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Thursday, July 9, 2026

This Old Dragon Retrospective: The Road to the Witch

 Larina is a Dragon Magazine witch. But not in the way that you might initially think. 

My witch class and Larina went through many design phases and had many influences, as I have talked about here, but the truth of the matter is her genesis and my witch class's evolution owe a lot to the pages of Dragon Magazine, all long before Dragon #114 landed on the store shelves and ultimately my gaming table. 

Select Dragons from the Brannan collection

So for today's "This Old Dragon," I am not going to do a deep dive into one issue, but rather the issues between Dragon #85 and Dragon #114, 1984 to 1986, not just some of my prime AD&D playing years, but when I did the most work on my various classes.

Since this is also a bit of an "In Search Of..." post in tone and flavor, I'll explain why this search is important to me.

Now, keep in mind, I did not read every Dragon when I got them and think, "What can I add to my witch?" I *DID*, however, read each new one and thought, "What can I add to my game?" As it turns out, I found the articles on magic, clerics, and new monsters the most useful. 

Now I did go back when I got my Dragon CD-ROM archive and look specifically for witch-related and witch-adjacent material. But that was in the 2000s. It helped inform my Basic Witch, but a lot of those concepts were already present in my earlier works. It was, however, a wonderful bit of archaeology. 

Class is in Session

To refresh everyone's memory and to set the stage from 1983 to 1987, I was in high school in Jacksonville, IL (no, not Jackson...exactly). During this time, I played in a regular group where I took turns on DM duties, usually about half-and-half. I had been working on a few new classes: The Healer, The Sun-Priest, the Necromancer, and The Witch. I saw each as related classes where clerical and wizard magic were blended. The Healer never really manifested the way I wanted, though I have played a few healers from the Werper family. The Sun-Priest eventually found life as an AD&D 2nd Edition Kit, and, using the rules as written, I have played some Sun-Priest-like characters in both D&D 4th edition and D&D 5th edition. Again, usually members of the Werper family, often sister-and-brother healer-and-Sun-Priest teams. The Necromancer finally found some life as the Profane Necromancer in my Monster Mash book. 

The witch, however, has been my runaway success. When I got the above classes into a playable state, each had what we would call today an iconic character. There was Celene the Healer, younger sister of Johan II the Sun-Priest and Paladin. The Necromancer was Magnus, and, really, the most unassuming of them all was Larina the witch. Of the four, she went on to true immortality here.  I suppose, though, the writing was all there. Luna Mondgott, Johan's and Celene's mother, was played as a witch using Cleric rules, and Johan's wife, Cara, was played as a witch using Illusionist rules. The witch was more or less inevitable for me.  

But the form it took was not. 

So let's look at one factor that shaped the class, and the character: the pages of Dragon Magazine.

Dragon #85 -May 1984

Why am I starting with this one? Good question. This is the first Dragon I ever owned and used regularly. It was in the pages of Dragon that I saw additions and changes to rules. They were not set in stone; they could be changed. I had already created many new monsters by this time, and the idea of new classes seemed not just reasonable, but actually required.

Dragon 85 was where I saw this. This issue gave me the highly valued Cleric Collection. Clerics were my main class of choice, and I played them less like holy men and more like occult scholars. So, less fighting, holy man, and more Van Helsing. 

This is also the first time I saw an ad for the Witch Hunt game.

Dragon #86 - June 1984

Gods of the Suel Pantheon and the Dragon Deities helped me rethink what gods could be in D&D terms. This issue also gave me new familiars to consider and the idea that they were not just a special pet. The article wasn't perfect, but it was a good start. The Ecology of articles were always great because it made me feel like there were "monster naturalists" in the various worlds studying these creatures.

Dragon #87 - July 1984

The big one here is the Ecology of the Dryad. I know this was a catalyst and one of the reasons why Cara and Larina are both redheads; Red hair = magic. The review for Stalking the Night Fantastic and the ads for Chill made me realize that horror in RPGs was a good option.

Wee Jas
Dragon #88 - August 1984

This is another important one. We got Wee Jas ("Wee Yas" or "Ouija") as the Witch Queen, Goddess of Witches and magic. Plus she looked great. THAT was Larina's look for a long time. How could I have not fallen in love with her? And she is Lawful Neutral. The same alignment Larina is to this very day. I may not have known all my witches yet, but I knew who their goddess was. 

Dragon #89 - September 1984

Very helpful article in Many Types of Magic since it shows already that many types of magic are already baked into the system; it is just a matter of finding a spot for witchcraft. The ads for the Time-LIFE Enchanted World prominently feature their first book, Witches and Wizards, which gives witches legitimacy in the pages of Dragon. 

Dragon #90 - October 1984

This features the witch-coded Incantatrix. The name is related to Enchantress, and her ability to steal spells gives her a witch-like feel in a world already filled with wizards. I tried Cara out as an incantatrix for a bit, but didn't care for it for her, and she went back to being just an illusionist. Dragon is certainly circling around a witch-shaped center of gravity for me. Speaking of charm, this issue also has the definitive list of creatures that can be subject to the Charm Person spell. 

Dragon #91 - November 1984

We go darker here with a new demon from Gygax and more devils from Greenwood. Certainly material for masters of the occult.

Dragon #92 - December 1984

Double hit again from the Gygax/Greenwood tag team. Gary has more to say about clerics and I am all ears. This helps me figure out things for my clerics and paladins and ultimately my healer and witch classes. On the other end of the magic spectrum, Ed gives us more spells and has the audacity to introduce me to the Witch The Simbul without explaining anything else about her! 

Dragon #93 - January 1985

Real-world witch hunts come to D&D as told in Gary's “Thinking for Yourself.”  In fake worlds, “The Making of a Milieu” gave me strong advice about building a world where witches would live. This article, along with the two organization articles for Top Secret and Gamma World, gave me something I could build for Chill right away. Which in turn gave me more for D&D and witches. 

Dragon #94 - February 1985
Dragon #94 - February 1985

The fiction section featuring Baba Yaga is a great addition to my witch mythos. Not a lot ton of information, but enough. The Ranger revisions also show me that classes don't have to be a static concept.  

Dragon #95 - March 1985

This one is useful as a perspective issue. Tolkien, Forgotten Realms material, non-combat experience, magic-item creation, and the religious response to RPGs in the form of DragonRaid, all feed the broader question of what fantasy gaming is allowed to be. The Denis Beauvais art for the fiction, Desperate Acts, gave me a character who was a contemporary of Larina and part of the same adventuring group. 

Dragon #96 - April 1985

I have to say, I never had much use for Dragon’s April Fools issue each year. This one was no exception; there was little in it of interest to me for the witch class, or to Larina in particular. The only thing that stands out is the FASA Star Trek vessel Ginny’s Delight. Which I low-key loved. It may not have a direct bearing on the witch, but then again, my reading and gaming habits were not so easily compartmentalized. Whether it was fantasy, horror, the occult or superheroes, I did not see them as distinct categories. The starship is part of the same milieu as all the other science fiction, and the like I was into back then.

Dragon #97 - May 1985

Another Pages from the Mages article. The implication here is that wizards are dynamic; they research, they record their work. And spell books are treasure, maybe worth more than gold by weight. 

Dragon #98 - June 1985

If nothing else, this issue reminds me that we are not, and certainly were not, bound by books. There is a lot of talk of playing RAW and rules orthodoxy these days; back then, that is not at all how we did it. There was a lot of experimentation. The “Creative Magic Items” article reminds us of this. 

Dragon #99 - July 1985

This issue covers Unearthed Arcana, and how it will change AD&D. This is a sign to me that AD&D IS a game that can evolve. The Neutral point of view helped me figure out how to play a Lawful Neutral witch when, say, a chaotic Neutral one would have been easier.  

Dragon #100 - August 1985
Dragon #100 - August 1985

Classes are on Gary's and Frank Mentzer's mind with the Druid-Ranger, which seemingly breaks the rules. Well, if it is good enough for these two, who am I to argue? The Forum reminds me, though, that there are still people who refer to additions and changes to rules as "illegal."  

"City Beyond the Gate" showed me something I already knew in theory, but this was great in practice; that AD&D is not confined to the quasi-medieval world. Now I remember playing this adventure; I remember many of the characters in it: Johan II, Nigel, and I know Larina was not there.  Too bad; she would have loved it. Marvel-phile gave a strong write-up in Dr. Strange and was a good model on what I wanted for my witches. The variant magic system was also quite fascinating. 

Dragon #101 - September 1985

The biggest draw for me here is the Creature Catalog III with some witch-adjacent monsters. "Sorry, Wrong Dimension" from Mike Manolakes covers alternate realities, a feature that would be important to Larina's many futures. 

Dragon #102 - October 1985

I have not done this one for a "This Old Dragon" because I don't have a copy anymore. This one does include some items I considered important, but not in the typical way. Ads for The Complete Spellcaster and Elvira/Chill had my attention. The "Valley of the Earth Mother" was good, but not one I ever ran.

Dragon #103 - November 1985

A look into the future here. Gygax discusses future editions of AD&D and the game's evolution. The article on the saurians catches my interest, but not for the witch. 

Dragon #104 - December 1985

The articles on the thief class are interesting and showcase the class beyond the charts and numbers. I will use similar logic to pull the witch further away from her "magic-user" roots. 

Dragon #105 - January 1986

Our first issue of 1986. I mention here that I recall January 1986 starting out really cold. I recently took these memories to help form a new Jackson, IL adventure featuring my frozen misanthrope, The Refrigerator, but more on that later.  "Seeing is Believing" by Geoffrey Meissner covers different types of invisibility. While this had immediate uses for my witch class, it served my DM and his Riddlemaster/Adept psychic classes even more. The magic in our worlds stopped being a monolith and became multiple expressions. 

Fraser Sherman's "A world of difference: The parallel concept expands gaming horizons" was the right thing at the right time for me, as I was really exploring the idea of parallel worlds at the time. This was the height of DC's "Crisis on Infinite Earths," so we really made extensive use of these ideas. Larina would later be in contact with some of her alternates via her Mirror, or "Shards," as I now call them. 

Dragon #106 - February 1986

Issue #106 matters to me because of "A Plethora of Paladins." That article showed that the paladin need not exist only as a single lawful-good archetype with an evil mirror image. There could be variations. There could be holy warriors shaped by alignment, ethos, patronage, and worldview. For someone building new classes, that is an important lesson. It says the game's iconic roles can be opened up, examined, and rebuilt.

That matters to the witch because the witch was never just meant to be the "distaff magic-user" or the "evil cleric" or the "NPC spellcaster from a fairy tale." She needed her own space and reasons to grow. Sure, I never used a lot of these paladins; I was pretty happy sticking to the Lawful Good ones and my single Anti-Paladin NPC, but I was thrilled to see them. 

"The Laws of Magic" and "Casting Spells for Cash" both feed into the idea of magic as something with rules, culture, economics, and social consequences. That connects nicely to Larina's earliest personality: a witch pretending to be a wizard-in-training. She is not merely learning spells. She is learning how magical society works, what it expects, what it permits, and how to pass inside it while being something slightly different.

Dragon #107 - March 1986
Dragon #107 - March 1986

I have not reviewed this one yet, but it is sitting here next to me. I will get into it in detail in a future This Old Dragon, but the artifact from this one is a reference to Laurana from Dragonlance. That matters because Larina’s name almost certainly owes something to Laurana. Did I get the name from this issue? Probably not. It is much more likely that it came from reading the Dragonlance novels themselves years before. But #107 shows the name, or close enough to it, was in the air at exactly the right time.

This is one of those small pieces of character archaeology that I can't prove, but that's too interesting to ignore. Larina was not named Laurana, but the resemblance is obvious, and the timing is right. Somewhere between Dragonlance, Dragon Magazine, and my own teenage need to make the character mine, Laurana became Larina. In truth, Sinéad owes her overall look and part of her history to Laurana. 

Dragon #108 - April 1986

I would not call Issue #108 a major witch issue, though "Cantrips for Clerics" is an entry worth a mention. I had come to view divine and semi-divine spellcasters with more variety in mind than the run-of-the-mill cleric; one could see that same design impulse at work in the healer, the sun priest, the necromancer and the witch.

Clerical cantrips suggested that even minor magic could help define a caster’s identity. There is no need for every effect to be a miracle or some purpose for the dungeon or the battlefield. A few well-placed blessings, charms, and practical bits of magic speak volumes about how a character stands in relation to the supernatural.

This applies to witches as well. It is not enough for a witch to be judged by her top-tier spells; she must have that quality in her minor workings, too. Hedge witches need recognition as well and need to work into my systems of magic.

Dragon #109 - May 1986

While I can easily point to Dragon #114 as a major issue for the witch, issue #109 might have been more influential. While I had a fairly good grasp of the math behind XP per level values, Paul Montgomery Crabaugh’s "Customized Classes" becomes the article where I can test my ideas. It was a pivot point in my home games. I created the witch, healer, and sun-priest XP values that spring. My DM Grenda used it to create his various Riddlemaster/Adept classes. That summer was spent playing and playtesting a lot of new classes. This article showed me not just that I could build a witch, but I could build a good one. 

The Barbarian Cleric by Thomas Kane even gave us a shaman-like class. Great for my ideas on what a primitive witch could be. 

Dragon #110 - June 1986

The Cult of the Dragon was a HUGE influence on the development of cults and heresies in my game. In fact, my very first notes on what would become my Scaled Sisterhood Witchcraft tradition were written down here. Ed also gives us some more background on Elminster himself and some spells.

The Norse Myth articles gave me Angur-boda, Grid, and Gullveig. All described as witches and all of whom have played some role in my writings and development. 

Dragon #111 - July 1986

The magic focusing items grabbed my attention right away, and certainly West Haven owes a little bit to the magical city Malachi. 

If DC was dominated by the Crisis on Infinite Earths at this time, Marvel had their Phoenix Cycle. Phoenix gets a write-up from Roger E. Moore and later on Supergirl gets one as well from Greg Gordon. Why are they important, well both are described as two of the most powerful beings in their respective universes and both to a degree had impacts on my later game writing in particular the work I did on Buffy the Vampire Slayer. 

Dragon #112 - August 1986

I just covered this one last week. The big thing for me was that this was the first issue that let me know there had been a witch class in the pages of Dragon, and I was not creating something that no one would want.  I would need to wait for Dragon #114 to see it, but that was only a couple of months away; it wouldn't be until I picked up Best of The Dragon (Volume 1) that I saw the witch from Issue #5. And it would be even longer before I got the Dragon Magazine CD-ROM collection and then saw the witches from issues #20 and #43.

By the time Larina appeared in my notebooks in July 1986, most of the ingredients were already there. Dragon #112 showed me the magazine had older witches in its own past, and Dragon #114 gave me the first Dragon witch class I actually had in my hands.

Dragon #113 - September 1986

The last issue before the witch. The cover alone was enough for me since the swordsman reminded me of my Johan III character.  "Clout for Clerics" is a good article for expanding the Cleric's role and giving them some followers.  James Yates gives us lesser clerics and man-at-arms followers for clerics and explains why, out of all the classes, they should have them. I expand on these ideas for covens. 

There is also a great article on Hades. 

Dragon #114 - October 1986
Dragon #114 - October 1986

And here she is. I have said so much about this particular issue that I am at a loss as to what more I need to add. So, here are some links to things I have already said, including Larina's involvement.

The Larry Elmore art of the "enchantress" became my stand-in art for Larina for decades. While this was the first Dragon Magazine witch I read about (like many others) it was not their first, nor as you can see from above, the first time witchy topics were discussed in the pages of Dragon.

In retrospect, there is an inevitability to Dragon #114. Not because TSR was always going to publish a witch class, but for over two years I had been reading in that direction. The magazine had put before me its share of god-bound clerics and odd familiars, goddesses of magic and spellbooks with a past, not to mention alternate and custom classes, the monsters of folklore, parallel worlds, magical cities and the sort of horror that lingers at the periphery of fantasy. Come October 1986, the pieces were all laid out on the table; I picked them all up and reassembled them into something more Larina-shaped. 

Larina's Character sheet from October 1986

Special Mentions

While these do not fit inside the publishing window for the most part, I would be remiss if I didn't bring up Best of Dragon vol. I, II, and IV.

Best of The Dragon

This first collection reprints the witch from The Dragon #5. Great little bit of archaeology and shows that the witch has been haunting the pages of Dragon (and D&D) since the very beginning.

Best of Dragon, Vol. II

This one gave me the Anti-Paladin and the Healer class. Not to mention two different ninjas. I learned that classes are not a static thing.

Best of Dragon, Vol. IV

This is where I first saw the Death Master NPC class and compared it to my own Necromancer. I liked the Death Master quite a bit, and I actually approached Len Lakofka about it later on. We stayed in regular communication until his death.

Not all of these shaped Larina in particular or even my witches in general, but they did contribute to the environment in which my witches could grow, and Larina could be created and grow. 

That is why I say Larina is a Dragon Magazine witch, but not because one article created her. Dragon gave me permission, examples, arguments, monsters, spellbooks, gods, and the idea that classes could be built, tested, changed, and made personal. Dragon #114 gave me a witch. The previous two years helped make sure that when I finally found her, I already knew what to do with her.

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.

Friday, May 1, 2026

Flashback Friday: Color Computer fun

 I just picked up a new Color Computer hardware emulator to go along with my various software emulators. As seen here:

This new one only does Color Computer programs since it is hardware emulation.

ESP32 COCO

So far, it is pretty great. 

Color Computer Disk Extended Basic 2.1

Currently copying over files, including my BARD AD&D Combat Emulator. And I even have some characters ready to go.

Floppy disks

AD&D Characters for BARD

BARD Menu


Yes, that is Larina and Johan up there. Larina is a 5th-level witch/1st-level wizard in 1991.

I can't help but think she looks like this.


Larina Old-school PC RPG

Which means a Jackson, IL video game would look like this!

Old School Witches of Jackson

Stephanie Old School PC RPG

Stephanie Old School PC RPG

You can almost hear the 8-bit music for them as they walk!

Any of those images takes up more memory than the Color Computer 3 originally had! 128k out of the box, 512k upgradable and 2meg with after market upgrades.

Thinking of gutting my other CoCo Pi 4 and putting this little machine in as its new brain. I don't really need another Linux-running Pi machine when I have my TRS-80 Pi. Plus I can put some of the hardware into my TRS-80. I'll have to 3D print some new things for them both, and get some different hardware bits, but it could be fun. A Color Computer case that runs a hardware-emulated Color Computer 3. 

I should start writing ALL my Jackson, IL posts on it!

Tuesday, December 30, 2025

Larina "Nix" Nichols for Villains & Vigilantes

Larina "Nix" Nichols by Jeff Dee
"Larina" by Jeff Dee
 Been meaning to do this one for a while.

Just got back from visiting my family. Anytime I meet up with them, especially my brothers and sisters, we get to talking about all the scary stories we know.  This time it was about a road where people, in particular single women, will often just vanish. Yes. We know the truth is a different sort of horror, but this is still where our thoughts took us. 

The "haunted road" tale is very old. This got me to think about who, or what, is haunting them and who, or what, should be guarding them.

While it is great for modern supernatural games, I was reading over Tim Knight's new blog, Cowboys, Capes, and Claws, and was reminded of how much fun I always had with Villains & Vigilantes.

And given that we both have Jeff Dee art of our characters, I can't help but think that they exist in the same universe. 

The Witch and The Road Warden

Larina Nichols did not become a hero because she wanted to save the world. She became one because the world kept losing people in the spaces no one watched. 

She had survived a house fire that should have killed her. Officially ruled an accident, it never sat right with her. From that moment on, Larina heard things others did not, felt the pull of grief and danger like a pulse beneath the skin of everyday life. Roads felt watched. Abandoned places whispered. Women went missing, and the silence around their absence was louder than any alarm. She learned early that evil did not always announce itself, and that survival carried an obligation.

The truth found her on a moonlit stretch of forgotten highway, following a pattern no one else believed in. What haunted those roads was not a man or a monster in the simple sense, but a thing older than asphalt, a guardian spirit twisted feral by neglect and blood. A Road Warden. When Hecate, guardian of the crossroads, answered Larina’s call, it was not with command but recognition. Strength came, clarity followed, but the magic was never a gift alone. Larina studied, bled, bargained, and learned the old ways. 

Her first act was not destruction but binding. She restored the Road Warden to its true purpose, and in doing so, saved some who were lost and mourned those who were found. The world called it a miracle. Larina called it insufficient and kept going. For this, she received the Blessing of Artemis and may call on her in her need. 

She wears no mask, only intention. Her power is divine and learned, occult and earned, sharpened by grief rather than dulled by it. In a world of capes and symbols, Larina walks the liminal spaces, guarding thresholds, sealing cracks, and watching the places heroes overlook. She does not promise salvation. She promises attention. Sometimes that is enough. 

Sometimes it has to be.

Larina "Nix" Nichols (formerly Larina Macalister), Villains and Vigilantes

SIDE: Good
SEX: F
AGE: 28
WEIGHT: 128 lbs

EXPERIENCE: 90,000
LEVEL: 13

TRAINING: Occult Studies, Folklore, Ritual Magic

POWERS
Magic Spells (requires speaking & gestures)
- Witch Bolt (Power Blast, 1d20, magical; +3 to hit)
- Witchfire Ward (Force Field +7 vs physical/energy)
- Glamour (Illusions, all senses)
- Mirror Walk (Teleport; medium = mirrors/reflective surfaces)
- Divination (Precognition/Postcognition; Detect Magic)
- Binding Curse (Paralysis/Affliction; Will/mental resistance applies)
- Flight (broom or spell)
Familiar: Cotton (small white flying cat; mental link; while nearby, Larina gains +2 Detect Hidden and +2 Detect Danger)
Weakness: Must be able to speak and gesture to cast.

ABILITIES

STRENGTH: 10
ENDURANCE: 14
AGILITY: 13
INTELLIGENCE: 21
CHARISMA: 22

DERIVED STATS
BASIC HITS: 3
HIT MOD: (STR 1.0)(END 1.4)(AGL 1.3)(INT 1.4) = 2.548
HIT POINTS: 8 (3 × 2.55 → 7.65, rounds to 8)
POWER: 58
CARRYING CAPACITY: 132 lbs
BASE HTH DAMAGE: 1d4 (STR 10)
HEALING RATE: 1.0/day (END 14)
ACCURACY MODIFIER: +1 (AGL 13)
DAMAGE MODIFIER: +3 (AGL/INT)
DETECT HIDDEN: 16% (INT 21)
DETECT DANGER: 20% (INT 21)
REACTION FROM GOOD: +4 REACTION FROM EVIL: –4 (CHA 22)

MOVEMENT
Ground: 37" (AGL 13)
Flight: 90 MPH (broom/spell)

INVENTING
INVENTING POINTS: 29.4 (INT-based)
INVENTING %: 63% (~INT × 3%)

Larina's Triple Goddess tattoo
LEGAL STATUS
Citizen of the US with no criminal record.

ORIGIN & BACKGROUND
Multiversal witch and occult scholar; protector of the gifted. Known in mystical circles as Nix the Witch Queen. Her familiar Cotton is psychically linked and often scouts or warns of danger.

VISUAL
Flowing dark purple costume with glowing runes, black boots, triple-moon goddess symbol, bracers engraved with warding symbols, and a faint aura of witchfire. Crescent moon burn scar near her left collar bone. Triple moon goddess tattoo on her back, between her shoulder blades.  

Red hair, blue eyes.

--

Ok, this is a good build and there are enough differences between this version of Larina and say my Mutants & Masterminds versions [2][3][4]. Larina was never one of my V&V characters back then. That honor goes to Johan as "The Paladin." But she certainly works here.

Given her Triple Goddess tattoo I am saying she is in contact with three goddesses, Artemis, Selene, and Hecate; representing the Maiden, Mother, and Crone. I went with Greek here because that is what I would have done back when I was playing V&V. If I had gone with my usual Celtic, then it would have been Brigid, Cerridwen, and the Morrigan. 

Links

I have enough here to work up my ARTEMIS group for V&V. Sounds like something to do next year!

Friday, September 19, 2025

Fantasy Fridays: King Arthur Pendragon

King Arthur Pendragon (5.2)
When it comes to legendary role-playing games, few carry the mythic weight of King Arthur Pendragon. Originally created by Greg Stafford in 1985 and in 2016 published in its 5.2 edition. Chaosium owns it again and there is a new (2024) edition out.  I have not picked that one up, so I am sticking with 5.2 for now. Pendragon has always stood apart from its fantasy cousins. Where Dungeons & Dragons gave us dungeons, monsters, and treasure, Pendragon asks us to sit at the Round Table, wrestle with honor and passion, and live out the great romances and tragedies of Arthurian legend. Still, it is an epic RPG and one worth looking into.

King Arthur Pendragon (5.2)

2016. Greg Stafford.

Greg Stafford often called Pendragon his “masterpiece,” and for good reason. He poured decades of study into Arthurian myth, Malory, Chretien, the Welsh triads and built a system designed not just to simulate combat but to embody the ideals and contradictions of chivalry. Over the years, the rules have been polished but never really overhauled. The 5.2 edition (2016) is a refinement of the earlier 5th, cleaning up layout, clarifying rules, and giving new players the most accessible entry point into the game’s deep traditions. I picked up my old 2nd Edition version and it is remarkable how compatible they are with each other. 

The system is similar to Chaosium's Basic Role-playing system. So it has always been sorta-kinda compatible with Call of Cthulhu and RuneQuest, though the years and system assumptions have pushed them all away from the BRP standard. You won't be seeing Yog-Sothoth showing up in Wales anytime soon with this game. No Pendragon is for people who want to play an Arthurian game and respect the scholarship that went into this game. That is not to say there isn't magic in this game; Morgan le Fey is here after all as is Merlin, but it is not a central theme. 

The game itself is a fantasy realized epic Britain of the 5th and 6th centuries, with the style of the High Medieval Periods of the 10th to 15th centuries. You can play it as a strict Dark Ages game or a high-fantastical one, as seen in the popular King Arthur culture. You can do "Excalibur" or even the TV show "Merlin."

I am using the 5.2 version of the rules, which if you asked me, I could not tell you the difference between it and the 5.1 version save for new color art in 5.2, some reorganization, and different cover art. While I think the 5.1 art is more evocative of the game, I can't deny that the 5.2 version is extremely attractive. I have not updated to the full 2024 edition at all, but it looks attractive as well. I do have the Starter Set in PDF, though. Maybe I'll pick it up someday.

Character Creation

Instead of rolling up wandering adventurers, you take up the mantle of knights (and occasionally others) tied to lineage, land, and loyalty. The core stats are familiar, Strength, Constitution, Dexterity, Size, but where Pendragon shines are the Traits and Passions. Traits are moral-ethical pairs (Chaste/Lustful, Merciful/Cruel, etc.) that don’t just describe your knight, they drive play. Roll Merciful in the wrong moment, and your knight may act against your intentions, because that’s what stories do. Passions, like Loyalty (Lord) or Love (Family), give bonuses when invoked, but can also shatter a knight’s will if betrayed.

Character creation is as much about heritage as numbers. You’re asked: Who was your father? What did he earn? What land do you hold? Your knight isn’t a blank slate, but part of a saga. And unlike most RPGs, Pendragon expects you to play not just one knight, but their descendants across generations, carrying your family name into the twilight of Camelot. Something that obviously appeals to me.

It is assumed that players will be creating characters together to form some sort of cohesive narrative. There is a lot of freedom here and role-playing is stressed over "roll-playing."

The chapter assumes you are going to be a starting Knight, well, Squire. I am taking a different approach for my characters. 

Pendragon 5.2 and Character Sheets

Chapter Three: Family and Fatherland is notable since it details the experiences of your father and grandfather. If you are so inclined, it can be adapted to any Feudal Fantasy RPG. Just change the years to whatever makes sense in your game. 

The Pendragon Campaign

No review of Pendragon is complete without mentioning The Pendragon Campaign. First published in 1985, and then later as The Great Pendragon Campaign in 2006, this massive tome lays out a year-by-year chronicle of Arthur’s Britain, from the final days of Uther through the rise, glory, and eventual fall of Camelot. That’s over 80 years of history, adventures, and story hooks, meticulously tied to the mechanics of the game.

The brilliance of the Pendragon Campaign isn’t just its scope, but its structure. Each year has events, rumors, and opportunities for your knights (or their descendants) to shape the story. Early sessions might be about Saxon raids and border skirmishes, while later ones touch on the Grail Quest, courtly romance, and the heartbreaking dissolution of the Round Table. Players get to live through the entire legend, sometimes gloriously, sometimes tragically, but always with a sense of being part of something larger than their character sheet.

For Pendragon, the Pendragon Campaign is more than a campaign guide or adventure path, it’s the framework that shows the system’s true purpose. This isn’t a game about “beating the dungeon” or “killing the dragon.” It’s about legacy, dynasties, and the arc of myth. And its influence has quietly rippled into other games. Long campaigns like The Enemy Within for Warhammer Fantasy Roleplay (1986) or Masks of Nyarlathotep for Call of Cthulhu (1984) were the rage at this time and the Pendragon Campaign shines even among these other memorable campaigns.  Even modern campaign design in games like Pathfinder’s Adventure Paths or D&D’s hardcover campaigns can be seen as walking in the shadow of what Pendragon pioneered.

For me, the Pendragon Campaign is a reminder of what tabletop RPGs can do at their very best: give us not just a night of fun, but a saga, a shared legend that lingers long after the dice are put away.

Johan Werper and Larina Nix for Pendragon

The best way to explore a game is through the characters. Thankfully, I have two that are ready to go! Typically, Johan and Larina were never in the same games. I'd play one or the other. I mixed this up a bit with Pathfinder and had them known to each other. I figured it was an alternate universe.  

I am going to do the same here, but with the intrigue of courtly politics I might consider them as clandestine lovers. Honestly I am basing it on Liam Neeson's and Helen Mirren's roles in Excalibur. 

How does a Roman Catholic Knight from the Continent meet up with a Pagan Welsh girl? Easy, I'll just adapt their meeting in Pathfinder where Larina found the wounded Johan and healed him. He feels indebted to her, he gives her access to a world she would not have normally been allowed in. Everyone thinks she has bewitched him. 

Larina and Johan from Baldur's Gate 3

Johan Werper

I can't pick up a game like this and NOT wonder how my Knight-in-Shining-Armor Johan would work out. I had decided way back in High School that if Johan had a culture from Medieval Europe, it would be French, but living in England. Pendragon makes this easy for me since the language of the High Court would be French. I will say that he is from Brittany and traces his lineage back to Saxon invaders. 

Johan Werper II

Age: 22
Son Number: 1
Homeland: Brittany
Religion: Roman Catholic
Lord: Johan I

SIZ: 11
DEX: 14
STR: 16
CON: 11
APP: 12

Damage: 4d6
Healing Rate: 2.7
Movement: 3
Total Hit Points: 27
Unconscious: 7

Personality Traits
Chivalry Bonus: 0
Religious Bonus: 0

Chase/Lustful: 13/7
Energetic/Lazy: 12/8
Forgiving/Vengeful: 13/7
Generous/Selfish: 10/10
Honest/Deceitful: 12/8
Just/Arbitrary: 11/9
Merciful/Cruel: 13/7
Modest/Proud: 13/7
Prudent/Reckless: 10/10
Spiritual/Worldly: 10/10
Temperate/Indulgent: 13/7
Trusting/Suspicious: 10/10
Valorous/Cowardly: 15/5

Passions
Loyalty (Lord): 16
Love (Family): 17
Hospitality: 15
Honor: 15
Hate (Saxons): 10

Skills
Awareness: 5
Boating: 1
Compose: 1 
Courtesy: 4 
Dancing: 2
Faerie Lore: 1
Falconry: 3
First Aid: 10
Flirting: 3
Folklore: 3
Gaming: 3
Heraldry: 4
Hunting: 10
Intrigue: 3
Orate: 3
Play (Lute): 3
Read (Latin): 10
Recognize: 3
Religion (Roman Catholic): 10
Romance: 3
Singing: 2
Stewardship: 2
Swimming: 2
Tourney: 2

Combat Skills
Battle: 10
Horsemanship: 10

Sword: 17
Lance: 10
Spear: 6
Dagger: 5
Bow: 5

Distinctive Features
Long Blonde Hair

Glory: 1,500

Chainmail and shield
Silver arm band

Johan is a good fit for this game. I would do him as an alternate reality version and really dig deep into family events to help define who he is in this game. It would really be a lot of fun to be honest. I could even explore the family's past as part of Pagan Europe. That would have been 350+ years before this game though. Still something to think about.

Larina Nix

Of course, I had to try translating Larina into this framework. She doesn’t sit easily in Arthur’s world, but that’s half the fun. Larina as a mystical advisor? A Welsh witch standing at the edge of history? She’d never pass as a proper knight, but as an enchantress, wise woman, or secret Pagan counselor to Arthur’s court, she fits perfectly into the tension between the Christian and Pagan worlds that Pendragon thrives on. Plus, it is a theme I love to come back to time and time again: Pagans vs the rising tide of Christian conquest.

When working on Larina one of the first things I run into is how women characters are treated differently than men. Now is 100% it is emulating Arthurian legends and tales, so just like Call of Cthulhu has a Sanity system, this has different rules more men and women characters. Grated you can grab something like Pagan Shore for older versions to even things out, but I want to try this with the version in front of me. Now there is nothing in the rules saying I can't female knight, and there are examples given, but they are exceptional examples. Fine, Larina is a Pagan anyway and wouldn't be a knight. There is a "witch" detailed (such as it is) on page 179. "Witch" is only mentioned four times in the whole book. I mean I know I can grab something from say Basic Roleplaying or Advanced Sorcery, but that is not the point of Pendragon is it? Plus there is no POW score for these characters. 

Larina ferch Lars

Age: 19
Daughter Number: 1
Father: Lars Nicholson 
Homeland: Cymru
Religion: Pagan
Lord: Johan I

SIZ: 9
DEX: 10
STR: 10
CON: 16
APP: 18

Damage: 3d6
Healing Rate: 2.5
Movement: 2.5
Total Hit Points: 19
Unconscious: 4

Personality Traits
Chivalry Bonus: 0
Religious Bonus: 0

Chase/Lustful: 5/15
Energetic/Lazy: 13/7
Forgiving/Vengeful: 10/10
Generous/Selfish: 13/10
Honest/Deceitful: 13/7
Just/Arbitrary: 10/10
Merciful/Cruel: 10/10
Modest/Proud: 7/13
Prudent/Reckless: 10/10
Spiritual/Worldly: 12/8
Temperate/Indulgent: 10/10
Trusting/Suspicious: 10/10
Valorous/Cowardly: 10/10

Passions
Loyalty (Lord): 15
Love (Family): 16
Hospitality: 15
Honor: 15
Loyalty (Old Faith): 13

Skills
Awareness: 3
Chirurgery: 10
Compose: 1 
Courtesy: 5 
Dancing: 3
Faerie Lore: 10
Falconry: 2
Fashion: 2
First Aid: 15
Flirting: 11
Folklore: 4
Gaming: 3
Heraldry: 1
Industry: 5
Intrigue: 2
Orate: 3
Play (Flute): 3
Read (Ogham): 10
Recognize: 2
Religion (Pagan): 10
Romance: 2
Singing: 3
Stewardship: 5
Swimming: 1
Tourney: 1

Combat Skills
Battle: 1
Horsemanship: 3

Dagger: 5
Staff: 5

Woman's Gift
Natural Healer

Enchantments
Enchantment
Magical Healing
Glamour

Distinctive Features
Long red hair
Bright, piercing blue eyes
Larger than average nose

Glory: 1,140

There is no INT or POW stat in this flavor of BRP. So there are not really any rules to cover her proficiency with languages. Plus as Welsh pagan girl she would not really have much of chance to learn languages save via exposure. But I did roll Natural Healer for her gift, so that is her "in" to the courts, or at least how she gets noticed.

For magic, the rules are thin. I mean, with a game that has Merlin as a character an appendix on magic would be nice. I gave her "subtle" magic. So, an enchantment here, magical healing, and glamour. All things that can be explained away with deft skill. She has a knack for healing, so she augments it every now and then with some pagan magic, OR is it just her knowledge of herbs and plants? Hard to say. Likely to get her burned at the stake if it were about 1000 years later. 

I love the idea that these versions of Johan and Larina are clandestine lovers. It would add the proper tragedy to the narrative and game. Plus, it is that nice push and pull between the Pagans and Christians I love to explore.

Larina and Johan


Why Play This Instead of D&D 5e?

D&D 5e is about heroes exploring dungeons, defeating monsters, and gaining power. Pendragon is about knights struggling with ideals, navigating dynastic politics, and finding their place in the grand sweep of legend. It’s a game of story rather than loot.

  • If you want to explore chivalry, honor, and tragedy rather than XP and levels, this is your game.

  • If you’re drawn to the romantic, mythic sweep of Arthurian legend, no other RPG captures it as faithfully.

  • If you want to play not just a character, but a family across generations, Pendragon offers something unique.

In short: D&D tells us what it’s like to be an adventurer. Pendragon tells us what it’s like to live and die as part of the great legend of Arthur. 

That is not to say one game doesn't have something to offer the other. As D&D has grown, it has left its feudal medieval roots behind, if it really had any to start with. Yeah, Greyhawk cosplays as feudal lands, but really the place where D&D was always the best is in its name: Dungeons. 

The game is great. It's attention to historical detail is its strongest feature, but also its weakest one for me since I do like to have a bit of magic in my fantasy. No worries, I have a LOT of FRPGs with magic.