Showing posts sorted by date for query dark druid. Sort by relevance Show all posts
Showing posts sorted by date for query dark druid. Sort by relevance Show all posts

Tuesday, July 14, 2026

Mail Call Tuesday: Endless Quest and Joseph Campbell

 Last week, my brother shared a Facebook Marketplace find with me: some Joseph Campbell books, the Historical Atlas of World Mythology. I wnted to grab them but have been burned on Facebook Marketplace in the past. So I did what one does: I went to eBay. I saw several good candidates, but I didn't pull the trigger on any of them. 

Then I was at Half-Price Books this weekend, and they had copies. A combined Vol. 1 (Parts 1 and 2) and the softcover Vol. 2 (Parts 1, 2, and 3). The price was good and I figured, what the hell.

Historical Atlas of World Mythology by Joseph Campbell

It is rather amazing, to be honest. Heavily researched, illustrated, and tons of pictures. 

Here are just two examples.

Historical Atlas of World Mythology by Joseph Campbell

Historical Atlas of World Mythology by Joseph Campbell

If I ever wrote a book about shamans, then this is the source I would start with. But I am not going to do that. Still, it is a fascinating read, and I can't wait to get into it.

The issue is these are huge books, like 14" tall. Larger even than my Time-LIFE Enchanted World books. They are not going to fit well in my shelves.

A little smaller is a classic Endless Quest book. 

Endless Quest: Song of the Dark DruidEndless Quest: Song of the Dark Druid

The book is in worse shape than I expected, but I am such a sucker for anything "Dark Druid" that it is still worth it for me. 

I'll read it and see how it goes. I have wanted to do a prequel to my own Dark Druid called All Souls Night for a long time. Maybe this will give me some inspiration. 

Updates From Jackson, IL

A couple of cool things from my all-too-brief Jackson game over the weekend. The characters met more Blackthorn Hags and their rivals, the Cricklow Hags. We also learned about a supposed occultist, Arthur Voss, and his wife Mai. Mai and her daughter are assumed to be dead. Some deal gone south with the Blackthorns. The PCs learn of a mansion in downstate Cheny, IL

Mai and Baby, 1970

Mai and Baby, 1970 back



Friday, July 10, 2026

Fantasy Fridays: Larina for Advanced Witches & Warlocks

Advanced Witches & Warlocks
Advanced Witches & Warlocks by Eugene Jaworski
 I have spent the better part of this week talking about my witch character, Larina. Mostly about where she has been and who she has been. Today I want to share the next Larina. A little bit like the cameo of the 12th Doctor in "Day of the Doctor." Is this the same witch as my Dragon #114 Larina or the AD&D 2nd Ed Larina? Yes. And maybe. 

Advanced Witches & Warlocks

I wanted to be much further along on this than I am right now. I have been picking at it for a number of years. In truth, as soon as I finished my Basic Witch book. But OSRIC had not caught on like Labyrinth Lord, Basic Fantasy, or later on Old-School Essentials. But I kept at it, testing different ideas. Some of those ended up in other books, others got cut from drafts altogether, but the documents remained. I also had plenty of notes left over from other versions of my witch classes. Things I wrote, but never could get to work the way I wanted them to. Case in point: today's meta-topic. 

Advanced Classes

One of the ideas I introduce in AW&W is that of Advanced Classes. The examples were already there; the Thief-Acrobat, the Hierophant Druid, even the Bard to a degree. These are classes that start with one of the base classes and then move on to a specialization. I mean, I could have called them Specialist classes, but I like the sound of Advanced Classes. AW&W introduces three Advanced classes: the Archwitch, the Witch Priestess, and the Witch Queen. Each offers the witch something different. 

In playtests, it became clear that, with the restrictions I built in, the advanced classes were less powerful than the base class. To remedy this, I made some changes to spells and swapped out expanded spell lists at the cost of occult powers. Though there is the option to choose some occult powers later on, they are usually one of a choice of options. 

Of course, as you have all seen from my posts this week, this is exactly the sort of thing I use Larina for. In-game, and in my own history with her, she starts out as a witch but typically becomes more "faithful" and religious. She isn't just a witch, but a witch priestess in function. Now she can be that in form as well.

"Larina" by Djinn
"Larina" by Djinn

I dabbled with the idea of making her a 13th-level witch and a 7th-level Witch Priestess. Taking the Witch Priestess levels later on, but in truth the differences were very minor save for choices of occult powers or other powers. The big difference is the choice of spells. Of course that also didn't track with the rules I wrote, but hey, sometimes my rules are not right, and I need to tweak them. In this case, though, my rules will stand. 

In this new book, there are spells common to every witch. There are other spells if the witch takes an advanced class, and there are spells unique to their tradition. So no two witches ever need to be alike in terms of the magic they have. This is less revolutionary and more evolutionary. We will see this with schools of magic and spheres of divine influence in AD&D 2nd edition, and we saw it in the Dragonlance Adventures book for the Schools of High Sorcery in AD&D 1st edition. This is just the logical middle ground between those two design choices. 

Traditions

Presently, the new traditions I am putting into this new book are The Atlantean Tradition, The Daughters of Baba Yaga, The Followers of Aradia, The High Order, and The Scaled Sisterhood. I am considering a sixth, but I want to work on it some more before I do. Five is a better number.

Each of these is considered to be "Higher" witchcraft. While many are depicted as older (Atlantean, Daughters of Baba Yaga, and Followers of Aradia), they set themselves above what they consider to be simple Hedge Witchcraft.

I suppose though that the Followers of Aradia *could* just be another type of Pagan witchcraft. Certainly their roots are there. I am still hashing that one out. Maybe Aradia is just the Witch Queen of the Pagan Tradition and not a Patron herself. 

See. Still work to do.

Larina Nix, Witch Queen of the High Witchcraft Tradition
Larina Nix, Witch Queen of the High Witchcraft Tradition
Larina Nix, 
Witch Queen of the High Witchcraft Tradition
30th level Human Witch, Lawful Neutral
(7th level witch, 13th level Witch Priestess, 10th level Witch Queen)
Tradition: High Order Witchcraft

Secondary Skill: Translator (+1 language)

S: 10
I: 18
W: 18
D: 11
C: 11
Ch: 18

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

AC: -1 (Bracers AC 1, Amulet of Protection +2)
HP: 66
THAC0: 10

Weapon
Dagger +1
Staff +3, Staff of the Witch Queen

Familiar: White flying cat ("Cotton-ball")

Languages: Common, Lawful Neutral, Supernal, Elven, Draconic, Celestial, Infernal, Dwarven, Undercommon, Goblin

Occult Powers
1st level: Familiar
7th level: Circle of Warding (+2 to spell saves)
13th level (Witch Priestess/Divine Favor): Secret Formula* (one 4th level or below spell is always prepared)
19th level (Witch Queen/Occult Eminence): Witch’s Focus

Witch Priestess Powers
Divine Favor (Healing Hands, Nature’s Wrath, Invoke the Ancients, Occult Insight), Sacred Coven, Charge of the Goddess, Drawing Down the Moon.

Witch Queen Powers
Awesome Presence, Occult Eminence, A Thousand Faces, Timeless Body, Mantle of Sovereignty, Ninth Level Spells (5)

Spells
Cantrips: Clean, Dark Flame, Mend, Occult Mark
First level: Arcane Dart, Charm Person, Command, Faerie Fire, Glamour, Häxen Talons, Moonlight Veil, Sanctuary, Speak with Animals, Unseen Servant, Ceremony (Ritual)
Second level: Augury, Bless, I Told the Crows Your Name, Magic Broom, Mirror of the Self, Misty Step, Penny for Your Thoughts, Share My Pain, Sister to the Dark Ones, Spiritual Hammer (Witch's Hammer), Warding Circle
Third level: Call Lightning, Cauldron Sight, Circle of Rue and Iron, Curse of Withering, Eldritch Enchantment, Fey Bargain, Larina’s Eldritch Caress, Magic Circle, Power Word (Command), Tongues*
Fourth level: Analyze Magic, Coven Gate, Divination, Elemental Armor, Larina's Witchfire, Lunar Winds, Protection from Evil (10' radius), Scrying, Soul Snare
Fifth level: Circle of Sevenfold Flame, Coven's Might, Power Word (Pain), Speak with Hidden Folk, Two Places At Once, Witch Gate, Larina’s Word Beyond the Veil (Ritual)
Sixth level: Aspect of the Crone (Crone of Death), Blessings of The Morrigan (Greater), Guardians of the Watchtowers, Heal, Mind Fortress, Word of Return
Seventh level: Speak with the World Soul, Storm of Crows, Witch's Writ of Binding, Wave of Mutilation
Eighth level: Coven Eternal, Larina's Liberum Libre, Ritual of the Closed Veil (Ritual)
Ninth level: Bind Soul, Command the Coven, Power Word (Kill), Rewrite the Name, Seal the Gate

Theme Song: Night Bird and If Anyone Falls

Larina is a High Order witch. These occult scholars combine Arcane, Divine, and Occult practices into one esoteric philosophy. She has always honored the Triple Moon Goddess, and it was her introduction to the craft, but her "learning" of witchcraft began in a more academic way.  

I debated whether her advanced class should be Witch Priestess or Archwitch, and there are really good arguments for both. Archwitch had the advantage of sounding cool and reflecting her origins as a Magic-user, but in the end I went with Witch Priestess because it better reflected how she had been played over the years. She always stood in for a cleric in many of my games. If given the choice between what is optimal and what sounds better for the character in my head, I will always go with the character-serving option. 

So her start was in the High Order due to her academic bent and the learning she did from books at the magic school library. As she progresses in her witchcraft, she becomes increasingly spiritual and takes up the Witch Priestess advanced class. 

Larina the Witch Queen
Larina the Witch Queen

I am also giving out some spoilers for spell names like "Circle of Rue and Iron," "Lunar Winds," "Coven Eternal," and a personal favorite, "I Told the Crows Your Name." 

There will also be a few more Secondary Skills. Larina is a translator because of her gift for languages. Alchemist or Herbalist might have been the more meta-game choices, but I am playing her as a character here, not a min-maxing experiment. 

Her stats were what I rolled back then. I had three 18s, something like a 1-in-12,340 chance using the 4d6 drop-the-lowest method, and I knew the dice were telling me to do something special with her. Aside: I wonder what happened to the other characters I rolled up that day? I NEVER rolled up just one; it was always a group. I have the ones from right before (rolled up for my birthday game) and the ones after, including my next attempt at a healer. I wish I had kept those "classmates" or even "near Larinas." Somewhere in that lost stack might have been another character I would still be talking about forty years later. I did find her ex-husband and one of my other drow characters who apparently hated her. They were from my birthday game back in June of 1986, though. 

AD&D Characters from the 1980s
AD&D Characters from the 1980s and early 1990s

It seems rather fitting to me that Larina, who was featured as a 6-year-old witch girl in my first-ever publication, would go on to be the witch queen of my next *D&D-compatible witch book.

It only took me 40 years.

Monday, July 6, 2026

Mirror Mondays: The Witches of 1986. What I Learned from 40 Years of Larina

The Witch Queen and the Girl in Homeroom: What I Learned from Forty Years of One Character

Advanced Witches & Warlocks - Larina

I created Larina in July, 1986. 

That sentence feels simple enough, but it carries a lot of weight. It means she has been with me through six editions of D&D, most of high school, college games, new systems, abandoned campaigns, resurrected notebooks, lost files, new editions, new worlds, and more than a few versions of myself. She has been a magic-user, a witch, a sage, a horror heroine "last girl", a multiversal constant, and occasionally the person in the room who knows far more than she should.

I have known her longer than my kids have been alive, and I met her 15 months before I met the girl I would one day marry.

I wish I could remember the exact date, but failing that, and for reasons that make sense to me, I'll say it was 40 years ago today. July 6, 1986.

At some point, a character stops being just a character sheet. At some point, she becomes a mirror to what I am doing at the time. 

And Larina has always been a mirror.

Larina was not my first character. She was not even my first "witch" character. But over the years of playing her and using her in many games, she quickly became a favorite of mine.

If you like, you can read some more about her here on her own page and all the versions of her I have posted here over the years.

The Character You Start With Is Not the Character You Keep

That first version of Larina was nothing special at the time. Not really. She was a "witch" but only in the respect that she was a collection of ideas I had about witches. Some notes, some ideas, a rough draft. Her class at the time? Magic-user, 1st level. This was July 1986. I would use her a few times, but my main "wizard" was Phygora-Cronus. He was, and let's be honest here, my Doctor Who-ripoff character. A traveler who messed with the lives of others. Phygora did eventually become his own thing. But that very, very first version of Larina barely saw any adventures. Phygora even stopped traveling to be Larina's "advisor" at the magic school. 

Larina Character Sheets
Larina 1st Ed AD&D Character Sheets

Still, there was something that drew me back to her. She saw some play, but not a lot really. I am hard-pressed to remember any of her adventures between that summer and the Fall. 

Then came October 1986 and the release of Dragon Magazine #114 with its new take on the witch class. I really can't overstate how much that issue affected my ideas of how to play a witch. That put an end to her as a "fake-wizard". I made her into a 1st-level Magic-user/1st-level Witch right away with a brand-new sheet. I figured out that she had been to magic school, but the tuition was too much to keep up. Sound familiar? I was in the same boat with one school, so I took my second choice. Another mirror.

So I gave her a backstory to fit. She was working in the school library to make ends meet, and she picked up her witchcraft on the side. Libraries have always been where I study things on the edge of belief, so it was only natural. It was another mirror of my own situation.

That little bit of backstory did a lot more work than I realized at the time. It explained why she knew things she was not supposed to know. It explained why she had access to odd books, old languages, half-forgotten rituals, and dangerous scraps of lore. It made her something other than a spell list. She was not just a student of magic. She was a student of forbidden shelves, closing-time whispers, and books that should probably have been locked up better.

Looking back, that is where Larina really started to become Larina. Not by virtue of better hit points or power, but because she was the one who knew where to find the book. She was the one with the answers. 

This early Larina was hardly the best version of herself. Beginnings seldom are. But she had a spark. Her core was there.

Every Edition Reveals Something Different

I have done this with all of them. I currently have Vera Rook sitting on my desk, and I have six character sheets for her, maybe seven soon. I showed you all this as an experiment with Elowen Hale.  Vera began with a concept and then character options were used to support that concept. Elowen was built by looking at character options across the games and choosing the concept that fit them all. Every game and edition offers a chance to redefine a concept. With Elowen and Vera, it was a matter of deliberate design; with Larina, it has been a decades-long process.

Larina, 2nd Edition AD&D, the Witch Priestess
Larina, 2nd Edition AD&D, the Witch Priestess
I have some 75 versions of her in posts for various systems now, each one a test to see if I could make a proper witch. For example, in AD&D 2nd Edition, she took on more of a priestess role. I called it her Wiccan side (to put it in modern terms) as she found her faith. The mechanics were simply there to put it on paper. 

And in a way, it was another mirror: while she was getting deeper into the supernatural, I was embracing my atheism and skepticism. There is a contradiction in all this that I have always found amusing. The further I put distance between myself and belief, the more exacting I became with hers. She became the High Priestess of faith and belief, while I rejected such ideas for myself. 

Perhaps that was her utility. She let me get at faith, ritual, gods, spirits, and the like without having to put my own stock in them. Where I was skeptical she could be sincere, she could stand in the circle and invoke the Goddess in earnest while I was on the periphery with a notebook to put in a word: "Yes, but what are the game terms for that?"

If you want an honest appraisal of my witch writing, there it is. I don’t need to believe in a thing to see its power.

I will ask her different questions depending on the game. D&D wants to know what she can cast. A horror game will ask what she has endured to survive. Superhero games make you wonder how much power she truly has. Sci-fi asks what she knows of the universe. Modern horror asks what she does when the monsters are not locked in some dungeon but are down the street. And so on. Every answer tells me how to play her and how to bring her into whatever comes next.

Converting a character is never a mere numbers game for me. You can have your fun making sure a 7th-level spell translates to the equivalent power in another system, but that is not the work. The task is to determine what the game deems important. Some games are about combat or social standing, others about trauma or whether you can afford rent and still be at the ritual on time. When I convert Larina, I am not just changing her stats; I am letting the game have its say with her.

Forty years on, she still has something to say.

Long-Lived Characters Become Mythology

Larina has been with me long enough to take on a mythic quality in these worlds. My players and my kids’ players are familiar with her. I have minis and 3D prints of her in the game room, art on the wall, even a Monster High doll someone went to the trouble of modifying for me (people love this post). Here, you will hear her name in the same breath as "The Simbul," "Circe," or "Tasha/Iggwilv."

I won’t pretend she is on their level in the annals of game history or literature, but at my table, she occupies that space. She is one of the names the young witches talk about in hushed tones. She is the woman who has already had her bout with the thing you have just come across, the one whose notes you find in the margin. She may be of assistance, or she may decide you are not ready for the truth.

Tea with the Witch Queens by Brian Brinlee
Tea with the Witch Queens by Brian Brinlee

That is what mythology is. Not official canon or a publication record. It is what a name means when enough people at the table understand it.

It also means the little details start to matter more. Her red hair, the purple clothes, the dragon tooth necklace, the Triple Moon Goddess tattoo, and the scar below her left collarbone. Or the way she will tell you her birthday is Halloween when in fact it is the 25th of October. Things that were once just bits of color are now like relics. 

After a while, the details are no longer decoration; they are signs.

And because Larina has so many versions, those signs are what tell me she is still Larina. The stats can change. The edition can change. The cosmology can change. She can be in Mystoerth, Jackson, West Haven, WitchCraft, NIGHT SHIFT, Wasted Lands, or some far future starship-adjacent nonsense that probably started with me watching too much Doctor Who and WAY too much Star Trek. But if she is still the woman with the books, the questions, the occult knowledge, the stubborn compassion, the terrible habit of putting herself between people and the dark, and biting her nails, then she is still Larina.

Larina by Jeff Dee
Larina by Jeff Dee
She Taught Me What a Witch Is

Every Witch class I have ever written has Larina’s shadow somewhere in it. Sometimes obvious, sometimes hidden, but always there. Elowen is an "adopted daughter"; Vera is a dark shadow; Marrissia is the mother of hers that devours.  Even Sinéad, to a degree, is "what if Larina had been raised in the Forgotten Realms?" All these witches are part of what I call her extended coven. Which is more growth for her because from the start she was a solitary witch learning via books she borrowed from her library. 

My witch books don’t just appear out of a vacuum; they are born of a lived-in experience I have with her. One feeds the other. Another mirror.

Larina made it clear to me that a witch is more than a woman with magic, a druid who has taken to the indoors, a wizard with better jewelry, or a cleric with the wrong holy symbols.

A witch is a relationship.

That was a revelation when I first saw it. Which is odd since what I was looking at were my own notes and writings. But there it was. Was it my writing or hers? Sometimes it is hard to tell.

The witch is a relationship. With power and place and memory. With old gods, false ones, and things that were never gods. With a coven, be it made of ghosts, familiars, past lives, a very patient cat, and the odd book.

That informed my design. A witch needs magic, but she also requires the rituals, the pacts and taboos, the marks and the consequences. She needs to be able to heal, curse, bind, and banish. And most of all, to know. Intelligence is important. Wisdom informs. But it is Charisma that sets it all into motion. 

Larina was never at her finest when she was flinging the largest spell in the room. She was best when she could tell you what the monster was and where it came from, what book made a passing mention of it, and why you should have heeded the old woman at the start of the adventure. 

That is the witch I keep writing.

Larina Nichols of Jackson, IL and Larina Nix, Witch Queen of West Haven
The witch girl and the Witch Queen
A Good Character Can Outlive the Campaign

This is something of a big deal. Groups disband, people move on, editions are replaced, files go missing, and books get sold. Most campaigns have an end. Yet some characters endure.

Larina is my means of keeping old games from being set in amber. She is continuity, if sometimes of a confusing sort. I have four timelines for my main computer to make sense of what she has been up to since 1986, which is no small chore. In fact, trying to account for her "lost years" and sort out one of those timelines is what first put the notion of an updated Advanced Witches & Warlocks in my head. If you look at one of my playtest notebooks, you will find nothing but character sheets of her from various stages and reams of notes. What was she doing? What was she thinking? Why did she begin to embrace witchcraft as a practice and a religion more?

Will any of this make it to print? No, not all of it. Does it inform what does? You bet.

Those campaigns are history now. I am the only one left alive from some of them. But she has been here with me all along, my witness to the fact that it all happened. She was the chronicler of those long-lost campaigns. The people who were there are gone, but I have the notes I kept in her voice still tucked away in one of my 3-ring binders or stapled to a character sheet. It is strange when I read something like "Must talk to Killian" or "Find out what Morgan Highstar knows." Notes on Larina's sheet by her (by me for her) directed at characters who can no longer answer. Another mirror: Larina, when she is a GMPC or DMPC, often acts as the party's translator or chronicler. There is a certain sadness to it, and a comfort as well. Knowing that she is still bearing witness to deeds of glory.

Old campaigns are like ghosts. You hold on to the recollection of the character deaths and the lucky rolls, the big set pieces and the arguments over rules, not to mention the maps we were sure we would have for all time, only to mislay them. And the dumb jokes. But memory is no good at archiving; it will let go of what you once deemed important and hang on to the odd bits.

She reminds me that those games happened. Those people sat at those tables. That we cared very much about things written in pencil on loose-leaf paper. That we spent entire afternoons arguing over what a spell could do. For a little while, the world was bigger than the room we were sitting in, and the room we were sitting in was bigger than the world outside.

Larina is not the campaign itself, but you can smell it on her clothes.

The trick with an old character is not keeping her exactly the same. It is letting her change without letting her become someone else. Larina from 1986 is not the same character as Larina from 2026, because I am not the same either.

She has become something of a creative engine for me. What she needs is what my books need. It may sound mad, but then again, I once put in some time as a QMHP at an institution for schizophrenics, so perhaps it rubbed off. Or I just know this character well enough to tell the difference between what works and what I might want.

The WitchCraft RPG made clear to me the distinction between her magic and her psychic side, and I carried that over to Ghosts of Albion with its separate Magic and Faith abilities. From her I got the Wicca and the Witch Priestess for Advanced Witches & Warlocks, and the Witch Queen for Liber Mysterium and my 3rd Edition book. She was the six-year-old in my AD&D Complete Netbook of Witches & Warlocks. 

Which is the strangest thing of all: the adult Witch Queen and the girl in homeroom with glasses, wearing her watch on her right wrist, are one and the same. Not in any tidy, linear way, but in the manner of a dream or a myth, or an RPG you have been at for a while.

The child answers the call. The teenager comes across the book. The young witch puts up with the vampire. The adult who becomes the teacher. And the Witch Queen who becomes the warning. 

And somewhere in there is a guy (also with glasses) with a notebook, trying to figure out what all of that means in terms of saving throws, spell levels, and whether or not this really belongs in the next book.

Forty years on, and Larina is still around. 

I don’t hold on to her out of stubbornness (though there is a lot of that too); she has a way of showing me something new. Just when I think I have had my fill of her lessons, another one of her turns up. A stat block in a folder I have not opened in ages. A picture. Some class feature that is there only because, at some point, Larina did that at the table. A spell that is logical in a way only she could make it so.

Maybe that is the real lesson.

The best characters are not the ones who stay frozen on the page. They are the ones who follow us out of the dungeon, through the years, and into whatever strange country comes next.

For me, Larina has been a witch, a mirror, a witness, a test case, a mythology, and a creative engine.

Not bad for a little 1st-level magic-user girl from July of 1986.

Larina by Claudio Pozas
Larina by Claudio Pozas
The Mirror Shard: The Dark Anima

This one is a little bit different than other mirror shards. Those typically cover concepts I can use in both my Occult D&D campaign and my Jackson, IL campaign, even if they appear different in each. 

I have talked about this before, but it is worth bringing up again here because it is part of Larina’s genesis.

My first foray into psychology was in the mid-80s. I went the way of most people and began with Freud and then Jung. Freud had his Id, Ego, and Superego, all very serviceable concepts. Jung I found a bit more philosophical, or at any rate more to my liking as a writer and a gamer. From him I took the archetypes, the Shadow, synchronicity, the Animus, and the Anima. That was what resonated. 

The Anima, in Jungian terms, is the inner feminine image in a man’s psyche. The Animus is the inner masculine image in a woman’s psyche. Now, I am not going to pretend this is modern psychology, or even particularly good psychology by today’s standards. This is armchair Jung, filtered through a teenage gamer in the 1980s who was reading books he only partly understood and immediately turning the interesting bits into D&D characters.

In a way, that was all I really needed then.

But the notion of the Anima held me. Jung would have you believe it is the inner feminine in a man’s mind (the Animus being the woman’s inner masculine). I wanted to know what mine looked like, and not in the pedestrian sense of an ideal type of woman. I was after something darker and more symbolic. If the feminine side of my imagination were to step into a dungeon with a spellbook and some secret she wasn’t in a hurry to share, who would she be?

Larina was the answer. Or perhaps she was there first, and I put the question to her later. In college, I worked on my undergraduate, graduate, and doctoral degrees in Psychology. All the while, I had Larina by my side. Informing me, informed by me. I read Jung in highschool, I read it again in college and discussed him in History of Psychology classes I was in. Her first "publication" may have been a paper I wrote about the Anima with the Witch as archetype. That would have been at least 1989 or 1990. 

She is not simply “the girl character.” Sure, I like witches, and I have played a lot of women over the years, but that is not why she is here. She was curious and intuitive. She was compassion made into a weapon. She was the part of me still open to magic while the rest of me was being weaned off it. A useful tension.

As my Anima, Larina, is not merely soft and healing. She is dark. Not evil; there is a distinction. She is the witch standing at the periphery of the firelight; the one standing in the liminal space. The one who tells you there is more to it than you see. The librarian who will hand you a cursed tome because you need the lesson. The red-haired woman in purple who smiles when the monster misnames her.

Forget the seductress or the evil queen; they are too convenient and too cliché. The Dark Anima is your guide to the underworld. Think of Beatrice with a black cat, or Persephone once she has memorized the map of Hell. She won’t rescue you from the dark; she will show you how to navigate it. She is Innana and Ereshkigal. 

That is why she has a habit of appearing in my work as a sage, a mirror, or a teacher. She is the voice in my head that says the monster is a symbol, a wound, an old story in new clothes.

It also makes for good company with Nigel. He is my Id, all impulse and violence, the one who will put a blade to the problem and leave the philosophy for another day. Larina is his interpreter. She understands his danger and his necessity. Between them, I have Phygora as Animus, Johan as Super-ego, Retsam as Ego… a full psychological adventuring party in my head. It may not be entirely healthy, but it has given me my share of characters.

But Larina is the one who has stuck.

The Anima is no ordinary character. She is a mirror. She shows you desire and fear, and the things you put aside for being inconvenient. And as the person looking in the mirror changes, so does she. In a very literal sense, she has been my mirror, reflecting my turn away from religion, my skepticism, my fondness for libraries, my urge to codify the occult for a game, and my fascination with women who know more than they ought not to.

She is not me. But she is mine in a way my other characters are not. 

I suspect that is the reason for her forty-year run.

Monday, June 8, 2026

Mirror Mondays: The Witches of 1986. The Midwest Witch

Witchcraft in Illinois

Some cold has a way of altering a place. I am not talking about the sort that calls for a heavier coat. I mean the kind of cold that comes sweeping across miles and miles of prairie that only seems to get colder the longer it travels.  The kind of cold where an old house will complain about in its very walls, or that will harden a field to iron under a grey sky and make the road out of town seem a good deal longer, and harder to travel, than it is.

That is where you are likely to find my witch.

She is not from Salem. Nor New Orleans. She is from the Midwest.

If you put "witch" and "America" in the same sentence, most folks will think of Salem (and I don't even need to say "Salem, MA"). It has a way of pulling you in with its gravity. You have the Puritans, the judges, the gallows, the confessions, and the fear. History. The whole national myth of the American witch seems to orbit around this one spot. Say the word "witch", and Salem takes notice.

Then there is New Orleans, which is only natural. That city has a deep magic of its own. Voodoo, Marie Laveau, the Catholic saints, the river fog, jazz funerals, Anne Rice, the heat and the perfume and the blood and the rumor. It is as beautiful and dangerous and theatrical as can be; you hardly need to put in a vampire when the city has already supplied enough ghosts for an entire country. But we do keep adding more.

But not all our witches are from those parts. For what I want to put in Jackson, Illinois, or for Advanced Witches & Warlocks, they won’t do.

I need a witch a bit farther west and north. A touch more stubborn and less given to display. One who lives under a big sky and can tell you what the weather is up to before the man on the television does. She is familiar with spring mud and gravel roads, brick schools and old courthouses, county fairs and church basements, lake fog and potlucks, and the sound an adult makes when they is not going to be honest with you.

That last bit is important.

Salem offers us the witch as a public accusation, a name bellowed in court, the terror of being seen. New Orleans gives you the mystery, the ritual, and the glamour, a sacred performance of sorts.

The Midwest gives you silence.

Not empty silence. The kind that comes over a kitchen at the mention of an uncle no one wants to discuss. The kind on a county road after dark, or in a farmhouse once the furnace has shut down and the wind is blowing across the fields.

You don’t need a castle or a ruined abbey for Midwestern horror. No Carpathian storm required, a storm moving across an Illinois plain is every bit as terrifying. In Illinois, a winter field can be as gothic as Transylvania. An ice-caked creek will keep a secret that a crypt could not. And if your headlights pick something up at the edge of the corn on a lonely road under a full moon, well...may whatever gods you believe in help you. February is enough. 

Photo by Tom Fisk: https://www.pexels.com/photo/rural-winter-landscape-15951947/

It is a matter of scale. Too much land, too much sky, a town so small everybody knows their neighbor, but nobody says everything.

Make of it what you will, it is fine "witch country." Which is why the Midwest means something to me in the games I like. Lake Geneva, Wisconsin, holds a spot in my RPG heart for all it did to bring us Dungeons & Dragons. You could call it an impossible little miracle of a game, the one Gary Gygax and Dave Arneson put in our hands. With it came dungeons and dragons, gods and devils, polearms and treasure charts, not to mention the wandering monsters, the maps you would be drawing on graph paper at two in the morning, and the inevitable arguments over rules.

They gave us all that from the Midwest. I find that significant.

It is not some New York or Hollywood affair. You will not find a polished, glamorous origin story here with an air of "look how clever we are." This was from towns in the Midwest where people would make their rulings, settle their disputes, and draw their maps, then do it all over again the following week. There is something right about that.

By 1986, AD&D had long since outgrown its Lake Geneva beginnings, yet it never quite left them. It had gone national and worldwide. You can still sense a fine tension in D&D between the practicalities of a basement sandbox and cosmic myth. Devils and ten-foot poles. Artifacts and encumbrance. That is the sort of space Advanced Witches & Warlocks occupies.

The witch I am after is not the Salem type. She is not the New Orleans type. She is broader and more local than that. Sure, she could be the wise woman on the edge of the village, but she is also the prairie medicine woman, the midwife, the retired teacher or the farmer’s wife. The immigrant grandmother with her own charms the priest would not approve of. The kind of woman who can tell you what this town was called before the town fathers put a name to it, which creek is going to flood, and what sort of winter is coming.

That is where her power lies.

Midwestern witchcraft has its layers. You have your English and French, German farmers, and Irish railroad men, the Scandinavians in town. The African-American communities putting down roots for their churches and businesses in places not always keen on it. And the Indigenous peoples whose history is older than any courthouse or white-painted farmhouse or county line.

Then there are the mounds. 

I want to be very precise about this because it is important. They are not props for an adventurer to dig up a cursed idol or some spooky "mystery Indian" set dressing. They are the remains of civilizations and ceremonies, of deaths and memories, from long before the American town began to identify itself. A proper supernatural setting in the Midwest, Jackson, IL, for instance, needs to understand that. Or else it is just a haunted town with a couple of eerie names slapped on it. I want better than that. I grew up around mounds of this sort. Prehistoric, ancient. A people who lived, thrived, and died before a white man ever knew who they were. Those ghosts are old.

History is not a single stratum. It is written and oral tradition, things misfiled and buried, old photographs and newspaper clippings, church registers, and the stories your grandmother let drop and then changed her mind about. This is all great material for a witch.

She knows the geography and the history are connected, even if they don’t get along. She knows the street and the road that preceded it. She knows which cemetery is empty of ghosts and which is not as empty as you might think. She knows why nothing is planted on the east side of the field and where the first church was. She knows the old mound is a place of death and should be left be, not treated as a picnic spot for souvenirs.

That is power. And it makes for a very good game.

There is a point in Jackson, IL, where the witch ceases to be an exercise in classification and becomes part of the town’s very machinery. One could say she is part of its immune system. At least that is how she is working in Jackson right now.

Jackson has the proper soil for such a tale. You have the old school and the colleges, the Carnegie library with its surprisingly good occult section, Magical Mystery Lane, the Witch Chairs, and the Crimson Cougar. Then there are the stories people will laugh at until a kid finds a newspaper clipping that shows the adults were either lying or not telling the truth very well.

That is Midwest horror. The thing in the next town. The house on your street. The local cemetery or the abandoned hospital out by the edge of town. A mascot you can’t be sure was ever just a mascot. The road your parents put their foot down about. The local legend they all make fun of until you check the archives.

It is why I have an affinity for Chill.

Pacesetter Games put it out in 1984 as a modern investigative RPG for ordinary folks up against the supernatural. Their S.A.V.E. society gave you a license to go after monsters and poke around where a sensible person would have been home watching Knight Rider. But what I remember is not so much the society or the creatures as the proximity of it all. The feeling that this could happen close by.

And there is something to that. Pacesetter was from Wisconsin; Mayfair, who published 2nd edition, was in the Chicago suburbs. Like Lake Geneva, it made a difference. These were games from places I knew, with basements and long winters and highways and pizza joints and the kind of adults who know more than they let on.

Chill put an idea in my head that I still hold to: local horror works.

You don’t need to dress every hero up as a monster or have some glamorous darkness. I am sure there is room for a nightclub full of immortals in expensive coats quoting poetry at one another, but that is not Jackson. Here, you want ordinary people with the courage to be extraordinary.

Life in Jackson goes on in ways you can put your finger on. Folks work the factories and farms and offices and hospitals, they run the small businesses, they raise a family, and have a slice of pizza after the football game. The librarian can tell you which of her students are in the occult section come October. The old woman next door has known them all since they were born and holds onto memories she ought to let go of. When trouble comes, everyone is in on it more than they will say.

This is the horror experience I want from Jackson. It does not make a noise about it. It is patient.

The Salem witch is public fear and accusation. In New Orleans, she is ritual and reputation. But the Midwest witch is useful, if unsettling. You may not put your trust in her, but you will be at her door. You will call her odd and then ask for the tea. You will whisper and then take the charm. They will tell you she is not right. Then they will want to know: what does it mean when you hear something at the screen door every night at 3:17am?

I also want that kind of witch in Advanced Witches & Warlocks. Not some cleric with a pot of herbs, or a druid who has taken up residence indoors, or a magic-user with a better hat.

She is part of the community in a social and supernatural sense. She is privy to the local dead and the old bargains, to the land spirits and the family curses and the lies people spin when they are half dead with fear.

In Jackson, you won’t find her on the school board or any church committee. There is no sign in the window with “WITCH” on it. She may not even use the word. She could be a retired teacher for all you know. An aunt. A widow. The farmer’s wife. A former nurse or the owner of the bookstore.

You might see her in a white farmhouse out past town, or in a small brick place by the college. Or in an apartment above a shop that is closed up, where the curtains don’t move but the porch light is on. When the creek runs black in June, you have her number.

There is an emotional quality to it I am after.

Salem is public and touristy now. New Orleans is humid, mythic. But the Midwest is cold. It has a way of freezing things. You can be smiling at one another in church and then give each other the wide berth in the grocery store. Grown-ups will say “we don’t talk about that” and leave the children to wonder what “that” was. Old wrongs become like the weather, settling into the walls of the town.

Winters here are not for show; it is a monster. It punishes and isolates. It will trap the poor inside and the careless outside. It breaks roads and pipes and batteries, howls in the old houses, and makes the timbers talk at night.

A witch who puts up with that world knows practical magic. Nothing pretty or for the stage. The sort of magic that turns a fever or keeps the pipes from bursting. To keep despair from taking root. To make sure a spirit doesn’t cross your threshold or to spoil the milk of someone with ill intent.

The Salem witch is bound to a national myth. The one in New Orleans to another. But the Midwest witch is of a dozen smaller ones: the immigrant charms and Protestant superstitions, the Catholic saints and the river ghosts, the prairie weather and the silence of the mounds. The railroad deaths, the school legends, the things kids talk about because the adults won’t.

This is the witch I want.

Photo by Arian Fernandez, https://www.pexels.com/photo/woman-in-a-halloween-costume-walking-on-the-street-16228394/
Photo by Arian Fernandez
Mirror Shard: The Prairie Wise Woman

The Prairie Wise Woman. You will find one in every town.

Try to put a description on her, and you won’t do it justice. Is she a witch? A healer? Or just an old woman with too many cats and nothing better to do with her time? Maybe. Then again, maybe not. You can tell enough by the way the elders of the town don’t so much as say her name unless they are put to it.

She keeps to herself, well away from the center of town, literal and figurative. You might find her where the pavement ends and the gravel begins, or near the creek, or the cemetery. Some would say next to that old mound, the town has no respect for. Her place is hardly a showpiece; in fact, it could be called a mess if you were looking for tidiness, though “dirty” isn’t the word for it. It is simply not put together for other people’s comfort. The porch is swept, the garden is for use and not for show, and the windows have a way of watching you.

In the pages of Advanced Witches & Warlocks, she is defined as the frontier equivalent of the village witch, suited to the plains and borderlands. No royal wizardry here, no temple priestess. She is who you go to when the proper channels have run dry.

Take Jackson, IL. She is the de facto authority on local lore there. One never knows her history: ex-nurse, schoolteacher, farmer’s wife, or maybe she put in some years at the library. She was around when the Old Jackson High was still just a school and not yet haunted like they all seem to get.

She is familiar with the lot of it: fever teas and warding knots, grave dirt and iron nails, red thread and saints’ medals. And the gods that predate the settlers.

She knows who has witch-blood in them and which land is under a curse. She knows what went down on Magical Mystery Lane and why you should leave the Witch Chairs be. She is aware that the Crimson Cougar is more than a bit of school spirit, and she can spot the teenager who has already started to see things.

That makes her useful in Jackson. Don’t expect an answer machine or some NPC to lay out the plot because you missed your clues, and everyone is worn out. She is there to let you know the kids aren’t making it up. Maybe she will help. Maybe not. There is something afoot. Something old and local that knows your name.

Come to see her, and she will hear you out. She might put on the coffee, or make a point of inquiring after your mother. If you are rude in asking for help, she will have you sort out your manners first, and rightly so. Should you bring up the supernatural, she will act as if her ears are full of wax.

But in her own time she will put the question to you: "What did you see, and who put it in your head not to?"

She is the Prairie Wise Woman. She may hand you a charm of iron and red thread, or advise you to keep off the old road once the sun is down. She’ll tell you the ghost is only lost, not mad, and that some spirits are not for you to bind or banish.

If Larina or Faye come by, or any of the young PC witches in training, she might just remark, "You’ve begun to see it." And leave it at that.

There is a difference between what is hidden and what is buried. The former you can find. The latter was put there for good reason. In the Midwest, that is how a witch lives.

Monday, May 11, 2026

Mirror Mondays: The Witches of 1986. The Witch Was Already Waiting in AD&D

The main design idea behind Advanced Witches & Warlocks is simple.

The Witch was already a part of AD&D.

However, she had yet to receive an official class.

Advanced Witches & Warlocks

After all, she didn't really fall under the same category as other classes, such as the Magic-User, Cleric, Druid, Illusionist, Assassin, Monk, Ranger, or Paladin. But the Witch had a presence.

If you know how to find her, you will encounter her in the spells, in the monsters, in the implied setting, and even in Appendix N. She hides within the text itself. Like an occult figure.

AD&D already contained curses, charms, familiars, potions, polymorphs, magic circles, haunted mirrors, hags, night creatures, demons, devils, spirits, evil temples, forbidden books, and strange old women living on the fringes of the map.  Welcome to witch country.

All that was really left was to make the formal class.

That is why I don't think of my Advanced Witches & Warlocks as trying to force a modern witch concept into a retro-style game. AD&D has its own style, its own rules, and its own unique feel. If you drop a modern witch into AD&D's framework, it wouldn't work. The two things simply don't gel. 

Instead, the real question is: What sort of witch does AD&D want to nurture?

And that is why Appendix N plays such an essential role here.

While writing my Witches of Appendix N posts, I am doing far more than merely collecting witches in an inventory list. In reality, I am attempting to identify the essential concepts that were formed by early fantasy, weird fiction, horror stories, and sword-and-sorcery before D&D codified magic into game rules.

And once you start looking, the witches are everywhere.

Notably, not all witches will go by that name. They might be referred to as sorceresses, enchantresses, priestesses, hags, mothers, queens, oracles, temptresses, psychics, necromancers, or any other female with unusual powers. They are more than just distaff wizards; they have their own unique presence. 

Not all witches will be villains either. In fact, sometimes, they are the only ones capable of interpreting the strange events taking place. Whether that places them on the side of "good" or "evil" is often too simple of a question. 

That is important for gaming design purposes. 

The witch of AD&D doesn't have to be confined to folklore alone. She doesn't have to be a village healer, a wicked stepmother, a pagan priestess, an enchantress, or the mysterious old woman of the woods.

She is all these things combined.

Take, for example, the Satanic Witch featured in Poul Anderson's Three Hearts and Three Lions. The story takes place within a setting full of Christian, pagan, faerie, and infernal elements. The witch's magic is powerful because it has spiritual, moral, and social implications. Both the satanic witch and Morgan Le Fey of this tale stand apart AND stand between all these other groups. 

A witch doesn't simply cast a spell.  A witch makes contact with beings that want something from her. She makes social contacts.

Here is another vital lesson for our witch design in AD&D.

  • Magic-Users learn the arcane.
  • Clerics petition divine power.
  • Druids follow the ancient rites.
  • Witches make contact.

She makes contact with spirits, patrons, ancestors, elder gods, demons, the dead, the moon, the earth, and whatever else lies beyond naming.

Of course, this doesn't mean every witch is inherently evil. That would be sloppy game design and even worse, boring.

Here we see the magic of Fritz Leiber, where the main antagonist of one of the first Fafhrd & Gray Mouser stories isn't some evil mage, but Fafhrd's mother. Mor isn't just a boss in the dungeon, but family, power, culture, and control. She created that whole world for him, and escaping her is an accomplishment not unlike slaying monsters. Mor is not really evil. She is controlling; she is a matriarch after all, but she isn't harming Fafhrd; she is just not letting the youth run free. 

In Leiber's The Conjure Wife we see another witch, Tansy. She navigates her own "dungeon," only this time it is the challenges of a suburban housewife/witch facing other witches for dominance over their husbands' mundane careers at a University. Like Mor, Tansy is not about flashy magic; her magic is about something else.

That brings us to the third thing we learn:

The Witch is social.

She has family members, a coven, social and economic obligations, rivals, apprentices, enemies, taboos, and reputation. People know she exists before meeting her. People talk about her in hushed tones. People avoid her home, yet people end up visiting her.

  • They visit when the child is ill.
  • They visit when the cow stops giving milk.
  • They visit when their husband takes a lover.
  • They visit when their crops fail.
  • They visit when the ghosts keep coming out.

These things aren't mere background flavor; they're solid adventure hooks.

The Witch should cause rumors. She should be a reason why villages need adventurers. She should affect villages in tangible ways.

Robert E. Howard brings up a fourth point. His worlds are full of the vestiges of lost ages, dark cults, serpent-haunted ruins, vanished civilizations, sinister rituals, and sorcerers whose power seems to predate even mankind itself. His witches and similar beings appear almost to carry within themselves the weight of lost history. Their magic is not theoretical; it is something that has been practiced long before modern civilization.

This matters. Well, at least to me and my view of how witches work.

An AD&D Witch is not simply an academic wizard with a new label slapped on. This character must embody knowledge of forgotten lore that remains effective. The old magic still works.

Sometimes that involves healing. Sometimes it involves cursing. Sometimes it involves making deals with powers better left unawakened.

And here we begin to see how the Witch becomes distinct from the usual AD&D Magic-User. Whereas the latter is kept aloof from the world through scholarship, the former is involved in the world and its dark undercurrents.

  • She knows the trees that were once used to hang criminals.
  • She knows why the church bell has a crack in it.
  • She knows who among the midwives was secretly buried beyond the cemetery walls.
  • She knows what the nameless thing in the well is.

Once again, this isn't just flavor. It is essential to what the class is.

A Witch PC knows more than just whether there is magic around. She knows the history of that magic. She knows who left it behind. She knows why.

  • What spirit cursed the bridge?
  • What drives the wolves away from the north road?
  • Why does the old woman who lives near the outskirts to put out milk on dark nights?
  • Why does the baron’s daughter cast no reflection?

That's why Advanced Witches & Warlocks doesn't reduce the Witch to simply having a spell list. She is not a wizard with a broom. She is not a cleric with a pointy hat.

The spell list is important, however. AD&D is a game of rules, levels, spells, limitations, saving throws, and consequences. A class has to have some sort of unique footprint.

But a class needs something else too.

It needs a role in the implied setting and world.

The Cleric implies temples, deities, undead, holy symbols, and orders.

The Magic-User implies spellbooks, towers, apprenticeships, lost libraries, and rival magic-users.

The Druid implies sacred groves, circles, mistletoe, ancient faiths, and harmony.

The Witch implies cottage homes, covens, familiars, curses, enchantments, rites of the full moon, hidden grimoires, local superstition, wizened crones, prodigious children, the fool of wisdom, and the dangerous generosity of one who understands your predicament and the price of its resolution.

This is not merely an addition for AD&D. This is part of what makes it AD&D.

Consider the monsters.

The hags; Night hags. Sea hags. Greenhags. Lamias. Medusae. Harpies. Vampires. Succubi. Lycanthropes. Demons and devils who tempt mortals with power. The undead whose restless souls seek redemption. The fey whose customs of hospitality and revenge dictate their actions.

These are not random monsters.

These are elements of a world in which magic is dangerous, intimate, and transactional.

This is the world of the Witch.

Consider the spells.

Charm Person. Detect Evil. ESP. Clairvoyance. Polymorph. Geas. Bestow/Remove Curse. Speak with Dead. Animate Dead. Reincarnation. Contact Other Plane. Magic Jar.

These spells all have their roots in esoteric practices that involve dealing with spirits, transformations, fates, and taboo acts.

These spells all contain elements of witchcraft.

One cannot simply mix and match bits of the Magic-User and the Cleric classes, add a cat, a broom, and a pointy hat. One cannot create the Witch in such a lazy manner. The Witch should not be merely a Magic-User with a familiar or a Cleric without armor nor a Druid with a different robe. 

A proper Witch demands her own mechanics and her own logic.

That logic for Advanced Witches & Warlocks is Occult Magic.

  • Arcane magic is learned magic.
  • Divine magic is authoritative magic.
  • Occult magic is secretive magic.

The Witch recognizes magic as a complex tapestry, and one that might take notice if its strands are pulled apart.

And that's the other reason why Charisma remains my pick for the Witch's primary attribute. Not beauty, not popularity, but presence. Presence, as in the power of the self vis-à-vis others. Because the Witch must bargain, bind, curse, bless, threaten, pacify, command, and beckon across thresholds. 

It is equally obvious why this applies directly to Jackson, IL. Our young Witch may well be one of the smartest people in the room, but we don't need to assume it, and our young Witch will certainly never be the wisest. But our young Witch will have presence. Sometimes it may be subtle. Other times it may be awkward. And it will most likely manifest only under the cover of darkness, fog, mirrors, and whispers of her name. In the context of a school, Charisma becomes not simply popularity but social gravity. The ability to pull others into a secret, intimidate a bully, unsettle a teacher, console a frightened child, or even make that mysterious dead girl in the bathroom listen.

The reason why the Witch also works in Jackson, IL, just like in AD&D, is that she is powered by relationships. And there is perhaps no better place than high school for such power to operate.

Multi-faceted Non-Player Character Witches

That leads to yet another reason why this class is not too simplistic. Modern fantasy is often built around clear-cut heroes and villains, and both can do the job. However, AD&D requires something more nuanced.

The old-school Witch must be useful to the party, feared, necessary, and possibly suspicious.

She may be the party's best hope of countering the effects of a curse... while also being the very reason that curse exists.

She may heal a sick child in one town while being accused of causing a blight elsewhere. She may be neutral but remember that neutrality doesn't imply passivity but rather balance, debts, oaths, and repercussions.

She may be good yet be truly horrifying and evil, yet still cherished by someone she saved.

These are the roles that I want for my new class.

The Witch had to appear in Advanced Witches & Warlocks because of what AD&D represents.

  • A dungeon door.
  • A path through the woods.
  • A forsaken altar.
  • A burial site.
  • A locked chamber.
  • A mirror.
  • An old and forgotten tome.

In all cases, the Witch understands that these are thresholds and must be named.

  • She was there in Appendix N.
  • She was there on the spell lists.
  • She was there in the monster manuals.
  • She was there in the rumors.

Advanced Witches & Warlocks does nothing more than greet her, provide her some rules, and give her a voice.

Shard: The Village Witch

She was in the game even before she became a class.

She was in the rumor table, though nobody called her by name. She was in the little cottage noted in the forest wilderness map. She was the old woman the people feared, and yet the one they visited under the cover of darkness. She was the stranger who knew the barrow’s true name, the seeress who told the party not to open the black door, the sole inhabitant of the town not showing any sign of surprise when the dead started walking.

There were always traces of her in the game. Her familiar lurking on top of a fencepost. The curse that no Cleric could lift, but she knew who placed it. Potion brewed from grave-moss, moonwater, and blood. Charm tied in red thread. Child born under an unlucky star. Ruined shrine where old rituals still work.

Introduce the village witch whenever the party arrives in a small town dealing with some problem they don’t want to face. She can be anywhere near the settlement – at the edge of the map, at the edge of the woods, marsh, ancient trail, ruin of the old temple, the last house in town before the fields become dark.

She is not automatically an enemy of the party. Nor is she always friendly towards everyone around her. She is not a monster, though the monster may fear her. She is not a Cleric, though the villagers seek her help whenever they get sick. She is not a Magic-User, though she casts spells that are unknown in academies. She is not a Druid, but uses all the old names for plants and trees.

She knows about what the villagers have done. She knows what the monster wants. She knows the secret the priest won’t talk about in public. She knows what the Magic-User failed to discover, because he was looking for written magic while ignoring oral magic. The magic that predates writing. 

Maybe she cured the reeve’s son once, though the reeve still considers her a wicked witch. Maybe her familiar has encountered the monster, and refuses to venture into the forest at night. Maybe she knows the old name of the hill ruins, but calling it brings her blood loss. Maybe she has written down her secret spells in some old tome that gets written by itself whenever it rains thunderously.

Perhaps the village priest consults her in secret for the reading of dreams. She may have buried something beneath her hearth long ago and never talked about it for two decades. She may recognize one of the party members' birthmarks as a witch-mark. She may ask to have the curse removed only after somebody confesses.

She may inform the party that the haunting isn’t actually caused by the undead, but rather it is the grief made manifest. She may recall times when the ruined temple had worshippers. She may remember which tomb is empty, and why people keep flowers on it. She may not venture over moving waters ever since the last witch-hunt came to the town.

It shouldn’t give away rumors and heal the party for free like an automaton. She has her needs, debts, limits, and enemies. She may request to have a piece of hair, offer to protect someone, make a pact under the moonlight, retrieve a missing charm, or identify the liar among the villagers.

Most of all, she must have a price.  Not gold, for sure. Rarely gold. 

Usually, something only the PCs can provide.

But in any case, the witch is out there. Waiting. 

Monday, May 4, 2026

Mirror Mondays: The Witches of 1986. Two Books, One Spell

Monday has often been Monstrous Monday here at The Other Side for a very long time. A mirror into what I am working on at any given point in time. But for the next few months, I am turning the mirror in a manner of speaking. And the mirror is an apt metaphor for what I am doing. 

The monsters will still be present; they always are. This time, though, I'm focusing on the witches who confront them, call them into being, control them, get rid of them, or even turn into them. I want to think of 1986 not just as a date, but as a breeding ground for imagination.

For me, 1986 isn't about warm, fuzzy nostalgia. It is a lens to focus my attention. 

Year books from 1986

It's the hardback Advanced Dungeons & Dragons books on the table, odd paperbacks found in used bookstores, heavy metal music, scary films, late-night TV, school libraries, local stories, and that feeling of books your parents wouldn't let you read. It's the year when fantasy games, talk of the occult, and being a teenager all felt crammed into one shadowy room, with a general sense of fear from the Satanic Panic and a sense that something…more existed. 

That's where two things I'm working on intersect.

One is Advanced Witches & Warlocks, my take on a retro witch book, as if the AD&D witch finally got the attention she deserved around 1986. It's aiming for release around Halloween 2026, which feels fitting. Witches should appear in October.

The other is Jackson, IL, a modern supernatural setting in the Midwest, centered on odd towns in the middle of the country, teenage witches, haunted schools, local monsters, hidden family histories, and the strangeness of growing up in 1986. This one is different; it doesn't have a release date. It might not even be published in a typical way. It's going to be about 80,000 words before I can even say it's a book, and it isn't there yet, but it’s progressing.

However, these two projects are constantly influencing each other.

They aren't the same book, or even the same style of book. Advanced Witches & Warlocks is all about fantasy gaming, character classes, occult magic, witch lore, warlock groups, magical spells, animal helpers (familiars), and what the witch should be like alongside the Cleric, Magic-User, Druid and Illusionist.

Jackson, IL, is small-town horror. It’s the high school hall, the library, the old graveyard, the pizza place, the road leading past the cornfields, the local university, the occult store in town, and the house that everyone knows about but nobody discusses. It's about teenage witches in a world where adults have carefully constructed their lives to act as if the supernatural isn't genuine. 

One is the witch as a character in AD&D.

One is the witch as the girl in homeroom who understands the mirror is showing a false image. 

And the central question for both of them is the same:

When 1986 is the focus of the imagination lens, what does a witch actually look like?

In a fantasy setting inspired by 1986, a witch is much more than just someone on a broom who casts spells; her origins lie in folklore, fairy tales, frightening tales, hidden knowledge, the books Appendix N lists, and the stranger parts of fantasy. She’s part of a group of witches, follows certain customs and has powerful figures she answers to, observes forbidden practices, performs ceremonies under the moon, and taps into ancient powers that aren't easily contained in spellbooks or churches. 

She isn't a Cleric. Clerics have a church, a god, and openly stated beliefs. And she isn't a Magic-User, because Magic-Users study, have specific formulas, and believe the universe can be written down completely.

A Witch has something much older and more personal; she has connections. Connections to spirits, the land, her ancestors, the moon, old gods, and, really, to be honest, things that are best left unmentioned. She understands magic isn't only something you learn, but something you receive from family, get through deals, endure, and occasionally live through. 

And that’s how it is in fantasy.

But in 1986, in the real world, the witch is a bit different, although not as different as you'd think.

She’s the new student who seems to know a lot, the quiet one who hears things in empty rooms, the head cheerleader who keeps everyone protected but won't admit to how afraid she is, the outsider with the family that's been around forever, or the girl who happens to find the right (or wrong) book at the library…and it’s as if the book was waiting for her.

She exists amongst lockers, telephone landlines, cassette tapes, school bells, what everyone in town is saying, and teachers who might not be entirely human. The school after hours is her dungeon, the roads leading out of town are her wilderness, and her temple is the bedroom floor late at night, with candles, a notebook, and a mirror that shows more than it should. 

Both of these witches are liminal, in-between people.

And that’s the essential point.

A witch is on the boundary. The edge of town, the edge of social groups, the edge of the church, the edge of family, the edge of becoming an adult, the edge of the map. She knows where the lines are because she's crossed them, and sometimes she chose to, other times she was forced.

That’s why witches work so well in old-fashioned gaming. Dungeons & Dragons always liked boundaries: dungeons and the wild, law and chaos, the village and the ruins, human and monster, the living and the divine. A witch belongs in that boundary zone.

And that’s also why they suit teenage horror. Being a teenager is a boundary zone. You aren't a child, but you're not an adult yet, and everyone is misleading you about both. You’re expected to follow rules you didn't create, you're given a future you might not even want, you're observed, evaluated, underestimated, and told to stay away from doors that someone else has already opened.

That’s where a witch finds her place.

The Midwest is important here as well.

These aren't Salem witches, not exactly, and not the glamorous witches of Hollywood. The witch of the Midwest lives amongst brick school buildings, university towns, country roads, old cemeteries, the changeable prairie weather, church potlucks, basement playrooms, and libraries with surprisingly good collections of occult books.

She knows the local ghost stories. She knows which road to avoid in the dark. She knows who lived in that house before the current family changed the name. She understands that not all monsters come from Transylvania or from Hell; some are created by the cursed land surrounding the old town, in the drainage ditch, beneath the old bridge, or in the quiet that exists between what everyone says and what nobody will talk about.

That’s where Jackson, IL is.

And that's where Advanced Witches & Warlocks is also finding a new foundation.

The fantasy witch and the teenage witch aren't separated in my mind; they are each other’s reflections. One wears a purple dress and a black cloak, the other wears jeans, boots, and an excessive amount of eyeliner for a Monday. One has a familiar and a Book of Shadows, the other has a cat that isn't quite a cat and a notebook hidden under her mattress.

Both of them understand the same truth. 

People who are respectable act as if magic isn't real, because acknowledging it would change everything.

This series, Mirror Mondays: The Witches of 1986, is where I’m going to look at that reflection.

Some weeks I’ll be more focused on Advanced Witches & Warlocks; talking about witch types, magical practices, familiars, traditions, warlocks, spells, monsters, and creating a witch's book that feels as if it could have existed in the AD&D period without just copying old texts. 

Other weeks I’ll focus on Jackson, Illinois; teenage witches, haunted schools, folklore from the Midwest, local monsters, bad roads, strange teachers, shops with occult items, and why 1986 is the perfect year for supernatural horror.

Most weeks will be somewhere in the middle.

That's the unusual intersection where both projects come together.

The mirror is now open.

Mirror Shards: The Mirror Between Larina Nichols and Larina Nix

Larina Nichols meets Larina Nix
Not every magical object starts as something valuable. 

Some begin as a simple question.

A witch looks in the mirror and sees herself...but not the person standing in the room. She sees another life, another world, another version of the same soul. One that is older, stronger, stranger, and maybe even more dangerous.

For Advanced Witches & Warlocks, this mirror might be an ancient magical object, a way to see into the future or a risky way for witches to get in touch with alternate selves, echoes of their mentors or their future selves.

But for Jackson, Illinois, it's more personal. A teenage witch sees the woman she could become, or the woman she was somewhere else, or the woman who is protecting her from a fantasy world that shouldn't be real.

The mirror doesn't question in a straightforward way. That would be too simple.

It shows what could be.

It shows a warning.

It shows power.

And sometimes, when the room is dark and the house is quiet, the image in the mirror moves first.

I am focusing on this witch in particular because she has a pedigree. She was created as an AD&D character in 1986. She is my window into this liminal and reflected world. She was a playtest character for every version of the witch class I ever wrote, including AD&D and NIGHT SHIFT.

I have another post I am picking at, "What I Learned Playing the Same Character for 40 Years," and some of that insight feeds into this and vice versa. She is the test bed, as I have said before, my "Drosophila melanogaster" of these tests. When playing a game, I ask, "What would Larina do here?" When designing one, I ask, "How can I do Larina here?" Both questions have served me well over the last 4 decades. 

There are a handful of witches, both characters and personalities, as well as more simple archetypes, that I use when testing any game I play and any game I write. Larina is the most forward-facing of these witches. She isn't the only one. Elowen still gets a lot of play, as does Moria, Amaranth, and others. But Larina has a lot of history, both in games and in the real world. 

A Mirror Shard in both games is a means to communicate with other versions of yourself. Or other versions of others. It is a sneaky little device I have thrown into my games when I want to try out one version of a character in another's universe. Valerie Beaumont is a regular abuser of these mirror shards. She isn't even my character, and she keeps crashing into my games. 

Which brings up an interesting point. 

In Advanced Witches & Warlocks, the "mirror shards" are the magic items connected to the magical mirrors.

In Jackson, IL, "mirror shards" are the people you see in the mirror that are not you.

Both developed from the same fundamental idea and then took on different meanings in my writing. I don't really feel the need to reconcile these differences. Different games. Different universes. But there is something fairly evocative about calling these characters mirror shards. 

Larina is a mirror shard. Valerie is a mirror shard. Even someone like Jenny Everywhere is a mirror shard.

Three mirror shards meet in a bar in Soho.
Greg: "I feel sorry for the guy who tries to buy them a drink!"

Candy and Denise in Jackson, IL, are mirror shards of Candella and Duchess in Glantri. Or is that the other way around?

Candella and Duchess

Candy and Denise

It is because they are "mirror shards" that they heard the Bell in Jackson, IL, when only supernatural creatures heard it. They are not supernatural, but they are special. 

An out-of-game idea for one is giving me an in-game solution for another. 

I have quite a lot more to say on all of this.