Showing posts with label West Haven. Show all posts
Showing posts with label West Haven. Show all posts

Sunday, February 8, 2026

Barking Alien's RPG CAMPAIGN TOUR CHALLENGE! Day 8

Day 8 - Local Peoples & Cultures

Day 8-Tell us about the local peoples and their cultures.
Describe the people and their Species, Nationalities, and other identifying features. 

West Haven Group

Elowen's Journal

"When I first arrived in West Haven, I could not stop staring. I had never seen so many different kinds of people in one place before. At home, everyone fit into neat categories. Humans, a few elves, the occasional dwarf passing through. Here, the streets felt like they were unfolding into something larger every time I turned a corner.

Now I do not notice it the same way. They are neighbors. Friends. People who wave when they see me and ask how my parents are doing. There are tieflings who look like devils but have never once been unkind to me. Goblins like Doireann, who splash through puddles and laugh too loudly. Gnomes everywhere, running inns and kitchens and making sure no one leaves hungry. I even know a trolla, Grýlka, who is bigger than most doorways and a lot smarter than she lets on. Esmé says she herself is from another world entirely and came here by magic. Aisling says the same, but she never talks about where she is from, and I have learned that some questions are better left unasked.  Larina even said she spent a month and a half as a fox, but I am not sure whether she was teasing me or telling the truth. Reality is different for witches. 

What still stands out most, though, are the dead. There are more ghosts here than anywhere I have ever seen. No one talks about it, and yet everyone knows. They linger at the edges of crowds, in doorways, near the fountain. The living make room without meaning to. I think West Haven draws in those who do not fit elsewhere, living or not. And somehow, it makes space for all of us."

Designer's Notes

West Haven is intentionally inclusive in both population and tone. While the mechanical roots may lie in AD&D 1st Edition, the social philosophy leans more toward modern sensibilities. This is a place where misfits, outsiders, and the unusual are not just tolerated but expected. If a species is sentient, whether living or dead, there is a place for it here. 

That inclusivity is not accidental. 

Witches are the cultural glue that makes it work. Their presence normalizes difference, manages spiritual overflow, and enforces boundaries without erasing identity. The unusually high number of ghosts in West Haven is a feature, not a bug. The town attracts the lingering because it knows how to live alongside them. In contrast, East Haven's population dynamics are more traditionally oriented, closer to a classic AD&D model. West Haven, by design, lets diversity run wild. It is a place where the strange can call home, and where players are free to explore identity, culture, and belonging without needing justification beyond the simple fact that West Haven exists.

West Haven is by intent and design a place where the strange, the exotic, and the wonderful can call home.


Join Adam Dickstein of Barking Alien, and his RPG CAMPAIGN TOUR CHALLENGE 2026!

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Saturday, February 7, 2026

Barking Alien's RPG CAMPAIGN TOUR CHALLENGE! Day 7

Day 7 - Weather

Day 7-What's the weather like today?
Is there a particular climate or weather that's prominent in the region of the campaign? Does it vary? What is it like and how bad does it get?

Photo by Péter Kövesi: https://www.pexels.com/photo/dust-cloud-on-horizon-under-cloudy-sky-15211414/
Photo by Péter Kövesi

Elowen's Journal

"I have learned that the weather in West Haven is not something you check. It is something you listen to.

I feel the seasons in my bones now. Autumn hums, like the air itself is quietly singing. Spells settle more easily then, and even the ghosts seem more alert, as if they are paying attention again. Winter presses inward. Snow piles high against doors and windows, and everything turns quiet and close. Summer storms tear through the sky with no warning, stripping away weak wards and careless protections as if the land itself is reminding us not to be lazy. The weather here is never just background. It participates.

I love the storms best. Doireann always tries to drag me outside to dance barefoot in the rain, laughing like she is daring the sky to strike her. Most of the time, she can only convince Aisling to join her. I usually watch them laughing outside, from under the eaves, feeling the thunder roll through me anyway. Amaranth complains about the cold from Samhain until nearly Midsummer, while Grýlka thrives in it, claiming the snow makes everything honest. You can barely get Esmé away from her garden in the spring. I think she missed her calling as a druid. Larina is...radiant, resplendent in the autumn. Everyone has a season they belong to. I am still figuring out which one is mine."

Designer's Notes

I never wanted West Haven to exist in a single mood. A place that is always sunny or always bleak becomes flat very quickly, both in fiction and at the table. West Haven needed seasons that mattered. Winters that isolate. Springs that promise too much. Summers that remind you how fragile your preparations are. Autumns that feel heavy with magic and consequence.

From a practical standpoint, I draw inspiration from a mix of sources, including the Haven boxed set, various city supplements like those from RuneQuest, and real-world climate patterns. Sometimes, honestly, I just cheat and use whatever the weather is outside and let that be West Haven’s weather for the day. It keeps the setting grounded and unpredictable. Mechanically and narratively, seasonal shifts affect spellcasting, rituals, and ghost activity, reinforcing the idea that magic in West Haven responds to the world rather than ignoring it. The weather here is not favorable. It is part of play.


Join Adam Dickstein of Barking Alien, and his RPG CAMPAIGN TOUR CHALLENGE 2026!

RPG CAMPAIGN TOUR CHALLENGE!

Friday, February 6, 2026

Barking Alien's RPG CAMPAIGN TOUR CHALLENGE! Day 6

The Drunken Orc Inn
Day 6 – Where Shall We Start?

Day 6-Where shall we start?
Where did the campaign begin and/or where should a traveler to the region start their journey through it?

Elowen’s Journal

"The first place I ever went in West Haven was the Drunken Orc Inn, and I still think that tells you everything you need to know about this place. Mother and Father were not impressed, and I think they wanted to turn around and take me home at that moment. 

It is loud. It is crowded. It smells like old ale, wet cloaks, and poor decisions. Voices overlap in ways that make my head ache if I stay too long. And yet, for all that chaos, it feels strangely safe. No spells are cast inside its walls. Not openly, anyway. No grudges are settled there, and no one pretends otherwise. What happens in the Drunken Orc is remembered, and that alone keeps most people careful.

It sits just outside the village proper, along the Western Trade Road, far enough that the laws of West Haven loosen their grip without letting things spiral completely out of control. When I want to feel like I have stepped outside the careful rhythm of covens and quiet streets, this is where I go. Aisling comes with me sometimes. She doesn't like me calling her "Dreamer," but that is what all the ghosts call her. They give her a wide berth and nod in respect to her. I need to find out why. We sit, we listen, we watch strangers who think they are unseen. It is not a safe place, exactly, but it does not threaten the people of West Haven. And that distinction matters more than most travelers realize."

Designer's Notes

The Drunken Orc Inn is a deliberately familiar anchor point. It is the kind of tavern players instantly understand, and that is exactly why it works. By leaning into the cliché rather than avoiding it, the inn becomes a stable social landmark where adventurers, criminals, mercenaries, and outsiders naturally converge.

In practice, the Drunken Orc functions as a neutral zone between West Haven and the wider world. It is commonly run by the local thieves’ guild, who use it to identify marks, recruit talent, and quietly enforce boundaries. Some patrons are fair game. Others are absolutely not. Elowen falls squarely into the latter category. The guild has been warned, directly and without ambiguity, by the Witch Queen herself to leave her untouched. This unspoken protection is why Elowen feels safe there without ever fully knowing why. It is also where adventurers brush up against covens and witch politics without realizing how close they are to real power.

BTW. Ghosts give Aisling respect because, like Elowen, she is half in one world and half in another. Unlike the gentle re-awakening of Elowen, Aisling came back from the dead screaming and covered in blood. Someone else's blood. Her death was tragic, her rebirth was violent, but she wants to live her life to the fullest and is, in fact, a rather sweet and nice girl. She and Elowen are likely to become good friends. Both are good people; they just had terrible things happen to them. 


Join Adam Dickstein of Barking Alien, and his RPG CAMPAIGN TOUR CHALLENGE 2026!

RPG CAMPAIGN TOUR CHALLENGE!

Thursday, February 5, 2026

Barking Alien's RPG CAMPAIGN TOUR CHALLENGE! Day 5

Day 5 - Campaign History

Day 5-Can you tell us about the campaign's history?
In the real world and within the universe.

Chicago skyline
Sweet Home Chicago

Elowen’s Journal

"People ask about the history of West Haven as if it were something written down somewhere, bound in leather, and kept on a shelf. I suppose parts of it are. Dates, names, floods, fires. That sort of thing. But that is not how I learned it.

I learned West Haven’s history by listening.

The ghosts here remember things in pieces. Not years or reigns, but reasons. Why a wall was built thicker in one place. Why a road bends when it should not. Why a family stopped using a name. I have spoken with spirits who remember the first Haven, before the lake swallowed it, and with others who arrived long after, never realizing they were walking streets that no longer existed. They do not count time the way the living do. They remember what mattered to them when they were alive, and that tells me more than any ledger ever could.

I think the village is about three hundred and twelve years old, give or take a season or two. That is what the dead suggest, anyway. I sometimes wonder if I know its history better than Larina does. Not because she has forgotten anything, but because she lived forward through it, while I hear it all at once. The joy, the fear, the mistakes, the moments when someone chose to stay rather than leave. West Haven remembers itself through its ghosts. I just happen to be someone who can listen."

Designer's Notes

The earliest seeds came decades ago, walking through downtown Chicago and wanting a fantasy city that felt lived-in, layered, and resilient. Prior to this, I was working on something I was calling "The Urban Survival Guide" with my old DM R. Michael Grenda. We explored the idea of urban environments as equal to dungeons and wildernesses as adventuring landscapes. 

From those early notes came West Haven and East Haven, separated by Lake Haven and bound together by history, trade, blood, and tension. Over time, West Haven evolved into a witch-centered settlement, a place that outsiders might superstitiously call “Witch Haven” without quite understanding why the name fits. The town's history has since grown organically over decades of play across multiple systems, accumulating layers much like the ghosts Elowen listens to. In that sense, West Haven’s history is not static. It is remembered, retold, and still very much alive. 

Every system I have played it under has added something new. If not history-wise, then via its organic growth. 

While West Haven draws on influences from places like Lancashire, England; Zugarramurdi, Spain; and Salem, Massachusetts, it also owes much to my favorite city, Chicago.

While Grenda was working on his Riverton/Riddleholm, I was working on smaller places. I knew West Haven was the smaller of the two cities. We both wanted lakes, thanks to Lake Michigan, and I wanted to be able to see the lights of East Haven from West Haven. 

I figure that West Haven has a population of about 800-1,000 and East Haven is about twice that, 1,500-1,900. 


Join Adam Dickstein of Barking Alien, and his RPG CAMPAIGN TOUR CHALLENGE 2026!

RPG CAMPAIGN TOUR CHALLENGE!

Wednesday, February 4, 2026

Barking Alien's RPG CAMPAIGN TOUR CHALLENGE! Day 4

Day 4 - Is There a Map?

Day 4-Is there a Map?
Give us a visual! Show us a map of your setting! Don't have one? WHY NOT?!?

Map of West Haven

Elowen’s Journal

"I never cared much for maps before I came here. I grew up knowing where things were because someone told me, or because I walked there often enough that my feet remembered. I do not think I ever once looked at a map of my home village. It felt unnecessary, maybe even rude, like questioning something that had always simply been there.

West Haven changed that.

The first maps I saw were the ones made after the Great Flood. Clean lines. Familiar shapes. Lake Haven drawn the way it is now. Later, Esmé showed me the older ones, the maps from before the water rose. That was when things finally made sense. I had been seeing ghosts along the lake shore since I arrived. Quiet ones. Confused ones. People who seemed to be looking for doors and streets that were no longer there. When I saw the old maps, I understood. The original Haven settlement lies at the bottom of the lake now, and some of the dead never realized the world had changed around them.

Maps help me make sense of the land when the land does not make sense to me. They explain why a ghost lingers in the wrong place, or why a road feels older than it should. I have maps made by scholars, by merchants, and even by goblins, whose sense of distance and importance is… creative. I love all of them. Each one tells a slightly different truth. I think that is why I look at maps of West Haven so often. I am still learning how this place fits together. And maybe, by learning that, I am also learning how I fit here, too."

The Haven Valley

Designer’s Notes

So. I have maps of the Haven Valley, both current and prior to the "Great Flood," the disaster that destroyed the original Haven Settlement and created Lake Haven. I am not sure where they are at the moment. I knew one of them was in my car, but I can't seem to find it. ETA: Found it!

I really should get on commission someday. Better than the sketches I have on legal pads. There hasn't been much need for one, since I have a clear idea in my head of where everything is. 

The Broken Mountains are to the far north. East Haven is, naturally, to the east, on the other side of Lake Haven. It's not directly across, in some maps it is North East, other South East. I like the idea that the North East is slightly higher ground than West Haven. The Goblin Wood is to the North West of West Haven. It is old, once an elven forest until the elves abandoned it and the goblins moved in.  The Maiden Wood is to the South West of West Haven (and south of the Goblin Wood). Named for the dryads that still live there, but don't seek them out or even go into the wood unless you get permission from their leader, Mellenpei.  

The village of West Haven itself is divided into four quarters: Winter, Spring, Summer, and Autumn. The central plaza is dominated by a large fountain.  The central circle, named "Fountain Circle", is also often called "The Square" despite the fact that it is a circle, is home to the farmer markets during the day, and the goblin market at night. 

Join Adam Dickstein of Barking Alien, and his RPG CAMPAIGN TOUR CHALLENGE 2026!

RPG CAMPAIGN TOUR CHALLENGE!

Tuesday, February 3, 2026

Barking Alien's RPG CAMPAIGN TOUR CHALLENGE! Day 3

West Haven
Day 3 - Where the heck are we?

What is the campaign's location and where is that location in related to other important places. 

Elowen’s Journal

“West Haven feels out of the way on purpose. Not lost, exactly, just set aside. Like someone took the world and folded one quiet corner inward so it would not be stepped on too often. I think that is why witches find it. And why so few other people do.

East Haven sits across the lake, larger, louder, always visible but never close. The Goblin Wood presses in from the northwest, dense and watching. Even when the trees stand still, which is rare, it sounds like a living breathing thing. To the north, the Broken Mountains rise like a warning no one remembers giving. Every direction feels different before it looks different, as if the land makes up its mind about you long before you arrive and decides how to appear. My friend Doireann looks to the Goblin Wood and calls it home. She looks at the Broken Mountains as if they were a holy land. Both places scare me a little. 

This place is on the far edge of everything. Far from where I grew up. Far from what people mean when they say normal. There are ghosts here, of course, but they are the quiet kind. They linger. They listen. They do not scream at me the way others do. It makes West Haven feel less lonely, somehow. Like, even the dead know this is a place meant to be left alone.”

Designer’s Notes

I intentionally keep the location of West Haven vague. I usually say it is "on the frontier." When I was using it in my Mystoerth games, it was west of Glantri City. In NIGHT SHIFT it was the far western portions of Massachusetts in the 17th Century. A place where witches could seek refuge. 

There is something about the place that normal folks ignore, but witches and other supernatural creatures find compelling and safe. 

In general if asked where West Haven is the stock answer is "out west." West has always been a standign for new lands, the frontier, the undiscovered country. It was also the metaphor of the lands of the dead for the Egyptians and Tolkien. Lands of discovery for the old Norse. West Haven is all of that. 

The history of the palce, which I am sure I'll get to detail more later on, has groups of settlers moving west and settling in a valley they call Haven. Naturally enough, for a place where disparate groups of people meet after a long, arduous journey. But their new home has troubles and it goes from my retelling of the invasions of Ireland to Salem, Mass. But like I said, there will be time to detail all of this during this challenge.

Since I use West Haven (and often East Haven gets dragged along with it) with many systems and games, its precise location varies, but they are all connected. In fact, due to places like "The Library," all West Havens are connected. 

--

Join Adam Dickstein of Barking Alien, and his RPG CAMPAIGN TOUR CHALLENGE 2026!

RPG CAMPAIGN TOUR CHALLENGE!

Monday, February 2, 2026

Barking Alien's RPG CAMPAIGN TOUR CHALLENGE! Day 2

Elowen Hale
Elowen Hale
Day 2 - About Your Tour Guide

Introduce us to a character who can serve as our guide through your campaign and its setting.

Elowen’s Journal

"People always expect me to start with the part where I died. I understand why. It feels like the important part. But it is not the part that stayed with me.

I was gone for only a little while. Long enough to come back different. Long enough that the other world did not quite close behind me again. When I returned, I could see the dead everywhere. Not just sometimes. Not just when I was tired or frightened. Always. Every. Single. Moment. Do you know how many dead people still walk around in this world? The answer is "no you don't want to know."

At first, I thought that meant I was broken. My parents thought so too, even if they never said it out loud. But they did their best, and they brought me here. 

West Haven would not fix me. That is something Larina told me early on, and she was right. This place does not cure things like that. What it does is teach you how to live with them. The ghosts here do not rush me. They do not demand. Most of them barely notice me at all, which was a relief I did not know I needed.

I have been here almost three years now. I write to my parents often. It is easier than talking. Words behave better on paper. Larina suggested I keep journals as well, saying witches learn as much from writing as from spells. I think she meant that if I am going to carry all these voices with me, I need somewhere safe to put my own. I am still learning how to do that."

Designer’s Notes

Elowen began, only last week, as a design challenge in her own right.

I mentioned that Tales of the Valiant, Player’s Guide 2 had come in the mail just a week ago, and it had a “native” witch class. I opened it and the Pathfinder 2R RPG and began to look back and forth, thinking about what sort of witch I could create that would fit both sets of rules. One thing I also considered, but knew it would not be a problem (as you will see later today), was what sort of witch would fit my “Occult D&D” meets my “High Witchcraft Tradition” Advanced Witches & Warlocks.

Mirepoix
Mirepoix

What came out of that was Elowen Hale. A quiet girl who had a terrible past. No, she was not an orphan. No, her parents were not cruel; in fact, it is a big part of her background that they loved her and have always wanted the best for her. No, the trouble is Elowen died. It was only for a few moments, and she came back, but it left her marked and changed. Her long black hair became stark white. She was quieter. She deliberated before she spoke because “once words are said, you can’t ever unsay them.”  And she sees ghosts. Everywhere. All the time.

Her parents, worried their daughter was cursed, tried everything. Doctors said she needs more red meat and sunlight. Priests said she needed more prayers and fasting. But none of that changed what had happened to her. So after two years of searching, her parents brought her to West Haven, where she could get the best magical help. Soon, it was revealed that Elowen Hale was neither cursed nor, worse, undead. She was a new witch (what is often called a “Baby Witch” in pagan circles, but she hates that and prefers “Liminal Witch”) and needed help in guiding her new powers. 

We join Elowen, and her cat "Mirepoix," as she discovers West Haven and its surroundings: the Goblin Wood, the “big city” of East Haven, the secrets of Haven Lake and the Haven Valley, and even, if she dares, the Broken Mountains and the standing stone circle known as the Cailleach's Bones.

Her death doesn’t give her “kewl powerz”; it explains the powers she already has at level 1.

--

Join Adam Dickstein of Barking Alien, and his RPG CAMPAIGN TOUR CHALLENGE 2026!

RPG CAMPAIGN TOUR CHALLENGE!

Sunday, February 1, 2026

Barking Alien's RPG CAMPAIGN TOUR CHALLENGE! Day 1

 What? I just finished a month-long challenge, and now another one? YES!

This time, it is from Adam Dickstein of Barking Alien, and it is the February RPG CAMPAIGN TOUR CHALLENGE!

RPG CAMPAIGN TOUR CHALLENGE!

Here is my Day 1 Entry

Day 1 - Campaign Introduction & Overview

What is your campaign called, what system does it use, and what is it all about?

Elowen’s Journal

Elowen writes about arriving in West Haven and realizing she is not being watched here. Not judged. Not measured. She describes the feeling of belonging before understanding. She hints that West Haven exists in more than one way because some places are too important to only belong to one world.

Elowen is a new witch character of mine. New as in I just worked out her character sheets for Pathfinder 2R and Daggerheart on Thursday night (1/29/95). 

I don't have her "voice" just yet. No surprise, she is new and doesn't talk much. I hope that, by using her to see West Haven through new eyes, I can also define her. 

Designer’s Notes

West Haven is a multi-system campaign location I have been using for years. One of my first mentions of it was here back in 2014. IT was also the starting point for my War of the Witch Queens campaign.  West Haven's most famous resident is, of course, the newest Witch Queen, Larina Nix. However, Larina will not feature prominently in this Challenge. She is a little busy right now.

While I am focusing mostly on AD&D 1st edition (and a bit of OSRIC 3) right now, I have used it for D&D 5e, Pathfinder, Daggerheart, and NIGHT SHIFT. In fact, you can see the NIGHT SHIFT version of West Haven in my “Ordinary World” Night World setting in the NIGHT SHIFT Core. People can move from any version of West Haven to another if they know what paths to take.

The idea of this place began not with one of my witches, but rather my morally gray character, Nigel. Back in my AD&D games, Nigel found an Amulet of the Planes. While we were doing a lot of plane hopping back then, we also did a lot of adventures on parallel worlds. I wanted a town that lived on multiple planes at once, much like you see in my Temples of Elemental Evil and Castles Greyhawk. For my DM, that meant "Killian's Towers" (more on that later). For me it meant Larina, Nigel. Nigel took on the role of a witch hunter later in his life. But instead of killing the witches, he relocated them to a place I was calling "Witch Haven." I can't say for sure it wasn't inspired by the RPG City of Haven, but I am sure it was, at some level.  It was not till later that Larina came to West Haven and the village itself recognized her.  

West Haven is a place where witches call home. It is a place where they are protected, feel safe, and, most importantly, belong. 

--

And because I am all about ADA compliance...

Day 1-Campaign Introduction and Overview
What is your campaign called, what system does it use, and what is it all about?

Day 2-About your Tour Guide
Introduce us to a character who can serve as our guide through your campaign and its setting.

Day 3-Where the heck are we?
What is the campaign's location and where is that location in related to other important places. 

Day 4-Is there a Map?
Give us a visual! Show us a map of your setting! Don't have one? WHY NOT?!?

Day 5-Can you tell us about the campaign's history?
In the real world and within the universe.

Day 6-Where shall we start?
Where did the campaign begin and/or where should a traveler to the region start their journey through it? 

Day 7-What's the weather like today?
Is there a particular climate or weather that's prominent in the region of the campaign? Does it vary? What is it like and how bad does it get?

Day 8-Tell us about the local peoples and their cultures.
Describe the people and their Species, Nationalities, and other identifying features. 

Day 9-Who's in charge here?
Who are the major movers and shakers in the campaign?

Day 10-What's the first thing we should do?
When heading out on a trip through the campaign setting (even just the 'starting area'), where should you go first? 

Day 11-Where would we go to find 'adventure'?
We've left the relative safety of the starting area and now we're looking for action! 

Day 12-What do people do for entertainment around here?
Music? Theatre? Sports? Gambling? What do the adventurers in your campaign do on their 'day off'? What is there for tourists to spend money on?

Day 13-Where can we get a drink and a bite to eat?
Give us a few of your most notable restaurants and bars in the campaign setting. Tell us something about these places and what makes them distinctive.

Day 14-What to order to 'Eat like a local'.
Are there any foods unique to the campaign setting? If so, what are they like?

Day 15-What are some things in the setting that are best avoided?
Dangerous terrain, haunted places, angry natives, and even unpleasant beverages; name some elements in your campaign that should be given a wide berth.

Obviously these are beings and things in the setting the tourist should avoid but which Player Characters would likely run towards. 

Day 16-Are there any direct threats?
Who or what in your campaign actively means the people in it - including the PCs -harm?

Day 17-Can you tell us about any famous battles or wars?
Tales of conflicts and combats abound across the multiverse! Any interesting ones in your setting we should know about?

Day 18-Forgot to ask; How do we get around?
What modes of transportation are available to people in the setting. 

Day 19-Any 'Must See' sites?
Are there any places or things a visitor to the setting just has to check out?

Day 20-Are there any mysteries as yet unsolved?
Legendary tales, lost civilizations, or cryptid creatures; does the setting have anything for the amateur detective?

Day 21-What are the major organizations of the campaign? How do they deal with visitors?
Corporations, guilds, secret societies; what groups with influence exist in the campaign and how do they interact with the setting and its denizens? 

Day 22-Tell use about notable Flora and Fauna!
Take us on safari around your campaign and its setting. What are some of the unique and/or unusual creatures and plants in your game?

Day 23-What are the major exports of the region?
A campaign can be big and different places within it will be known for different products. Pick a few of the best sellers or most interesting things and tell us about them.

Day 24-What are the major imports to the area?
What is it your campaign region needs but doesn't have and how do they get it? Maybe it's not a need but a want? Some other place has the very best something and the people of your campaign desire some of that action.  

Day 25-Where can I do some shopping?
I want to buy some souvenirs from this trip and maybe snacks for the voyage home.

Day 26-Are there any dramatic events from the campaign you can share?
Tell us about a moment of exciting action or tense thrills that has happened during your game. When and where did it take place?

Day 27-Do you have any amusing anecdotes from the campaign?
Forget dramatic, tell us about a moment that made everyone laugh out loud.

Day 28-Is there anything else we should know before we head home?
Any parting knowing you want to leave us with that didn't fit anywhere else?


Thursday, January 8, 2026

Character Creation Challenge: Day 8, Bess

Photo by Paola  Koenig: https://www.pexels.com/photo/woman-in-a-halloween-costume-and-makeup-holding-burning-candles-19049168/
Today I want to talk about demi-human witches. Witchcraft, at least as it is typically portrayed is the the practice of witches, and human witches at that.  Yes there is "Faerie Witchcraft" and there are some ideas about elven witchcraft, but very little on others.

I have talked about goblin witches and I have mentioned gnome witches before. But I want to come back to the idea of Dwarven Witches. I introduced these WAYYY back in 2012 as, the Xothia, or the dwarven word for witch and witchcraft. Since then I have talked about one xothia, Roryn the Xothia of the Rock.

Xothia

The dwarven witch feels isolation from her normal community due the distrust of occult magic among dwarves. This distrust seems to date back in time to the first recorded appearance of dwarven witches, a coincidence that seems too strong to ignore.

In dwarven society, men and women are regarded as equals.  The dwarven witch is seen as contrary to this established reality.  Most dwarven witches feel deep fear when they first hear the Call and either leave their communities or try to suppress what they now know and feel. Dwarven witches often become Solitaries, learning their art and faith directly from the Mother of Dwarves herself.

The social stigma of being a magic-using dwarf is tough to bear; and due their nature, dwarven witches tend to be far more chaotic than the normal dwarf population. While some find content with this life, others are constantly reminded that they will never truly belong, either as a dwarf or as a member of a clan.  Dwarven witches are the rarest form of witch one will encounter. 

Dwarven witches are often described as being more "elf-like" than other dwarves. This is in regard to their manner and their magic. 

Curious note, while many dwarven women grow beards, a female dwarf witch cannot. It seems the magic of witchcraft does not allow them to grow a beard. Consequently a dwarven woman without a beard is often accused of being a witch.

Bess is the grandaughter of Roryn. She is not quite powerful enough to take over for her august ancestor, but maybe in a century she can. Bess sings her spells, so I thought Performer (Singing) was a good choice. 

She is good friends with Doireann (who tries to dance "the Goblin Stomp" anytime Bess sings) and Aisling (who appears tomorrow).

Bess, Dwarven Witch
Bess
8th level Dwarven Witch, Chaotic Good

Secondary Skill: Performer (Singing)

S: 12
I: 14
W: 13
D: 11 
C: 16
Ch: 17

Paralysis/Poison: 
Petrify/Polymorph: 
Rod, Staff, or Wand: 
Breath Weapon: 
Spells: 

AC: 8 (leather armor +1)
HP: 
THAC0: 

Weapon
Hammer 1d6

Familiar: Rabbit, "His Eminence, Lord Fuzzlelump the Second"

Spells
Cantrips: Dancing Lights, Ghost Sound, Sound
First level: Blindness, Charm Person, Comprehend Languages, Glamour, Silver Tongue 
Second level: Calm Emotions, Enthrall, Head Strong, Hold Person, Scare
Third level: Danse Macabre, Aphasia, Scry 
Fourth level: Charm Monster, Hallucinatory Terrain 

Theme Song: Gold Dust Woman and The Chain (for her coven)

I used cantrips as I described them yesterday and stuck with bonus spells for her. 

Speaking of singers. You may have noticed that every character has a "theme song." I listen to a lot of music while writing and creating. Some songs stick to characters and other characters come fully formed while I am listening to a song. 

I am grabbing most of these from my two public playlists, Witch Songs and Daughters of Darkness.

Character Creation Challenge


Wednesday, January 7, 2026

Character Creation Challenge: Day 7, Skylla

Skylla Character Sheet and reference books

I am going back to another old favorite today, Skylla. My girl here has had something of a popularity resurgence since I began talking about her in 2013! She has a new action figure, a mini, appearances in a D&D adventure and the cover of the new D&D 5.5 Dungeon Master's Guide. That's quite an achievement for a character no one but me seemed to remember.

I did stats for Skylla for the 2024 Character Creation Challenge, but I wanted to do her again because there were some ideas I wanted to jell together and she was the perfect choice to try them.

For starters while many of my builds on her are based on my original 2013 post about her, this one is a little closer to her appearance in The Wild Beyond the Witchlight D&D 5e adventure.

Why? Well to be honest I think my version has drifted a bit from the original and I wanted to work off of something others would find more familiar. 

The second reason I picked her is I wanted to try out more "Advanced" ideas found in my Basic-era Witch book. I am also cribbing some ideas from my older AD&D 2nd Ed Witches & Warlocks Netbook. I figure some alchemy of the two will give me some insight on what I would have done circa 1986.

One of the bigger issues I want to tackle is Cantrips. I have a system that works well for "Basic" and most OSR games. There are the rules in Unearthed Arcana. But neither of those sit well with me for an Advanced game.  I want system that works well for all spell casting classes AND represents learning that apprentice spellcasters would have. That is, the minor spells they learned in magic school before having to go out as an adventurer to earn money for more lessons.

Personally I would like the number of cantrips gained be a function of the spellcaster's prime ability. When it gets right down to it, the only thing abilities do that are spellcasting class specific are set a threshold for entry and given an XP bonus. Fighters do get bonuses for high strength in their class functions; hit things and damaging things. Thieves can gain bonuses for their skills due to higher dexterity. Yes, there are limits and maximum spells and spell levels for magic-users and bonus spells for clerics. But for magic-users that does not effect low level characters. So instead of a bonus it is a limit. 

Option #1: Languages = Cantrips

This is the most straight forward approach. The issues here are a character with 18 in their spellcasting ability ends up with 7 Cantrips. I mean I can live with that, but some might think this is high. Another issue is a character with Intelligence of 9 can learn one cantrip. I am fine with that, but the minimum Int for a magic-user is 10.

Option #1.5: Henchmen = Cantrips

Similar is Charisma for number of henchmen. But this is 1 at ability score 3 and 15 at ability score 18. Way too much. 

Option #2: Magical Attack Adj = Cantrips

This uses the Magical Attack Adjustment for number of cantrips learned. This means 1 at ability score 15 and 4 at 18. Sure that works, but I want cantrips as a "magic school" style learning. 

Option #0 The Basic Witch Option

This is the one from my Basic Witch book. 

I would like to see at least 1 for ability score 10, the absolute minimum starting spellcaster, and maybe 5-6 for ability score 18. I like the idea of seven "spells" 6 cantrips and 1 first level spells at 1st level. Bearing in mind that cantrips are simple little spells. If I do this I might drop the bonus spells for high charisma that witches have, or change the bonus structure to include spells and cantrips.  

Maybe a progression like this:

Ability Score Num. of Cantrips
10-12 1
13-15 2
16-17 3
18-19 4
20 5

That would certainly work. It doesn't over load the character with a lot of spells at first level, it reflects learning apprentice wizards would have (and clerics and witches), and still gives starting spell casters more to do.

I would still say Cantrips can be cast whenever the caster wants. "At Will" to use the modern parlance. 

For Skylla here, I am going to use this new cantrip plan but still my older bonuses for witch spells. Again I am going for a closer version to Witchlight than my version which has "drifted" a bit.


Skylla character sheet
Skylla

7th level Human Witch, Chaotic Evil

Secondary Skill: Alchemist

S: 9
I: 12
W: 14
D: 11
C: 14
Ch: 17

Paralysis/Poison: 11
Petrify/Polymorph: 11
Rod, Staff, or Wand: 12
Breath Weapon: 14
Spells: 13

AC: 6 (leather armor, ring of protection +2)
HP: 21
THAC0: 18

Weapon
Dagger 1d4/1d3

Familiar: Raven "Raven"

Spells
Cantrips: Chill, Dancing Lights, Ghost Sound,  Knot
First level: Faerie Fire, Cause Fear, Detect Invisibility, Glamour, Silent Image
Second level: Invisibility, Hold Person, Phantasmal Spirit,
Third level: Fly, Ghost Ward, Witch Wail
Fourth level: Elemental Armor

Theme Song: Daughters of Darkness

Ok, so a lot of spells for 7th level, but I find I am not that concerned about it. I think this is the cantrip system I can use. I'll try it out with some other characters. 

Oh she has the secondary skill of "Alchemist" because I am performing some strange alchemy here.

Character Creation Challenge


Monday, January 5, 2026

Character Creation Challenge: Day 5, Céline

Photo by Lance  Reis: https://www.pexels.com/photo/beautiful-model-in-oregon-wearing-a-forest-green-linen-dress-portrait-taken-by-portland-photographer-lance-reis-on-my-sonya7iii-on-location-19797385/
Photo by Lance  Reis

Something a little different today. While I have been picking at some ideas for "Occult D&D," I've been thinking about how D&D 5 handles its subclasses. I like their method for a lot of reasons and it does remind me a bit of AD&D 2nd ed. I would not want to do exactly that for AD&D 1st ed. 

But I can try a few ideas here.

One of these is the Gallowglass.

Gallowglass

Fighter Sub-Class
 "Let the witches weave. I’ll stand at the threshold."

The Gallowglass (from Irish gallóglaigh, "foreign warriors") is a grim, oath-bound warrior of ancestral blood, forged in the crucible of war and old magic. He serves no king, no creed, only the covenant of blood, clan, and circle. More than a mercenary, the Gallowglass is a symbol of protection and fate, often standing as the chosen defender of sacred groves, covens, or matriarchal bloodlines.

Oath-Bound Duty (2nd Level)

The Gallowglass may swear an Oath of Protection to a person, place, cause, or object. When acting in defense of that charge:

  • Gains -1 bonus AC, +1 to hit, and +1 to saving throws
  • Only one oath may be sworn at a time; takes 1 turn of solemn ritual to invoke
  • Breaking an oath causes −2 to all rolls for 24 hours, and disqualifies use of the Aura (3rd level) during that time.

Aura of Awesome Presence (3rd Level) 

The Gallowglass radiates a heavy, eerie stillness in battle—an echo of ancestral power. This functions as a continuous aura out to 10 feet.

  • Allies within the aura gain +1 to attack rolls and saving throws vs. fear and charm against enemies of their charge.
  • Enemies of their charge within the aura suffer −1 to attack rolls and −1 to morale checks.
  • This aura does not stack with Bless or similar effects, but counts as magical for dispelling purposes.

Witch-Blessed Steel (5th Level)

The Gallowglass may undergo a ritual bond with a single weapon (usually a great axe, claymore, or great spear ("gae bolg"). But any medium or large-bladed melee weapon will suffice.

  • That weapon becomes +1 magical when wielded by the Gallowglass.
  • Once per day, the weapon may deal double damage to undead, spirits, or extraplanar foes.
  • This is not spell-based (so can not be dispelled), but a result of binding rites, tattoos, and blood oaths.

Typically, a gallowglass receives these blessings from a patron witch. If there is no witch in the party or where the gallowglass calls home, a witch will appear at the appropriate time to grant the blessings.

Céline
Céline
5th level Human Gallowglass (Fighter), Neutral Good

Secondary Skill: Alchemist

S: 16
I: 12 
W: 14
D: 15
C: 12
Ch: 16

Paralysis/Poison: 16
Petrify/Polymorph: 12
Rod, Staff, or Wand: 14
Breath Weapon: 15
Spells: 12

AC: 6 (leather, magic)
HP: 25
THAC0: 16

Weapon
Long sword (Witch Blessed) +1 

Theme Song: Which Witch or Old Religion

 Céline wanted to be a witch. Or, more to the point, she hears the same call that led her older sister to become a witch. But Céline was drawn more to the sword than the book or crucible. Her ancient bloodline included witches, but also grim warriors charged with protecting these witches. Céline took to her role as sword-wielding protector of witches with more enthusiasm than even she thought she would.  Her charge is to protect her older sister Émilie.  

Maybe I should have used a Fighter sheet for her, but this is fine. 

Character Creation Challenge

Sunday, January 4, 2026

Character Creation Challenge: Day 4, Áine nic Elatha

Photo by Sinitta Leunen: https://www.pexels.com/photo/woman-with-scary-makeup-in-forest-5380111/
Today I want to revisit Áine nic Elatha from the 2021 challenge. She is my "Rules Check" of a witch priestess. Yesterday, I gave you all Branwen (Witch Priestess) and Eira (Wicce). Áine began life as a magic-user, but has switched over to cleric as a "Rules as Written" cleric. 

She is, essentially, a moon witch or a priestess of the Old Faith. Her concept aligns with a cleric. Instead of worshiping the Goddess of the Moon, she worships the Moon cycles themselves, the natural rhythm waxing and waning, full and dark. What I would do is limit her spells to ones witches would use.

Now there is the issue that she has levels of the Magic-user class. This may be how her magic came about. Áine began as a Dragon #43 witch, but this would be her moving from Moldvay Basic to Advanced D&D. 

Turning Undead

One of the cleric's defining features is their ability to turn undead. How do I factor this into the powers of a witch? Something my Witch Priestess and Wicce (at present) can't do. Throughout my development of the witch class I have gone back and forth on whether or not a witch should be able to turn undead, or command them. Over the last 20 years or so I have been in the camp that they should not. Undead turning is one of the things that make the cleric special. Hell, it was why I first played a cleric to be honest; I wanted to play a vampire hunter. I have allowed witches to take a "Turn Undead" spell.

Áine, who is a cleric mechanically speaking, can turn undead. But I dress it up in occult practice, not divine ones. So she does not hold up a holy symbol and ask for a benediction from her god. She lights a candle and rings a small bell. 

I like this. For her. But as I have played this character off and on over the last couple of years I don't think it is a power I want for the Wicce (cleric subclass) or the Witch Priestess (witch advanced class). 

Áine nic Elatha
Áine nic Elatha
Human 1st level Magic-user/4th level Cleric
Neutral Good

Secondary Skill: Astrologer

S: 10
I: 14
W: 17
D: 11
C: 12
Ch: 11

Paralysis/Poison: 9
Petrify/Polymorph: 12
Rod, Staff, or Wand: 13
Breath Weapon: 15
Spells: 14

AC: 10 (no armor)
HP: 20
THAC0: 18

Weapon
Staff 1d6

Spells (Cleric)
First level: Cure Light Wounds, Detect Evil, Light, Purify Food & Drink, Remove Fear, Sanctuary 
Second: Augury, Detect Charm, Hold Person, Resist fire

Spells (Magic-user)
First level: Sleep

Turn Undead.

Theme Song: Bell, Book and Candle

In addition to filling the role of a priestess of the old faith, Áine daughter of Elatha, does all the horoscopes for the coven or party. There is no real mechanical benefit here, but if characters act in concordance with their horoscopes then I'd grant them 10 xp or something like that.



Character Creation Challenge

Friday, January 2, 2026

Character Creation Challenge: Day 2, Eireann

Photo by Juliana Stein from Pexels
Photo by Juliana Stein from Pexels
Welcome to day 2 of the Character Creation Challenge. Today's witch is a return from the 2021 Challenge.

Eireann is/was a Moon Elf Witch for the 4th Edition D&D game. She was also tied very closely to the Forgotten Realms. I had some ideas for her, but some of those went on to be part of Sinéad's character.

For this version, I am going to say that Eireann knew about Sinéad and looked up to her. So much so that like Sinéad in her time, Eireann leaves the Moonshae Isles to make her fortune on the Sword Coast.

Mechanically, she is a Dragon Magazine #43 witch. This is important to me because this is most likely the witch Ed Greenwood talks about in his "Down-to-earth Divinity" article in Dragon #54. Witch obviously had a role to play in the early Forgotten Realms; Ed even says so. 

Eireann is a "Moon Elf" by birth, but she is a "Free Elf" by culture. When she left home, she joined a band of Free Elves and began to travel with them. At second level, she is still with them. 

Her secondary skill is "Midwife." A skill she learned when living on the Moonshae Islands. I will detail all the new Secondary Skills I am developing later on. I am 100% certain that it is a skill that will never see game use in most games. But there will be a case or two in my games where it would happen. Of course it is also great background detail. She joins the Free Elves, and stays because she is a good mid-wife.  For this reason I give her the form of address of "Goodwife" even though she is not married.

I am also still playing around with the idea of "unaligned" in AD&D 1st Ed.

Eireann
Goodwife Eireann

2nd level Free Elf (Moon) Magic-user/Witch, Unaligned

Secondary Skill: Midwife

S: 10
I: 18
W: 12
D: 10
C: 14
Ch: 15

Paralysis/Poison: 10
Petrify/Polymorph: 13
Rod, Staff, or Wand: 11
Breath Weapon: 16
Spells: 15

AC: 10 (no armor)
HP: 6
THAC0: 20

Weapon
Dagger 1d4/1d3

Familiar: None yet (Dragon #43 witches can get them later on)

Spells (Witch)
First level: Change Self, Charm Man, Cure Wounds

Spells (Magic User)
First level: Read Magic, Sleep

Theme Song: Child of the Meadow

So a lot of old ideas and a lot of new ones as well. 

I feel a little bad that I have neglected this witch in favor of Sinéad. But this also allows me to build a better witch out of her. Essentially, I have taken anything "witchy" I had planned for Sinéad and dumped it all into Eireann. It works well to be honest. 

I have her listed as part of the West Haven coven, but in truth, she is really more of a Solitary Witch. Maybe loosely aligned with it.  

Character Creation Challenge

Thursday, January 1, 2026

Character Creation Challenge: Day 1, Grýlka and Doireann

 Here we are. 2026! Let's make some AD&D witches.

AD&D Character Sheets

Today I am working from my original The Witch: A sourcebook for Basic Edition fantasy games using the "Advanced Option Appendix" and the Winter Witch for Swords & Wizardry using the same options. I also peeked at my Green Witch and Faerie Witch for OSE. There is not much difference between them save for rules presentation, traditions and spells. But the key for me is some of the material inside. In particular, how to make a Troll Witch.

I have always liked trolls, but ones that cleave closer to Norse myth than the Three Hearts and Three Lions versions that dominate D&D. And if I can do trolls, I can also do goblins.

Grýlka 1st level Troll Witch, Chaotic Neutral
Grýlka

1st level Troll Witch, Chaotic Neutral

Secondary Skill: Hunter/Fisher

S: 17
I: 13
W: 14
D: 13
C: 17
Ch: 17

Paralysis/Poison: 13
Petrify/Polymorph: 13
Rod, Staff, or Wand: 14
Breath Weapon: 16
Spells: 15

AC: 7 (leather armor)
HP: 4
THAC0: 20

Weapon
Staff 1d6

Familiar: Crow, Leitarmaðr ("Seeker")

Spells
First level: Darkness, Black Fire, Chill Touch

Theme Song: I Put a Spell On You

Grýlka is a troll witch from the Broken Mountains. She worships the "Trollfather" (who I see as a Troll version of Odin). He speaks to her from her crow familiar Leitarmaðr.

She has joined the West Haven coven to learn more about seiðr.


Doireann 1st level Goblin Druid/Witch, Neutral
Doireann
1st level Goblin Druid/Witch, Neutral

Secondary Skill: Herbalist

S: 8
I: 11
W: 13
D: 14
C: 16
Ch: 16

Paralysis/Poison: 13
Petrify/Polymorph: 13
Rod, Staff, or Wand: 14
Breath Weapon: 16
Spells: 15

AC: 9 (no armor, small)
HP: 5
THAC0: 20

Weapon
Dagger 1d4/1d3

Familiar: Frog, "Toad O"

Spells (Witch)
First level: Darkness, Fey Sight, Mend Light Wounds

Spells (Druid)
First level: Animal Friendship, Purify Water

Theme Songs: DoreenGoblin Girl

Doireann is a sweet little goblin witch. I wanted her to be Chaotic Good, but I also wanted her to be a druid since that fit with my idea of her. Plus, I want a druid/witch. A neutral goblin might be easier to sell than a Chaotic Good one. 

She follows the Swamp Mother, who speaks to her via frogs, water, and rain. She loves humans and thinks jellyfish are the strangest things ever.

I also like to think that Doireann and Grýlka are good friends, finding similarity in their witchcraft. I have used both characters as NPCs, and Doireann is one of my favorites. 

Goblins and Trolls make for great witches. I can't wait to see what else I can do with these two.

No. There is no rhyme or reason for the various colors of character sheets. If I had been smart I'd color code the covens. 


Character Creation Challenge

Friday, November 8, 2024

Kickstart Your Weekend: 5e Witch Content

 I mentioned before that one of the reasons I have not done a 5e Witch class myself is that I have wanted to have some joy in discovery of something new for D&D. If I make a 5e witch, then I am always comparing it to the new stuff to mine. 

So today there are two witch-related 5e Kickstarters I want to share. They are in their last days of funding, so get on these while you can.

Witchfyre: A Dark Fantasy RPG for 5E+ & Pathfinder

Witchfyre A Dark Fantasy RPG for 5E+ & Pathfinder

https://www.kickstarter.com/projects/witchfyre/witchfyre-a-dark-fantasy-rpg?ref=theotherside

This looks like a lot of fun and has a great Folk Horror vibe. It is for 5e and Pathfinder, so that is really great.  And it comes with minis and a tarot set, so I am very intrigued. While the deluxe cover looks nice, I think I prefer the standard cover.

Any looks great, to bad I will have to wait a year to get it.

The Mystery of Witchhaven: A 5e Solo Adventure

The Mystery of Witchhaven: A 5e Solo Adventure

https://www.kickstarter.com/projects/obviousmimic/the-mystery-of-witchhaven-a-5e-solo-adventure?ref=theotherside

I admit a little trepidation to this one. First, I am generally not a fan of Solo adventures. Nothing against them, I just prefer to play with a group. Secondly I have my own "Witch Haven" but the name is so common I should not be surprised when a variation of it gets used.

But this does look fun and I'd be remiss if I didn't check it out.

ETA: Another one!

Wicked Echoes - Whispers of the Samodiva: A 5E Supplement

Wicked Echoes - Whispers of the Samodiva: A 5E Supplement

https://www.kickstarter.com/projects/wicked-echoes/wicked-echoes-whispers-of-the-samodiva?ref=theotherside

Folk Horror is pretty hot right now. And this one looks great.  This is more horror than Witch focused, but that is fine by me!


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Both look great and hopefully ship quickly.

Tuesday, January 3, 2023

Character Creation Challenge: Katia Crane for NIGHT SHIFT

Continuing my series here on using my OSR Witch books with NIGHT SHIFT I am providing more detail and background to a character that only got a paragraph in the NIGHT SHIFT core rules.

Green Witch for NIGHT SHIFT

The Green Witch

I will admit, the Green Witch is one of my favorites. It has a witch concept I really love and introduces both the Huntsman and Green Knight classes to use.  

While it works fantastic for Swords & Wizardry, it really gets to shine as part of NIGHT SHIFT.

I have discussed the idea of a Ban Drui or druid-witch in the past. The Green Witch comes closest to that idea.  In NIGHT SHIFT this can get even closer to my concept.  

Again, you can use all the spells from the Green Witch in NIGHT SHIFT. Some might need to be altered to fit your game or gaming style, but the idea is to give the Green Witch something more special about here above and beyond that of the average witch.  

Here is how I would redo her occult powers into arcane powers.

Level 1: Familiar. The Green Witch gets a familiar. This is a spirit in the form of a naturally occurring animal.  Use the familiar rules in the Green Witch book for the bonuses to the witch.

Level 4: Herbal Healing. Just like the Herbal Healing power in the Green Witch book.

Level 7: Speak to Plants and Animals. Again, just like the Occult Power the Green Witch gets at level 7.

Level 10: Green Walking. Just like the Shadow Walking power in NIGHT SHIFT, but the witch uses her natural surroundings to move.

Level 13: Pass Without A Trace. Same as the level 13 Occult Power for the Green Witch.

I have to admit, this works rather well. 

Katia Crane
Katia Crane
8th Level Green Witch

Strength: 12 (0)
Dexterity: 13 (+1)
Constitution: 14 (+1) S
Intelligence: 13 (+1) S
Wisdom: 14 (+1) 
Charisma: 17 (+2) P

HP: 30
Alignment: Light (for now), Neutrality
AC: 9
Attack: +1

Fate Points: 1d8

Check Bonus (P/S/T): +4/+3/+1
Melee bonus: 0 Ranged bonus: +1
Saves: +3 against spells and magical effects

Witch Abilities

Arcana, Supernatural Senses, Spells, Arcane Powers

Arcane (Occult) Powers
Familiar, Herbal Healing, Speak to Plants and Animals

Skills
Knowledge (botany and plants), Knowledge (chemistry), Insight

Spells
First Level(4): Bless Growth, Detect Magic, Sanctuary, Sleep
Second Level(3): Bewitch II, Binding Earth, Command
Third Level(3): Bestow Curse, Fear (Greater), Remove Disease
Fourth Level(2): Call Lightning, Confusion

Katia Crane is an attractive witch in her early 30s. She has a young son, Henry, who she dotes over. She runs the local apothecary and herbal shop in the town of West Haven.  By all accounts, she is a pleasant person and no one, witch, supernatural, or mortal, seems to have a bad thing to say about her.  This is largely due to the fact that she plays her cards very close to her chest.

Katia is of the belief that witches should rule the world. She has no idea exactly how to make that happen, but she keeps tabs on all the witches in the area, particularly the Montblanc and Winters clans.  If she had a preference, she would side with the Winters; odd given her focus on plants and their focus on the cold, but she feels they are an older family more in touch with the "old ways."  She thinks the Montblancs are too used to their modern comforts. 

She never speaks about Henry's father, not even to say if they were married or not. This has led to some gossip that she had poisoned him. She did not, but she did have him killed. 


You can get NIGHT SHIFT in print and pdf.  You can get my Green Witch book in print and pdf here.

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Want to see more of the #CharacterCreationChallenge? Stop by Tardis Captain's Blog and the #CharacterCreationChallenge on Twitter for more! 

Character Creation Challenge