Showing posts with label witch. Show all posts
Showing posts with label witch. Show all posts

Wednesday, June 24, 2026

The Witches of Appendix N: A. Merritt

Burn, Witch, Burn! (1932) by A. Merritt
Abraham Grace Merritt, also known by his byline A. Merritt, was a new name to me when I was reading through Appendix N for the first time many, many years ago. Not a surprise, really. He was a contemporary of Howard and Lovecraft, publishing in the same magazines, but he was older (20 and 10 years or so respectively) than both. He was also more successful in terms of publishing and earnings. However, he lacked what made Howard and Lovecraft household names: strong, recognizable characters. He had them, but they were largely cut from the same cloth.

In Appendix N, Gygax mentions three of A. Merritt's tales: "Creep, Shadow!" "The Moon Pool," and "Dwellers in the Mirage". He even said in the DMG, "The most immediate influences upon AD&D were probably de Camp & Pratt, REH, Fritz Leiber, Jack Vance, HPL, and A. Merritt." That's a strong endorsement. 

In Merritt’s tales, you will find intrepid, but often normal, folk making their way out of the world they know and into territories subject to much older rules. Often "occult" in nature, with the "hidden" meaning of occult being the main focus. There are lost civilizations down in the earth, monsters that are holdovers from another time rather than simple beasts, ancient and forgotten religious practices, and a blurring of the line between sorcery and the super-science of antiquity. That same sort of imagination is at work in D&D’s underworlds and its odd ruins or cities that should not be there, right down to the dark domain of the drow and their queen. In a way, Merritt puts it into perspective: the dungeon is a threshold, not just a collection of rooms. 

Merritt was a collector of the odd, with an air about him that could have been plucked from one of his own tales. He would go traveling and come back with masks, carvings, weapons, and the like, or whatever unusual instrument he could find. At home, he put in order a private library of occult works that ran to several thousand volumes, and he even had a hand in growing plants with a history of poison, witchcraft, and visions.

I mention this because it goes some way to explaining the quality of his fiction. When Merritt put down a priestess or a lost god, he wasn’t working from the kind of thin pulp vocabulary you might expect. His head was full of folklore, botany, ritual, and the occasional nightmare, as well as his share of anthropology and occult theory. Read his best, and you get the sense of a room walled with forbidden books, each shelf suggesting a world far older and less human than we care to think. He was doing the same sort of research into writing his tales as I am doing into reading them.

For me, he feels like a go-to author for the ideas about "Occult D&D," a hidden world just behind the real world we all know. Even sometimes this hidden world is both metaphorically hidden, as in "Burn, Witch, Burn," and geographically hidden, as in "The Moon Pool." 

To explore this, I am going to go beyond the three tales Gygax mentions and into his other works; again, the focus here is not just on the contributions to AD&D/D&D but on how witches or witch-like characters appear in his stories.

Argosy Burn, Witch, Burn issue
Burn, Witch, Burn! (1932)

This is obviously an important one. 

In addtion to the titular witch(es) we get an idea that is very central to my notion of what occult magic needs to be in an AD&D game, namely an older form of magic. In "BWB" the witchcraft of the animated dolls is an older "Science" in Occult D&D witchcraft is an older magic. Both are occult in their nature. 

Based on his essays published at the time this story was heavily influenced by his own interest in witches, witchcraft and the plants used by witches. Madame Mandelip, the antagonist of the tale, gets her name from the Mandrake root used by witches and is also consequently seen as a miniature man. 

I was also impressed by his use of the nine-knot "witch's ladder" in the tale, a nice attention to detail. "Attention to detail" is key, Merritt's style includes a lot of detailed descriptions of what is happening and what things look like. 

The origin of the doll maker, Madame Mandelip, from Prague, reminds me of the tale of The Golem.

This story was also loosely adapted into the screenplay for the 1936 Tod Browning (Dracula, Freaks) movie, The Devil Doll

A. Merritt on Modern Witchcraft (1942)

Appearing later on in his career, this brief reflection deals with a case he witnessed of Pennsylvania Dutch Powwowing, or Witchcraft. Here, an anemic child was tied to a bloody sacrificed ewe and was "miraculously" healed. Honestly, it would have been as likely to kill the poor girl, too, but as Merritt points out, there might be some hitherto unknown science going on here. 

While the "hex doctor" here could have negative connotations ("hex" = "evil") this is obviously the case of healing sympathetic magic. The blood, or even the life force, of the ewe is being transferred to the little girl. 

I should note that Merritt's description of his participation here parallels that of many of his protagonists: a man of reason thrust into a world dominated by the supernatural. There is plenty of anecdotal evidence that such practices occurred in Pennsylvania Dutch, Appalachian, and European folk magic. Did Merritt actually see this happen? I have no idea, but I am willing to take him on his word.

The Doctor in both tales is named Dr. Lowell.

Special thanks to Chrisladams Bizarretales and the A. Merritt Fan Group on Facebook for helping track this article down. 

The Dwellers in the Mirage (1932)

Here we have a lost Alaskan valley, a cult that worships an octopoid godlike being, human sacrifice, and the whole notion of reincarnation. Then there is the modern hero who finds himself confused with, or drawn into, some mythic identity of yore. Here again is another lost world and one many have seen as the prelude to Lovecraft's "At the Mountains of Madness."

Khalk'ru certainly feels like another name for Cthulhu. You can almost squint and see that the names are related. 

There is a lot here that is foundational to D&D from an Appendix N perspective. 

Lur the witch woman is practically flirting with me. Strong, powerful, red hair, blue eyes. She is like Larina's distant ancestor. She is called the witch woman, but she doesn't do much that is really witchy, save for talking to wolves and stirring up memories in Leif/Dwayanu, though that could also have been just him or the past-life memories.  Or a "subconscious intracutaneous retro-fold memory loop" as Donna Noble would have called it. 

Lur has a witchy quality by virtue of being part of the threshold; she is of the hidden world and remains so until the hero gets his head around it. She is privy to the names and old identities, the cultic duties, the wolf-roads, and the emotional underpinnings of a place that ought not to be here any longer. You could call her a fine Appendix N witch for that, spell-casting or not. Put it in D&D parlance: she is the one who has an idea of what the dungeon is all about long before the party has found the stairs.

Certainly, the cover of this edition could have influenced the cover of the most witch-coded of the original D&D covers, Eldritch Wizardry.

Dwellers in the MirageEldritch Wizardry

Still quite an engaging tale.

The Moon Pool (1919)

I remember picking up "The Moon Pool" many years ago, reading it, thinking it was very good, and then never reading anything else of his after that.  Which is too bad, because he is quite good, and he sits at a nice intersection of fantasy and horror. 

There are many elements here similar to those of The Dwellers in the Mirage. Lost lands, lost races, powerful entities, the battle of good vs evil. 

Yolara, Priestess of the Shining One, plays the role of the tempter witch here...sort of. She uses her beauty as a weapon, but it is not her only one. She participates in rituals (called a Witches' Sabbath) and channels the power of the Shining Ones. She has glamours and even something like an evil eye. So even though her powers seem more like lost science than magic, she has more witch-coded powers than Lur the Witch Woman. She is even called an evil witch at one point.

For D&D, what appeals to me is that Yolara is more than just a "female magic-user." You have a priestess and a politician in her as much as a seductress or an occult technician. She has a firm grasp on the rules of her world and how to put them to work. That is exactly where Merritt is useful for Witches of Appendix N. His women of power are not always witches in the fairy-tale sense, but they often occupy the same role a witch occupies in myth and gaming. They are the ones who can stand in the presence of old power and know how to talk to it.

Ship of Ishtar by Virgil Finlay
Ship of Ishtar by Virgil Finlay

The Ship of Ishtar (1924)

Sharane, priestess of Ishtar, is another near-witch figure. She is the priestess of a lost and secretive religion. Sharane is a good example of the divine witch. She has witch-like magic and serves Ishtar in a supernatural environment. 

She is what I would call a Witch Priestess. 

Sharane is especially useful because she shows how close the witch and the priestess can be in Appendix N fantasy. To be sure, she is in service to a goddess, but you would not mistake her for some tidy D&D cleric in his mail armor with a cure spell on his lips and a holy symbol at hand. Her world is one of beauty and desire, of temple mystery and curse, of mythic time. She hails from a more ancient religious sensibility where the divine is as intimate as it is perilous, and love, magic and death are all facets of the same issue. Where you have Yolara the tempter or Lur the wild witch of the hidden valley, Sharane is the sacred witch; her authority is drawn from the goddess, from rite and old obligations.

We certainly get the Charm Person spell from here. Or at least one source of it.  

The Near Witches

These tales have women who are near witches. They are not witches per se, but live in a world where witches could live. 

The Women of the Wood (1926)

While not a witch per se, this tale offers another glimpse into the idea of a hidden world next to our own. In the French countryside, a man encounters a woman who is not what she appears to be and then is exactly what she appears to be. Also, if you are not playing your dryads like this, you are missing out. 

Seven Footprints to Satan (1927)

While not really Satan (or his he?), this tale treats the world of crime and its underground, akin to an occult underground. While there are no witches here, it is a great tale on how to possibly use a criminal organization. Again, here is Eve, who is not a witch, but she does have some occult, as in hidden, knowledge.

--

You could say Merritt’s greatest gift to the concept of the Occult in D&D is his treatment of magic as an old science rather than a simple list of spells. He has put his stamp on it with the idea of an older order of powers just beneath the surface of what we know. You will find cults and priesthoods, forbidden things that have survived the ages, secret rites, odd plants, and ancient deities; modern folk may write them off as superstition because they can't think of anything better. A rational sort might come by this world, but he won’t find it easy to master. Case in point, nearly every Merritt hero. 

Then there are the Witches of Appendix N. Merritt presents the witch as one who stands at the threshold. Whether she is a villain or a queen, a living idol or a guide, she is the one who understands the world’s older rules ahead of the hero. Certainly, before the hero does. 

She might be Madame Mandilip in her shop with her murderous dolls, or Yolara, the priestess of the Shining One. Perhaps she is Lur, all red hair and danger in some forgotten Alaskan valley, or Sharane, Ishtar’s darling and victim to a divine curse you couldn’t put a date on. 

He didn’t hand D&D the witch class on a plate, but he has provided a shelf full of witch-shaped ideas for us. In my book, that is enough to work with.

Monday, June 22, 2026

Mirror Mondays: The Witches of 1986. The Familiar Is Not a Pet

Photo by Mayara Caroline Mombelli, https://www.pexels.com/photo/black-cat-on-tarot-cards-with-mystical-vibe-37944355/
Calling a witch’s familiar a pet is like calling a spellbook a notebook. It is technically close enough to be wrong.

In Advanced Witches & Warlocks, the familiar is one of the key things that separates the Witch from the Magic-User. A Magic-User might have a familiar as an arcane aid. A Witch’s familiar is a relationship. It is part ally, part omen, part witness, part magical bond, part eyes and ears of their patron, and sometimes part debt.

A magic-user has access to the Find Familiar spell at 1st level, but few in practice take it at 1st level. It uses up a spell that could have been Magic Missile or Sleep. And as someone with typically the lowest hit points in the party, the loss of a familiar is a dangerous prospect. Though for AD&D, the spell is a good choice. Wizards are associated with familiars, but not as much as witches are. 

In Jackson, IL, the familiar becomes even more personal. It is the cat that keeps showing up outside the school. The crow on the power line. The dog that growls at a teacher no one else distrusts. The thing under the porch that only one girl can understand. The familiar is proof that the witch is no longer alone, but also proof that something has noticed her.  In Jackson, having magic means you can see things, but things can also see you. 

I will be honest. I have not thought a lot about familiars for my Jackson, IL game. I suppose technically my three witch NPCs (and stand-ins for your characters) have familiars. Larina very often has her white cat "Cotton-ball" and I have jotted down some ideas for him, but that is really about it. NIGHT SHIFT does have familiar rules, and with the Arcane Bond power, I can make them really special, but I just haven't yet.

If I had Elowen in Jackson, she would have Mirepoix. But I have not added her, and I am not likely to, since in my mind she always plays the role of Larina's adopted daughter. That is fine, she plays a bigger role in my West Haven games anyway.

Like everything else I have been talking about here, familiars are a relationship.

The familiar is not just a cute (or weird) animal that sits on the witch’s shoulder while she casts spells. It is not an accessory. It is not a mascot. It is not there to make the character look more witchy.

The familiar is a sign that the supernatural world has seen the witch.

Familiars are an extension of their patron. In Advanced Witches & Warlocks, patrons are often active and known to the witch. They have traditions, they beseech their Patrons. In Jackson, though, they may not be known at all. In fact this is one of the features of the Jackson setting; witches are never 100% sure where their power comes from. A familiar is proof that the patrons are there, but not very forthcoming. 

OR

Maybe the familiar was already there waiting. That animal is always there where it shouldn't be. The one that shows up right before things get really, really strange. 

Of course, it isn't really an animal at all. Not really. It is a spirit wearing the shape of an animal. This is why it can't really be a pet. A pet loves you. A familiar knows who you are.  

A pet will sleep by the witch's bed. A familiar sleeps by her bed because it knows that the Night Hag visits every night at 3:33 am. 

In fantasy, the familiar is part of the witch’s mythic presentation. The black cat on the shoulder. The raven in the tree. The toad in the garden. The serpent in the sleeve. The owl watching from the rafters.

In Jackson, the familiar has to live in the ordinary world.

That makes it stranger.

A cat can enter a teenager’s bedroom in a way a demon never could. A crow can watch the school from the football field lights. A dog can follow the characters down a street and make everyone think nothing odd is happening. A mouse can live in the walls of the library. A spider can listen in the girls’ bathroom.

A demon or a monster in the school hallway changes what the adventure is about in a rather dramatic way. A cat? That is different, but which one is more "supernatural?" Which one is a larger portent of what is going on here?  A cat in the hallway changes nothing, until it turns to look at the witch and she hears it say, "Not that door."

Most of all familiars tell me two things.

First, while AW&W and Jackson, IL as projects feature witches (and in a couple of cases the same witch), they can take on very different tones and be very different sorts of witches.

Secondly, while I have a lot figured out, I still don't have it all figured out yet. Familiars are a perfect example. 

Photo by Silvio  Fotografias: https://www.pexels.com/photo/close-up-of-fluffy-white-cat-with-blue-eyes-36933504/
Mirror Shard: Cotton-ball, the Mirror-Cat

On the surface, Cotton-ball in Jackson is an unremarkable white cat. Which is as it should be; it is his finest defense. He is small and soft with bright eyes, and he has no objection to being underestimated. The characters will find him where he has no business being, or gone in an instant when the adults come looking for him. He has a way of putting himself to sleep on top of whatever book or hand mirror Larina (or your characters) needs at the moment.

The majority of folks are under the impression he is nothing more than a cat. Yeah. That is exactly what I want.

Cotton-ball is Larina’s familiar in Jackson, though whether she understands that at first is another matter. He begins as the cat that follows her home, waits outside the school, appears on the library steps, or watches her from the cemetery fence. He is not dramatic. He does not arrive in lightning. He arrives like a cat.

Cotton-ball has an affinity for mirrors. He knows which ones are ordinary and which ones are pretending. He will not look into some mirrors at all. Others he stares into for long minutes, tail twitching, as if something on the other side is talking to him. When a mirror is about to show more than a reflection, Cotton-ball is often already in the room. Waiting and watching.

When you are running a game in Jackson, make of him what you will: a guide, an omen, a little agent of the Veil. But don’t have him laying things out for you. He is a cat. Let him communicate by knocking something off a shelf, by the way he looks at you, or by refusing to go through a doorway. He will be there at the worst possible time.

He can put Larina on notice that magic is in the air. He has a nose for ghosts, hags, and other witches, and can put himself in places she has only seen in her dreams. 

There are things he doesn't like: church bells, wet shoes, cheap perfume, or anyone who has been making deals with the things under the town. Give him cream and warm laundry and moonlight and old books, and he will be happy enough, particularly if there are secrets being told and he can listen in.

In Advanced Witches & Warlocks, the Mirror-Cat can be used as a special familiar. It appears most often to witches with mirror magic, moon magic, spirit sight, or ties to other selves. A Mirror-Cat grants the witch an instinctive awareness of false reflections, glamours, scrying attempts, and spirits using reflective surfaces.

The Mirror-Cat cannot answer every question. It can tell the witch where to look. And that is usually enough. Or, more to the point, that is usually all you are going to get. 

Again. I still a lot more work to do on this idea. 

Wednesday, June 17, 2026

Witchcraft Wednesdays: It Takes Three to Make A Thing Go Right

 With all apologies to MC Rod Base and DJ EZ Rock (nobody rocked harder dressed like a pack of Newports, RIP), there is a reason you see covens of witches vs solitaries. 

Photo by Erik Mclean: https://www.pexels.com/photo/satanist-women-with-cross-in-nature-5696546/

I have said it here before, but witches are social. They see patterns in social dynamics and in social constructs. A cleric might ask why someone read a book on demonology. A wizard might ask why they read this particular book on demons. A witch will notice why the book is grouped with local maps and notes on when the graveyard was first used. They seek out the connections between people and each other; the living and the dead, people and the divine, and people and the arcane. 

And there is a reason that NIGHT SHIFT is called "Veterans of the Supernatural Wars."

People who fight the darkness rarely get to retire, and when they do, it is only to pass the fight down to the next generation. 

Today I want to talk a bit about Stephanie, Faye, and Larina in Jackson, or not really them specifically, what and who they are in the game. For me, they are the stand-ins for the PCs as I playtest and write. If and/or when I am able to move this from my computer and game table to yours, they might not even be there; your characters will. They will have their own organization and social dynamic, and they will have one, but more importantly, they will have a history. Not a backstory per se, but a history, things that went on before them. The people who fought this battle before they did. Some won. Most lost.

Let's look into how this plays out in my game.

So, before these witches walked the halls of Jackson,

Stephanie, Faye, and Larina
Stephanie, Faye, and Larina (1986)

These witches did.

Lena, Alyssa, and Keely 1983
Lena, Alyssa, and Keely (1983)

Selene "Lena" Marquette, Alyssa Argent, and Keely "Q" Ellison were Jackson's witch protectors in the time before Larina got here and before Faye started paying attention. Lena was smart, popular, and already one foot out the door to study at MacAlister the summer of 83. Keely was popular, had a smile for everyone, and was on the cheerleading, dance, gymnastics teams, and the choir. Everyone loved her. Not liked, loved. And Alyssa. She wasn't the smartest girl in the room. She was the smartest person in the whole damn town. Brilliant, chaotic, she read theoretical physics for fun, translated languages in her spare time, and had a full-ride scholarship to pretty much every Ivy League school. 

And their story is tragic. I normally don't like to make characters fail, but sometimes they do, and that is the horror. In Jackson, horror is everywhere.

One night, when dealing with a monster, Lena and Keely never made it back. Alyssa did, but her mind was no longer intact. The official story is that Lena and Keely were coming back from school late at night and someone grabbed them. Upon hearing the story, Alyssa broke down. But the town's people knew something was not right. Lena and Keely were friends, but there was no reason for them both to be leaving the school that late at night and together. Alyssa had a nervous breakdown, which surprised no one, but it had been a long time coming, and whether it really had anything to do with the official events is anyone's guess.  Alyssa spent the next year at the Illinois State Mental Hospital in town. She didn't even get to go to the funeral of the two girls she called "sisters."

In Memorandum
Last page of the Jackson PHS 1983 yearbook

One of the features I have with Jackson is that it is based on my real-life high school. One of those real Jacksonville things was that every year in high school, one or more students would die. Gruesome, right. Yeah, now imagine it is a small school of just over 1,500 students total. We used to say the school was cursed. I have no idea if it is still happening.

You can begin to see why I have so much material for this project.

It's not just that Lena and Q died. It's not even that they died because of Jackson's supernatural elements, or that it left the once-brilliant Alyssa a shell of her former self.

It's when Stephanie, Faye, and Larina (or YOUR characters) are walking the halls, the adults say things like "Oh, Larina, she is just like Alyssa," and then they go quiet. Or even "Stephanie Vale lights up a room, just like Keely used to."  But the worst part is the adults who never say anything at all. They watch the girls walk by laughing conspiratorially, and inside, they are thinking, "No. Please. Not again."

The fight in Jackson is old. It has been going on for a long time. And I want to impress upon the characters and the players that they are not the first here, they won't be the last. These are the Veterans of the Supernatural Wars. Kids that are not even old enough to drink (legally) or, in some cases, vote.

But Lena, Alyssa, and Q hold another lesson too.

You can't do this alone.

I am not sure of the details yet, but I do know this: they failed and died because they were not working together. Look. I don't want to blame them for their deaths. It was a horrible thing, and honestly? I have only had them for a couple of days, and I feel terrible. But they died because, as witches, they were not working together.

I love Stephanie, Faye, and Larina. I do. I want them to live happily ever after in the Jackson Game world for as long as I can. But I also know how I typically play these characters, and honestly, I am a little surprised that Jackson-Larina has not met the same fate as other Larinas on other worlds. 

In the past I have described Larina as "the girl who sets herself on fire to light the way for others," and yes, she has died. Many times on many worlds. I have a binder filled with her character sheets. But here in Jackson, her lesson (and the PC's lesson) is, you can't and should not do this alone. My own rule also says I can't raise her from the dead. Sorry, witches can't raise the dead, and this is an absolute rule in my games. So, Larina, as my iconic witch, cannot break that rule.

For witches and any character, these connections are important. I have not implemented coven casting rules in NIGHT SHIFT outside of the Arcane Bond power, but I really should. 

Coven casting is not just "three witches get together, and the spell gets bigger." That is wizard-thinking. That is math. Witches can do math, but that is not where the magic lives. 

The coven is the circuit for a witch. There is one to name the thing, one to hold the line, and another to mind the human toll. Put in different witches, and you have a different spell. Stephanie, Faye, and Larina are not some interchangeable cogs in a machine. Stephanie will be on to the lies people tell and the social fallout. Faye has her finger on the room’s emotional pulse. Larina spots the occult design. Put them together, and they can pull off things no one of them should be able to do by herself.

More to the point, they can survive it. Or at least they have a better chance.

I want to make that a rule in Jackson. Coven magic can give you an edge on a roll, but it should be more about sharing the danger, the cost, the insight. Let one witch absorb the psychic backlash while another steadies the ritual or makes sure the door does not shut. Or let one put her foot down and say "No, we’re done," and have it count for something in the mechanics. 

Lena, Alyssa, and Q lost that. Or perhaps they never really had it to begin with. I don't know, and niether will the players or characters.

Alyssa had power. Terrible power that made everyone stop and look. She was capable of more than Larina ever could be. But there is a difference between brilliance and wisdom, between power and the connection of a coven. On her own, a witch is a weapon, a flame, or a ghost story to be told in hushed tones in the hallways. A coven puts the humanity back in her. A coven gives that power a focus and meaning.

Jackson is full of monsters, of course. Haunted colleges, the bad land, old tragedies, and the odd book in the library where the Veil is thin. But it is also about the girl in the hallway beside you. The one who knows your real name and your worst ideas, and when you are lying or afraid. The one who will take your hand and tell you, "No, you are not alone."

That is witchcraft. I love my circles, candles, and athamés as much as the next person (ok, maybe more so than the next person), but this is more than spells or familiars. It is true connection made dangerous. Friendship with teeth. Love in a circle aimed at the dark.

I want Jackson to remember that. Lena, Alyssa, and Q are a reminder that the fight was here before your characters got to it. Stephanie, Faye, and Larina show us you don’t get to just assume you will make it. Your characters ought to feel the weight of all those names when they walk these halls.

The defeated and dead aren’t there to put a damper on the game. They are there to remind the living how to stand together.

There is Always Something There to Remind Me


Thursday, June 11, 2026

Jackson, IL: NPCs, The Ones Who Know

One of the big hooks in the Jackson, IL NIGHT SHIFT game I am using is that the adults in the game know a little bit of what is going on. That is to say they know Jackson has more than its fair share of weirdness going on. 

Case in point. Devil Chairs or Witch Chairs. These are chairs found in many cemeteries across the Midwest. If a cemetery has one they typically have one, or maybe two. My real hometown of Jacksonville, IL (which Jackson is based on) has five. That town isn't normal. (Normal is about 120 miles NE of Jacksonville!)

Larina and Morgan playing chess

There are also other teens who have figured out what is going on. These NPCs will interact with the PCs but may or may not get involved for their own reasons. 

Roderick Morgan, II, aka "Morgan Highstar"
Roderick Morgan, II, aka "Morgan Highstar"

Morgan, as he is known, is the "protector" of St. Michael's Catholic School and Academy. The "Academy" part is the older name and is used by the honor students. Morgan (and never, ever "Rod") is a psychic and covers the same role that Stephanie, Faye, and Larina cover for Jackson Public High School. 

Morgan, though, is a reluctant protector. Not because he can't, he is more than capable. He is reluctant because he doesn't really want to protect anyone. Well...he is doing it to prove his intellectual capabilities and his psychic ability, not because he actually likes any of the students at St. Michaels. On the contrary, he actively dislikes most of them. But it would wound his pride if a poltergeist or a demon got into the school. 

Morgan is a psychic and a rationalist. He doesn't believe in the supernatural. All the phenomena he encounters, he thinks, are the result of psychic interference. So ghosts, demons, hags, and the lot are all manifestations of the townspeople's own fears and psychic garbage. Psychic patterns or matrices. They believe the town is haunted, so they find ways to make it so. He finds it deeply offensive that others can't have the same mental discipline he does.

He also can't stand witches. 

Not hate per se. But they represent everything he thinks is wrong with this town. They feed into the superstitions and believe them themselves. The problem is also is that they are effective. He would argue that they are effective because they contribute to the problem. So it galls him anytime someone with magic shows up. And it destroys his world anytime Larina beats him in chess.

Concept: Psychic and intellectual snob with grades to back it up.
Song: "Subdivisions" by Rush
Quote: "A haunting is not a mystery. It is an unresolved pattern with delusions of personality."

Morgan is a 4th-level Psychic. He is a little more powerful than the other NPCs, but he is also doing all the work on his own. He is based on Morgan Highstar

Morgan is related to the Morgan Chemical family. His father, Roderick Morgan I, was not directly involved but is a professor at MacAlister College. They have a name and money.

Vera Rook
Vera Rook

Vera is another witch at Jackson Public High. She and Stephanine go way back to Kindergarten together where they have always been rivals. She picked on Faye for loosing her parents and now she has set her sights on Larina as her newest target. 

Very is smart, incredibly cool, and popular. If this were the 2000s she would be described as a "mean girl." In the 1980s, we would have just called her "stuck up." 

Vera's deal is that she is a witch, and she could help, but she won't unless it somehow benefits herself. So there will be times when she pitches in and a lot more times when she just won't.  

While I don't want to make her into a cliché, I do admit I am having fun playing with the clichés. She is the worst qualities of the other witch NPCs distilled into one character with wit and flawless eyeliner.

Concept: Rival witch.
Song: "Cities in Dust" by Siouxsie and the Banshees
Quote: "And I care...why?"

Vera is a 2nd level witch. But don't expect her help or anything. Vera is brand new, but I rolled up her Pathfinder 2nd Ed and AD&D 1st edition character Veyra Shadowraven. Yes, more clichés! Might need to post all three stats one day.

Witches Gather...in the halls of JPHS

Stephanie: "Ugh! Why is she such a bitch?"
Larina: "Why won't she help?"
Faye: "Why does she look so cool?"
Stephanie and Larina: "What?"
Faye: "What?"

The Rooks are also an old Jackson family. She would be a family tradition witch.

Kyra Bellamy
Kyra Bellamy 

Kyra: "There is evil in this town. It's old, and it is angry."

Kyra Bellamy is sharp, watchful, and not nearly as willing to take people at face value as they might hope. She has a serious streak, a cautious intelligence, and the habit of looking at the people around her like she is trying to solve them before they become dangerous. That wariness makes her seem distant, but it is born more from care than cruelty. Kyra wants the truth, even when it is uncomfortable, and she has little patience for sentimentality when the stakes are real. In a town built on secrets, that makes her both valuable and dangerous.

Kyra is the daughter of Rev. Jonah Bellamy, III. Preacher at "The Old Landmark Missionary Baptist Church", a predominantly African-American Baptist church. Kyra loves her church. Sundays are a day of dressing up, singing, worship, and, of course, the Sunday-afternoon cookout her father hosts. Yes, Kyra ends up working, giving out food, and is on her feet all day in a dress, but she still loves it, and when the local children ask "Miss Kyra" really nicely, she gives them extra Mac n Cheese. Ok, she gives them extra even if they don't ask.

The trouble is, Kyra is having a crisis of faith. Jackson is evil. She knows this. And there are witches walking the halls of her school. Some, like Faye and Vera, are easy to spot. Others wear a friendly face like Stephanie, and others look nice, like Larina, but Kyra sees the barely contained magic underneath. She doesn't understand how these girls can be allowed to walk around like they are normal.

Now, please keep in mind, Kyra is a good kid. She is just mistaken about what a witch really is. 

Kyra also likes things she knows her father would never approve of. She is on the track team, and she is quite good. She likes secular music and is enthralled by MTV when she goes over to friends' houses. And what confuses her most of all is she thinks she also likes Meriko in a more than just-friends way.

Concept: The Preacher's Kid
Song: "Dear God" by XTC
Quote: "Just because I’m polite doesn’t mean I agree with you."

Kyra is a 1st-level Theosophist. She is based on the Pathfinder iconic cleric Kyra. Kyra is here to provide some tension. She is not evil, quite the opposite, but she also wants to protect her family, her church, and her town. She isn't 100% sure where the evil is coming from. 

Spoiler: Kyra manages to come to terms with all her doubts. Later on she becomes a preacher of her own church, one that is a little more welcoming. 

Kyra Bellamy and Meriko Hayashida

Meriko Hayashida

Meriko: "So what is your deal? You are all witches, right?"

Meriko Hayashida is composed, intelligent, and far more perceptive than most of her classmates realize. She comes from a family that values discipline, accomplishment, and maintaining appearances, and she wears that training with quiet elegance. But Meriko is no passive observer. She notices patterns, remembers details, and understands more than she says. There is a calm confidence to her that makes her hard to rattle, and when she finally chooses to speak plainly, it tends to matter. She may not seek the center of the story, but she is far too smart to remain at its edges for long.

Meriko's father is a professor at MacAlister College. She has an older brother at Mac. Her parents want her to be more traditional, like her brother, but that is not Meriko's way. She discovered that dressing in what she calls "Ninja wear" or what Americans think Japanese people wear, she can really get under her parents' skin. She is also a tech junkie and shows off the new CD player "she got from Japan." Actually, she bought it in St. Louis, but since it's a Sony, it technically comes from Japan. 

Meriko is also something of a kleptomaniac and often shoplifts. She doesn't need these things, her family is very well off, but she likes the thrill of it. On the rare times she catches her, she fakes crying and speaking in Japanese, explaining she doesn't understand American customs and don't send her home to her super strict parents, she will dishonor them, and she lays it on so thick that most shop owners tell her to forget it just so they can get this hysterical girl out of their shop. The second she is out, she drops the act and shows the thing she actually stole.

Her best friend is Kyra. They relate because their families are both so strict and conservative. Meriko makes mixtapes for Kyra and labels them "French Lesson 1" and "Chemistry Notes" Kyra doesn't like the lies, but she loves the music Meriko picks for her.

Meriko also feels like Kyra is "more than a friend," but doesn't know how to act on that.

Concept: The Sharp One
Song: "Voices Carry" - 'Til Tuesday
Quote: 仕方がない。 Shikata ga nai. "It can’t be helped."

Meriko is a 2nd-level survivor. She is based on the Pathfinder iconic thief Merisiel.

Renee Sylvi Jäneläinen
Renee Sylvi Jäneläinen

Sylvia: "Now there is a face I did not expect to see darkening my threshold."
Renee: "Hello. Godmother."

Renee Jäneläinen is a girl of winter light and long dark nights, carrying with her the sense that she belongs to colder places and older tales. Thoughtful, self-contained, and a little mysterious even when she is being kind, Renee has the air of someone raised to respect things most people would laugh off until it was much too late. She is not dramatic, not loud, and not interested in making herself the center of attention, but there is depth in her that people feel even before they understand it. In Jackson, where so many dangers hide behind familiar faces, Renee stands out precisely because she seems to understand that the world has always been stranger than it looks.

If asked why she came to Jackson from her hometown of Jakobstad in Finland, she will say something simple like "I wanted to perfect my English," but she is already better than some of the locals. Or something odd like "I LOVE American Rock n' Roll," which is technically true; she has knowledge of classic rock that even impresses Faye.  In truth, Renee is not completely sure why she picked Jackson, other than that she was drawn to it. When she got here and felt the town's magic she knew she had picked the right town. 

AND for reasons I have not 100% figured out myself, I introduced her by having her walk into El Espejo Oscuro, and saying to Sylvia Velasco, "Hello. Godmother." I am not sure what I was thinking, other than it hit me one day, and I could not put it down. I still need to figure this one out.

Concept: The Foreign Exchange Student
Song: "In Silence" by Fra Lippo Lippi.
Quote: "Voin ymmärtää ja kunnioittaa pimeyttä ilman että tulen osaksi sitä."
"I can understand and respect the darkness without becoming a part of it."

Renee is a 2nd-level witch, but she tries to hide it. Renen is a nod to all the great foreign exchange students we used to get and all my friends who also went off to become foreign exchange students as well. Renee is also a witch and has her own reasons to keep her power quiet. Renee is based on Rhiannon. So it is possible that she and Morgan will have some dealings in the future. Likely not positive ones. 

These five NPCs are here to either help or impede the PCs as needed. Their motivations are complex.  While they have basic concepts, they are not basic characters. 

Tuesday, June 2, 2026

Jackson, IL: Pride (In the Name of Love)

Yes, I *DO* know what the U2 song "Pride (In the Name of Love)" is about; it also fits here.  

Pride 1985
Photo courtesy of the Peace News Archive/University of Bradford, Special Collections

With Pride Month here, my thoughts keep returning to Jackson, IL.

I’m not talking about the real Jacksonville in Illinois. I mean my version of Jackson from Night World, a college town in the Midwest during 1985-86, where the Veil is thin, the high school is haunted in both mundane and supernatural ways, and some students are witches, psychics, monsters, monster-hunters, or just unlucky enough to know the truth.

It keeps reminding me of Monsterhearts.

I have said before that what makes Monsterhearts a good game is its take on the horror of adolescence. There is the “monster of the week” variety, to be sure, but more so the intimate horror of being sixteen and unsure of your own identity. Or you know who you are, but you are not ready to put it into words. And if you do, you find others have decided they can define you for you.

Many horror games only hint at this, but Monsterhearts really understands it. The monster is a metaphor, but it still feels real. The original World of Darkness does this well, and so does the Buffy RPG, but a lot of games focus only on fighting the monster.

That’s the foundation Jackson, IL is built on.

In a NIGHT SHIFT Night World like Jackson, IL, supernatural characters are outsiders by nature. A witch notices things others miss, a psychic hears thoughts that are better left unsaid, and a werewolf knows what’s inside him might break free at the worst time. There’s the vampire with his hunger, the ghost with unfinished business, the faerie who never quite fits in, and even the monster-hunter, marked and haunted by what he knows.

You could say the LGBTQ character in a mid-80s setting is in much the same dramatic position. (Side note: I don't recall what the preferred term was back in the 1980s. So I am just using what we have today.) They might know something true about themselves that the rest of the world either can’t or won’t see. They have to make judgments on who is safe to confide in, pass in one room, and be open in another. There are friends in the know, adults with their suspicions, enemies who will make a weapon of a rumor, and strangers who would never get the whole story.

Now, I am not going to suggest that it is the same as being a vampire. I have no desire to flatten one experience into another or make the LGBTQ experience into a cosplay. But fiction, and horror in particular, has always had a way with the outsider. The one standing outside the circle tends to see it better than anyone in it.

That is the sort of thing I want to get at with Jackson, IL. Here, being different is not a kind of flaw. It is where you get your power and your story from. It is role-playing fuel.

Take my witch NPCs, Faye and Larina. Faye is a lesbian, and Larina is bisexual. These aren’t special episodes for their characters any more than dealing Faye’s white hair or Stephanie’s confidence are. They are who they are, down to the secrets under the town of Jackson itself. Their identities matter because they color how they and the world view each other, but they are not defined by them alone. Ok, maybe Faye's white hair is a bad example since it IS a side effect of her soul being leeched out by her aunties. Maybe a better example is why does Larina, who is right-handed, wear a watch on her right wrist?

Faye has a head start on living with a secret. Her Aunties raised her, and there is more to that than the people of Jackson know. They are not humans; they are Urban Hags and are forcing Faye to become a monster herself. She knows how to watch a room, to pick up on what is said when she thinks no one of consequence is around. She knows family can be your shelter and your danger in the same house. Being a lesbian doesn’t make her tragic; beng raised by monsters makes her tragic. It also makes her sharper, gives her cause to spot a mask or a threat or an act of kindness for what it is.

Then you have Larina. Her bisexuality is part of her liminal state. She is the weird witch girl with one foot in the everyday and the other in something much older. Some find her frightening because she won’t be simple. She is likes boys and girls alike, as well as records and occult tomes and whatever is calling from the other side of the Veil. In a way, she is all the things Monsterhearts is made of: hunger, fear, curiosity, power. If she is confused, it is not because of her sexuality. She is because she is sixteen and grieving the loss of her mother, and powerful and watched and wanted, and she is afraid of the price of wanting anything. There is danger in having the power to curse an entire bloodline and still not being able to legally drive. 

To me, that is the real stuff. And it makes for some fine role-playing. They are not "after-school special" topics; they are characters. 

Ally, Lesbian, and Bi in Jackson IL
Ally, Lesbian, and Bi in Jackson, IL.
Yes. I know those flags were not around in 1985-86, nor were supernatural monsters.

You have to be careful with the dramatic opportunities so as not to turn a character’s identity into some kind of penance or punishment. I am keenly aware of how LGBTQ characters have been portrayed since, well, forever, and that is not something that I am going to do here. Characters are nto going to be punished because of their sexual preferences. They will be punished for dabbling in the dark arts, or because the whole damn town is filled with monsters and ghosts. Characters are punished for bad choices in a dangerous, not because of their identity. 

The 1980s were a pressure cooker for any sort of identity. Adults wield power, and in those days, your reputation was everything. A misstep in the wrong corridor could haunt you for months. Thomas Avery, one of our teachers, is well aware of this. Being gay, he is cautious; he knows how fast a rumor can be turned into a weapon. He is a good teacher on account of his ability to listen, not because any suffering has made him noble. He will know when a student is trying to put something across without putting it into words. He is a good person and a likable guy. 

Then there is Elaine Bellweather. She is gay as well, but the world makes of her what it will, quite differently from Thomas. She is no front-line warrior. She teaches music and lives a quiet life, but she is one of the few adults in Jackson who keeps an eye on things and does not jump to condemn. In a town rife with secrets and monsters, you do not find many like her. And that counts for something. She is no one's "favorite teacher," but she does provide a space for the students (often read as Player Characters) to grow.

It is part of what makes for good LGBTQ representation in a horror game. An adult need not be attacking demons with a sword to be heroic. Sometimes, providing a space where a kid can get some air is enough. Sometimes the adult is the hero who just lets them feel safe, even for a little while. 

Monsterhearts has a way of putting it all in words. You have your strings for leverage or emotional debt, and your conditions for the labels people slap on you: "Freak." "Witch." "Creepy." "Queer." "Devil worshipper." In a high school horror set in the 1980s, those are as perilous as claws. But they can be put to the test. That is where the role-playing is. Not in having queer characters put through the wringer for being there, but in seeing what they do when someone tries to put them in a box. Do they run? Lash out? Or do they take the very label meant to hurt them and make it a banner?  A condition like ‘Freak’ might begin as hallway cruelty, but in play, it can become the moment when a character decides she would rather be feared honestly than accepted falsely.

There is your Pride. It is more than the parades and flags, as great as those are. It is the choice to stop making excuses for being real. Think of the witch who ceases to feign deafness to the dead, or the werewolf done with calling himself broken. Or the lesbian teen who sees right through the monster trying to work his charms on every girl in school, because what she wants is hers alone. A bisexual witch is figuring out that wanting two different kinds of futures doesn’t make her a fraud. That is not pandering; it is simply good character work.

I want the LGBTQ folks in Jackson, IL, to be part of the world. Some are ordinary, some are witches, some are teachers, some are students, and many are just regular people. Let them be messy and wrong about things and as complicated as the rest. Some are scared, some are not. Monsterhearts is adept at that; it won’t make adolescence neat and tidy or desire safe. It acknowledges that being young is intense and strange in its own right. We are putting that in 1986, with the Satanic Panic and some fine music in the background, where even a note passed in class feels like a spell.

For Pride Month, that is the part I want to acknowledge and celebrate.

The outsider is not outside because they are lesser. They know where that divide is because they have often been made painfully aware of it. They are outside because they can see the shape of the door.

And sometimes, in Jackson, they are the only ones who know how to open it. 

And to the kids I went to High School with in the 1980s who later came out and are much happier now, I am glad you found your happiness. 

Wednesday, May 27, 2026

The Witches of Appendix N: Jack Vance

Javanne at the Black Sabbath, on the first edition of The Dying Earth
 You simply cannot talk about magic and Appendix N without mentioning Jack Vance.

Vancian Magic, Ioun Stones, Vecna, the Most Excellent Prismatic Spray. All of these and more came to Gary while reading Jack Vance's Dying Earth books.  

For me, it has been Javanne the Red Witch, the Black Sabbath, the Witches of the Cobalt Mountains, and Llorio the Murthe.

So much of what is in AD&D now originally came from Vance. Or at least ideas influenced by Vance. So it does seem a little odd to me that the witches from the Dying Earth tales don't make it in. Stranger still when you consider it was Javanne at the Black Sabbath on the first edition of The Dying Earth. Though there is a moon in the image, we have been told there is no moon anymore.  Like "Red Lori" from Gardner Fox's Kothar series, she is another evil redheaded witch at the end of time. Maybe there is something to that.

Much like his Lyonesse books, there are a lot of witches here. Not all of them get detailed. Indeed, that is one of the charms of Vance's storytelling. He builds the Dying Earth not explicitly, but through the lens of his tales. The Witches of the Cobalt Mountains, including one with blue hair, are mentioned but not fully explained. We learn there is no moon in the sky anymore, but we never learn when it was gone or why.

Javanne the Red-Haired Witch

Our first named witch, and indeed our cover girl, is Javanne. She starts out appearing to be good, but it is quickly revealed that she is fairly evil. She steals the face of Etarr, her lover, and gives him the face of a demon. Etarr and the artificial girl T'sais track Javanne down at the Black Sabbath, where she is consorting with demons and other witches, including the aforementioned Witches of the Cobalt Mountains. She is able to summon up demons, cast charm spells, and even dominate others. So pretty typical witch magic. 

In truth, she is very much an archetypal witch. The idea that she (and by extension any witch) survives to these later days pretty much with their witchcraft intact is an interesting notion. Is Vance saying here that witchcraft is universal? And not just magic, but witches. This gets a deeper treatment in the later, post-Appendix-N books.

T’sain

T'sain is another artificial human and a twin to T'sais. She is not really a witch, but she does have some magic and spells. T'sais was created by the wizard Pandelume. T'sain was created by Turjan of Miir, though she dies freeing him from a rival wizard. 

Lith the Golden Witch

A different sort of witch. She pops up in the tale of Liane the Wayfarer. Lith is from the golden land of Ariventa. We don't learn a lot more about her, really. She can command 20 sword-like blades to do her bidding, and she is very attractive. Lith also appears good at first, but soon is revealed to be less so. In the mini scenario from White Dwarf #58, she is also called "Lith the Weaver."

Rhialto the Marvellous by Jack Vance
Llorio, the Murthe, the White Witch

Ok. So this one is also outside of scope, but I wanted to include it anyway since it covers my main theme. It is from the fourth book in the series, "Rhialto the Marvellous." Llorio, the Murthe, is depicted on the cover along with Rhialto the Marvellous. So at least two of the four main books in the Dying Earth series featured witches who were important to the stories. 

Witches seem to conform to some sort of color palette. Llorio is a "white witch" but not because of her goodwill, but because of her white hair, white skin, and white clothes. Llorio comes from an earlier age where witches and wizards battled in some sort of magical battle of the sexes in the 17th-18th æon (the current age is the 21st æon). She has come to the future to turn all the world's current male wizards into female witches. 

It is an interesting tale. The witches were poised to win this war until their leader, Llorio the Murthe, was sent to a distant star, to the planet Naos. She has now come back and has discovered that the remaining wizards are nothing more than a group of powerless (by her standards) misogynists. So she decides to turn them all into women. Not a terrible plan, really, and an appropriate one for a witch scorned. 

I won't spoil the ending for you all. But I will add this quote from Llorio that appears near the end of the tale. I think it sums up the whole feeling of the Dying Earth rather well. 

"Hope?" cried Llorio. "When the world is done and I have been thwarted? What remains? Nothing. Neither hope nor honour nor anguish nor pain! All is gone! Ashes blow across the desert. All has been lost, or forgotten; the best and the dearest are gone. Who are these creatures who stand here so foolishly? Ildefonse? Rhialto? Vapid ghosts, mowing with round mouths! Hope! Nothing remains. All is gone, all is done; even death is in the past."

Not only is Llorio powerful, she easily defeats most of the wizards of this time. She also has Ioun (IOUN) stones (something it appears only wizards, not witches, are supposed to use), again a Vance creation added to AD&D. Surely this would rank her as one of the great spellcasters. 

"The Murthe" appears to be a granted title. Akin to "The Simbul" or even "Witch Queen." She certainly has all the requisites to be a witch queen.

All three of Vance's witches seem morally ambiguous. Javanne and Lith start out appearing good, but certainly are not. Llorio starts out as a threat, but maybe she has a point. Also, our protagonists have a hard time justifying fighting against her. I think this gray area, or as I have described it so many times, a liminal space, is where witches do their best work. Wizards, at least in terms of how AD&D and the stories that influenced it and were influenced by it, are always either very good, or very evil. In the cases of Gary's own wizards, they are very neutral, i.e., preserving the balance. Witches are allowed a little more freedom. They can be good, neutral, or evil as they choose. They have their own moral directives.

The Lyonesse Trilogy

Jack Vance revisited the theme of magic decades later with his magnificent Lyonesse Trilogy, consisting of Suldrun’s Garden, The Green Pearl, and Madouc (1983-1989). While the books fall outside the chronological scope of this Appendix N series, they are not so far removed from the theme of witches and magic in fantasy as to pass over without comment. The books are set in the mythical land of the Elder Isles, which lies between Britain and France in a time before King Authr. While they are certainly a product of Vance’s later work, they revisit a great deal of the same ideas concerning ancient magic, mystic powers, and the uneasy relationship between human beings and older supernatural entities that pervade Vance’s earlier works. 

While not strictly within the chronological scope of this series, the Lyonesse books warrant a separate discussion of witches in the context of fantasy magic, so this theme will be revisited at a later date. Maybe for my planned "Beyond Appendix N" series. 

Closing Thoughts

Without the works of Jack Vance the Dungeons & Dragons we play today would look very different. While his Dying Earth is filled with wizards, we only get a few named witches. Largely I think this is due in-universe of the Wizard-Witch war of the 17th and 18th æons. It would have been interesting if Gygax had worked some of that into his design. Granted, the books that mention that war post-date the genesis of D&D and AD&D. But maybe there is something I can do similarly in my own games. Something to explain the obvious dominance of wizardry over witchcraft in the world.

In any case, it has been a lot of fun to revisit these tales. I probably should check out the Dying Earth RPGs at some point, as well.

Wednesday, May 20, 2026

The Witches of Appendix N: Gardner Fox

Gardner Francis Fox is an interesting member of the Appendix N canon. Fox is one of a small few I can find that has also published in the pages of Dragon Magazine (Issue #44 and Issue #55) (L. Sprague de Camp and Fletcher Pratt's "The Green Magician" was published after Pratt's death). He also had a celebrated career at DC comics, where he created some of my favorite characters, including Zatanna

Since today is his birthday, let's dive into his mentions in Appendix N. 

Kothar Book 1
Kothar Series

Kothar is a giant blonde-haired, blue-eyed barbarian from the far north, weilding a mighty sword. His world of Yarth seems to exist at the very end of time. There are five Kothar books, and they are largely collections of shorter novellas. There is a continuity between them, so they do follow one from the other. Here, demons and gods are used somewhat interchangeably. 

The Sword of the Sorcerer

The first Kothar tale gives three different sorts of witches. First is Red Lori, the beautiful redheaded half-succubus witch; she is a proper witch whose skills seem to be both "necromantic" and "priestessly." She haunts Kothar throughout his series. She spends half her time wanting to kill Kothar, the other half taunting him, making me think she actually likes the barbarian. 

Queen Elfa is a Queen, but she is also described as a witch and the main antagonist of Red Lori. She has some sort of relationship with the witch Fristhia, who is our old, hag-like witch.

This tale also gives us hydras, dragons, and a lich. His other books follow a similar pattern of Kothar being broke, hungry, and/or thirsty (for ale, but yeah that other one too) and stumbling into trouble.

The Woman in the Witch-Wood. Here we get a witch, the Lady Alaine, and a warlock. 

The Demon Queen. Queen Candara of Kor is a Queen and part demon. She has some magic and serves a demon-god for youth and beauty. She serves demons, but not so much that she seems to be a warlock.

The Conjuer's Curse. We open the story with Stefanya, who is about to be burned as a witch. She served a wizard named Zoqquanor. Her life is linked to that of Zoqquanor so that if he dies, she dies, and vice versa. Stefanya reminds me a bit of Myrnis later on.  She isn't a witch, but that doesn't stop the angry mob.

There is a flashback to younger Kothar meeting a "wild woman" named Ursula. Later on, he meets another wild woman named Lupilina. They could be described as a "Bear Witch" and "Wolf Witch" respectively.  

In Kothar and the Wizard Slayer, we see Kothar team up with his "arch enemy," the witch Red Lori. I say in quotes because they have been having a love-hate relationship throughout the books. They travel and work together to see who is killing all of the mages and necromancers in the world of Yarth. 

I can't help but think about what I would have done differently with my own witches if I had read about Red Lori beforehand. Would Larina have ended up different? Maybe. Red Lori would have been something like a spiritual godmother to Larina had I read these first. Who knows, maybe some of Red Lori's DNA filtered down via the pages of AD&D to Larina anyway. 

Kyrik Warrior Warlock Book 1
Kyrik Series

Kyirk is, wait for it, a giant blonde-haired, blue-eyed barbarian from the far north, weilding a mighty sword.

There are three Kyrik books. Kyrik starts his tale dead. But we are not going to let that stop him. We actually get a witch, or a sorceress, Aryalla, before any other character. She finds a statue of Kyrik and, with the help of three demons, brings Kyrik back from the dead after a thousand years. 

His girlfriend, Myrnis, sometimes shows witch-like powers, but that usually happens when she is possessed by the demon-goddess Illis. 

Kyrik is described as a warrior-warlock. He does not cast spells, but he does get help from the demon-goddess Illis.  

--

So I have some issues with both series. In Kyrik's series, he was "dead" for 1,000 years, but he finds a gem in a room he had been in 1,000 years earlier, and his hunting lodge is still standing. Maybe if he had been trapped in the statue for 100 years, it would have been more believable. It is a complaint I have for many of Fox's tales. You can reduce any time he gives by 10x and get a better number. Same with Kothar, but here it is 100s of thousands of years. True Kothar is at the very end of time and would be more at home in the Hyperborea RPG than, say, Wasted Lands.

Kyrik seems a little more lustful for life than Kothar. Kyrik also finds the "Romany" girl, Myrnis, and stays with her for the whole series. The only time he is "unfaithful" to her is with a deposed Queen who looks exactly like her. Kothar, for all his lusting, seems relatively tame. Unless the girls he meets, he spends his nights with "off page", his only true obsession (and may I add equal) is the witch Red Lori. Sure, there are, that are more than implied, a serving girl and Queen Candara, for Kothar in particular.

Pretty tame, really, given he was also the author of "Cherry Delight" and "The Lady for L.U.S.T." vintage sleaze spy novels.

The biggest issue between these two tales is that Kothar and Kyrik might as well be the same person. Both are "giant" barbarians with blue eyes and blonde hair. Kothar has the sword "Frostfire," and Kyrik has the sword "Bluefang," both of which are described in remarkably similar ways. OH, take a drink anytime either is described like some sort of cat. You won't make it.

The stories are not great, but they are fun. Not every tale needs to be a full-course meal. These tales are sliders. Again, sometimes you want a steak, other times you want a slider. As far as sliders go, these are pretty good. I mean, it is hard not to like Kothar and Kyrik despite their clichés, or maybe even because of them. 

There is a lot here that is foundational to the AD&D experiences. Fighting demons, ghouls, and undead. Epic quests for gold, glory, and more. And lots, and lots of witches, wizards, and necromancers. "Lich" gets mentioned more than once and almost always in respect to a long-dead/undead wizard. Given everything from these books that did make it into AD&D, it feels odd that witches did not, given how much they feature in all these tales. 

There is one thing to consider. A lot of what made it into AD&D (and D&D) here also came from elsewhere. Kothar and Kyric feel like AD&D adventures because they are dipping into the great well of ideas that AD&D also dipped from: Conan. 

Oerth and its near clones are obviously influenced by Fox's Yarth. It would have been fun to see more of Kothar and Red Lori traveling together; him with Frostfire and her with her magic, going back and forth between wanting to kill each other and still ending up in each other's arms. Especially with the scene where Red Lori shows she is more than a match for Kothar.  I think, honestly, that would have been a much more interesting tale. Something that would have elevated this from just being a Conan clone. 

I wonder if there are any tales like that out there? I mean, there is Thundarr and Ariel from the Thundarr series, but there was never a love/hate relationship between the two of them. I suppose Silverglass also counts. Corson as our fighter/barbarian and Nyctasia as our witch, their relationship is fairly love/hate at the start until they gain mutual respect for each other. 

Final Thoughts

I was prepared to like these at first, but didn't, but once I got into them, I began to enjoy them a lot more. I have been a Gardner Fox fan for a while and these were a lot of fun. Just don't take them very seriously.


Thursday, May 14, 2026

Witches at The Bundle of Holding

 To help promote my new Codex Qliphothica for OSE Demon Month at BackerKit I have partnered with The Bundle of Holding to offer a bunch of my OSR Witch books for a deeply discounted price.

Fantasy tabletop roleplaying witchery   The Other Side  11 character-class supplements for any old-school FRPG

Fantasy tabletop roleplaying witchery 
The Other Side
11 character-class supplements for any old-school FRPG

With this bundle you get:  The Left Hand Path, The Children of the Gods (plus its spinoff book Cult of Diana), The Craft of the Wise, The Daughters of Darkness, The Green Witch, The Warlock, The Winter Witch, and the Shadowdark supplement The Witch: Book of Shadows (plus the pay-what-you-want Witch Character Sheet Folio), along with Monster Mash and Monster Mash II: A Midsummer Night's Dream.

11 Witch classes and 1 character folio. 

All for just $7.95! That's a hell of a deal, really!

This sale is only on for the next 11 days so grab it now.