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

Wednesday, October 21, 2026

Witchcraft Wednesday: Coven 13, Issue #3

Coven  13, Issue #3
We are back with my October exploration of Coven 13. The first issue established Arthur H. Landis' vision of a modern successor to Weird Tales and Unknown Worlds, while the second made his editorial philosophy even clearer. The supernatural should not simply be dropped into a story because the author needs a monster. It should be part of the world around it, with its own history, rules, and consequences.

Now we get to Issue #3, dated January 1970, and are now into the decade that would see the 70's Occult Revival, "The Exorcist" and "The Wicker Man", not to mention "Kolchak: The Night Stalker" and Dungeons & Dragons, and all the other material I return to in these pages.

Coven 13, Issue #3, January 1970

The contents page actually labels this "Vol. 1, No. 2," even though the November issue was already #2 and the following March issue is #4. I am going to chalk that up to a simple production error. More importantly, this issue gives us Alan Caillou, Ron Goulart, Robert E. Howard, Dennis Quinn, Pauline Smith, James Benton Carr, and Part Three of James R. Keaveny's "Let There Be Magick!" We also get another installment of Bell, Book and Tarot, two poems by Wade Wellman (son of Manly Wade Wellman), and an essay on Henry James' The Turn of the Screw.

Landis' editorial is once again worth reading because he continues to define what he thinks Coven 13 should be. This time he complains about the number of manuscripts arriving that simply recycle vampires, werewolves, pacts with the Devil, and familiar monsters. He isn't rejecting those subjects. What he wants is originality. He again insists that writers should look at the world around them rather than simply copying the "mouldering pages" of earlier writers, pointing specifically to Rosemary's Baby, Bell, Book and Candle, and Psycho as examples of stories that combine the strange with contemporary life.  

The rest of the editorial concerns the less glamorous problem of magazine distribution. Landis explains how printing tens of thousands of copies means little if large numbers never make it onto newsstands, and how long publishers can wait before actually getting paid. His declaration that "COVEN 13 WILL MAKE IT!" reads a little sadly in hindsight. There is only one more issue of Coven 13 in this form before the magazine changes hands and eventually becomes Witchcraft & Sorcery.

It is a supply-and-demand issue we still see today in the RPG publishing industry. 

Let's get to the stories that did make his cut.

The lead novelette is "Leona!" by Alan Caillou, again illustrated by William Stout. Christian Althing has lost his daughter Leona and refuses to accept her death. He has an old magical book, an altar, ritual tools, sacrifices, a cauldron, and a growing belief that he can use all of this to bring her back. His grief gradually consumes every other moral consideration.  

This one gets at something I have been thinking about quite a bit in my own games. Death should matter. Witches can speak with ghosts, summon spirits, learn secrets from the dead, and get into all sorts of trouble with necromancy, but actually restoring the dead to life is another matter entirely. "Leona!" is essentially about what happens when someone refuses to accept that boundary. Christian does not want to understand death. He wants to force death to return something it has taken from him, and the results are appropriately (and predictably) horrific.

In my Advanced Witches & Warlocks book, I specifically keep spells like Raise Dead and Resurrection out of witches' hands. It violates their moral and ethical systems. If a witch gets to the point where she wants to bring someone back from the dead like that, she either needs to get a cleric or be satisfied with necromancy.

We also get two poems, "Song of the Undead" and "Nightmare," by Wade Wellman. An important distinction here is that this is Wade Wellman, the son of Appendix N author Manly Wade Wellman. The poems themselves fit comfortably into Coven 13: graves, undead things, banshees, haunted houses, moonlight, and the dead walking where they shouldn't.    

The latest "Bell, Book and Tarot" by Jean Cirrito turns to the Evil Eye, and this is probably my favorite nonfiction installment so far. We get the Italian mal'occhio, protective gestures, amulets, serpents, horns, crescent moons, horseshoes, rue, animal charms, and other ways people have tried to protect themselves against an envious or dangerous gaze. The piece ranges from classical mythology to European folk practice and customs still familiar to the writer in the twentieth century.

This is exactly the kind of material I want for Sunny Valley. Folk magic works best for me when it consists of small things people have always done: a sprig of rue, a hand gesture, a charm over a doorway, something your grandmother insists you carry even though she also insists she does not believe in such nonsense. That feels much more convincing than everybody knowing elaborate ceremonial magic.

"The Strawhouse Pavilion" by Ron Goulart brings us back to Landis' idea of the contemporary supernatural. A modern couple is being haunted by Wendy's dead father, but he does not simply appear as a transparent ghost. He was a bandleader, so he brings an entire 1940s dance pavilion with him, complete with music, cars, dancers, and the atmosphere of another era. Eventually Wendy realizes that her father has essentially brought back the whole ballroom because merely appearing as a ghost would not have been impressive enough.   

I love this idea! It feels like something that could happen in Jackson without changing the setting at all. A haunting does not have to be a figure walking down a hallway. Maybe an entire building comes back. Maybe music plays from a ballroom demolished thirty years ago. Maybe a street looks exactly as it did in 1947 for ten minutes and then snaps back to normal. That is a much more interesting supernatural event than another chain-rattling ghost.

In fact. Jacksonville has a rather famous band stand/gazebo. It was supposed to have been dismantled and shipped to the Smithsonian Institution. I can't recall if it was or not. BUT I have very distinct memories of it, especially sitting on it and reading "The Best of Dragon vol 2." Also, when the infamous "I attack the Gazebo" rumor was floating around in the early days of the internet, that was the image I had. So thank you, Ron Goulart. Jackson now has a ghost gazebo. 

little person, epic mustache
Next comes the biggest literary name in the issue, Robert E. Howard, with "The Little People." Howard died in 1936, making this a very posthumous publication, and this January 1970 appearance was the story's first publication. The story explicitly invokes Arthur Machen's "The Shining Pyramid" and plays with the idea that stories of elves, trolls, fairies, and other "little people" might preserve distorted memories of an older population driven into caves and remote places by later peoples.     

There is plenty here that has not aged well, particularly Howard's racial and pseudo-anthropological assumptions, and I have no interest in importing those into my games. But there are some very solid ideas as well. What does interest me is the underlying weird-fiction idea that folklore may remember something real without remembering it correctly. That comes close to ideas I have been developing for Jackson and Sunny Valley, where an old legend might describe something genuine while completely misunderstanding what that thing actually was.

That does not make Howard's Little People my Ur-humans, nor do I want to collapse either of them into Faerie or the Sidhe or even the Sr. Wellman's Shonokins. What interests me is the older literary tradition of asking what might exist behind the folklore. Howard also gives us the direct Appendix N connection in this issue. I am still not suggesting that Coven 13 influenced D&D, but once again we can see these literary circles overlapping just a few years before D&D appears. It would have certainly influenced me had I been in Gygax's shoes. In January 1970, at just six months of age, I am not even sure I owned shoes yet. ETA: Asked my mom, I had a little pair I wore in an "Olan Mills" photo portrait. I was a chunky monkey back then, and my little fat fingers weren't well suited for typing.

This issue does solidify the connection to the earlier pulps that Landis loved so much. Securing the first run rights to this tale must have been a wonderful feeling for him. 

There is a reader's letters column that is a fun read. 

The issue also includes Arthur Jean Cox's essay on Henry James' "The Turn of the Screw." Cox digs into the famous question of whether the ghosts are actually present or whether everything is being generated by the governess herself. The essay is valuable less because I need another interpretation of James and more because it demonstrates what Coven 13 wanted to be. This was not simply a magazine printing spooky stories. It wanted readers to think and argue about supernatural fiction as well.

Then we get "Witch Fish" by Dennis Quinn, which may be my favorite story in this issue. Abat is a witch who transforms himself into an enormous brook trout as part of a revenge scheme against the warlock Marag. That is strange enough, but the real fun for me is the background Quinn casually establishes.

The New England countryside has places known by one set of names to ordinary people and another set known only to witches and warlocks. There is a Federation, a Grand Council, magical territories, familiars, regulations on the use of magic, and punishments for breaking those rules. Abat has only recently finished serving a twenty-year ban on practicing witchcraft.      

That immediately gives me ideas for Jackson and West Haven. There is the map everyone sees, and then there is the map witches know. Same roads, same rivers, same cemetery, but with completely different meanings and boundaries. The mundane map tells you where a place is. The witches' map tells you what happened there and why you should not cross a particular boundary after dark.

"Last Rites" by Pauline Smith is another very 1969/1970 occult story. It even comments on witchcraft, necromancy, divination, parapsychology, and "Cosmic Consciousness" entering colleges and universities. From there we get young people experimenting with the Key of Solomon, the Atharva Veda, ritual circles, lunar timing, a photograph, and a cat. Really captures what I feel was going on in the early 1970s.  

One little detail really captures the entire Coven 13 approach. The old magical texts recommend isolated crossroads, forests, caves, abandoned houses, and other secluded places for ritual work. The characters note that in the age of automobiles and subdivisions, finding such places has become increasingly difficult.

Ancient magic has to deal with modern zoning.

That may be the most Coven 13 idea in the entire issue! 

"Don't Open 'til Xmas!" by James Benton Carr takes us into contemporary urban occult horror. Paul Benton is planning to spend Christmas with his younger girlfriend when a mysterious package arrives. He initially thinks it is from her, but it actually comes from his estranged wife Helen, who has recently been to Haiti. Inside is a doll, and Paul eventually realizes that Helen has used magic to transfer him into it.    

Some of the treatment of Haiti as shorthand for sinister magic is very much of its period, but the basic concept fits perfectly with Landis' editorial philosophy. The occult doesn't require a ruined castle. It can arrive by special delivery at a modern apartment. Sometimes the witch just needs your mailing address.

It also fits well with the themes I have been exploring all month of "Horror comes Home."

Finally, we return to Part Three of "Let There Be Magick!" by James R. Keaveny. By now the story has become increasingly recognizable as the sort of fantasy environment an RPG player could enter without much explanation. We have knights, sorcerers, strange animals, magical wards, hostile creatures, reanimated dead, castles, wilderness travel, and a wizard's stronghold.

What continues to interest me is how the protagonist approaches magic. He sees something everyone else accepts as supernatural folklore and immediately starts asking how it actually works. The "dead-alives," for example, are terrifying to the inhabitants of Camelot, but he begins testing assumptions about them, separating what they actually do from what people believe they do. That is exactly the sort of thing players do in an RPG.

Again, this is not evidence that Coven 13 influenced D&D. What it shows is how many of the ingredients were already circulating together before 1974. Sword & Sorcery, Science Fantasy, occultism, weird fiction, ghosts, witches, monsters, magical societies, necromancy, and ancient forgotten peoples were all part of the same imaginative landscape.

Final Thoughts

Of the three issues I have covered so far, I think this one brings the various pieces together the best. We have a warlock trying to defeat death, a ghost who brings an entire ballroom with him, folk protections against the Evil Eye, a hidden society of witches, young people experimenting with grimoires, Robert E. Howard reaching back into the older Weird tradition, and a Science Fantasy serial becoming increasingly recognizable as the sort of world fantasy gamers will soon inhabit.

Coven 13 still doesn't seem particularly concerned about whether something belongs to horror, fantasy, Sword & Sorcery, folk horror, occult fiction, or Science Fantasy. It is all part of the same supernatural landscape. And frankly, that is fine with me. 

In fact, that is probably what I like most about it.

Sadly, only one more issue to go.

Friday, August 28, 2026

#RPGaDAY2026: Day 28 Devotion

Devotion is more than just belief. 

It is a distinction I make with my religious characters, the witches in particular. Take Stephanie and Faye; they are witches in every sense of practice. They put in the work, they learn their craft, they take their place in the circle as required. But Larina is not so simple. While she is a witch by trade and practice like Steph and Faye, you will find her more often in the role of a Wiccan priestess. For Larina, it is not simply an activity but the lens through which she views the world. She is as devout as any cleric or paladin I have played (and I have played a lot of clerics and paladins).

Étaín Moonshadow takes that even further. Her commitment to the Threefold Goddess is absolute. The Maiden, Mother and Crone represent mystery and unity in equal measure, and Étaín’s whole existence revolves around that. It is in her scholarship and her discipline, in her strength and even her blind spots. To Étaín there is no grater mystery, and no better way to live, than this.

Consider also Kyra Bellamy in Jackson. As a preacher’s kid, faith was something done to her, explained and enforced, at times like a cage. Yet what Kyra has is not her father’s faith. She believes with all of herself, only to also believe that God and Jesus have more to offer her than her father can put into words. In time, she demonstrates as much, putting down roots as a minister with a congregation and a calling of her own. Her faith is even stronger than that of her father's, which is saying something.

This is what I mean by devotion in a game. It is not a matter of alignment or some box to be ticked on a character sheet. A character gives herself to it, and it demands a price in return.

They are devoted to what they believe is true. It colors everything they see and everything they do. And it can produce surprises. Kyra is a Jackson girl, and she knows her cross can protect her from various monsters. What she doesn't understand is why Larina's triple moon pendant works the same way.

So sometimes the greatest act of magic in Jackson is saying "I believe."

Iriandor and West Haven NPC

Day 28, Friday, Emotion and Loving & Giving. 

Aurelian "Auri" Starling. A seraph-born child of an angel and a witch, moving between Iriandor and West Haven with a devotion so gentle it looks like kindness until someone threatens the people under their protection. 

Jackson Soundtrack


Thursday, August 27, 2026

#RPGaDAY2026: Day 27 Hunger

 Hunger is not always about food.

In the realms of horror and fantasy, it is usually the subtext, the want that remains once the polite explanations have been put aside. The thing under the thing.

Roderick Morgan is driven by a need for order. He has no use for justice or peace in the abstract; he wants a Jackson that will behave, a town in its place, and a world where the dead are left in their graves, and the witches do not make needless noise. Nothing supernatural is to be allowed to encroach on what is his.

Then there is Larina and her voracious appetite for knowledge. She is after the book, the hidden name, the story behind the lie. It is what makes her brilliant, but also puts her in the way of trouble since some truths have a way of biting back. If there is knowledge to be gained, she will leap long before she looks.

Veyra Shadowraven hungers for vengeance, which is easy enough to fathom on Yog. Perhaps too easy. Vengeance will keep one going when grief would have you rooted to the spot, but it is a poor meal and never quite fills the void. 

Amaranth in West Haven is another matter. Being a half-succubus, hunger is inherent to her, yet it is not the sum of who she is.  That distinction is what makes a character like Amaranth compelling; the hunger is as real as the person who has to live with it. Even when she is trying to hide it or deny it, but it is always there. If Amaranth were in NIGHT SHIFT or Wasted Lands, she would have a "Feed" option. 

Over on the other side of the spectrum, you have Étaín Moonshadow with a hunger for truth. It can be a noble pursuit, even holy, but it is ruthless as well. Étaín has no other attachments, especially no other romantic ones that would keep her from her mission and goal. Everything else isn't secondary. They don't even make her list.

Hunger is a handy tool in a game for that reason. Get to the bottom of what a character is hungry for, and you will have your answer as to which door they will open.

Jackson and West Haven NPC

Another special one today for Day 27. Though she has been more than just an NPC. It is Thursday, so Emotion and Far to Go. 

Taryn Nichols is Larina’s daughter, always between worlds, always further from home than anyone would like. In this version, Taryn is sent back in time by her mother (or maybe one of her mother's Shards) to help out Larina, Faye, and Stephanie in 1986.

Jackson Soundtrack


Wednesday, August 26, 2026

#RPGaDAY2026: Day 26 Regret

Every witch has some form of regret and her own way of bearing it.

It is Witchcraft Wednesday as well, so the word regret seems apt.

Ash Witch died with regret on her lips. In the course of leading refugees from Yog to West Haven, she had done much, but at the end what was of any consequence were the ones she failed to save. Her dying words were an apology. "I'm sorry."

Veyra Shadowraven’s regret is of a different order. She chafes at not being as great as the Ash Witch, or perhaps kind enough. One could say she is simply not enough. Such feelings have a way of sharpening a person, though they can leave you hollow if you allow them to. Veyra is very nearly hollow now.

And in Jackson, there is Larina, who for years has been defined by the fact that she did not save her mother. Even if there was really no way for her to have known. It made her brilliant and driven, angry and impossible to deal with at times. But that sort of emotional intensity has a way of crossing over into other universes. When she spoke to her "shard" in Carbon Vale of how things had gone, she found a version of herself there who had been able to see her mother survive.

Larina of Carbon Vale has no such regrets. Or at least none of that.

You find that in a multiverse, regret is a curious matter. 

In one place it is a wound, in another a warning, and in some cases it is what keeps a person alive. For a witch, it is perilous because it puts the same question before you: what would you do differently? And then you are left to wonder whether you would come to regret the change, or the fact you did not make it sooner.

Jackson NPC

It is Witchcraft Wednesday, so let's do someone special for Day 26, Wednesday, Emotion and Full of Woe. 

Mai Voss: Faye Thorne's (original name "Fiona Voss") mother, a ghost of grief, love, regret, and everything stolen too soon. Her husband, Arthur Voss, traded them to the Blackthorne Hags for power, but they killed him and Mai and kept baby Fiona instead. Renamed her Faye Thorne and raised her as their "niece."  Faye does not discover this for many years. 

Jackson Soundtrack


Thursday, April 9, 2026

NIGHT SHIFT: Return to Valhalla, Alaska

 Currently, I have three NIGHT SHIFT games going, though some are inactive. All are decade and location-based.

Which way do you go?
Which way do you go? More to the point, where is this sign???

1. Jackson, IL: Teen supernatural set in 1985-86. Most everyone is a normal human. This is my newest one and the one I have been talking about a lot.

2. West Haven: Featured in the NIGHT SHIFT Core and recently expanded on for the "Fantasy" version, but the Modern one takes a lot of cues. Set in the "present day." The West Haven of NIGHT SHIFT is in New Hampshire.

3. Valhalla, AK: Set in Alaska. Quirky mix of normals and supernaturals. Time...well.

So that is what brings me here today. I have the 80s covered. I have modern times covered. I am thinking of retooling Valhalla, Alaska, to take place in the 1990s. Maybe tap into that X-Files paranoia of the 90s a little more, but I still kinda want it to have humor. Quirky is the word I am looking for here.

So less like Mulder's sister being abducted and more like Colleen Raferty (SNL) being abducted. Thinking Northern Exposure meets Resident Alien. I think, with those two in the DNA, one character needs to be a medical doctor. 

What do you all think?

Monday, March 16, 2026

Elowen Hale: Advanced Dungeons & Dragons

“Elowen walks like she knows where the puddles are going to be before the rain even starts. She never yells when things go wrong. She just smiles and says we’ll fix it. And then we do. I like going on adventures with her. The ghosts don’t bother her, and she always remembers to pack snacks.” - Doireann, Goblin witch

Elowen Hale

In many ways, this is the core Elowen, the one I think of when I talk about her.

Elowen died, but she returned changed. Animals respond to her in uncanny ways. Certain undead recoil. Divination spells sometimes yield contradictory results when cast upon her. Detect Evil finds nothing. Detect Magic sometimes flickers.

Among her coven sisters, she is treated with reverence and caution. The Old Religion teaches that death is a doorway. Elowen has stepped through it, and then turned around and stepped back. That doesn't happen, not without a good reason. 

Elowen has a Witch Mark. In this case, the Witch Mark of Sight. Her sight allows her to see ghosts, spirits, and any incorporeal undead, even when they are invisible.  The downside is that they can also always see her. 

Elowen Hale, 1st-level Human Witch (High Order), Neutral Good
Elowen Hale
1st-level Human Witch (High Order), Neutral Good

Secondary Skill: Initiate

S: 10
I: 16
W: 15
D: 12
C: 14
Ch: 17

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

AC: 10
HP: 6
THAC0: 20

Weapon
Dagger 1d4/1d3

Familiar: Cat, "Mirepoix"

Spells
Cantrips: Detect Curse, Ghost Sound, Chill, Mend Minor Wounds
First level: Ghostly Slashing, Detect Spirits, Minor Curse

Witch Mark: Witch Sight (see spirits)

Theme song: Home (Prospertine)

This is Elowen at the very start of her adventures. She is currently traveling the world with Doireann and Aisling as they travel with the Free Elves. 

--

Witch Marks are something new I am working on. Elowen has the Witch Mark of Sight, and it allows her to see ghosts, spirits, and any incorporeal or invisible undead. It means they can also see her and know she has seen them. Aisling also has the Witch Mark of Sight, but hers allows her to see auras. The side effect is that Aislign is looking at someone with her witch sight, they know they are being watched, and it makes them uncomfortable. 

Elowen speaks Common, her Alignment Language, Elven, and Draconic. She still has three more languages she can learn. I am fairly sure that if she continues to hang out with Dori, she will learn Goblin. I am saving the other two to figure out later on.

I am also finally detailing where she is from. She is from one of the richer sections of East Haven, or maybe just outside of it. Her family is well off; I figure her father is some sort of import/export merchant. Not someone who sells things himself, but manages a lot of merchandise for others to sell. It would also explain why they knew of Larina, or at least the witches of West Haven. It also goes to show how much the people of East Haven try to avoid thinking about anything that might remind them of West Haven, given how little Elowen first knew about things. 

She wears a witch hat that looks like Larina's. Makes sense since it was a gift from her mentor for her adventures. 

Other Stats

Saturday, February 28, 2026

Barking Alien's RPG CAMPAIGN TOUR CHALLENGE! Day 28

Day 28 - Parting Thoughts

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?

Elowen’s Journal

"My parents left after their visit.

They wished me well. They told me they thought I was doing really well here. My mother hugged Larina. Larina, even after everything I’ve learned about her authority and power, smiled and hugged her back with the same warmth. I think my father wanted to as well. He hesitated, then laughed, a little embarrassed. That felt important somehow.

I’m getting ready for my first real adventure now. Larina says there’s only so much I can learn in books, though I’ve seen her library and I’m certain it would take several lifetimes to master even a fraction of it. Still, she’s right. I’m heading out with Aisling and Eoddard. They travel with the Free Elves when they pass through each spring. Doireann is coming too. She’s never left the Haven Valley. I haven’t either, not since I arrived here three years ago. She’s scared but excited. So am I.

The last time Aisling and I went on an adventure together, we ended up in an East Haven jail. I’m hoping this time we make it a little farther down the road.

The ghosts surprised me most of all. They wished me well. Even those who had never spoken to me before offered quiet blessings as I passed. That felt…like the end of something, but in a good way. Renee hugged me so tight I thought she was going to choke me. She is quite strong for such a small woman. She gave me a bag filled with little satchels of different teas. She said I'll know which ones to brew when. She also packaged up a bunch of her little pumpkin muffins. Though I think Dori and I ate half of them before we got back to Larina's cottage.

I know that no matter what lies ahead, I have a home to return to. I also hope I can come back with enough gold to get a place of my own. I loved Larina’s spare room, but it’s time. Change is part of the work.

I’m leaving this journal here for safekeeping. Omar stopped by earlier with some gear Larina purchased for me. On top was a brand-new journal and a new witch's hat.

I can’t wait to fill that one too."

Designer’s Notes

West Haven is not just a “Witch Haven.” It is a crossroads and a home, a place where witches from different editions, systems, and eras can meet without explanation. The lens is always whatever game I’m playing at the time, but the world remains consistent. NPCs may follow different rules than the player characters. That’s intentional. Mystery matters.

I wanted to involve as many characters as possible. Some appear more than others. Elowen and Aisling naturally surfaced together. Others, like Rána, remained distant by design. She belongs to the Maiden Wood, and Elowen’s fear of that place keeps them apart, so their tales rarely intersect. BTW I have had more ideas about what the Maiden Wood is all about, but that will be for another time I think. 

Most importantly, I wanted a place characters could call home.

The Lord of the Rings is ultimately about returning. Odysseus is nothing without Ithaca. West Haven exists so characters can leave, grow, break, change, and still have somewhere that remembers them.

Finally, this series is tied directly to Advanced Witches & Warlocks. While I avoided direct statistics, nearly everything described here emerged from those rules or their playtests. This is an invitation, not an explanation. If you want to know how this world works, the door is open.

-

And that is a wrap on another challenge! Thanks to Adam Dickstein of Barking Alien for this challenge; it was a lot of fun. It was great reading others' posts and meeting their Tour Guides. This came at the right time, really. I had just thought up Elowen, and she turned out to be perfect for this task. She is going to be a great character, and I hope she has many great adventures.

Elowen and Shae. May the have many adventures!
Elowen and Shae. May they have many adventures!

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

RPG CAMPAIGN TOUR CHALLENGE!


Friday, February 27, 2026

Barking Alien's RPG CAMPAIGN TOUR CHALLENGE! Day 27

Photo by T Leish: https://www.pexels.com/photo/woman-in-black-dress-holding-two-pumpkins-5600008/
Day 27 - Amusing Anecdotes

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

Elowen’s Journal

"Witches laugh to stay human. I’m convinced of that.

Doireann is usually the spark. She’s always doing something that sends the rest of us into laughter, often without meaning to. Amaranth and Katrina pretend not to be amused, though sometimes Amaranth cracks despite herself. Katrina is harder to read. Esmé has a dry, razor-sharp wit that sneaks up on you. She’s always wonderful company. And Aisling… Aisling laughs at everything. I swear she finds joy in chores, cantrip practice, and spilled ink. I envy that about her.

Larina is quieter, but when she laughs, it builds. A soft chuckle, a wry smile, and then suddenly it turns into a full witch’s cackle. Sometimes it catches her by surprise, and that just makes her laugh harder. She enjoys flustering Amaranth, and she shares a thousand private jokes with Esmé. We’ve had coven meetings where absolutely nothing got done because something Esmé or Doireann said sent us all into fits.

I laugh more now than I ever did before. Before West Haven. Even before I died.

I want to say it’s a witch thing, but whatever the cause, I know it’s good.

My parents came to visit not long ago. We were sitting in a dwarven restaurant when Omar burst in singing opera at the top of his lungs. I don’t think he has any other volume. The owner came out to join him, singing just as loudly. It was chaos. Loud. Ridiculous. Perfect. So I did what felt right. I clapped. I laughed.

My father nearly cried. My mother did.

They told me it had been more than fifteen years since they’d last seen me laugh like that. I think, more than anything else, that’s how they knew I was adjusting to my new life. That their little girl was going to be okay."

Designer’s Notes

Humor has always been part of my games.

Grenda and I used to get into pun battles. My son and I trade awful Mystery Science Theater 3000 quotes. Every group I’ve ever played with eventually devolves into Monty Python. I can’t walk into East Haven’s Cathedral of Light without thinking, “It’s the Bishop!”

Even my most serious games have room for laughter. Especially those. Humor humanizes characters, releases tension, and reminds us why we’re playing in the first place. In West Haven, laughter isn’t a distraction from danger. It’s how people survive it.


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

RPG CAMPAIGN TOUR CHALLENGE!


Thursday, February 26, 2026

Barking Alien's RPG CAMPAIGN TOUR CHALLENGE! Day 26

Larina's scar in BG3
Day 26 - Dramatic Events

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?

Elowen's Journal

"Some stories are told softly, even when they involve blood and thunder.

When I first came to West Haven, I noticed Larina’s left eye. It is a different, paler blue than her right, and she has a scar that runs over and through it. I asked about it once, carefully. She does not like to talk about it.

She only said, 'That was the night Aisling came home.'

I could not believe the story when I first heard it. Not really. So I asked people who had been there. I listened to the ghosts. I believe it now.

Céline told me about the night the wards screamed and fell. Émilie told me about potions brewed so fast they cracked their bottles. The witch knight Rowan told me about fighting creatures out of nightmares, holding the line with sword and will alone. Rebecca swore she saw Strix witches tear enormous Olitiau bats out of the sky, fur, feathers, and blood raining down like black snow. The ghosts told me that Mara witches used them as soldiers to fight demons and devils against their will. 

Cassandra and Celeste spoke quietly about the healing of a broken and near-dead Aisling. About how close they came to failing. About how Katrina took risks, channeling magics so powerful no one else would ever have dared.

But everyone told the same part the same way.

They say that Larina ran out of a Gate and into the night, carrying a broken girl in her arms, and called every witch in West Haven to her side.

They say the devil, who had claimed Aisling, came to take her back. They say he brought monsters with him. They say the sky burned and screamed.

And they also say Larina stood in the center of it all. Beautiful. Powerful. Terrible. Levistus struck her, tearing her flesh and eye with a claw. She fell back, and everyone thought she was down for good. 

Then, the kind witch who sang in her kitchen and laughed too loudly was gone. In her place stood the ascendant Witch Queen, unbound. She rose up several feet off the ground to tower over Levistus. 

They say she fought like a sovereign defending her own blood. Even the demons ran in fear of her wrath unleashed. She screamed, and demons died on the spot. She cast sheets of fire and caused lightning to fall from the sky like it was rain. Her hair exploded, crowning her in a halo of flame. She summoned the Old Magic, the magic that binds all witches together. The devil's claim on Aisling became the noose around his own neck.  When he finally knew what was happening, it was too late. 

When I asked what happened to the devil, Larina only said, 'He won’t hurt anyone ever again.'

Esmé and Amaranth told me the truth later on.

They said Larina had Unmade him.

Not killed. Not banished.

Gone. Forever.

I asked Esmé why the Hells have not risen up against us, and she said it was because 'Levistus was incompetent, and Hell does not reward failure.' 

Aisling doesn't talk much about that night either. She just says, 'Witches bled for me. My own family never did that, so this is my family now.'

That night happened before I came to West Haven. But sometimes, when storms roll in hard from the mountains and the air feels tight, the ghosts remember it again.

So do the witches."

Larina inspects her new eye
Designer’s Notes

This was the defining mythic event of modern West Haven. I wanted something to firmly establish Larina as a new Witch Queen. Prior to this event, she had been largely the same, a very high-level witch in my world.  I needed something to push her out of that role into something new. So I came up with the idea of having her rescue a new witch trapped in Hell. And I needed a big bad. My son and I jokingly said it should be Vecna. He is a fan of Critical Role's Vox Machina, and I am a fan of Stranger Things. Both featured a "Vecna." We laughed at that idea and decided that, no, as powerful as Larina is, Vecna is still way too much for her to deal with. I also like to think Vecna is the one thing that can still frighten her. 

So I used Levistus. I never liked the guy, so I came up with the idea that he had been capturing young witches, feeding on their magic, and draining their patrons through their link to break free. Mespitopheles noticed it most, since in my worlds, he is the Archdevil with the most pacts with witches and warlocks. 

Aisling was his last victim; she was "mostly dead." But Larina got there first and rescued her. 

It establishes Larina not merely as powerful, but as fiercely protective. Her authority comes from action, not title. The coven did not follow her because she commanded them. They followed her because she ran first into the dark. Utterly destroying an Archduke of Hell also didn't harm her position any. 

This event also anchors Aisling’s place in the world. She is not just a survivor. She is claimed, defended, and reborn through witchcraft and community. It also highlights the difference between my two "returned from the dead" characters. Aisling was born of blood and violence. Though she never lets that violence define her now. Why is this important? I typically don't have my characters come back from the dead. Dead is dead for my witches. These two are an exception, and even then, they came back before they were characters, really.

Larina also lost her left eye.

She has a replacement now, but the scar remains. This happened when painting a mini of her: my hand slipped, and I ended up with a streak of white through her left eye. It looked rather badass to be honest, so I kept it. It's also a nice, subtle tribute to one of my favorite R&B groups, TLC (I had a huge crush on Lisa "Left Eye" Lopes). We worked it into the game. That same mini fell off my shelf the weekend after the game and broke off her base. So I also said that she ended up with two broken legs. Don't worry, she had the best healers nearby, and I had plenty of super glue. 

Mechanically, this event explains:

  • Why certain extraplanar forces avoid West Haven entirely
  • Why Katrina’s influence rose sharply afterward
  • Why Larina bears lasting scars that cannot be healed (other than it makes her look badass)
  • Why the coven reacts instantly to threats against their own
  • Raises Larina from powerfu, but local, witch to cosmic-level Witch Queen

It is the moment West Haven stopped being merely a refuge and became a sanctuary that fights back. I picked this one because things in West Haven have been remarkably quiet since then. 

In D&D terms, it also did a couple of things for me. It got rid of Levistus, which I have been wanting to do since forever.  Glasya then used this to take over Levistus' layer of Hell.  Mesphitopheles knows that Larina did this, thus protecting his own witches and warlocks, so he is actually rather pleased with this. Dispater, who in my mind despises impropriety of any sort, is pleased that Levistus was caught up in his own scheme and outmatched by a "mere human witch." 

Glasya felt she owed Larina a favor. Yes. Larina has called in that particular debt. But that is a tale for another day.

I focus a lot on Larina in this particular tale, but all my witches had something to do. Larina may have rescued Aisling, but it was Katrina who really gave her new life. The Larina-Katrina-Aisling dynamic is a bit like divorced parents and their adult child. 

Because nothing in West Haven should ever be clean cut. 

Elowen Hale and Aisling Rinceoir
Elowen and Aisling at Renee's Tea Shop


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Wednesday, February 25, 2026

Barking Alien's RPG CAMPAIGN TOUR CHALLENGE! Day 25

Day 25 - Shopping

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

The marketplace in Novgorod, by Apollinary Vasnetsov.

Elowen’s Journal

"I didn’t grow up with shops like this.

Back home, you went where you needed to go, and that was that. Here, I still sometimes wander without meaning to buy anything at all. West Haven is full of places that invite you inside just to see what’s there. I love it when my parents visit, and I take them everywhere.

Omar’s is the obvious starting point. Everyone ends up there eventually. Adventurers especially. You can buy rope, packs, armor, weapons, and things you didn’t know you needed until Omar asks why you’re leaving town. Behind the front room are stranger things, magical things, but you don’t browse those so much as you’re allowed to see them.

Émilie’s apothecary smells like dried herbs, sweet resins, and something sharper underneath. You can buy ingredients for alchemy, remedies for illness, charms for luck, and sometimes things she doesn’t advertise at all. I’ve learned that if Émilie pauses before answering a question, it’s best to listen very carefully to what she says next.

Renee’s isn’t just tea. You can buy blends to take home, little tins wrapped in paper with handwritten notes explaining what they’re good for. Sleep. Courage. Letting go. I’ve seen travelers buy them like souvenirs, not realizing they’re also buying memories. I have to admit I love working there.

There are bookshops here. More than one. That still amazes me. I’d heard of them before coming to West Haven, but I’d never seen a place where books were sold the way bread or cloth is sold. Some shops specialize in histories or spellcraft, others in poetry or strange pamphlets that feel half-finished. Even the smallest shops seem to know which book you’ll reach for first.

Clothing shops are everywhere. Practical things for travel. Robes and cloaks. Dresses meant for dancing, ritual, or both. Tailors who don’t blink when you ask for hidden pockets or fabric that won’t tear if you fly. And food. So much food. I’ve lived here three years, and I still haven’t eaten everywhere I want to.

Market days bring even more. Temporary stalls selling charms, tools, odd trinkets, and gear meant for adventurers heading north or west. If you want a souvenir, you’ll find one. If you want supplies for a dangerous journey, you’ll find those too. West Haven makes sure no one leaves unprepared, whether they realize that’s what they’re shopping for or not."

Designer’s Notes

Shopping in West Haven is designed to support play rather than distract from it. The village offers abundant access to gear, food, clothing, books, and magical supplies without turning shopping into a chore. Familiar anchor locations like Omar’s, Émilie’s Apothecary, and Renee’s Tea Shoppe give players consistent reference points, while smaller shops and market stalls allow for improvisation.

Bookstores are a deliberate inclusion, reinforcing the setting’s emphasis on learning, discovery, and personal growth. Clothing shops and tailors acknowledge the practical realities of witches, travelers, and adventurers living side by side. Market days expand variety without requiring permanent infrastructure.

The goal is simple: if players want something reasonable, West Haven can probably provide it. If they want something strange, meaningful, or slightly dangerous, West Haven might provide that too, but with a conversation first.


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Tuesday, February 24, 2026

Barking Alien's RPG CAMPAIGN TOUR CHALLENGE! Day 24

Photo by Charlotte May: https://www.pexels.com/photo/ceramic-cup-of-chai-tea-with-cinnamon-and-star-anise-on-linen-fabric-5947062/
Elowen's Newest obsession
Day 24 - Imports

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.  

Elowen’s Journal

"I suppose I should mention that I have a job.

I work part-time at Renee’s Tea Shoppe. Larina thought it would be good for me, a way to interact with both the living and the dead without hiding behind my journal all the time. She was right, of course. And the extra spending money doesn’t hurt either. What does this have to do with imports? Everything, as it turns out.

West Haven’s most important import is tea. I’m not exaggerating. This village drinks three or four times as much tea as anywhere else I’ve ever seen. Twice as much as East Haven, at least. It’s borderline alarming. If the tea supply ever dried up, I’m fairly certain there would be an uprising. Coven-wide. Possibly armed.

I work with a girl named Rebecca. She’s friendly, kind, and endlessly patient in a way I envy. She isn’t particularly academic, but she knows tea the way some witches know spells. She can look at someone for five seconds and hand them exactly what they didn’t know they needed. She introduced me to something called a chai latte, and now my life is divided into before and after. Some of the spices grow here, but many don’t. Cinnamon, cardamom, cloves, and ginger. More imports. Rebecca says she’s a “Pumpkin Spice Witch.” I don’t know what that means, but it sounds wonderful.

There are other things we bring in, too. Fine textiles like silk. Certain building materials we can’t get locally. We have wood in abundance, and the mountain dwarves supply more stone than we could ever need, but not everything can be pulled from the valley or the mountains. That’s where the markets come in.

Market days are my favorite. Our open-air market is just that: open. Anyone can sell. Anyone can browse. Goods come in from places I’ve never seen and probably never will. I’m not even sure East Haven has the same variety we do. I think people just want an excuse to visit what they call “Witch Haven,” even if they pretend otherwise.

West Haven grows its own food. It makes its own magic. But it imports comfort. Flavor. Texture. Little luxuries that make the days gentler. I think that says something important about the kind of place this is."

Designer’s Notes

Imports in West Haven are intentionally modest and specific. The setting doesn’t rely on exotic goods to function, but it eagerly embraces comforts and cultural exchange. Tea functions as both a literal import and a social ritual, reinforcing community, rest, and conversation. Renee’s Tea Shoppe acts as a crossroads for locals, travelers, and spirits alike.

Market days emphasize openness rather than control. West Haven’s lack of restrictive trade policy allows for variety that even larger, more structured cities like East Haven struggle to match. This reinforces the idea that flexibility and hospitality can be more economically and culturally resilient than rigid systems.

Day 24 complements Days 22 and 23 by showing that while West Haven grows much of what it needs, it deliberately welcomes what it lacks. The town survives not by isolation, but by selective openness.


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Monday, February 23, 2026

Barking Alien's RPG CAMPAIGN TOUR CHALLENGE! Day 23

Photo by Vika Glitter: https://www.pexels.com/photo/festive-halloween-witch-in-garden-setting-34256997/
Day 23 - Exports

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.

Elowen’s Journal

"I already talked about the soil, but it really does explain a lot.

On paper, West Haven’s main export is produce. The Haven Valley grows things easily, eagerly, like the land is trying to make up for what it once took. East Haven has good soil too, but they settled on higher ground after the Flood and missed out on much of the rich earth the mountains carried down. And if I’m being honest, witches have always been better at growing things. We listen to the land rather than argue with it.

Most trade still runs through East Haven. That’s just geography and habit. Every so often, someone there tries to raise taxes or impose tariffs, and every time it gets shut down by saner heads. The two towns function best when trade stays free and open. Everyone knows that, even when they pretend not to.

West Haven’s other great export is an open secret: magic.

Sometimes it’s small things. Potions for sleep or luck. Card readings. Crystal gazing. Blessings whispered over tools or doorways. Other times it’s bigger than that. People come here the way my parents did, looking for answers they can’t find anywhere else. You can always tell who they are. They look hollow, like something important has gone missing, and they don’t know how to name it.

There are witches trained to spot those people. Larina calls them ambassadors. Their job isn’t to sell magic, but to listen and decide what kind of help is actually needed. Katrina used to be one, apparently, though I have a hard time imagining her being patient with non-witches. Cassandra and Celeste are very good at it when they aren’t in the Library. Esmé does it too. She says helping people reminds her of why she stayed.

West Haven doesn’t export spells so much as it exports intervention. If you come here and leave changed, no one is surprised. That’s the real trade. The rest is just what shows up on ledgers."

Designer’s Notes

Exports in West Haven are designed to reinforce the theme rather than the economy. Agricultural abundance provides a believable foundation, while magical services operate in a semi-formal, socially regulated way. Magic here is not commodified wholesale. It is mediated through relationships, ethics, and judgment.

The concept of witch “ambassadors” exists to prevent exploitation on both sides. Desperate outsiders are guided, redirected, or turned away as needed, and witches are protected from becoming transactional service providers. This supports a tone where magic remains meaningful rather than routine.

Trade tensions with East Haven provide ongoing low-level conflict without requiring open hostility. The two towns are interdependent, and both know it. West Haven’s greatest export is not goods or spells, but change, and that is something no tariff can easily contain.

West Haveners are very much aware of their interdependence on East Haven, even if witches like Katrina believe they go it alone. That's a topic for tomorrow.

An aside: I am beginning to think that Elowen here might be a Pumpkin Spice Witch. As I have been using her this month, I see her less and less as a witch who commands armies of the undead, and more as a witch who drinks lattes and talks to customers, both living and dead. 

Not every witch needs to be a world-shaking magical powerhouse.


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Sunday, February 22, 2026

Barking Alien's RPG CAMPAIGN TOUR CHALLENGE! Day 22

Photo by Hamza Razuk : https://www.pexels.com/photo/a-cat-sitting-down-20257798/
Mirepoix
Day 22 – Flora & Fauna

Day 22-Tell us 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?

Elowen’s Journal

"It feels like everything here watches.

Not in a threatening way. Mostly. Just… aware. Animals linger longer than they should. Plants seem to lean when you pass. Even the air feels curious. West Haven is full of animals, of course, pets and work beasts and wildlife, but also familiars. So many familiars. Cats on rooftops. Birds perched where they can hear everything. Small things darting between doorways. I’ve learned not to assume they belong to anyone in particular. They’re probably just collecting information. Or gossip. Mostly gossip.

My familiar, Mirepoix, takes this very seriously. Larina’s cat, Cotton Ball, flies and pretends that’s perfectly normal. It shocked me when this fluffy white cat spread it's wings and flew to the top of a bookcase.  Doireann’s frogs are everywhere. In fountains. In gardens. Once in my boot. No one questions it. Giant owls nest nearby, watching the roads at night, and the crows and ravens sometimes speak in human voices when they think you aren’t listening.

Yes, there are flying monkeys. They have their own small community and are very clear about not being pets or familiars. They get offended if you imply otherwise. I learned that quickly.

The plants are just as attentive. The Goblin Wood feels alive in a restless way, branches shifting, roots remembering old paths. The Maiden Wood is different. Quieter. Still. More dangerous for it. There are plants that blur the line between animal and vegetation, vines that recoil when touched, flowers that close like eyes. I don’t know if they are magical or if this land just encourages things to become more than they were meant to be.

It isn’t all strange trees and whispering leaves. The fields here are rich. The Great Flood brought down soil so dark and fertile it feels like it could grow almost anything. Esmé talked endlessly about it in my first spring here, explaining how the land itself had been fed. Crops thrive here. Gardens overflow. Even the ordinary plants seem a little… proud.

Living in West Haven means learning when something is watching because it’s curious, and when it’s watching because it’s hungry. I’m getting better at telling the difference."

Designer’s Notes

Flora and fauna in West Haven are meant to feel observant rather than aggressive. The setting leans into the idea that magic suffuses the environment, affecting animals, plants, and even agriculture, without turning everything into a monster encounter.

Familiars act as social infrastructure. They gather information, reinforce coven connections, and make the village feel alive even when no NPCs are present. Non-familiar creatures, such as the flying monkeys or giant owls, are treated as people or neighbors rather than obstacles or pets.

The Goblin Wood and the Maiden Wood represent two different expressions of living landscape: one restless and adaptive, the other still and dangerous. The fertile farmland of the Haven Valley provides a grounding counterbalance, reminding players that not all magic is strange or threatening. Some of it simply makes things grow.


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Saturday, February 21, 2026

Barking Alien's RPG CAMPAIGN TOUR CHALLENGE! Day 21

Photo by T Leish: https://www.pexels.com/photo/portrait-of-a-beautiful-woman-in-a-witch-costume-5600069/
Elowen
Day 21 – Organizations

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? 

Elowen’s Journal

"I used to think organizations were neat things. Boxes you could label. Lists you could finish.

West Haven cured me of that.

There are covens, traditions, lodges, guilds, circles, and groups that insist they are none of those things but somehow still meet every week. Some overlap. Some pretend they don’t. Some share members and pretend they don’t notice. I have stopped trying to keep a perfect list.

The easiest place to start is my own. I belong to the West Haven Coven. Larina is our leader and High Priestess, though she rarely acts like either unless she needs to. Our coven includes me, Grýlka, Doireann, Celeste, Cassandra, Amaranth, Aisling, Esmé, and Katrina. Katrina also has a Lodge of her own. They are mostly alchemists, so people like Émilie. She says it’s “just practical,” but I think she likes having something that is hers.

The Rangers of the North Star patrol the frontier north of the towns. I see them sometimes on the roads or near the mountains. They are grim, quiet, and always polite. Not everyone trusts them, but everyone respects them. Even the ghosts give them space, which I have learned to pay attention to. I admit they fascinate me. 

There’s a Thieves’ Guild, too. They call themselves The Beasts. I only know that because Amaranth told me, and not to ask questions. Their territory includes the Drunken Orc Inn, somewhere behind doors I’ve never noticed before. The guild is one of the reasons the inn feels safer than it should.

The Druids here aren’t quite what I expected. They call themselves the Ban Drui, and they’re a mix of Druids and Witches. Their coven is the Daughters of the Flame, led by Saileach and Teamhair. There is a quiet power between those two. It's like you can see the magic dancing around them. I wish I could see auras like Aisling can. She always seems happier and sadder when she sees them. She says it because their auras are so bright. 

There are other witches, too. The Strixes, who turn into giant owls when they fly. The Daughters of Diana, who look like they’re always heading to some athletic competition and all carry bows. The Mara… I don’t like the Mara. They keep trying to recruit me. Ghosts follow them everywhere, thick as shadows. Larina says I need to wait before having any serious dealings with them. I would rather not have any dealings with them at all. There are also the Pumpkin Spice Witches. I am not sure if they are a real coven or a social club. 

Once, a group of elves calling themselves the Court of Swords came to West Haven. They were already established here somehow, though I didn’t understand how. Larina dealt with them directly for a week, and Katrina and Esmé took over my lessons. No one explained why. I didn’t ask.

And then there are the Westhaven gnomes. They pretend to be innkeepers, traders, and hosts. They are also a cabal entirely unto themselves. I am convinced they know everything that happens in the valley before anyone else does.

That’s just what I can name. There are more. Covens I recognize by habit, by the way certain witches always sit together or walk home at the same hour. I don’t know all their names yet. I think that’s normal.

East Haven is different.

They have organizations, too, but they are sharper, more formal. The Church of Light dominates much of public life there. Priests, lay-priests, councils, and rules that are meant to apply evenly, even when they don’t. They deal with visitors politely, as long as those visitors behave correctly. Witches are tolerated at best, distrusted at worst. The ghosts from East Haven remember a lot of sermons.

West Haven doesn’t ask you who you answer to. It asks who you sit with when you’re tired. I think that tells you everything you need to know."

Designer’s Notes

Organizations in West Haven are intentionally overlapping, informal, and relational. Power flows through trust, shared history, and social gravity rather than rigid hierarchy. Covens, lodges, and guilds often intersect, and membership is fluid. This allows characters to move between groups organically and gives the setting a lived-in feel.

East Haven provides a deliberate contrast. Its institutions, especially the Church of Light, are centralized, doctrinal, and rule-driven. Visitors are assessed by conformity rather than connection. This tension reinforces the ideological divide between the two towns and provides ongoing sources of conflict.

Not every organization needs to be fully defined. Some exist simply to be noticed, feared, or hinted at. West Haven is a place where influence is sensed before it is explained, and where belonging matters more than titles. 


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Friday, February 20, 2026

Barking Alien's RPG CAMPAIGN TOUR CHALLENGE! Day 20

Day 20 - Mysteries

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?

Photo by Anastasia Sidorova: https://www.pexels.com/photo/darkness-in-evergreen-forest-24736912/

Elowen’s Journal

"Not everything wants to be solved.

That was one of the first lessons I learned here. Witches don’t rush mysteries the way other people do. Some questions are meant to be lived with, turned over slowly, like stones in a river. Still, there are things I keep circling back to, no matter how many times I tell myself to be patient.

Everyone asks what happened to the Elves of the Wood. The Goblins live there now, in what we call the Goblin Wood, but it belonged to the elves long before that. The histories say they left. The goblins say they were already gone when they arrived. What troubles me is this: there are no ghosts. Not one that I’ve seen. Elves don’t just vanish. If they died here, I would know. The silence feels deliberate.

Then there is the Great Flood.

The druids say it was simple. Weeks of rain. A thaw. A glacier finally breaking loose in the mountains. It makes sense, on paper. But witches look at timing as much as cause. The flood came the very night fifteen people were meant to burn. I hear ghosts argue about this sometimes. Some say it was chance. Some say it was mercy. Some say the Goddess herself reached down and said, "Enough." I don’t know which answer scares me more.

The Maiden Wood is another mystery I try not to think about too much. It isn’t dark or tangled like the Goblin Wood. It looks calm. Inviting, even. No one goes there. Everyone avoids it. When I ask why it’s called the Maiden Wood, I never get the same answer twice. That’s usually a bad sign.

And then there is the West.

The Western Road leaves through the Lughnasadh and Samhain Gates and just… keeps going. People talk about it like it’s obvious where it leads, but no one ever says. Frontier. Beyond. Elsewhere. I’ve stood at the gate and watched travelers leave, wondering what kind of person keeps walking once West Haven is behind them.

Some mysteries feel like doors. Others feel like warnings. I’m learning how to tell the difference."

Designer’s Notes

Mysteries in West Haven are intentionally unresolved. They exist to invite play, speculation, and emotional investment rather than to be “completed.” Each mystery offers multiple interpretations, none of which are confirmed as correct.

Also, keep in mind that Elowen is the stand-in right now for the Player Characters. They are not going to know more than her, often less. 

The disappearance of the Haven Elves suggests an event outside normal cycles of death and memory. I'll be honest, I am not even sure I know myself yet! 

The Great Flood sits at the intersection of natural disaster, divine intervention, and myth-making. Though the answer here is more natural than supernatural. The rain and melting ice in the Broken Mountains breached the glacial dam. It just happened at the exact right moment.

The Maiden Wood is a narrative negative space, defined more by avoidance than description. Though it is called that due to the Dryads. The zoo of yesterday is the clue. This wooded area is home to a group of dryads that Larina rescued from the lands of Faerie (going back to my 4e days).

The Western Road represents the unknown future and the temptation of leaving safety behind. It is there to provide new adventures. It is a mystery to Elowen because she has not left the safety of West Haven. There is a set of barrow mounds out west, but she doesn't know that yet.

These mysteries are not all required to be solved. They are meant to shape tone, inspire questions, and remind players that the world is larger than their characters’ understanding. In West Haven, curiosity is encouraged, but that doesn't mean the answers will be satisfactory.


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