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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. 

Friday, October 28, 2022

Witches Larina and Solaine make a potion

Well, this is a fun little treat!

My good friend and wonderful artist Djinn not only created a wonderful little toon of our witches Larina (mine) and Solaine (her's) but she animated them too. And Larina talks!

These are part of her "Dirty Sticky Journal" series, little cartoons like this featuring her character and others she has drawn over the years. She has done a lot of art of Larina, but seeing her come to life like this is really fun.

You can find them on her Instagram page and this one in particular.

The best place though is her Patreon site. And her Linktree.

I have shared her art in the past and she was one of my earliest Featured Artists.

Oh, and speaking of art. I shared The Simbul, Witch Queen of Aglarond yesterday on Twitter and I got this from Ed himself.


All in all a pretty red letter geek day for me!


Thursday, October 27, 2022

The Simbul, Witch Queen of Aglarond

The Simbul, Witch Queen of Aglarond
The Simbul, Witch Queen of Aglarond
I have been asked in the past why I have not stated up one of the greatest spellcasters in D&D lore before and the answer I have always given is this, I wanted to do it right.

That is partially true. The other part is that a character like The Simbul, Alassra Shentrantra Silverhand, Witch Queen of Aglarond has to be done with care and reverence.  Doing my review of The Seven Sisters has only raised this sense in me.  While at the same time filling me with excitement over the prospect of doing it.

I have known since the beginning of my War of the Witch Queens that The Simbul would be involved, and even for a brief time, I considered her to be the Witch Queen that was murdered to set this whole thing in motion. But in truth, I could not do that, even if this is my multiverse's Alassra I just couldn't. The love Ed Greenwood has for this character shines so brightly through every word he commits to paper about her that I just couldn't.  He loves her and made me love her as well.

So she will meet some other fate. In DR 1479 it is said she dies to save Elminster (cough*refrigerators*cough) BUT my Realms game is taking place in DR 1387 or so (using the 3rd ed book as my base which starts in 1372). So she is not dead and may not die.

Also in my Realms. She is a proper witch.

Putting the Witch back into Witch Queen

I always knew I was going to be. But it was Ed's own note in the Seven Sisters that gave me "permission:"

The entries on each Sister detail powerful characters that can easily be renamed and fiddled with for use in other campaigns, and that provide most importantly character motivations and aims for such NPCs of might.

                                                                                                      - The Seven Sisters, page 4

Going back to the 3rd Edition Forgotten Realms Campaign Guide renewed my interest in the Realms and gave me some other insight.

But the final bit of information was reading through Ed's own writings in the pages of Dragon Magazine. In many cases, he clearly is using the word "witch" and meaning it to be the Witch NPC class from Dragon, in particular the one for issue #114.  This gives me all the cover I need really.

Ok. So. Let's say the Simbul is an actual witch, not a mage or wizard. We know (thanks to the Seven Sisters book) she trained with the Witches of Rashemen, so what Tradition would she be? A Rashemen Witch? A Chosen Witch?  I mean Mystra is very much her Patron she owes more of her magic to her involvement than the study of tomes.

I thought that a Chosen of Mystara might be right, but that is more of her birthright than a Trad. Also, there are other Chosen who are not witches. She still has access to wizard spells, so I think she would have to be one in my new High Witchcraft Tradition. This is my homage to a lot of the witches in D&D.

What about her level? Well, in my Basic Witch book the Queen of Witches is Level 36. Does The Simbul go this high? According to her official stats in 2nd ed, she is a Wizard 30 and Fighter 6, and in 3rd ed, she is Sorcerer 20/Archmage 2/Wizard 10.  So 36 and 32 total levels respectively. So yes,  I think 36th level is fine.

The High Witchcraft Tradition

The Simbul is the Witch Queen of the High Witchcraft Tradition.  This is the same tradition that is taught in the Magic School of Glantri, but as a Chosen, she comes on it naturally. Her familiar in this case is her connection to the Weave and the spirits of Magic. So much like a Sorcerer in D&D 3e she comes on her magic naturally, but she also has learned magic.  Witches of the High Witchcraft Tradition are also called The Secret Order and they can learn Arcane/Wizard spells as well. They gain them as other witches gain Ritual magic. 

I have not figured out all of the Occult Powers of this Tradition yet, so this is a work in progress. I am grabbing spells from all my witch books for her, but the base character build is based mostly on The Witch

The Seven Sisters and the Witch


The Simbul, Alassra Shentrantra Silverhand
Witch Queen of Aglarond
The Simbul, Alassra Shentrantra Silverhand Witch Queen of Aglarond
36th level Witch, High Witchcraft Tradition
Human Female, Neutral (Chaotic Neutral)

Strength 14
Intelligence 17
Wisdom 15
Dexterity 18
Constitution 16
Charisma 18

Saving Throws (Base)
Death Ray/Poison 2
Magic Wands 2
Paralysis, Polymorph 2 
Dragon Breath 2
Rods, Staffs, Spells 2

Height: 5' 10"
Hair: Silver 
Eyes: Gray

Hit Points: 87
AC: -2
(Bracers of Protection +3, Cord of Protection +2, Ring of Protection +3, Dex 18 -3)

Base THAC0: 6
(I know, THAC0 was not used in Basic D&D. You know what this means)

Occult Powers*
Lesser: Familiar (Familiar Spirit)
Minor: Witch Vision (see magic, invisible) 
Medial: Drawing Down the Moon
Greater: Witch's Blessing
Major: Craft Permanent Magic
Superior: Longevity/Timeless Body
(*these are not all well-defined yet)

Spells
Cantrips (6): Arcane Mark, Acid Splash, Daze, Mote of Light, Object Reading, Open,
1st (9+2): Analgesia, Bar the Way, Burning Hands, Burning Gaze, Charm Person, Comprehend Languages, Eldritch Fire (Silverfire), Glamour, Mend Minor Wounds, Pace Without Trace
2nd (9+2): Arcane Disruption, Agony, Alter Self, Burning Gaze, Continual Flame, Detect Charm, Dweomerfire, ESP, Evil Eye, Haunting Mists, Mind Obscure, Web 
3rd (9+2): Astral Sense, Bestow Curse, Clairsentience, Control Winds, Danger Sense, Dispel Magic, Expand Senses, Fly, Immunity to Normal Weapons, Lightning Bolt, Protection from Fire
4th (9+1): Analyze Magic, Ball Lightning, Cauldron of Rage, Charm Monster, Divination, Forest of Deception, Masque, Polymorph Others, Polymorph Self, Remove Curse
5th (9): Break Enchantment, Decimate, Enslave, Maelstrom, Nightmare, Private Sanctum, Sending, Telekinesis, Ward of Magic
6th (9): Analyze Dweomer, Animate Shadows, Cackle of the Winter Crone, Cloak of Dreams, Greater Scry, Heroes' Feast, Mass Suggestion, Mislead,  Rain of Fire, 
7th (9): Astral Spell, Breath of the Goddess, Chain Lightning, Greater Teleport, Limited Wish, Regenerate, Spell Turning, Wave of Mutilation, Wind Walk
8th (9): Demand, Eye of the Storm, I Am The Fire, Mass Charm, Permanency, Protection of the Goddess, Storm of Vengeance, Stormbolts, Vanquish

These are only some of the spells she has access to. She has a lot of "named" spells, but I have to find rough analogs in my own books for those. Besides, this should keep her with plenty of arcane firepower. 

While I say that witches of the High Witchcraft Tradition can learn Wizard Spells, the spells above are all witch spells. Some are cross-listed with Wizard, but they can be learned by other witches too. 

Larina seeks advice from The Simbul
Larina seeks advice fromThe Simbul on a magical problem.

Links

Fellow Witch Queens

Forgotten Realms Links