of Argento’s finest? Not likely. It is erratic and too given to substituting one bizarre notion for logic. But it is fun, often gorgeous and horrific to look at in equal measure.

I watched the longer Italian cut. That is the one I recommend over the shorter "Creepers" version. Though it does remind me I really need to learn Italian. 

Jackson, IL Connections

Jennifer Corvino is right at home in NIGHT SHIFT. As a psychic who channels her gifts through insects, she can quiet a dangerous bug or get an impression from those congregating on a corpse, and in time turn them into a threat. That ought to be frightening to all concerned.

So, take an adventure where a student at a private academy claims to have seen a murder in her sleep. The adults don’t believe her, but a forensic entomologist notes the swarm outside her window is arranging itself into a map. The insects are telling her where the dead are buried. A bit heavy-handed? Yeah, but I lack Argento's style.

Phenomena is a supernatural giallo, a heavy-metal nightmare, an origin story of sorts. It has no business working. Yet it does.

October Horror Movie Challenge 2026
Viewed: 8
First Time Views: 5


October Horror Movie Marathon 2026

Monday, October 5, 2026

October Movie Challenge: Dark Tower (1987)

Dark Tower (1987)
 Tonight’s movie is not based on Stephen King. 

It does have a haunted tower, though. More importantly, it has Jenny Agutter, who has long been a favorite of mine.  It is also an "Attack of Opportunity" movie of sorts. I mean it has been on my list, just not the one I was planning for this Challenge. So it almost fits my time frame. Plus it has Jenny Agutter (I know, I have said this twice, expect it again), so there is that.

Dark Tower (1987)

Carolyn Page (Agutter) is an architect of some success. She has been put in charge of an enormous new office tower in Barcelona, a modern and costly edifice that is almost ready for its opening. Headed to her office, she sees a window washer outside, and suddenly he is fighting with something outside, and he falls 28 stories to his death.

Then more strange deaths start to happen. It becomes clear, at least to the cast, that it is a supernatural element and not, say, just a series of malfunctions. 

Dennis Randall (Michael Moriarty), a security consultant, is on hand to look into it. He starts by seeking out the practical side of things, but the body count soon tells him otherwise. Well, that and seeing ghosts. He enlists the aid of Max Gold (Theodore Bikel, who is actually not all that bad here), a paranormal investigator, and he sets about examining the history of the tower and its designer. That would be Carolyn’s late husband. Oh, Kevin McCarthy is in it as a drunk psychic playing pretty much to type. 

So Agutter is good, but not up to the standards I have for her. Michael Moriarty is ok, but like Agutter, he is not given a lot to work with here. Neither lives up to their acting chops.

So yeah, the building is haunted. Haunted houses are good, haunted castles are better, so a 28-story haunted high-rise is the best of all, right? Well...not in this case.  Note: this movie came out a year before Poltergeist III, which also features a haunted high-rise. 

I did want to like this one more; the cast is good. Some of the acting is good, others less so. The idea is good. It just never came together.

Jackson, IL Connections

I said before that you don't always need a haunted castle, or in Jackson's case, a haunted abandoned hospital (seriously, what the hell is up with my town?), a brand new building can have ghosts too.

It does give some ideas on what to do with my psychics, though. But that will have to wait a bit more.

October Horror Movie Challenge 2026
Viewed: 7
First Time Views: 5


October Horror Movie Marathon 2026


Sunday, October 4, 2026

October Movie Challenge: Chopping Mall (1986)

Chopping Mall (1986)
Time to hit that other center of teen action outside of the high school in the 1980s; the mall. 

Oh. So, I decided that this year, even when I watch multiple movies on the same day, I am going to give them each their own post unless they are obviously related by theme or sequels and the like. It makes it easier for me to come back and find a particular movie if I need to. 

Chopping Mall (1986)

Ok. I'll admit it. I like this movie. It is goofy and weird. Plus, it has a strong cast, including the always-fantastic Barbara Crampton. Back in the mid-80s, that was usually enough to get me to watch a movie. Plus, it has Dick Miller in it, and he is always fun to have in a flick. As is Kelli Maroney of Night of the Comet fame. 

The premise is dirt-simple. The mall has a new security system in the form of three Daleks Killbots Protector Robots. Lightning strikes the mall, messing up the computers, and the robots go on a killing rampage. The plot is essentially the same as Jurassic Park.

It's not high art, but it is a lot of fun.

The teens/young adults are not the typical victims. I mean, they are partying in the mall after hours, but that is hardly typical horror movie bait. I mean, yeah, they are all having sex and the women walk around in various stages of undress, but again, that is really just 80s-typical. I mean, who hasn't run through a mall in their underwear, amiright?

This one also has scenes that are basically an (overt) homage to Rambo, but here it makes sense.

Filming took place in a real mall with a few shots at Roger Corman's studios.

The cast is great and above your normal horror movie fare. Of course, everyone in this cast has been in multiple horror flicks, and honestly it looks like they had a good time. I know that Barbara Crampton is a big fan of this movie. 

I watched "In Search of Darkness: A Journey into Iconic '80s Horror" prior to all of these so I could get a better idea of what to watch. Barbara Crampton talks about filming at night after the stores close and needing to wrap up before they all open. And she loves the kill where Leslie Todd's (played by Suzee Slater) head gets lasered and explodes. Note: some online sites say it was Crampton's character, "Suzie Lynn," who gets lasered; I think that's because the character's and actor's names get confused. And both are blonde. And most likely, people were not paying attention. 

There are a lot of horror movie Easter Eggs in this one too, which is a lot of fun.

Jackson, IL Connections

Jackson, IL is based on a real place, Jacksonville, IL. It has worked out great for me so far except for one little problem. Jacksonville, IL did not (and still doesn't) have a mall. So I had to invent one. It doesn't look like the one here. Though the pizza guy here may have helped me figure out who Sal was (and an old boss I had when I worked at Pizza Hut myself), there is still a lot to like about this movie.

I have always wanted to do an adventure in an old mall with zombies. Zombies. Kill-bots. About the same thing.  

NIGHT SHIFT has zombies covered, and if you want kill-bots, then Thirteen Parsecs has you covered. 

I might need to write up Lincoln Square Mall now. 

October Horror Movie Challenge 2026
Viewed: 6
First Time Views: 4


October Horror Movie Marathon 2026


October Movie Challenge: The Majorettes (1986)

The Majorettes (1986)
Going back to 1986 again with some of the oldest-looking high school students so far.  I will say this, I am going be completely burned out on canned 80s synth-pop by November.  Though in typical 80s slasher flick fashion, we get about 5 minutes in before there is any gratuitous nudity or creepy stalkery types. This one gives us two, Harry AND his mother, Helga Schuler. Harry is a creepy Peeping Tom, and Helga is a live-in nurse who wants to kill her patient. Fun times.

The Majorettes (1986)

Someone is murdering the majorettes of a small Pennsylvania high school. For the record, I don't think my school had Majorettes. We had cheerleaders and pom-pom girls. Also, I don't know if I honestly know the difference, really. 

Anyway, the killings start right away. Our first victims are Tommy and Nicole. 

The killer wears military camouflage and a hood, stalks the girls when they are alone, and leaves their bodies in or near water. The murders appear to be part of some twisted religious ritual, with the killer believing he is cleansing the girls before they can become corrupted adults. The slasher is a surprise. 

The acting is, well, fairly terrible. But I wasn't expecting much. But seriously though, the gang is some of the worst acting I have seen in a long time. 

So it is based on a novel by John Russo, who also wrote the screenplay. It was filmed in western Pennsylvania. So maybe it would be closer to my Sunny Valley setting than Jackson or Carbon Vale.

That is, until the movie turns into a low-budget Rambo wannabe. I get it. It was the 80s. It feels like two movies that were being filmed at the same time with the same cast and then accidentally spliced together. The Slasher flick and the High School drug turf war. And in this case, the two halves don't add up to a good single movie. At all. 

Bottom line here is it doesn't matter if it is good or not; I am looking for the vibe. Majorettes by 1986 doesn't give us anything we have not already seen a 100 times. I mean, its competition is movies like Friday the 13th, Halloween, and Nightmare on Elm Street. This would have been better if it had come out in, say, 1982. 

Jackson, IL Connections

So the ending got me thinking. Cheerleaders are favored prey of these slashers. And that could be true in Jackson too, except for one thing: my head cheerleader is a witch. And the football team's co-captain is a Divine Warrior. So my kids have teeth. 

Granted, this is not terribly different than the premise of "Buffy the Vampire Slayer," NIGHT SHIFT's older step-sister, and I do like subverting clichés too. The pretty blonde cheerleader does not have to be the first victim. The football player does not have to be the dumb jock who wanders off alone. They can be the people the monster should have avoided.

Stephanie would take an attack on herself personally, of course, but she would handle it. An attack on one of her cheerleaders would be something else entirely. Stephanie does not merely lead the squad. She knows those girls, watches over them, and considers their safety part of her responsibility. She is their protector. 

As she might tell the killer:

"Come after me, and I'll deal with it. Come after my girls? We are going to have a fucking problem. And by 'we,' I mean 'you.'" 

The dynamic changes when the supposed helpless victim start to throw fireballs. "Oh! You have a knife." Her hands burst into flames. "That's just adorable."

Yeah. I might need to find some other victims.

October Horror Movie Challenge 2026
Viewed: 5
First Time Views: 4


October Horror Movie Marathon 2026

Saturday, October 3, 2026

October Movie Challenge: Demons 2 (1986)

Demons 2 (1986)
Given the disappointment of Dracula 2025 I went back to the fertile ground of Dario Argento and Lamberto Bava for the sequel to the 1985 Demons movie. "Sequel" is generous since it is essentially the same plot.

Demons 2 (1986)

Demons (1985) had a bunch of people meeting up in a theatre when a bunch of demons attacked and killed or infected them all. 

Demons 2 (1986) had a bunch of people meeting up in a high-rise when a bunch of demons attacked and killed or infected them all. This one, though, also features a 10-year-old Asia Argento. It also assumes that the events of the first movie are now known to the whole world. 

This is not a great flick. It's also not a very coherent one. There is a group of young adults investigating "the restricted zone," and people are watching it on TV, but who is filming them? Is it live? If they are doing something they are not supposed to be doing, then where are the authorities? Of course, one of them bleeds on a demon, and it comes back to life. And then one of the demons comes through the TV to attack a woman in the high rise. And is it coming through the other TVs? 

The special effects are mostly, well, hysterical. Some are remarkably effective, and others are just remarkably bad. 

The soundtrack is pretty cool ,though. 

Jackson, IL Connections

So, I never quite understood why these are "demons" and not just some sort of mutant disease. Well, I guess "Demons" fits better on a movie poster. In truth, they are more like fast zombies. In a NIGHT SHIFT game, the infections could still be in place, and it could even be demonic in nature.

I'd have to figure out what makes them demonic rather than just really ugly zombies.

October Horror Movie Challenge 2026
Viewed: 4
First Time Views: 3


October Horror Movie Marathon 2026

Friday, October 2, 2026

October Movie Challenge: Fear No Evil (1981)

Fear No Evil (1981)
 This movie is a little outside my time frame, but it is a foundational movie for my ideas of Jackson. I used to have this poster on my wall for a while, and I later gave it to a friend. Long story short, I wanted to give him one of The Omen, but this worked. 

Fear No Evil (1981)

Andrew Williams (Stefan Arngrim), an eighteen-year-old high-schooler of some brilliance but also of a withdrawn nature. His classmates make life difficult for him, his father is afraid of him, and he has put himself at odds with everyone in his vicinity.

Likely because he is the reincarnation of Lucifer.

There are three archangels who have been reborn to stand against him, which is fortunate. Unfortunately, only two of them are aware of it.

We start the tale a few years earlier, when Father Damon (the Archangel Rafael) kills a man he is convinced is Lucifer. But evil has a way of not staying dead, especially in the movies. Lucifer comes back as Andrew, born in 1963 into a Catholic home where they will come to understand that there is something very wrong with their boy.

Fast forward to 1980, and Andrew is a senior. Columbia, Harvard, and Yale would all have him, but he has no use for college, his peers, or anything else, for that matter. His father has turned to drink and abuse; he thinks Andrew is evil and has no better way to deal with it. Honestly, his father is a huge jerk from the word go. 

Then there is Margaret, the sister of Father Damon. She sees the signs of Lucifer’s return and is under the impression she and her late brother were two of the archangels meant to put a stop to it. The third is Julie, an Andrew classmate who is quite unaware of her true self. It is a bit convoluted, to be honest.

On top of that, you have zombies, a haunted island fortress, demonic transformations, a Passion play gone horribly awry, some punk rock, resurrection, glowing crosses, and Lucifer about in full dramatic makeup like a methed-up Dr. Frank N Furter. And more special effects that an Earth, Wind and Fire video.  It is not exactly subtle.

Frank LaLoggia, who would go on to do Lady in White, wrote and directed this as his first feature. For a low-budget affair, it is wildly ambitious. LaLoggia has no intention of making a run-of-the-mill Antichrist picture; he wants a religious epic, a Gothic tale, a story of teenage rebellion and a horror film all in one. He did not always succeed. Though I prefer a film to overreach and fail rather than phone it in and call it a day.

Stefan Arngrim gives a performance as Andrew that is cold and still. He says little and looks at people with a good deal of contempt and resentment. In the early going, he is more sympathetic than those around him. His mother loves him but can do nothing to shield him; his father torments him out of fear; his classmates do what they can to torment him. They have already made up their minds he is a monster before he has even taken to his supernatural side. 

LaLoggia puts together a fine soundtrack from the Boomtown Rats, the Ramones, Patti Smith, the Sex Pistols and the like that lends the school scenes an energy at odds with the solemnity of the religious fare. You get the sense of a film made at the crossroads of old religious fears and new ones concerning punk and social mores, with the Satanic Panic on the horizon.

And in the final act, any pretense of restraint is dropped entirely. 

The special effects are as wonderfully cheap as they are effective. LaLoggia may have had certain visions for some scenes, but the film does not have the funds to realize them; instead, you are left with smoke, colored lighting, and some rather frantic editing, all delivered with complete sincerity. You know what? it still works.

I saw this when it was new, yet very little of the plot has stuck with me over the years. I could put my finger on the Satanic horror vibe and Andrew, but nothing about the high-school play or the reincarnated archangels, nor how odd things get in the final act. Perhaps because Fear No Evil is less a movie in the conventional sense and more like four horror movies in a trench coat. It is part *The Omen*, part Catholic nightmare, part low-budget epic, and part high-school supernatural drama. To say it lacks focus is an understatement.

I would be hard-pressed to call it a great movie, or even a good one. But still it was a fun one. 

Jackson, IL Connections

So Darren Vale is pretty much my homage to Andrew Williams and Fear No Evil. No. He is Andrew with the serial numbers filed off. Like I have said before, sometimes embracing the cliché is the way to go. 

Now this movie also has archangels, something I have not used in Jackson even though they are something that would work fine in any NIGHT SHIFT game. Honestly, I have not given them a thought really. I don't think they belong, to be honest. Jackson is hometown horror where the responsibility of fighting the forces of darkness belongs to ordinary people. Well...normal people and some supernatural people. 

October Horror Movie Challenge 2026
Viewed: 3
First Time Views: 2


October Horror Movie Marathon 2026


Thursday, October 1, 2026

October Movie Challenge: Slaughter High (1986)

Slaughter High (1985)
Let's get into this properly now.

I am going to spend this year's October Horror Movie Challenge with a couple of themes in mind. The first is movies from 1985 to 1986 and movies featuring high schools and small towns.  There is some overlap between these two themes, so I am going to start with those. I am actually a little surprised by how many I haven't seen.

Slaughter High (1985)

Pretty much in the center of my Venn diagram is 1985's Slaughter High. Now I was sure I saw this back then; I mean, it has Caroline Munro in it, and I tried to catch anything she was in.  But I have no memory of this one. I mean, there is nothing special about it, to be honest; it is a fairly predictable flick but that doesn't not make it fun. Plus, there are some good ideas here. Though I wonder, are they predictable or did I see this and just forgot it? It does have an old abandoned high school, like my Jackson setting, but in my defense, I actually stole that idea from my own hometown.

The film starts in 1976, but the bulk takes place later on in 1986 during the high school class reunion. 

The idea of a class reunion to bring all the school bullies is a fun one. Too bad the acting is fairly terrible. 

Marty is the local geeky kid who gets picked on. So ten years after the accident on April Fools' Day that disfigures him, he gets all his former bullies to a fake high school reunion where he kills them off one by one. 

Sadly, Simon Scuddamore, who played Marty the slasher, died of a drug overdose shortly after filming.

One note. I am watching this on Tubi, where I am planning to watch a lot of these movies, and it is so dark it is hard to see anything at all in some scenes. Not sure if it is Tubi, the copy they have, or if that is how the movie was. I know it is not my TV, at least.

Jackson, IL Connections

I am also going to try, where possible, to talk about what I can use from these movies for my Jackson, IL Night World for NIGHT SHIFT. Failing that, NIGHT SHIFT, Thirteen Parsecs, and/or Advanced Witches & Warlocks. For AW&W in particular, it will be more of a tonal thing; these are the things in the media around 1985-86 that might have influenced me. 

Slaughter High at least gives me some ideas for class reunions, not necessarily for the current group of characters (and my much-talked-about NPCs), but maybe for the Class of 1976 back for their 10th reunion. This shows that the horrors of this town keep happening over and over again. In truth I kind of like that idea. 

October Horror Movie Challenge 2026
Viewed: 2
First Time Views: 2


October Horror Movie Marathon 2026

Monday, July 13, 2026

Mirror Mondays: The Witches of 1986, The School as Haunted Castle

Despite its smallish size, my old hometown had three high schools. There was the public school, Jacksonville High School (JHS), the Catholic school, Routt, and Westfair Christian Academy. But there was also a fourth one. Or more accurately, a first one. The Newton Bateman High School was the home to JHS for many years. It had students who had seen WWII, the Korean War, and the Vietnam War. It had history, stories, and legends. 

It was also scary as hell by the mid 1980s.

Jackson Public High School by day and after dark
Jackson Public High School by day and after dark. Mouse over the image, if you dare.

In my personal, real-world history, the Newton Bateman building (named after a local educator) opened its doors in 1921 and then closed them in 1982. Meaning I never walked those halls, and it sat like a grim reminder of a different age. My High School, also then called the "New" High School, was brand new. Slick. The halls were all carpeted, and the HVAC system was brand new. We had, for the time, a state-of-the-art Science Center named for astronaut Neil Armstrong, which included great chemistry labs and a planetarium. We had a great computer lab stocked with all sorts of new TRS-80 computers. And one of the best theatres in all of downstate Illinois. The place was massive and impressive.

It made the "Old" High School, then abandoned, look even older and more grim.

In my Jackson, IL setting, I rather shamelessly copy all of this.

There is the Public School, Jackson Public High School (JPHS), and the Catholic School, St. Michaels Catholic School (formerly called St. Michaels Academy and still called that by some). No stand-in for Westfair, really. I really didn't know much about that school and didn't even know it existed until they posted their graduating class in my then local newspaper.

There is the old High School building, the Thompson-Morgan building, paid for and built by the Thompson and Morgan families back in the 1910s and long before the two families had their falling out. 

The official word in Jackson is that the school closed because it was unsafe. Asbestos, lead, radon, or something. The students would spread rumors that the Morgans used it to dump chemical waste (at least that explains the food in the lunchroom) or that the Thompsons used it for their evil magic to stay in power. The Class of 1983 was the last class to graduate from there. The deaths of Selene "Lena" Marquette and Keely "Q" Ellison were the final judgments on the school. Everyone began the 83-84 school year in the new school.

But the Thompson-Morgan school was not torn down. And the reasons for its closure were never really revealed. 

When my "Tales from Jackson, IL" began, it was this school that called to all the supernatural creatures in the area. The witches, Stephanie, Larina, and Faye, all heard the old bell ring, even though it could not ring. Candy and Denise heard it as well, even though they are not supernatural.

The bell is the important part. A school bell tells students where to go, when to move, when to stop, when to gather, when to leave. In a haunted school, the bell does the same thing. It still gives orders. The problem is that no one knows who is ringing it anymore. 

In the new high school, both in Jackson and in my real-world school, the "bell" was an electronic beep. I mean yeah, it was bell-like, but it was also very, very 1980s. It had more in common with an 8-bit video game than a bell cast in iron or even brass. 

The old school had a proper bell. 

The old school has become something akin to a haunted castle in my game. Old, abandoned, and scary.

In teen horror from the 1980s, one of the unspoken but important characters is the High School itself. Look at the "Nightmare on Elm Street" movies, or even newer takes like "Buffy the Vampire Slayer" (80s in all but name) and even "School Spirits." The High School *IS* an important place.

But I get to play around with that idea some. Yes, there are scary things happening at the new High School. But those are not old hauntings. They are new monsters coming to school because, well, supernatural things are attracted to the angst and melodrama of teens. You say "Sturm und Drang" and a supernatural creature hears "Bon appétit."

The new high school is always busy, day and night, so there are plenty of opportunities for me to use it.

The old high school, though, is the Mines of Moria, Dracula's Castle, The Caves of Chaos. Vampires can be nesting in the basement, or the sub-basement with tunnels connecting to the hospital tunnels underground where things still live. There are ghosts in the hallways from 70+ years of student deaths. 

The new high school is where the town is still pretending everything is normal. The old high school is where that lie went to die.

The place isn't just haunted. It is haunted haunted.

And there is no good reason to go there unless you have to.

The cops keep an eye on it all the time. If anything is seen there, well, the newer cops will investigate. The older ones on the force will call it in and then stay the hell away.

Many years ago my younger sister called our hometown a "sinkhole of evil." This was long, long before anyone ever said the phrase "hell mouth." And I want to keep that idea; it isn't just the high school; it is the whole damn town. The high school just has a high concentration of weirdness.

In truth, I have avoided the urge to fill it with monsters. Yes, I know there are plenty of ghosts in the place; that is a given, but I am waiting to see what else *needs* to be there. I think the Hollow King is there, feeding off of the residual emotions of the place, but so far he is the only one I know for sure. 

That is a compelling image, really. All these ghosts, all these monsters, and they are afraid of something hiding in the lowest level (or maybe the Bell Tower). What scares the monsters?

Should it scare you as well?

Thompson-Morgan Building in 1985

Mirror Shard: The Bell That Should Not Ring

There has not been a student in the Thompson-Morgan school building since Spring 1983. The place is dark, the windows are boarded up, and the doors have chains on them. Even the bell tower had been out of commission for years before the school closed.

Yet at times the bell will ring.

Not everyone, though, can hear it. Witches and sensitives will hear it, as will ghosts. But some ordinary folk do too, and that is always worse. Denise and Candy heard it, and they had no right to be hearing a dead school calling their names.

When characters hear that bell, something has shifted in the old building. A door stands open where it was shut. A ghost has had a recollection. Perhaps a monster has made its way in or a room has come back into being. Maybe a student who died there is once more in the halls, or the Hollow King needs feeding.

Treat the bell as an adventure call, but do not make it so straightforward that it amounts to "go to the school and have your fight with the monster." It should convey that something is underway, and that ignoring it is to invite something worse later on. 

The Bell is not a call. It is a warning. But a warning the characters have to answer sooner or later.

After the bell rings, the characters might notice something like these:

  • The clocks at the new high school are all stuck on 3:33. 
  • An old hall pass from the Thompson-Morgan 3rd floor is found in a student’s locker (the new school only has a single floor). 
  • A yearbook lies open to the Class of 1983 of its own accord. 
  • The school nurse puts down her work to hear students laughing in an empty corridor. 
  • By morning, a window at the old school has been unboarded, and unbroken. 
  • There is a name on the detention list from 1974. 
  • Or the ringing follows one home.

In AD&D terms, this is your haunted castle or ruined abbey bell, the kind from a village chapel whose tower fell thirty years ago, or the warning from the old keep for those with a curse on them.

But in Jackson it is a school bell. And it still expects obedience. It expects the high school students to obey it as they did in the old days.

Thursday, July 9, 2026

This Old Dragon Retrospective: The Road to the Witch

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

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

Select Dragons from the Brannan collection

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

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

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

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

Class is in Session

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

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

But the form it took was not. 

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

Dragon #85 -May 1984

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

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

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

Dragon #86 - June 1984

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

Dragon #87 - July 1984

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

Wee Jas
Dragon #88 - August 1984

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

Dragon #89 - September 1984

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

Dragon #90 - October 1984

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

Dragon #91 - November 1984

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

Dragon #92 - December 1984

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

Dragon #93 - January 1985

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

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

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

Dragon #95 - March 1985

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

Dragon #96 - April 1985

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

Dragon #97 - May 1985

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

Dragon #98 - June 1985

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

Dragon #99 - July 1985

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

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

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

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

Dragon #101 - September 1985

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

Dragon #102 - October 1985

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

Dragon #103 - November 1985

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

Dragon #104 - December 1985

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

Dragon #105 - January 1986

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

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

Dragon #106 - February 1986

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

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

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

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

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

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

Dragon #108 - April 1986

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

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

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

Dragon #109 - May 1986

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

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

Dragon #110 - June 1986

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

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

Dragon #111 - July 1986

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

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

Dragon #112 - August 1986

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

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

Dragon #113 - September 1986

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

There is also a great article on Hades. 

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

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

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

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

Larina's Character sheet from October 1986

Special Mentions

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

Best of The Dragon

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

Best of Dragon, Vol. II

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

Best of Dragon, Vol. IV

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

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

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

Monday, July 6, 2026

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

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

Advanced Witches & Warlocks - Larina

I created Larina in July, 1986. 

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

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

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

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

And Larina has always been a mirror.

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

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

The Character You Start With Is Not the Character You Keep

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

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

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

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

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

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

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

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

Every Edition Reveals Something Different

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

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

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

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

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

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

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

Forty years on, she still has something to say.

Long-Lived Characters Become Mythology

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

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

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

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

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

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

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

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

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

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

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

A witch is a relationship.

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

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

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

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

That is the witch I keep writing.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Forty years on, and Larina is still around. 

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

Maybe that is the real lesson.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

But Larina is the one who has stuck.

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

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

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