Showing posts with label character. Show all posts
Showing posts with label character. Show all posts

Tuesday, April 14, 2026

Jackson, IL: Character Questionnaire

 One of the larger challenges of my Jackson, IL campaign for the NIGHT SHIFT® RPG, hasn't been the rules or the supernatural, but rather getting players into the right frame of mind. Not just playing teens (for people like me who are 30-40+ years past their teen years) but also getting 20-somethings used to the world of 1985-86.

A lot of that will be a certain level of "hand wavem" where the reality of the game world gives way to the supposed reality of the time. For example, many of the twenty-somethings don't think to look for a pay phone. The fifty-year-olds forget what it was like to be teens and feel the things teens feel so intensely. I can't handle all of those, BUT I can at least get them going into the right place with their characters. 

Character Questionnaire

To this end, I worked on a Character Questionnaire. Give the players a chance to think about their characters in a group and what this character is like as a teen in 1985

This is in addition to Quotes, Quirks, and Theme Song, I ask of all the characters.

I was thinking about my developmental psychology classes, back when I was closer to being a teen than I am now, and how teens feel like they are on a stage the whole time. They often feel everything they do is visible to (and judged by) all. Their thought process is not the same as an adult's, because their brains are still developing. So things they do (or did if you are feeling reflective) feel different. These different thought processes are one of the features of this game, not a bug.

Here is the Questionnaire, as it exists now. Note, the players fill this out AFTER the characters are rolled up. I might change these a bit as the game goes on.

Character Questionnaire

  • What is this teen known for at school?
  • How were they seen before Jackson, if applicable?
  • How are they trying to redefine themselves?
  • What classes fit them best?
  • What are they good at?
  • Who notices them, and why?
  • What rumors or assumptions follow them?

Favorites 

  • What are their favorite groups, bands, and/or singers? What is always in their Walkman?
  • Favorite movie?
  • Favorite TV show?
  • Favorite clothes?
  • Favorite colors?
  • Favorite drink?
  • Favorite food?
  • What poster is on their bedroom wall?
  • What store do they always stop in at the mall or downtown?

Home Life

  • Who do they live with?
  • What is their house like?
  • What is their room like?
  • How much privacy do they have?
  • What is their relationship with their parent or guardian?
  • What unspoken pressure lives in the home?
  • What freedom do they have that other teens might not?

Weekend Life

  • Where do they go first when they have free time?
  • What do they do when left alone?
  • What social places do they end up in?
  • What teen rituals do they enjoy, tolerate, or avoid?
  • What changed once they found their people?
  • What does freedom look like to them on a Saturday?

Communication

  • Do they have privacy on the phone?
  • Who do they call most?
  • Whose number do they know by heart?
  • Are they better in person, on the phone, or in notes?
  • Do they make mixtapes, write letters, pass notes, or invent codes?

Secrets

  • What secrets are easiest for them to keep?
  • What secrets keep leaking out anyway?
  • What private fear drives them?
  • What private need shapes them?
  • What has this cost them?
  • What part of themselves are they afraid others can already see?
  • Teen Places in Jackson
  • Where do they belong?
  • Where are they watched?
  • Where are they most themselves?
  • Where are they least comfortable?
  • What public place changes when they enter it?
  • What hidden place matters only to them or their closest friends?

Teen Archetype

  • How does the school see them?
  • How does the town see them?
  • Who are they in private?
  • What role do they play in the game?
  • What do they want?
  • What do others wrongly assume about them?
  • What emotional tone follows them into a scene?

Contradictions
Things that go against the grain or what is expected of their character.

I don't expect players to fill out all this. Some details will be learned in-game, and others may change as the game moves on. The point is not to make this "homework" but rather to use it as a device to focus on who this character is and what they do.

And because I can, I figure I'd fill them in for some of the NPCs. This also gave me the chance to try it before I gave it to the players. 

Character Questionnaire: Larina

Larina in Latin Class
School Life

What is this teen known for at school?
 Being the smart girl who still seems a little weird.

How were they seen before Jackson, if applicable?
 At her old school, she was the weird girl. After the fire, she became “the girl whose mom died.”

How are they trying to redefine themselves?
 Her old life was marked by estrangement, sadness, and loss. In Jackson, she wants to remake herself into someone people like rather than pity or mock.

What classes fit them best?
 Languages, literature, and the social sciences.

What are they good at?
 Languages especially. She has a real gift for them.

Who notices them, and why?
 Everyone notices her. She is the new girl, with bright red hair, striking looks, and an air that says she knows more than she should.

What rumors or assumptions follow them?
 Her mother died in a freak accident. True.
 Her father is on the run. False.
 She is like Carrie. Not entirely false, but not in the way people mean.
 She is a witch. True, though not in the way most think.
 The she, Faye, and Stephanie are all "involved." Not really, they are a coven.

Favorites 

Stevie Nicks - "The Wild Heart"
What are their favorite groups, bands, and/or singers? What is always in their Walkman?
 Stevie Nicks. A bit cliched she knows, but she can’t help it. “The Wild Heart” is her favorite. 

Favorite movie?
 She just saw “Return to Oz” and loved it. Dorothy is a witch, and no one can convince her otherwise.

Favorite TV show?
 She loves “Masterpiece Theatre” on PBS. “Bewitched” is a guilty pleasure.

Favorite clothes?
 Has a plaid purple skirt she loves, a pair of black Jordache jeans she can still fit into, and her black Doc Martens.

Favorite colors?
 Purple and black.

Favorite drink?
Tea. Iced tea works fine, too. 

Favorite food?
 Thai, but there are no Thai restaurants in Jackson, much to her dismay. 

La Vampire Nue
What poster is on their bedroom wall?
 A poster of Jean Rollin’s 1970 “La Vampire Nue.” She also has a star chart and poster of Latin verb conjugations. 

What store do they always stop in at the mall or downtown?
 Paula’s Bookstore downtown, always. 

Home Life

Who do they live with?
 She lives with her father, Lars, a professor of anthropology at MacAlister College.

What is their house like?
 A nice two-story home near the college, in a part of town that is respectable enough but not especially fashionable.

What is their room like?
 She has the master bedroom upstairs with an attached bathroom. Lars did not want it after her mother died.

How much privacy do they have?
 A great deal. She has most of the upstairs to herself. There is another bedroom and full bath up there, but Lars prefers the downstairs rooms.

What is their relationship with their parent or guardian?
 She loves her dad, and he loves her. They are close, but both still carry sadness over the loss of her mother.

What unspoken pressure lives in the home?
 Larina tries to take care of Lars more than a teenager should. He worries about her, but she worries about him, too. He cannot cook worth a damn, except for tacos.

What freedom do they have that other teens might not?
 She has unusual privacy, including her own teen-line phone.

Weekend Life

Where do they go first when they have free time?
 On Saturdays, she heads straight to Paula’s Bookstore downtown. After that, she usually ends up at Jackson Public Library, and sometimes one of the college libraries.

What do they do when left alone?
 She reads constantly. If she is awake, she is usually reading or taking notes.

What social places do they end up in?
 At night, she goes out with Stephanie and Faye in Stephanie’s car. Like most kids in town, they cruise Morgan Street and eventually end up at Sal’s Pizza.

What teen rituals do they enjoy, tolerate, or avoid?
 Larina is only an occasional drinker and does not care for drugs, though she has tried getting high a couple of times.

What changed once they found their people?
 She became more open, both to other people and to the world around her. Friendship made ordinary life feel worth entering.

What does freedom look like to them on a Saturday?
 Cruising Morgan with Stephanie and Faye, getting pizza at Sal’s, then bringing some home to share with her dad, who almost certainly forgot to eat, while listening to his records.

Communication

Do they have privacy on the phone?
 Yes. Lars got her her own teen line when they moved to Jackson.

Who do they call most?
 Faye and Stephanie.

Whose number do they know by heart?
 Faye and Stephanie.

Are they better in person, on the phone, or in notes?
 Much better in person. Her written notes tend to become long, intense, and overthought.

Do they make mixtapes, write letters, pass notes, or invent codes?
 She makes mixtapes for Faye from her dad’s record collection. She also makes Stevie Nicks tapes for Candy, partly out of affection and partly because it feels easier than saying what she means. She, Faye, and Stephanie have worked out a code so they can talk about supernatural things in public without anyone noticing.

Secrets

What secrets are easiest for them to keep?
 Other people’s secrets. If someone swears her to silence, she will keep it forever.

What secrets keep leaking out anyway?
 She cannot keep gift secrets at all. She buys birthday and Christmas presents months in advance and can never quite stop herself from hinting.

What private fear drives them?
 Larina believes her mother’s death was not an accident. She suspects something evil and eldritch was responsible. Her father insists it was faulty wiring in her mother’s spice shop, and the investigation officially agrees. (Spoiler: It actually was an accident, but it shapes her all the same.)

What private need shapes them?
 She is haunted by the fear that she can never know enough. That is why she is always reading, always writing things down, always trying to get ahead of what might happen next.

What has this cost them?
 She has not read a book purely for pleasure in years.

What part of themselves are they afraid others can already see?
 She likes girls and boys equally, and part of her is certain everyone already knows. Even if she doesn't really understand that all yet herself. (It's 1985, there is no internet to look things up, and no easy-to-access books.)

Teen Places in Jackson

Where do they belong?
 On ordinary nights, Sal’s Pizza. On quieter days, Paula’s Bookstore and the public library.

Where are they watched?
 In the school halls. Since Larina arrived, she, Stephanie, and Faye have become inseparable, and people notice.

Where are they most themselves?
 With her friends, or alone with a book and a problem to solve.

Where are they least comfortable?
 Anywhere she cannot make sense of what is happening. Confusion unsettles her more than danger.

What public place changes when they enter it?
 The public library. The librarians all know her by name, and her presence there feels almost permanent.

What hidden place matters only to them or their closest friends?
 Behind the school, in sight of the track and field, but far enough from the road to feel secret. Sometimes Candy and Denise show up.

Teen Archetype

How does the school see them?
 The new girl, who is still a little strange.

How does the town see them?
 The new girl. Professor Nichols’ brilliant daughter. The smart girl who is still a little strange.

Who are they in private?
 She is still trying to figure that out for herself.

What role do they play in the game?
 She is the Witch, the one who knows, or at least the one who tries hardest to know.

What do they want?
 To make sure no one else dies if she can help it.

What do others wrongly assume about them?
 That she is arrogant. In truth, she is still shy and more uncertain than she lets anyone see.

What emotional tone follows them into a scene?
 Alone, she brings quiet intensity. With friends, she brings frantic energy. When happy, she is openly affectionate. When angry, she is genuinely frightening.

Contradictions

  She wants to be known, but hates being misread.
  She is deeply affectionate, but guards herself carefully.
  She reads constantly, but almost never for pleasure.
  She seems confident, but is still remaking herself from grief.
  She keeps others’ secrets perfectly, but cannot keep a birthday surprise to save her life.
  Tries to shield herself from pain, but she will set herself on fire to save others.


Character Questionnaire: Candy

Candy listening to The Wild Heart
School Life

What is this teen known for at school?
 Being one half of the “Candy and Denise” duo.

How were they seen before Jackson, if applicable?
 She has always lived here.

How are they trying to redefine themselves?
 At the moment, she is not. Candy is not trying to reinvent herself. She is just trying to get through.

What classes fit them best?
 She actually pays attention in health class.

What are they good at?
 Candy is very good at first aid. She keeps her cool, acts fast, and gets things done when someone is hurt.

Who notices them, and why?
 Mostly teachers, because she is usually in trouble or seems about two seconds away from it.

What rumors or assumptions follow them?
 That she drinks all the time. Partially true.
 That she and Denise have hooked up. Partially true.
 That she is an airhead. False, but she lets people believe it.

Favorites 

What are their favorite groups, bands, and/or singers? What is always in their Walkman?
 Loves pop music, especially when it has a party feel. Loves Stevie Nicks as well. Has a copy of The Wild Heart that Larina gave her.

Favorite movie?
 She tells people, “Porky’s” to get a shock out of them. But in truth, she loves watching old black & white movies with her mom. 

Favorite TV show?
 “Who has time for TV?” but will have MTV on in the background.

Favorite clothes?
 Anything bright. She has a leather jacket she dug out of the "Lost and Found" of her dad's bar, which she always wears. 

Favorite colors?
 Pinks, yellows, oranges. 

Favorite drink?
 Boone’s Farm Strawberry Hill wine. Coffee with a lot of sugar. Iced with sugar and Sweet-n-lo.

Favorite food?
 Pizza. Pepperoni with green olives, the same as Denise's. 

The Outsiders
What poster is on their bedroom wall?
 An old, faded poster of “The Outsiders” Movie.

What store do they always stop in at the mall or downtown?
 “Strawberry Fields” record store at the mall. She always runs into Faye there.

Home Life

Who do they live with?
 Candy lives with her working-class father, “Ron”, her terminally ill mother, “Carol”, and her little sister, “Ronnie”.

What is their house like?
 Too small for four people carrying that much stress.

What is their room like?
 A wreck, but in a very normal teenage way for the time. Clothes everywhere, school things mixed with junk, and half-finished bits of life shoved into corners. Bags of chips, Coke cans, a forgotten bag of weed.

How much privacy do they have?
 Almost none.

What is their relationship with their parent or guardian?
 She loves both her parents, and they love her. But she is furious at the world for taking her mother from her piece by piece.

What unspoken pressure lives in the home?
 Everything in the house is organized around helping her mother. All the money Candy makes helping her dad goes to medical bills.

What freedom do they have that other teens might not?
 Her dad works at the local bar, so she stays out late more often than most teens can. She also has easy access to alcohol.

Weekend Life

Where do they go first when they have free time?
 Wherever Denise is.

What do they do when left alone?
 She hates being alone. Being alone means she has time to think about everything going wrong.

What social places do they end up in?
 Sal’s Pizza, parties, parking lots, anywhere Denise is, anywhere the night feels louder than home.

What teen rituals do they enjoy, tolerate, or avoid?
 She drinks most weekends, looks for parties, and avoids anything that feels too much like school spirit or forced enthusiasm.

What changed once they found their people?
 She met Denise in junior high when they were both sent to the principal’s office, and they have barely been apart since.

What does freedom look like to them on a Saturday?
 Not working at her dad’s bar. Not being stuck at home. Being out in the world with Denise, even if they are doing nothing.

Communication

Do they have privacy on the phone?
 None.

Who do they call most?
 Denise.

Whose number do they know by heart?
 Denise.

Are they better in person, on the phone, or in notes?
 In person, but she is constantly passing notes.

Do they make mixtapes, write letters, pass notes, or invent codes?
 She passes notes constantly. She and Denise have nicknames for every teacher in school.

Secrets

What secrets are easiest for them to keep?
 Anything between her and Denise stays buried.

What secrets keep leaking out anyway?
 She makes inappropriate jokes about everyone’s sex lives and sometimes reveals more than she means to by acting like nothing matters.

What private fear drives them?
 That she will end up alone.

What private need shapes them?
 She wants to help people, but does not know how to do that in any lasting way.

What has this cost them?
 She rebels. She drinks. She sleeps around. She makes herself seem harder and less breakable than she is.

What part of themselves are they afraid others can already see?
 That deep down, she is terrified. Terrified, she will be left alone. Terrified she will lose her mother. Terrified that she will lose Denise as her best friend. Terrified something will happen to her dad or Ronnie.

Teen Places in Jackson

Where do they belong?
 Anywhere she decides to be. In Candy’s mind, no place is off-limits.

Where are they watched?
 Mostly by adults.

Where are they most themselves?
 With Denise.

Where are they least comfortable?
 By herself.

What public place changes when they enter it?
 School. Sal’s. Any place where people know she is about to bring noise, trouble, laughter, or all three.

What hidden place matters only to them or their closest friends?
 Behind the bleachers near the track and field, where she and Denise go to smoke and be alone together.

Teen Archetype

How does the school see them?
 As a troublemaker.

How does the town see them?
 As a troublemaker who ought to be home helping her sick mother.

Who are they in private?
 Far more caring, frightened, and vulnerable than people realize.

What role do they play in the game?
 The party girl who is deeper than anyone expects.

What do they want?
 To live her life, keep the people she loves, and not lose anyone else.

What do others wrongly assume about them?
 That she is stupid.

What emotional tone follows them into a scene?
 Excitement, chaos, heat, and the sense that something impulsive is about to happen.

Contradictions

 She is flighty, but loves with her whole heart.
 She acts dumb, but is actually pretty bright.
 She seems careless, but cares deeply about the people around her.
 She runs from pain, but is the first to act when someone else is hurt.

Candy Surprising Larina.
Candy surprises Larina after Larina saves her life.
 "Don't make it weird, babe."

Ok, I like these. They really give the characters more character. One thing I added after I did these was, in addition to a theme song, "What songs are on their mix-tape?" But I then had to explain what a "mix-tape" was when I did the first version of this, and I died of old age right in front of the players.

Artifacts of a bygone age.
Artifacts of a bygone age.

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

Monday, March 30, 2026

Elowen Hale: Night Shift/O.G.R.E.S.

“She gets it. I do not have to explain the quiet parts to her. When I am scared and shaking, she just sits beside me and waits until I am done. She does not treat me like I am fragile. She does not treat me like I am broken. She just treats me like I am still here. That is why she is my best friend.” - Aisling, the Dream Dancer

 Elowen belongs in West Haven, and that means all West Havens, including the one found in NIGHT SHIFT. 

Elowen in West Haven

In the NIGHT SHIFT version, West Haven is modern. Cell phones work. Coffee shops exist. The supernatural hides in plain sight.

Elowen Hale was a nice, if shy, girl. Trouble is, she died. She was at home, sitting at the dinner table, passing around the salad to her father, when she stopped, said "Ow," and fell over. 

She was clinically dead. Paramedics revived her. 

But she did not come back the same girl who sat at that diner table.

Since then, electronics glitch around her when spirits are near. She sees things in security footage that others miss. She occasionally zones out and mutters dates no one recognizes.

Therapists call it trauma. Occult investigators call it crossing contamination and talk about "hitchhikers" or other entities.

Elowen calls it "unfinished business."

She now records TikToks about West Haven’s hidden history. She acts as a tour guide to the town's strange corners. Most viewers assume she is leaning into aesthetic goth charm.

They have no idea she is cataloging liminal sites and haunted areas.

In this world, she is young, soft-spoken, dresses in black out of comfort rather than rebellion, and has chosen not to be bitter. She has friends who know what happened. They treat her like she is normal. She really shows off her personality when she is recording her videos.

Elowen Hale
Elowen Hale

1st level Witch

Strength: 10 (0)
Agility: 12 (0)
Toughness: 14 (+1) S
Intelligence: 16 (+2)
Wits: 15 (+1) S
Persona: 17 (+2) P

Vit: 15
Alignment: Light
DV: 9
Attack: +0

Fate Points: 1d6
Check Bonus (P/S/T): +3/+2/0
Melee bonus: 0 Ranged bonus: +0
Saves: +3 against spells and magical effects

Witch Abilities

Arcana, Supernatural Senses, Spells, Arcane Powers

Arcane (Occult) Powers: See Dead People

Familiar: Cat, "Mirepoix"

Skills
Research, Insight, 

Spells
First Level: Summon Familiar

This Elowen doesn't keep a journal; she records TikToks. She walks around West Haven and talks about the scary places, the haunted houses, and the best places to get Chai Lattes and Bubble Tea. Her core is still a good girl who had a bad thing happen to her, but she is getting better. She still has her calico cat "Mirepoix," and she still favors black. 

--

Elowen's Fetch
The Shadow Girl

The Shadow Girl was an idea I had for a NIGHT SHIFT game set in the 1980s featuring a young Larina. I developed it a bit with Little Fears and Chill, but now I think I should bring her over to interact with Elowen. Besides, Larina has enough to do. Instead of bothering Larina, the Shadow Girl has turned her attentions to modern Elowen. Is it the same creature or just the same sort of "Returned from Beyond" creature? I don't know yet, but I like the idea that if Elowen came back from the dead, and then something followed her back. 

The Shadow Girl looks like Elowen, just as it looked like Larina. Though in both cases, it looks like a version of them that has been dead for a long time. See why this works better for Elowen. Elowen sometimes worries that "she" is not really herself, and she is a spirit haunting Elowen Hale's body, and the Shadow Girl is really the original Elowen Hale. She is worried it might even be a Fetch, or a "Hitch-hiker" of the original, and "real" Elowen Hale's spirit.

Whatever the Shadow Girl is, we know it is not done with Elowen yet. In fact, she has not even really started. 

Elowen would say, "I don't know if I am real, or she is."

Elowen in West Haven

--

Is this the end of my exploration into Elowen? No, but it does mark a shift to talking about my new weekly NIGHT SHIFT game. "Tales of Jackson After Dark" is not a new game, but it has recently gained some traction with the players of my son's group (my youngest is too busy with school to play much anymore).  The setting is Jackson, IL, and it is the Summer of 1985. There is a new girl in town that everyone thinks is a witch (they are right), and last night a bell rang, but only people with a connection to the supernatural heard it. Even if you didn't hear it, you will soon feel its effects. 

This game has been set up to allow people to come and go as they need, so a wide variety of characters around a central core and a high school filled with NPCs.

Looking forward to sharing more with you all on this one. 

I only just worked out the connection between 1985's Jackson and 2026's West Haven last night.

Night Shift® RPG is a registered trademark of Elf Lair, LLC. 2026, Authors Jason Vey and Timothy S. Brannan. 

Monday, March 23, 2026

Elowen Hale: Daggerheart

“I do not understand her. That is not an insult. It is an observation. Most people who brush death carry it like a blade. She carries it like a lesson. I have seen creatures tremble in her presence, and she offers them tea. If I had died and come back, I would have demanded answers. She thanks it instead. 

It is… disarming, and special.” - Amaranth

 Daggerheart’s tone leans emotional and interpersonal, and Elowen thrives there.

Elowen Hale, Daggerheart Hedge Witch

Elowen died. She wasn't dead for very long, but long enough that the priests were called. They called it a rare miracle; wizards called it "odd." Elowen doesn't remember it all, but she knows she's now different.  

Her Hope and Fear are both sharpened by that memory. She fears being powerless. She hopes no one else will have to endure what she did.

Her magic manifests in soft glimmers. Flickers of moonlight. Breath is visible when it should not be. When she uses her abilities, the world briefly feels quieter, like it is listening.

Ghosts do not frighten her. Loneliness and disconection does.

Her greatest strength is connection. She sees broken people and recognizes herself in them. In a Daggerheart campaign, she becomes the emotional anchor of the party. The one who says, gently but firmly, “We are not done yet.”

She is not dramatic about her death. She rarely speaks of it. But when she does, the table goes silent.

There is a West Haven in the many worlds of Daggerheart. I haven't defined it yet. 

Elowen Hale, Hedge Witch
Elowen Hale

Level 1
Class & Subclass: Witch (Hedge)
Ancestry & Heritage: Loreborn human
Pronouns: She/Her

Agility: 0
Strength: -1
Finesse: 0
Instinct*: +2
Presence: +1
Knowledge: +1

Evasion: 10
Armor: 3

Minor Damage: 7 Major Damage: 14

Weapons: Wand. Range: Knowledge Far. 1d6+1 (Magical)

Armor: Leather 6/13 +3

Experience
I See Dead People +2
Fate Always Has a Price +2

Elowen Hale, Daggerheart Hedge Witch
Class Features
Hex
Commune (with ghosts)

Talisman
Dagger (she rarely uses it)

Spells
Blightning Strike, Level 1 Dread
Umbral Veil,  Level 1 Dread

Daggerheart was really another key element in my conceptualization of Elowen. The official witch class is on the way, but I wanted to try her out in this. Especially since one of the domains of the Witch is "Dread." Elowen just approaches dread differently than some other characters might. 

Here she is, a Hedge Witch. She is not going to be raining lightning down on enemies, cursing family lines, or brewing up storms. In fact, the only thing she has brewed up lately is a Tres Leches Tea Latte, and the only thing she has destroyed was the kitchen in her attempt to make a lemon tart (which was fine, Dori ate it anyway). 

Her greatest interactions will be with her new coven. When the new Dread add-on for Daggerheart is out, I'll come back to this and detail a bunch of witches. 

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

Monday, March 9, 2026

Elowen Hale: Pathfinder 2nd Edition

“I have been around long enough to know that returns like this are never free. Nothing in the universe is ever free. There is always a ledger. A balancing. If something, or someone, let Elowen come back, then something may someday collect. I do not know what that means, and I do not like not knowing. She smiles as if the debt has already been paid. I hope she is right. 

But if something comes to collect from that girl, they will have to go through me first.”Esmé Valethorne

Pathfinder 2nd Edition might not get the hype and play as Pathfinder 1st edition, but in some ways, I think it is better. It can stil play the same sorts of games you can with Pathfinder 1st ed, and of course D&D, but it has a some mechanics I like and many more that interest me.  Plus, I love the world Pathfinder has built.  

Pathfinder 2nd Edition books

Character Background (Pathfinder 2nd Edition)

In this universe, Elowen is marked by the River of Souls. She died before her time, and a power neither divine nor arcane intervened.

Mechanically, she is a Witch, but narratively, she is one of the Returned. She perceives hauntings before they manifest. Undead feel uneasy in her presence. She does not radiate positive energy, but she disturbs the natural flow. I might have her take some levels of Seer later on. I have not decided just yet, I need to read up a little more on the class.

Elowen does not seek power. She studies it because she fears what might have brought her back. She works closely with the witches of West Haven, who understand that resurrection always carries a price. Resurrections of witches, even more so.

Her curse is subtle. At times, her reflection lags behind her movements. At others, she dreams of places she has never been but remembers dying in.  Despite this, she remains hopeful. She believes fate is not fixed. She has seen what lies beyond, and it has made her compassionate rather than cruel.

Photo by T Leish: https://www.pexels.com/photo/portrait-of-a-woman-in-black-witch-costume-5600005/
Elowen Hale
Female Human (versatile) Witch (Hedge Witch), Level 1

Background: Acolyte

Strength 0
Dexterity 0
Constitution 1
Intelligence 4
Wisdom 2
Charisma 2

AC 13
HP 15

Fortitude 4
Reflex 3
Will 7

Skills
Arcana 7, Crafting 4, Deception 5, Diplomacy 5, Lore (Ghosts) 7, Lore (Scribe) 7, Medicine 5, Nature 2, Occultism 7, Performance 5, Religion 5, Society 4, Survival 5

Weapon
Dagger 3, 1d6/1d4

Class DC 17

Feats
Additional Lore, Adapted Cantrip, Student of the Canon

Class Abilities
Attribute Boosts, Witch Initial Proficiencies, Witch Skill Training, Patron, Familiar "Mirepoix" (calico cat), Spellcasting (Occult), Hex Spells, Witch Lessons, Heightened Spells, Cantrips, Hexes, Spinner of Threads. 

Spells
Cantrips: Disrupt Undead, Daze, Detect Magic, Light, Prestidigitation, Read Aura, Shield, Telekinetic Hand, Telekinetic Projectile, Void Warp
First Circle: Sure Strike, Dizzying Colors, Enfeeble, Fear, Ill Omen, Mystic Armor

Focus Spells
Nudge Fate, Phase Familiar

--

This was one of the other main rule sets that helped me define who Elowen was. Here in Pathfinder, she is an Occult-based Hedge Witch. Like Larina has said, Elowen isn't going to raise storms or even summon armies of the dead to fight. She will be a beacon to guide others home, and if she summons up an army of the dead, well, it will be so she can show them to their afterlife and give them peace. 

Of the two versions, Tales of the Valiant and this one, I am not sure which one I like the best.

Monday, March 2, 2026

Elowen Hale: Tales of the Valiant

Tales of the Valiant Player's Guide 2
 "Elowen is not the storm. She is the candle in the window while the storm rages." 

- From the Journal of Larina Nix.

After the double marathon of TARDIS Captain's The Character Creation Challenge and Barking Alien's RPG CAMPAIGN TOUR CHALLENGE, I thought I'd do another one for March! Just kidding. I didn't find one I liked, but I do want to continue with the themes of those two challenges for this month.

So, for March, each Monday, I am going to post the character stats for my newest witch, Elowen Hale. She was not featured during the character creation challenge, but I was building her network of friends and coven members. She was featured during the RPG Campaign tour as my tour guide, but all of that happened before she was 1st level. Now she is 1st level and ready for some adventures of her own.

For this, I am going use five different systems to describe her. This is her genesis, really. I had just picked up the new Tales of the Valiant Player's Guide 2. My goal at that point was to find a witch that might work for both TotV and Pathfinder 2 nd edition, since both games have a native witch class. 

I also wanted to see how she would manifest in Daggerheart and AD&D 1st edition. Daggerheart also has a witch class in playtest, and I am working on my AD&D witch. I worked to find the intersection of all these witch ideas into one witch that fit them all. 

That witch is Elowen.

Elowen and the Tales of the Valiant

Character Background (Tales of the Valiant)

Elowen was not meant to survive. What returned was not quite the same girl. She breathes. She laughs (more now than when it first happened). She drinks tea. But something in her stands half a step beyond the world.

Clerics say she was restored by divine grace. Wizards insist her resurrection was a planar anomaly. Elowen knows the truth is simpler and stranger: something let her come back.

Since then, the veil between worlds has parted for her. Spirits hesitate around her. Ghosts fall silent. She can see faint threads of fate where others see only empty air.

Unlike many who return from death, Elowen is not hardened. She is gentle. Curious. Soft-spoken. She delights in small things: warm cups, autumn leaves, frogs in rain puddles. She has decided that if she were given a second life, she would live it brightly.

Elowen Hale
Elowen Hale
Human Witch 1 (Twilight Soul)
PB +2

Heritage: Covenant
Background: Chronicler 
Learn Researcher 
Features: Spell Inoculation (advantage on saves from spells targeting her)

Strength: +0 (10)
Dexterity: +1 (12)
Constitution: +2 (14)
Intelligence: +2 (15)
Wisdom: +3 (17) Saves + PB
Charisma: +3 (16) Saves + PB

Skills: +6 Arcana, +5 Perception, +5 Survival

HP: 10
AC: 12

Spells
Cantrips: Dancing Lights, Influence, Luck Bait, Swift Stash
First Circle: Stumble, Withering Gaze

Age: 19
Height: 5'4"
Weight: 114 lbs

Skin: Pale
Hair: White (was black)
Eyes: gray (were violet)

Familiar: Mirepoix (calico cat)

Theme song: Home (Prospertine)

So this was Elowen's conception. Reading through Tales of the Valiant and figuring out their witch options.  The Twilight Soul witch jumped out at me right away. Plus the art features a white-haired witch (as does Pathfinder) I also pretty much got her look in right away.

ToV witch

Last month's posts also helped me establish that Elowen, much like her mentor Larina, keeps a journal. Since I had some character journals for Tales of the Valiant, one of them became Elowen's.

Elowen's Character JournalElowen's Character Journal

Elowen's Character Journal

Sorry for the weird lighting. My wife is turning on her grow lights for this year's garden.

I'll keep notes in this as I run her through various adventures. Yeah, she will be a GMPC for the most part, but her magic isn't going to be the thing to change the tide of a battle. But she can keep notes in her journals that Larina bought for her. Like Larina says, Elowen is not the storm, but she is the comfort away from the storm. She is a comfortable fire and a nice hot cup of tea. She is the one you can tell your horrifying truths to because she won't judge you.

Of course, this is just part of how I defined who Elowen otehr ideas about who she is came from other games too. She is at the intersection of all these witch ideas.

Wednesday, February 4, 2026

Witchcraft Wednesday: Character Challenge Wrap-up

 Another Character Creation Challenge is in the history books.  Thanks again to Carl Stark, The TARDIS Captain, from TardisCaptain's Blog of Holding.  

Some of the playtest characters
Some of the playtest characters

In all, I made 41 characters (with 14 more unfinished), all witches for AD&D 1st Edition and all playtests for my new Advanced Witches & Warlocks: Occult Adventures. All witches from level 1 to level 31.

It has been a lot of fun. Here are all the character sheets (and linked):

Follow Timothy's board 31 Day Character Creation Challenge on Pinterest.

And all of the "Theme Songs" in a playlist:


I hope you enjoyed this as much as I did!

TardisCaptain 2026 Character Creation Challenge


Saturday, January 31, 2026

Character Creation Challenge: Day 31, The Simbul Witch Queen of the High Witchcraft Tradition

The Simbul Witch Queen of the High Witchcraft Tradition
There are only a few characters created by others in this game that I can say I absolutely adore. Feiya is one, so is Iggwilv. And The Simbul, aka Alassra Shentrantra Silverhand, is another. As I said before, Ed Greenwood's obvious love for this character in his writing pulled me into this character, and I love her. I love her power, her madness, and her obvious tragedy. She is great, and I could not wait to add her to my games. Of course, I had to put my own spin on her.

The Simbul is often misunderstood because people take her madness at face value. They see chaos, volatility, and emotional extremity and assume a lack of control. That is a mistake. The Simbul is not mad because she is weak. She is mad because she is too strong for the structures that attempt to contain her.

Unlike Iggwilv, who burns down identities and walks away, Alassra remains. She stays. She binds herself to place, to people, to purpose. Aglarond is not merely her realm; it is her anchor, her sanctuary. Her madness is the pressure of power that refuses to dissipate. Where other archmages retreat into towers, demiplanes, or abstraction, The Simbul holds the line in the world itself.

This is the essential difference between High Witchcraft and the more solitary or liminal traditions. High Witchcraft is not about secrecy or withdrawal. It is about standing openly in the storm of magic and daring the world to endure you. The Simbul does not hide her power, nor does she soften it for the comfort of others. She bleeds magic. She leaks prophecy. She burns bridges even as she protects them.

"Do NOT presume to lecture me, Larina Nix, envoy of Baba Yaga or not."

- Alassra Silverhand, The Simbul

Her relationship to the Seven Sisters is equally telling. They are reflections of Mystra’s will, but Alassra is the one who most visibly suffers for it. She is not the most restrained, nor the most diplomatic, nor the most serene. She is the one who feels everything. That emotional intensity is not incidental. It is the price she pays for channeling magic on a scale that would unmake lesser beings.

If Iggwilv represents the witch who refuses all masters, then The Simbul represents the witch who accepts a burden no one else can carry and survives it anyway.

Alassra Shentrantra Silverhand "The Simbul"
Alassra Shentrantra Silverhand "The Simbul"

31st level Human Arch Witch/Witch Queen (21/10), Neutral
Tradition: High Witchcraft

Secondary Skill: Initiate

S: 14
I: 18
W: 15
D: 18
C: 16
Ch: 19

Paralysis/Poison: 2
Petrify/Polymorph: 2  
Rod, Staff, or Wand: 2
Breath Weapon: 4
Spells: 3

AC:  -2 (Bracers of Protection +3, Cord of Protection +2, Ring of Protection +3, Dex 18 -4)

HP: 78
THAC0: 8

Weapon
Dagger +1 1d4/1d3

Familiar: Familiar Spirit

Occult Powers
1st level: Familiar
7th level: Witch Vision (see magic, invisible) 

Archwitch Powers: Mastery of the Veil (gained at level 7), Arcane Communion (gained at level 9), Unbound by Circles (gained at level 11). 

Witch Queen Powers: Awesome Presence, Occult Eminece (Witch's Blessing), A Thousand Faces, Timeless Body, Ninth Level Spells (5)

Spells
Cantrips: Arcane Mark, Daze, Mote of Light, Object Reading, Open,
First level: Analgesia, Bar the Way, Burning Hands, Charm Person, Comprehend Languages, Eldritch Fire (Silverfire), Glamour, Mend Minor Wounds
Second level: Arcane Disruption, Agony, Alter Self, Continual Flame, Dweomerfire, ESP, Evil Eye, Web 
Third level: Bestow Curse, Clairsentience, Control Winds, Danger Sense, Dispel Magic, Fly, Lightning Bolt
Fourth level: Analyze Magic, Ball Lightning, Divination, Polymorph Others, Polymorph Self, Remove Curse
Fifth level: Break Enchantment, Maelstrom, Sending, Ward of Magic 
Sixth level: Analyze Dweomer, Greater Scry, Mislead, Rain of Fire
Seventh level: Astral Spell, Chain Lightning, Greater Teleport 
Eighth level: Eye of the Storm, I Am The Fire, Storm of Vengeance, 
Ninth level: Foresight, Imprisonment, Seal the Gate, Power Word Kill, Shapechange

Theme Song: Every Little Thing She Does is Magic

The Simbul occupies a rare and precarious position. She is both an Arch Witch and a Witch Queen, but she is not defined by conquest, hierarchy, or cult. Her authority is not derived from dominion over other witches, but from presence. When The Simbul acts, reality pays attention. When she speaks, even the gods listen carefully.

She is best used in a campaign not as a quest-giver or antagonist, but as a force of nature given human form. The Simbul does not maneuver behind the scenes. She erupts. She intervenes. She is not a gentle breeze; she is a storm, she is a hurricane. 

She makes decisions that reshape the magical landscape, then lives with the consequences, in full view of the world. Player characters who encounter her should feel small, not because she belittles them, but because she reminds them of the scale at which magic can truly operate.

Yet, for all her terrifying capability, there is a deep sadness at the heart of Alassra Shentrantra Silverhand. She has given up the possibility of an ordinary life, not for ambition, but for necessity. She endures so that others may not have to. That sacrifice is what elevates her from a powerful spellcaster to a Witch Queen in the truest sense.

I am not sure what I feel about her canonical death. While I do not pretend for a moment that any Witch Queen should live forever, her end feels strangely hollow to me. Yes, she died doing something entirely in character, but the framing feels uncomfortably refrigeratory, reducing a complex, volatile, deeply loved figure to a moment of narrative utility rather than culmination.

In my games, she sacrifices herself, yes, but not in that way. It is her magic and her sanity that are consumed, burned away to seal what could not otherwise be contained. Alassra lives, but she is vastly diminished. The storm has passed, and what remains is the woman who stood at its center.

I like to think that in this state, Elminster keeps her hidden and protected, not as a guardian of the realm, but as a dear and close friend who refuses to let her story end in silence. He works without rest to restore what was lost, knowing full well that success is uncertain. Whether she will ever return as the Simbul the world knew is unclear. But she is alive. 

And for a Witch Queen, that matters.

Where Iggwilv survives by changing, and others by ruling, The Simbul survives by being remembered, even when she can no longer remember herself.

Character Creation Challenge


And that's another 31 Day Character Challenge!

Friday, January 30, 2026

Character Creation Challenge: Day 30, Iggwilv Witch Queen of the Demonic Tradition

Iggwilv Witch Queen of the Demonic Tradition
 I rather love Iggwilv. 

There is a quote attributed to her that I think is spot on. "I can't remember the number of times I have burned everything to the ground and started over." It captures her well I think. From the girl Natasha to Natasha the Dark, to Tasha, to Tashanna, to Hura, Iggwilv, and now? Zyblina. I see no contradictions here. Witches are fluid, liminal creatures, and witch queens more so. 

Iggwilv has never been a creature of stasis, either in her world or ours. She does not cling to names, crowns, or even worlds. She sheds them. Each incarnation is not a disguise so much as a molting, a deliberate abandonment of what no longer serves her. Where other archmages obsess over legacy and continuity, Iggwilv embraces rupture. Reinvention is not a failure state for her, it is a strategy.

This is what separates her from the traditional wizard archetype and places her squarely in the lineage of witch queens. Wizards accumulate. Witches transform. Iggwilv understands that power calcifies if it is not periodically broken down and reforged. When she burns everything to the ground, it is not an act of petulance or nihilism. It is pruning. It is alchemy. 

There is also a deeply witchy pragmatism to her infamous dealings with demons. Iggwilv is not a supplicant, nor is she a true believer. She does not worship, and she does not kneel. Demons are tools, dangers, lovers, rivals, and sometimes mirrors, but never masters. Her greatest victories over fiends were not won through brute force or righteous opposition, but through understanding their nature better than they understood themselves. 

Iggwilv Witch Queen of the Demonic Tradition

The Demonic Tradition she embodies is not about corruption for its own sake, but about sovereignty. To bind a demon is to assert that no cosmic hierarchy is absolute, that even Hell has rules that can be learned, exploited, and rewritten. She is part of the Demonic Tradition because she knows demons, she can gain power from them, and not let it harm herself. Well. Most times.

If Baba Yaga is the archetypal Witch Mother, eternal and terrible, then Iggwilv is the Witch Daughter who refused to remain in her shadow. She learned everything she could, then walked away.

Iggwilv Witch Queen of the Demonic Tradition
Iggwilv

30th level Human Arch Witch/Witch Queen (20/10), Chaotic Neutral (Evil)
Tradition: Demonic (formerly Daughters of Baba Yaga)

Secondary Skill: Scribe

S: 10
I: 20
W: 17
D: 21
C: 19
Ch: 22

Paralysis/Poison: 3
Petrify/Polymorph: 3  
Rod, Staff, or Wand: 4
Breath Weapon: 6
Spells: 5

AC: -10 (leather armor +4, Bracers of Defense +3, Ring of Protection +5, Dex 21 -4, Tastchti's Mark -2)
HP: 66
THAC0: 10

Weapon
Dagger +1 1d4/1d3

Familiar: Quasit, "Black Comet"

Occult Powers
1st level: Familiar
7th level: Touch of Evil

Archwitch Powers: Mastery of the Veil (gained at level 7), Arcane Communion (gained at level 9), Unbound by Circles (gained at level 11). 

Witch Queen Powers: Awesome Presence, Occult Eminece (Polymorph Other), A Thousand Faces, Timeless Body, Ninth Level Spells (5)

Spells
Cantrips: Alarm Ward, Arcane Mark, Chill, Daze, Ghost Sound, Summon Vermin
First level: Bad Luck, Cause Fear, Charm Person, Darkness, Fey Sight, Ghostly Slashing, Glamour, Protection from Spirits, Silver Tongue
Second level: Agony, Biting Blade, Discord, Enthrall, Evil Eye, Invisibility, Mind Obscure, Phantasmal Spirit, Tasha's Hideous Laughter (Ritual)
Third level: Astral Sense, Bestow Curse, Dispel Magic, Feral Spirit, Ghost Ward, Toad Mind, Witch Writing
Fourth level: Analyze Magic, Divination, Intangible Cloak of Shadows, Phantom Lacerations, Spiritual Dagger, Tears of the Banshee, Withering Touch
Fifth level:  Break Enchantment, Enslave, Greater Command, Magic Jar, Witch Box
Sixth level: Anchoring Rite, Anti-Magic Shell, Break the Spirit, Dismissal (Ritual)
Seventh level: Banishment, Draw Forth the Soul, Forbidding
Eighth level: Astral Projection, Gate, Trap the Soul
Ninth level: Bind Soul, Foresight, Imprisonment, Seal the Gate, Power Word Kill,

Theme Song: I Hate Myself for Loving You

What makes Iggwilv compelling is not that she is powerful, but that she is unfinished. Or more to the point, ever-changing and ever-growing. Even now, even under yet another name like Zybilna, she is still becoming. A Witch Queen is not a static end-state like lichdom or apotheosis. It is a road, and Iggwilv has walked it forward, backward, and sideways across multiple realities.

For a campaign, Iggwilv should never be a simple antagonist. She is an event. An inflection point. Crossing paths with her should permanently alter the trajectory of a story, even if swords are never drawn and spells are never exchanged. She might teach, betray, ignore, manipulate, or save the party, but she will never do so for their sake alone. There is always a larger calculus at work.

And yet, for all her monstrous reputation, there remains something profoundly mortal at her core. She still loves, still hates, still remembers. Her many names are not masks to hide emptiness, but scars that prove she has survived herself over and over again.

That may be her greatest magic of all.

Character Creation Challenge


Thursday, January 29, 2026

Character Creation Challenge: Day 29, Kersy Witch Queen of the Atlantean Tradition

Kersy Witch Queen of the Atlantean Tradition
Kersy is a wonderful character. Bruce Heard, her creator, admits she is basically a Circe stand-in, but I saw her as something else. I have to admit, when I saw Vanessa Williams in ads for the 1997 TV mini-series "The Odyssey," I thought, "Now that is great casting for Circe!" Sadly, I got it wrong: she was cast as Calypso, and Bernadette Peters as Circe. But it stuck with me. So when I came back to D&D in the 2000s and encountered Kersy, I already knew what she looked like. She looked like 1990s Vanessa Williams

Kersy has an interesting character beyond her origins as a Circe stand-in. She is introduced in the D&D Masters-level module M1 Into the Maelstrom. She is using her human guise as a 30th-level Magic-user, and she is the ruler of the Island of Turkeys.  If you are thinking she sounds a lot like Circe and her Island of Pigs then you are correct. Doing some deeper research into Kersy gives me a stranger tale. Over at the Vaults of Pandius, they have expanded on her background a bit more. 

She is described as the distillation of Koryis' own unwanted thoughts, urges, and feelings.  

Koryis is the Immortal Patron of Peace.  While he was on his epic quest, he sought to purge himself of evil in impure thoughts. He was successful, and that "impurity" manifested itself as Kersy. If Kersey looks like Vanessa Williams from The Odyssey, then Koris looks like Armand Assante.

At least that is what his mythology says. 

We learn from M1 that she is a "beautiful maiden" and a "30th-level magic-user." But other details are scant. From the Vaults of Pandius, we learn that she is beautiful, with long raven-black hair and amber-colored eyes.  She is the Patroness of Witchcraft and Charms.  

What can we gather from all of this? Kersy is Koryis' "dark anima" in Jungian psychology.  The description of Koryis' quest to rid himself of these dark, impure impulses sounds exactly like a quest to confront his Anima, who is Kersy. However, Koryis failed to integrate his "shadow self" and is less than he was. 

Now, if this is what happened, then according to Jung, Koyris is now forever incomplete.  Reading over the history of VoP, it would seem that Kersy knows this. If we extend this to other Jungian archetypes, then Kersy fits one perfectly. The Witch.  She is powerful, connected to the Earth, and a source of wisdom.  Koyris, in his quest to rid himself of Kersy, only weakened himself and gave his power away.

Kersy might wish to reunite with the now forever incomplete Koryis, or not. She has grown since then. 

In my Occult D&D, they would forever be circling each other, each seeking what the other has and never feeling quite complete. An Anima and Animus, or a Yin and Yang. 

And given her history, she is also perfect for my Atlantean Tradition.

Kersy Witch Queen of the Atlantean Tradition
Kersy

29th level Human Witch/ Witch Queen (20/9), Neutral (Chaoic Neutral)
Tradition: Atlantean 

Secondary Skill: Astrologer

S: 12
I: 18
W: 18
D: 16
C: 14
Ch: 18

Paralysis/Poison: 3
Petrify/Polymorph: 3 
Rod, Staff, or Wand: 4
Breath Weapon: 6
Spells: 5

AC: -2 (leather armor +3, Bracers of Protection +3, Cord of Protection +2, Ring of Protection +3, Dex 16 -1)
HP: 66
THAC0: 12

Weapon
None

Familiar: Rainbow Warbler (Song Bird) "Victoria"

Occult Powers
1st level: Familiar
7th level: Speak to Animals
13th level: Drawing Down the Moon
19th level: Witch's Blessing

Witch Queen Powers:
Awesome Presence, Occult Eminece (Polymorph Other), A Thousand Faces, Timeless Body, Ninth Level Spells (4)

Spells

Cantrips: Daze, Guiding Star*, Mote of Light, Object Reading, Open
First level: Allure, Bar the Way, Bewitch I, Burning Hands, Call Spirits of the Land, Charm Person, Comprehend Languages, Glamour
Second level: Alter Self, Beckon, Blight of Loneliness, Burning Gaze, Detect Charm, ESP, Evil Eye, Mind Obscure
Third level: Astral Sense, Bestow Curse, Calm Animals, Clairsentience, Control Winds, Danger Sense
Fourth level: Ball Lightning, Confusion, Divination, Masque, Polymorph Others, Threshold
Fifth level: Break Enchantment, Commune with Nature, Maelstrom, Song of Night
Sixth level: Bones of Earth, Cloak of Dreams, Greater Scry, Mislead
Seventh level: Astral Spell, Breath of the Goddess, Veneration
Eighth level: Adoration (Overwhelming), Eye of the Storm, Storm of Vengeance
Ninth level: Foresight, Mass Polymorph, Seal the Gate, Sovereign Geas, Time Stop

Theme Song: Veil of Isis

My Kersy has outgrown the original Kersy much as she outgrew the original Circe. She is my witch queen of the Jungian archetype of the Anima. So, in a way, it makes some sense to me to make her an Atlantean Witch. She also brings up something.

Baba Yaga is not a member of the Daughters of Baba Yaga tradition; she is Classical. Aradia is not a member of the Followers of Aradia tradition; she is a Pagan. Likewise, Kersy is the Queen of the Atlantean Tradition and founded the Aquarian Tradition. The Aquarians, in their own way, honor her as their Witch Queen, but they aptly refuse to have a witch queen of their own. 

Kersey Sheets

I have done quite a lot with Kersy over the last five or so years, and she has been great. Truly one of the most powerful Witch Queens I use. 

Character Creation Challenge