Showing posts sorted by date for query The Simbul. Sort by relevance Show all posts
Showing posts sorted by date for query The Simbul. Sort by relevance Show all posts

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.

Friday, May 8, 2026

Fantasy Fridays: FOR4 The Code of the Harpers

The Code of the Harpers
 I really need to get back to these. The obvious reason is I have not been playing much Forgotten Realms recently as Jackson, IL has taken up all available game time and mental processing. But seeing how I have spent the last few days trying to puzzle out something I just dropped on the players (the foreign exchange student from Finland, Renee Jäneläinen, just walked into Sylvia Velasco's El Espejo Oscuro and called Sylvia "Godmother." I have no idea how that is working out.) I thought maybe I let that stew a bit and check in on the Realms. No updates from the characters really, Sinéad, Nida, Arnell, Jaromir, and Rhiannon are still heading east. But I'll talk about their reactions to the Harpers as they happened (back in September? October?).

The Code of the Harpers

1993. Forgotten Realms Accessory FOR4. By Ed Greenwood. Cover art by Jeff Easley, interior art by Scott Rosema. For AD&D 2nd Edition. 128 pages.

Ok. Lets put two things out there right now. First, Ed Greenwood LOVES his Harpers. They are the secret -not-so-secret society of do-gooders in the Realms, and he has a very high opinion of what they do, who they are, and their place in the Realms. Naturally. I can't fault him for that at all. 

Secondly. I neve cared for them. Now, in my defense (such that it is) I think what I didn't care for was the attitude of various players about having their characters be part of the Harpers and what I thought the Harpers were. To me they seemed more like one of those Societies (capital S) that gets by on their name and the deeds of a handful of actually talented people that did good work once apon a time. As it turns out, there are plenty of groups like that in the Realms (the Flaming Fists, for example, could be like this), but this isn't who the Harpers were or are.

So, instead of going with my original preconceptions about who and what this group is, I am going to view them through Ed's eyes. This has served me well in the past and has given me a whole new appreciation for the Forgotten Realms. 

I picked this book up as a Print-on-Demand book and PDF from DriveThruRPG. I am reviewing both.

The Code of the Harpers

One thing seemed to jump out at me from the start. The Harpers are made up of a lot of Bards. I think this was true in Ed's original ideas for the Harpers with 1st Edition Bards. There is a lot here that makes me think that these roles are better served by someone with fighter, thief, and druid skills. Like the old 1st edition Bards. But this book is expanded enough to use the AD&D 2nd edition Bards and I also get the feeling that the AD&D 2nd Edition The Complete Bard's Handbook would be a good companion piece to this. 

This book is divided into roughly 19 sections. Not really chapters. 

The Prologue and Introduction provide some in-universe and real-world background on the Harpers and on what this book is about. 

The next dozen or so pages in The Code of the Harpers. This tells us who the Harpers are and what they do in the Realms. This chapter did a lot to alleviate my preconceived ideas about what the Harpers are. They seem less like a group of Shriners (only because they always keep popping up doing something [note the Shriners actually do things other than drive little cars]), and more like a rag-tag group of underfunded, underfed people trying to do good things. Though if the Harpers could drive little cars in parades to get money for sick kids, I think they would. In many ways, they remind me of S.A.V.E. from Chill. 

A couple of interesting bits here are the things expected of Harpers (a lot) and the symbols left behind by Harpers to warn others. Though I think after a while others have figured these out. 

The History of the Harpers is next, about 16 pages, and it is a fun read. Even at this point I only know enough of the Realms to be somewhat dangerous, there are a lot of dates and more people here. Am I supposed to know them all? I don't think I am. I think this is Ed's way of introducing someone and then filling in the gaps later. I think only Ed knows it all, and maybe not even then. So I guess I am not supposed too either. This flows right into The Harpers Today, with "today" as 1367 DR (which is still 10 years in my game's future).

What follows next are 30-some odd pages of NPCs that can be used: Master Harpers, Senior Harpers, Harper Heroes, and Some Selected Harpers. There are some names here I do recognize, but it has also given me some good NPCs to have on hand. I didn't count, but it looks like Chaotic Good is the alignment of choice among Harpers. Makes a lot of sense, really. 

Again, one thing is very obvious here. Ed loves his characters. Everyone from Elminster and The Simbul all the way down to Sheenra Duth seems to be equal in his eyes. Well...I think he might love The Simbul more (I know *I* do).

The High Heralds are akin to "elite Harpers," but they feel like something else. Special agents might be the better word. Each one seems a little different from the others.

Harper Allies is exactly that. People who help the Harpers but are not Harpers themselves. Three are presented here, The Simbul herself, Tamper Tencoin, and Beldara Larune who I am dying to use somewhere.

Harper Haunts covers about 15 pages and details various strongholds and hideouts of the Harpers. 

Harper Magic is divided into two sections: Spells and Magical Items. Spellsingers are mentioned, but not really detailed here. Spells, should really be called Spell, since there is only one. Lots of magic items though. 

Foes of the Harpers is an interesting one since it is really a "Foes of Good" sort of chapter. I mean yeah I could be a snarky little bitch and say there is a clear Black and White division here of all Harpers good, all that oppose them are bad. BUT I think that defeats the purpose of what this books is trying to present. All these foes are well funded, ingrained into their societies, and very powerful. The Harpers are a bunch of scrappy nobodies (for the most part) and certainly fighting an uphill battle that they will more than likely lose. But the battle is always fought. And I think that is important.

We get a couple of pages of Joining the Harpers. Some songs on Harper Ballads (no sheet music like Dragonlance), and finally a Monstrous Compendium page on a Spectral Harpist.

About the PDF and PoD

My PDF is rather clear, to be honest. The Print-on-Demand has the fuzziness common to scanned files, but it is not terrible and is still very readable. 

Code of the Hapers PoD

Sinéad, Nida, Arnell, Jaromir, and Rhiannon

My characters in the game I play in are headed East. I am sure they will run into some Harpers at some point, maybe they already have!

But for this I want to talk more about how the characters see the Harpers. Jaromir and Rhiannon are too involved with the idea of Rashemen to think about what the Harpers mean to them. Nida isn't really "good" (Alignment-wise) enough to join them and she has no desire to get killed for a lost cause.

That leaves Arnell and Sinéad. I can see Arnell wanting to join up, but as a cleric he would make a better ally than an operative.

The leaves my little half-elf bard/wizard Sinéad.

On paper, Sinéad would make for a great Harper. She is a bard, she plays the lute (ok, but there is no group out there called "The Luters"), and she has magic. I may have mentioned before that Sinéad is part of a long line of near-witch half-elf characters of mine who use music as the basis of their magic. Her spiritual "godmother," Heather, was built around the idea of what I thought a Harper or Spellsinger was. By all rights, Sinéad SHOULD be a Harper.

But I think here is where I exercise a bit of humility. 

Sinéad isn't going to be a Harper. She might have opinions about them, but like me, most of them are wrong.

Reading this book set me right on what the Harpers really are, not what I thought they were. 

Following the examples set out by the Harpers themselves, I can't, in good conscience, have one of my new favorite characters just up and join them because I've decided I now know better. 

Maybe the Harpers are watching her. Maybe they think she might be a good recruit, or not. Either way, she will move on east with her merry band of misfits and lost children, and the Harpers will keep their eye on them. Besides, if nothing else, the Harpers are seen as loners. Sinéad and her group are very much "found family," even if Arnell and Sinéad still don't really get along all that much. Their togetherness is their purpose.

The Harpers have likely already tagged my witch NPC, Moria (in the Realms game I run), as "potential problem, keep watch on her." (Note to self, could I port a version of Moria over to Jackson??)

I have read and reviewed many Realms books since starting this project. This one has been one of the nicer surprises. 

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!

Monday, January 26, 2026

Character Creation Challenge: Day 26, Sagarassi Witch Queen of the Sea Witch Tradition

Today, I want to talk more about the Witch Queen Advanced Class. This updates my previous version

Tea with the Witch Queens by Brian Brinlee
Tea with the Witch Queens by Brian Brinlee
L-R Sagarassi, Iggwilv, The Simbul, Larina, Feiya

WITCH QUEEN / WITCH KING

Advanced Class for Witches

When a Witch has reached the height of mortal power, there yet remains one step further upon the Path, the ascension to the mantle of the Witch Queen (or Witch King). This being is the supreme vessel of a Patron’s will, the living nexus of a Tradition’s power, and the spiritual sovereign of all witches within her realm. Like the Hierophant Druid of the Old Faith, she is both pontiff and prophet, counselor and conduit, a figure whose very presence can bend the ley and alter the seasons' turning.

Whether crowned by fate, prophecy, deed, or divine lineage, this witch has ascended beyond the coven to become a legendary figure. 

Only one Witch Queen (or King) may reign for each Tradition at any given time, making them as rare as they are powerful.

Requirements

To become a Witch Queen (or Witch King), a character must:

  • Be a Witch (including Archwitch and Witch Priestess) of at least 18th level, but no more than 23rd level. Still thinking about this.
  • Possess Charisma 17 or higher. Additionally, the witch must have an Intelligence or Wisdom score of 15 or higher.
  • Be a member in good standing of a coven
  • Have been chosen through omen, divine sign, or a coven-wide rite as the next Queen or King

Restrictions

  • Only one Witch Queen or King may exist per Tradition at a time (GM’s discretion)
  • To become a Witch Queen or King, the previous sovereign must abandon or relinquish their rulership.  This is often upon the death of the previous sovereign, but not required. 
  • Occult Powers are gained differently (see below).

Spellcasting

  • The Witch Queen gains access to limited ninth-level spells.
  • Spell casting progression ends in favor of powers and ninth-level spells.
  • May forego the use of Material Components. 


Level Title XP hp Powers
20* Witch* 1,640,000 - 1,759,999 10d4+10
1 Spring Court Witch 0 - 199,999 +2 Ninth-level spell*
2 Summer Court Witch 200,000 - 399,999 +3 Awesome Presence
3 Autumn Court Witch 400,000 - 599,999 +4 Ninth-level spell
4 Winter Court Witch 600,000 - 799,999 +5 Occult Eminence
5 Baroness of Witches 800,000 - 999,999 +6 Ninth-level spell
6 Countess of Witches 1,000,000 - 1,199,999 +7 A Thousand Faces
7 Marquise of Witches 1,200,000 - 1,399,999 +8 Ninth-level spell
8 Duches of Witches 1,400,000 - 1,599,999 +9 Timeless Body
9 Princess of Witches 1,600,000 - 1,799,999 +10 Ninth-level spell
10 Queen of Witches 1,800,000 - 1,999,999 +11 Mantle of Sovereignty

Witch Queen Abilities

Ninth-level Spells: The Witch Queen gains a ninth-level spell at alternate levels. These spells are drawn from the Witch Queen Spell list.

Awesome Presence: Witches perceive the Witch Queen as a radiant beacon of power. Allies within 60 feet receive +1 to morale checks and saving throws vs. fear; enemies must save vs. spells or suffer -1 to morale. All witches instinctively recognize her status and will defer unless magically compelled otherwise.

Occult Eminence: The Witch Queen gains one chosen Occult Power of her Tradition.

A Thousand Faces: The Witch Queen may alter her appearance at will, as per the disguise self spell, though the effect is real, not illusory. This change does not affect clothing or equipment and may be maintained indefinitely.

Timeless Body: The Witch Queen ceases to age. She gains immunity to magical aging and no longer suffers ability penalties due to age. Natural bonuses to Intelligence and Wisdom still accrue. Her lifespan is extended to 120 years, and she will still die of old age unless further extended by other magical means. 

Mantle of Sovereignty: The Witch Queen may perform a rite, calling upon her Tradition’s power. Effects may include summoning a spirit host, causing omens to appear across the land, or sealing a region against extra-planar intrusion for 1d4 days.

Rulership and Influence

The Witch Queen or King is not merely a title, but a mantle of magical authority. All witches of her Tradition know of her. At the GM’s discretion, she may gain the right to command covens, invoke her Patron’s will across vast distances, or declare magical edicts that affect ley lines or seasonal flows. Along with this power and influence comes the wisdom and responsibility of how to use such power. 

Experience Progression and Saving Throws

Continues to use the Witch class tables for all attack and saving throw purposes.

Multi-Class and Dual-Class Use

Only single-classed Witches may become Witch Queens (Archwitches and Witch-Priestess are considered single-class witches). The transformation requires undivided devotion to the Patron and Tradition. Other characters may assist or serve such a queen, but may never claim her title.

The Witch Queen is both symbol and sovereign, oracle and enforcer. Her path is not taken lightly, for once crowned, her soul is forever marked by the gaze of the gods.

Witch Queen Spell list

Ninth Level Spells

  • Bind Soul
  • Command the Coven
  • Eternal Curse
  • Foresight
  • Imprisonment
  • Mass Polymorph
  • Power Word Kill
  • Raise the Barrow-Lord
  • Rewrite the Name
  • Seal the Gate
  • Shapechange
  • Sovereign Geas
  • Time Stop

--

Sagarassi Witch Queen of the Sea Witch Tradition
Sagarassi, The Sea Witch

My next Witch Queen is from the world of Krynn, home to the Dragonlance Saga.

Not much is known about Sagarassi.  So little, in fact, it has taken me a while to collect this information. But here is what I have pieced together. The best (ok only) primary source for my information is the AD&D 2nd Edition product Otherlands. The rest comes from the Dragonlance Fandom wiki. 

She was a Silvanesti Elf, but was changed into a sea creature by the Sea Goddess Zeboim, whom she worships.  Both Sagarassi and Zeboim are known as the "Sea Witch." Sagarassi also serves Takhisis, the mother of Zebiom. 

She is not fond of humans. Nor is she fond of her own sister, Daydra Stonecipher.  This relationship parallels that between Zebiom and her twin brother, Nuitarithe god of Evil Magic in Kyrnn. It is not much of a stretch of the imagination that Zebiom would want her magic-using disciple to go against the established rules of magic. Especially since Nuitari is regarded as Lawful Evil and Zebiom is Chaotic Evil. 

We know she is old. She waged a war undersea around 1320 PC (Prior to the Cataclysm), the Dragonlance books take place in 348 AC, making her over 1670 years old. Good thing she is an elf. 

She lives in an underwater tower called Khegar, also known as the Death Tower. It is in the seas near Taladas.

Sagarassi, Witch Queen of the Sea Witch Tradition
Sagarassi, Witch Queen of the Sea Witch Tradition
26th level Elf Witch, Neutral Evil
Tradition: Sea Witch

Secondary Skill: Alchemist

S: 13
I: 20
W: 18
D: 15
C: 17
Ch: 20

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

AC: 1 (ring AC 1)
HP: 75
THAC0: 10

Weapon
Narwhal horn +3 1d4/1d3

Familiar: Demonic eel

Sagarassi, Witch Queen of the Sea Witch Tradition
Occult Powers
1st level: Familiar (Demonic eel)
7th level: Speak to plants/animals
13th level: Goddess Blessing
19th level: Control Weather

Witch Queen Powers
Awesome Presence, Occult Eminece (Shape Change), A Thousand Faces, Ninth Level Spells (3)

Spells
Cantrips: Alarm Ward, Arcane Mark, Chill, Daze, Message
First level: Bad Luck, Cause Fear, Charm Person, Darkness, Endure Elements, Far Sight,  Moonstone, Minor Fighting Prowess 
Second level: Agony, Alter Self, Discord, Enthrall, Evil Eye, Hold Person, Mind Obscure, Suggestion
Third level: Bestow Curse, Dispel Magic, Feral Spirit, Lifeblood, Toad Mind, Tongues, Witch Wail
Fourth level: Analyze Magic, Animal Growth, Arcane Eye, Charm Monster, Phantom Lacerations, Polymorph
Fifth level: Death Curse, Dreadful Bloodletting, Greater Command, Waves of Fatigue
Sixth level: Anti-magic Shell, Break the Spirit, Mass Agony, Mass Suggestion
Seventh level: Death Aura, Greater Blindness, Wave of Mutilation
Eighth level: Damming Stare, Destroy Life, Pit
Ninth level: Imprisonment, Power Word Kill, Time Stop

Theme Song: Rime of the Ancient Mariner and Soul Cages

I am not sure where I am going level cap elves, but I am going to make an exception here like I did with Elvyra.

Sagarassi is one main Witch Queens I still use in my games. She has been great.

Character Creation Challenge


Thursday, October 30, 2025

Forgotten Realms: Heroes and Adventures in Faerûn

 Went to my Favorite Local Game Store yesterday. They were doing downtown business trick or treating, oh, and I picked up the new D&D 5.5 Forgotten Realms books.

Heroes and Adventures in Faerûn

I have actually been looking forward to getting these.  I'll save a long and detailed review for a later date when they come up in my regular explorations into the Realms. 

The Shadow of Baldur's Gate

If you were new to the Forgotten Realms and this was your first exposure, you would be excused in thinking that Karlach Cliffgate, the tiefling barbarian with a heart of gold (well, really a heart of infernal machinery), was the most important character in the Realms. 

And she is. Full Stop.

But seriously. Karlach is all over these two books. There is one picture of Elminster, maybe one or two of Drizzt, one of The Simbul, a few of the D&D cartoon kids, and a ton of Karlach, with some more of Shadowheart, Astarion, and even Enver Gortash. Even Duke Ravengard gets a couple more than his son Wyl, anyway.

Everybody Loves Karlach
Everybody Loves Karlach

Baldur's Gate, circa DR 1501

The Baldur's Gate III video game looms large here.

Honestly, this is a good thing.

The tone of the book is, "this is a big old world and there have been heroes before you, but now is your time to be the epic hero." This is exactly what they should do. Drizzt even is taking a lesser role so his daughter Briennelle can do more. And really, who better than Karlach to lead that charge?

Heroes of Faerûn

The Books and their Contents

The two books, Heroes of Faerûn and Adventures in Faerûn are what you expect. Full color, plenty of art and new rules. Both books have expansive indexes. 

I feel that these two books are the way D&D 5.5 (and this is really a continuation of D&D 5) should move forward with their Campaign settings.

Both books cover the lands and people. The Heroes of Faerûn book for Players is an overview of everything, the Adventures in Faerûn book for Dungeon Masters covers some areas in more detail. 

Again, just very briefly. The lands seem brighter (as one should now expect from D&D 5.5) but that should never mean "safe." There is less emphasis on "this type of monster is a threat" and more on "this faction is a threat." Which is honestly much better. And there are plenty of factions to keep good characters busy fighting and evil characters, well also fighting them or even joining their ranks.

Though there are still monsters. 

Monsters

Monsters

There are changes, and really, I am the *least* qualified person to find these given how "new" my Realms education is, but a couple stick out.

Baldur's Gate, as expected, has eclipsed Waterdeep as the "city of choice" in this era. I think "in game" I'll say the Baldur's Gate has had an in-rush of tourism. Everyone wants to catch a glimpse of "The Hero of the Gate" Karlach. 

The Moonshae Isles have gone from the quasi-Celtic meets quasi-Vikings to a combined people living in an area where the Feywild bleeds through. And I like that.  

The Heroes of Faerûn book has expansions to the subclasses, including a College of the Moon Bard and a Spellfire Sorcerer. I want to try out both. Lots of new backgrounds, lots of new feats. Not as many spells as I would have expected. Adventures in Faerûn has lots of 1-page encounters and mini-adventures. Enough to get anyone going. The first ones can be used anywhere, and then there are location-specific ones. 

Of course, some of this covers the same ground as previous books, and they encourage people to check out these other sources too.

Heroes and Advertures of Faerûn
Inside cover maps

Heroes and Advertures of Faerûn
Venger and Presto still at it all these years later

Heroes and Advertures of Faerûn


Heroes and Advertures of Faerûn
Enver Gortash from Baldur's Gate III

Heroes and Advertures of Faerûn
Hank is now a King

Heroes and Advertures of Faerûn

I'll dig into these books more in the future. I still to finish my 2nd Ed AD&D exploration of the Realms.

The Player's book comes with a nice map. It reminds me of the map that came with the 3rd Edition D&D book.

Map of Faerûn

on the backside is a Calendar of Harptos.

Calendar of Harptos

Magic Items

In my first pass these books fit well with my other Realms books and continue the saga of the Realms.

The Forgotten Realms

Of note. Ed Greenwood is not listed as a contributor in these volumes, but he is given a special thanks. Jeff Grubb is given a special thanks as well.

I am looking forward to delving deeper into these books. 

Tuesday, June 10, 2025

Mail Call Tuesday: Queen Iggwilv

 Quick one today. I am not what I consider to be a FunkoPop collector. I have a couple I really like, mostly little witches and Red Sonja. But I saw this new one out and decided to treat myself to an early birthday present.

Funko Pop Iggwilv

Funko Pop Iggwilv

Funko Pop Iggwilv

She looks great next my Funko Pop Larina.

Funko Pop Iggwilv and Larina

Funko Pop Iggwilv and Larina

And they share the shelf with my books on witchcraft and demonology appropriately enough.

Like I said, I am not a huge collector, but I think one of The Simbul might be fun.


Wednesday, May 14, 2025

Witchcraft Wednesdays: The Archwitch

Photo by Ferdinand Studio: https://www.pexels.com/photo/woman-in-a-costume-reading-a-book-3922111/
Photo by Ferdinand Studio

 Working on a new project. It should be pretty obvious, but I will wait for the full announcement. Among some of the features of this new project is the notion of "Advanced Classes." You have already seen these kinds of classes before. They are the Bard (PHB), Thief-Acrobat, the Archdruid (UA), and the Wizards of High Sorcery from the Dragonlance Adventures book. 

Mine, however, are all occult-based. I have already been play-testing a couple of them, some for a while, but today's is brand new. Based quite honestly on a dream I had Monday night/Tuesday morning. Though, the idea of the class has been running around my head for many years now.

Presently, I have four of these Advanced Classes worked out. Three for Witches and one for Magic-users.  I am toying around with about three-four others for other Advanced-era Classes/Sub-classes. 

ARCHWITCH

Advanced Class for Witches

The Archwitch is the culmination of a witch's arcane and spiritual mastery. Unlike common witches who deepen their craft through occult rites, the Archwitch transcends the circle, walking the border between witchcraft and wizardry. She gains insight into the deepest mysteries of magic and the cosmos, weaving both witch spells and high arcana into her grimoire. Figures such as Iggwilv, The Simbul, and Sagarassi exemplify this path. While many label them as mere magic-users, their roots lie firmly in the traditions of the witch.

Only those witches who have proven themselves through trial, wisdom, and power may take on the mantle of the Archwitch. This path is rare, and most witches never reach such heights.

Requirements

To become an Archwitch, a character must:

  • Be a Witch of at least 7th level.
  • Have an Intelligence of 17 or higher.
  • Complete a Great Working, an act of magical significance witnessed by their Patron or coven. Examples include banishing a demon lord, opening or sealing a planar gate, the construction of a powerful magic item or new spell or ritual, or binding a major spirit.
  • Be acknowledged as an Archwitch by their Patron or a gathering of at least three witches of 7th level or higher.

Restrictions

The character ceases to gain new Occult Powers granted to witches at levels 7, 13, and 19. These are replaced by Archwitch abilities.

Spellcasting

The Archwitch retains her full Witch spellcasting progression.

In addition, starting at Archwitch level 7, the Archwitch may select one Magic-User spell per spell level, beginning with 5th level magic-user spells and advancing with her own level. These are treated as bonus spells known, castable once per day each, and are cast using her own spells cast per day.

At level 11, the Archwitch gains the ability to cast one 9th-level Magic-User spell per day, chosen from a written copy in her Book of Shadows or from a scroll. This simulates her mastery of the highest arcane knowledge.

Note: There will be spell advancement tables for magic-user spells 1 through 9.

Archwitch Abilities

Mastery of the Veil (gained at level 7): Once per day, the Archwitch may combine two spells of 4th level or lower into a single casting. The casting time is doubled and both material components must be used. The effects occur simultaneously but must be directed at the same target or area.

Arcane Communion (gained at level 9): Once per week, the Archwitch may enter a trance to commune directly with her Patron or a cosmic force, gaining insight similar to the Commune spell. Additionally, she becomes immune to confusion and feeblemind effects.

Unbound by Circles (gained at level 11): The Archwitch may cast a 9th-level Magic-User spell once per day, provided she has access to the spell in a written form. This spell does not count against her daily limit of learned Magic-User spells. This ability reflects her transcendence of mortal limitations and entry into the ranks of true arcane legends.

Role and Influence

The Archwitch is no longer bound to any single coven, though she may lead one. Her word carries power in the witching world. She is often sought for advice, feared by enemies, and respected by peers. Her Patron may grant visions or quests of great import. In some traditions, the appearance of an Archwitch heralds the turning of an age.

Only a handful of witches per century achieve this status. Their names are remembered in spellbooks and whispered in ritual.

Experience Progression and Saving Throws

The Archwitch continues to use the Witch's experience table, attack matrix, and saving throws.

Multi-Class and Dual-Class Use

The Archwitch path is only open to single-classed Witches. Dual-classed characters must complete all level requirements before entry. Elves and other multi-classed races may not become Archwitches unless the campaign permits exceptions.

Optional Rule – Ritual Ascension: At the DM's discretion, the transition to Archwitch may require an in-game ritual, quest, or magical confrontation. This may include astral travel, defeating a rival Archwitch, or recovering a lost grimoire.


Tuesday, July 30, 2024

The High Witchcraft Tradition

The Magic Circle - John William Waterhouse
I have been on a mini vacation to see my wife's family. They all moved down south. Personally, I dislike going south of Joliet, IL but that is me.  Anyway they are all huge card players staying up till the wee hours playing. That is cool, I got to watch the Olympics. You don't see me talking a lot about sports here though I am a life-long St. Louis Cardinals fan and a complete Olympics junkie. I am no expert by any stretch of the imagination, but I love the Olympics.

With some projects done, and others on hold (Basic Bestiary. Waiting for more art), I started a new project over my extended weekend.

The High Witchcraft Tradition

Well..."new" might be the wrong word.  

I have a lot of notes from other projects that didn't quite fit or didn't get developed enough to get added. Plus this is a book I have been picking at for a while and have been calling my "Last Witch Book."  If it is that remains to be seen, but I do have some great ideas.

Here is the shape of the book so far.

High Magic

It will include the use of High Magic, so magic that invokes spirits, demons, angels and the like. I would also like to include High Magic options for Magic-users. A bit like my Hermetic Mage Prestige class I did for 3.x.

Advanced

This book will be my first "true" book for the Advanced era. So compatibility with OSRIC, Advanced Labyrinth Lord, and Old-School Essentials Advanced is implied. Originally this book was going to be part of my "Basic Witch" series and focus on how I mixed AD&D 1st ed with the Expert set back in the day. I still might do that. I have a lot of ideas for that sort of play, but this is not the book for that.

Plus I will freely admit I am not as enthusiastic for D&D's future as I once was. I will buy D&D 5R, I will even likely play it a few times. But as much as I love digital and online games, that is not my preferred mode. 

So instead of endlessly complaining about it, I am just going to focus my efforts into the types of games I DO enjoy playing. If you are looking for ragey click-bait, you won't find it here.

Best of the Old, Best of the New (Maybe)

I love my old-school games. I also am rather fond of new-school games as well. For me it has always been about maximum fun. So I would love to go back over some of the newer developments in games and see what can be ported back over. This one is not a guarantee. My focus first and foremost is a witch book from circa 1986.   

Cover Art

For this book I am going to commission some original cover art. I have already been sending out emails to artists I want to work with and ones I have worked with in the past for this. And as much as I love the Pre-Raphaelite covers I have used in the past, I have something specific in mind for this one.

Waterhouse's "The Magic Circle" above was one of the ideas I originally had. I am, of course, sad not to use it for this book, but I also want something new. 

I want this book to be really good. I want it to challenge my writing ability and game design ability. Plus I also want it to be able to cover any "so-called" witch written about in the "Advanced-era."  If someone else's book/game/adventure set in the same era with the same or similar rule system and they have a witch character, I want my rules to be flexible enough and comprehensive enough that you could play that character using my rules. Lofty? Maybe. Do able? Certainly.

Potential High Witches

I have been tossing this idea around for a few years now. I finally hit a critical mass of notes to make it a real book. For me as much as for you, here are my posts about it. 

Links to relevant posts

Tuesday, June 11, 2024

Reviews: The Villains and Heroes of the Forgotten Realms

 Getting back to my Realms reviews I am still in that strange liminal times of 1988-1989 when both AD&D 1st Edition and 2nd Edition were still being supported. I have two books today from the "FR" series that ride that line. 

FR6 and FR7 Villains and Heroes of the Forgotten Realms

Both books have very similar trade dress, if not identical. I am reviewing the PoD and PDFs from DriveThruRPG. 

FR6 Dreams of the Red Wizards (1e)
FR6 Dreams of the Red Wizards (1e)

By Steve Perrin (1988)
64 pages. Full-color covers and maps, monochrome interior.

Even with my comparative lack of Realms knowledge I knew about the Red Wizards of Thay. I guess I didn't realize how quickly they had been introduced as the big bads. 

This book reminds me a lot of the old D&D BECMI Gazeteer series in that we we get some history and geography of the lands with some NPCs.

The book teases that it is compatible with the BATTLESYSTEM  rules, but you have to build all of those armies on your own. Too bad, I wanted to do a big battle with the armies of the undead from Thay. Though I still might do that.

The Introduction tells us what this book is about and who and what the Red Wizards of Thay are.

History of Thay. This section gives us a brief overview of Thay's foundation. There is a brief timeline, but it works well here. Some of this information is also found in the later Spellbound boxed set, but that is a way off yet. 

We cover the People and Society of Thay next. Perrin does give us a good explanation of how a whole country can, in fact, be evil, from the Zulkirs to the middle class to the masses of slaves. Honestly, the place sounds like a powder keg waiting to explode, and it is the will and fear of the Zulkirs that keeps everything in check.

Geography of Thay is next and it is good read, though I think it could have been combined with the History of Thay chapter since much of Thay's history has been shaped by its neighbors. This is also a good chapter for me, the newbie, to have a map handy.  I think I am going to need a big wall map of the Forgotten Realms like I do for Victorian London

We get get two chapters that cover the Current Economy and Politics of Thay, respectively. This includes a helpful glossary and a player's guide to Thay.

Magic in Thay, as expected, is one of the larger sections. It has what seems to be a Realms staple; lots of new spells. 

Religions in Thay, is actually an interesting chapter. The Red Wizards themselves seem to be areligious, but not atheists. They acknowledge the gods and do their best not to piss them off. I imagine there are big "media circuses" for when a Zulkir visits a local temple to Mystra for example. 

This has given me an idea. So, according to this book, the slaves of Thay mostly worship Ilmater, who we know from Ed Greenwood's "Down to Earth Divinity," that Ilmater is derived from Issek of the Jug. What if there were some events like "Lean Times in Lankhmar" where Ilmater, via a new follower, took on a role like that Fafhrd did for Issek, but instead of a religious conversion/resurgence, it became the basis for a full-scale slave revolt. Now that is a BATTLESYSTEM game I'd enjoy running. 

Personalities of Thay cover the expected cast of neer-do-wells. OF note here The Simbul does not have a personal name here, yet.

Adventures in Thay give the reader some ideas of things to do in and around Thay. But let us be honest. It is an evil filled with Nazi-like evil wizards who keep slaves. The ideas abound already. 

FR7 Hall of Heroes (1e/2e)
FR7 Hall of Heroes (1e/2e)

Many authors (1989)
128 pages. Full-color covers, monochrome interior.

This book looks like a 2nd Ed book on the cover, but 1st Ed inside. 

This is a "robust" rogues gallery of early Realms characters, and frankly, I am happy to have it since so many of these names are new to me. The stats are an odd mix of AD&D 2nd Ed and 1st Ed, but mostly 1st Edition. So yeah, there are Neutral Good Druids and lots of classes from Unearthed Arcana and Oriental Adventures. 

It also has something that is not entirely a Realms-specific problem, but one I associated most often with the Realms. There are lot of characters here that straight up break the AD&D rules. Yes I get that some (many) are here because of the Forgotten Realms novels. So people like Shandril Shessair is a "Spellfire Wielder," and Dragonbait is a Lizardfolk Paladin. This used to bother me. Not anymore. I am more irritated by the fact that most of the women NPCs all have Charisma 16 or 17 (11 out of 15). Where are my hags? 

There are some personal spells and again The Simbul makes an appearance sans proper name. 

Still, this is a good resource for me to have. I like to have it on hand as I am going through other books to double-check who I am reading about. 

The POD versions are nice. The text has a bit of fuzziness, but far less than other PODs I have seen. They are not perfect for, say, collectors but perfect for what I need them for, and that is used at my game table.