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Monday, July 27, 2026

Mirror Mondays: The Witches of 1986. The Witch, the Cleric, and the Magic-User

 One of the central design ideas behind Advanced Witches & Warlocks is something that, in retrospect, seems obvious to me.

The Witch is not a Magic-User in a black dress. She is also not a Cleric with better eyeliner.

Photo by Alex Urezkov: https://www.pexels.com/photo/a-woman-in-a-cloak-holding-a-stick-and-a-wand-27581206/

I have joked about that distinction before, but there is a real design issue behind it, one that gets to the heart of what I want the Witch to be in Advanced Witches & Warlocks.

From its very inception, Dungeons & Dragons has had two principal modes of spellcasting at its core. Later editions were more explicit in codifying the divide between these forms of magic, but the separation was always there. A Magic-User wields Arcane power; a Cleric has Divine. The former will study a spell, commit it to book and memory, experiment with it, and come to see magic as something to be grasped by way of knowledge. The latter relies on faith and service, on a connection to powers beyond the mortal realm and the authority they confer.

Even if the outcome is sometimes the same (often the same), these are fundamentally different ways of looking at magic. No one at an AD&D table would confuse the two classes when they cast spells. That is an important distinction, and in my view, the Witch is owed the same respect.

I have been saying it here often enough, but it is worth restating: Witches practice Occult magic.

By nature it is secret and initiatory, often dealing with matters that polite society would rather not acknowledge. In some respects it is like Arcane or Divine magic since witches both believe and study. They make use of books and rituals, of gods and spirits, of herbs and stars and the like, drawing on all the same sort of things a Magic-User or Cleric might. But then again, similarity does not make them the same. 

The Witch has her own way of going about it.

Knowledge, Authority, and Relationship

  • A Magic-User looks at magic and wants to understand how it works.
  • A Cleric looks toward the Divine and asks what is required.
  • A Witch looks at the hidden world and asks how everything is connected.

That last part is increasingly important to how I am designing the class.

I have written before about why Charisma is the Witch's prime attribute. I do not use Charisma here as a measure of physical attractiveness or popularity. For the Witch, Charisma is presence, the ability of the self to affect and interact with others. Often, and more to the point, how do this and not lose oneself.

And "others" is a very broad category.

Other people, certainly, but also spirits, ghosts, ancestors, familiars, demons, gods, the dead, the land, magical places, supernatural powers, and things for which there might not be a convenient entry in the Monster Manual.

A Witch does not simply know that a spirit exists. She has a relationship with it. She might summon or put an end to it, make a bargain, issue a threat, or offer some form of appeasement. Perhaps she is in its debt, or she is privy to the one name it would have left unspoken. For this kind of work, Charisma is essential.

Power for the Witch is a matter of relationships, and even those that are hostile qualify. A curse, a pact, a haunting, or the tie to a familiar are all forms of relationship. The same holds true for her connection to her coven, her Patron, or the ground on which she puts her craft to use.

In this way, Occult magic makes a clear distinction from the Arcane and the Divine. A Magic-User will see an effect replicated so long as he has the right formula; a Cleric can expect a miracle by virtue of his divine authority. The Witch acts because she knows how to deal with what lies behind the effect. At times she may know its wants or its name. 

More to the point, it may know her. That is no small thing. With Occult magic, you are always noticed in return. 

That last bit is important. Occult magic always notices you back.

There is an importance to this at the game table as well. When one considers that Occult magic is founded on relationships, a Witch ought not to come across as any other Magic-User with a distinct set of spells. The nature of her art should impose certain obligations and leave its mark. It is a matter of names and places. Of covens, Patrons, spirits, and familiars. And of encounters that are made more than once. Over the span of a campaign, she can form ties with the supernatural; and while they may prove useful, they can be just as often dangerous, or even both in the same breath.

A list of names is often more useful to the witch than a list of what treasures she has found.

That, more than anything else, is why Charisma is the Witch’s prime attribute. It is not enough to perceive the hidden world or understand it. The Witch must be able to enter into a relationship with it and remain herself when it answers.

More Than a Third Spell List

This is something I want to be very careful and very deliberate about in Advanced Witches & Warlocks.

It would be the easy thing to do from a mechanical standpoint to compile a Witch spell list by culling some spells from the Magic-User and Cleric, throwing in a few curses and calling it a day. But that is philosophically lazy. Occult magic must be more than that.

The reason for drawing a line between Arcane, Divine, and Occult is not to put spells in three separate filing cabinets. Each should be predicated on a different view of reality. With Arcane, you are working with the notion that the universe has patterns to be found and put to use. Divine magic is built on the existence of a supernatural authority and the mortal’s ability to partake of it via faith or service.

Occult magic posits that there are things in reality one can enter into: hidden correspondences and identities, debts and thresholds. The Witch might learn, or she might pray; at times she will bargain. At other times she is doing what her coven has been doing for nine centuries without fully understanding the why of it. Or perhaps it works because a promise is being kept somewhere. All of which puts the Witch in an altogether different position vis-à-vis magic.

A spellbook is for knowledge, a holy text for revelation. A Book of Shadows has both, but you will also find recipes and family secrets in its pages, or warnings and the names of the dead. There may be diagrams lifted from stones long since misplaced, or a fragment of a conversation, or the record of a bargain made. You might come across an instruction to the effect of “do not perform this rite twice in the same place.” To my mind, that is what Witch magic is.

To a wizard this looks slap-dash and like “low magic.” Clerics will call it blasphemy or heresy. A witch will see the true power.

Traditions Are Means to Answers, Not Restrictions

New Witch Traditions is an area I have been putting a good deal of work into of late. One has to consider that if Occult magic is predicated on relationships and a certain way of seeing the world, it follows that there can be no single correct Witch theology. To put it another way, the question “Where does Witch magic come from?” should not have one universal answer; different witches will give you different ones. A Tradition is a means to one such answer. It is also what the answers are grounded in and, even more than that, how the questions are asked.

A Tradition does not merely give a Witch an answer. It teaches her which questions are worth asking. 

Think of it as a worldview and a means of making sense of the hidden world, complete with its own body of teachings and magical vocabulary. It is not to be confused with a coven. A coven is a matter of who one practices alongside; a Tradition speaks to how one comprehends the practice itself. The possibilities that distinction affords are considerable.

Take, for instance, the three I have been developing: the High Order, the Scaled Sisterhood, and the Threefold Goddess Tradition. They are all capable of producing witches, and they all make use of Occult magic, but you will find they can be in radical disagreement as to what magic really is. Or even what a witch is.

The High Order
The High Order

To an outside observer, the High Order is what one would expect of an Arcane tradition. The witches of the order are students of their craft; they put in the work to investigate everything from magical laws and ancient tongues to the hidden architecture of the cosmos, the planes, ritual structures, and metaphysics. There are some who will find common ground with a Magic-User or Wizard, at least for a time.

Yet the High Order does not see magic as nothing more than a mechanism to be put under a microscope. Magic is too large for that, too sacred. One can approach it with knowledge but never fully account for it. A Magic-User is content to learn the formula for opening a gate between worlds. A Witch of the High Order wants to know what the gate is in the first place. She asks why thresholds have such import, or why some doors are two-way, and others are not. Why a spot becomes a threshold unaided by any hand. Who was the first to cross and what came back after him?

Such questions are no longer about mechanics. Study is indeed part of her life, but it is an initiation into deeper things. Her Book of Shadows is not simply a technical manual; it is a record of encounters. In fact, her education affects how she views reality. I have come to appreciate the notion at the heart of the Tradition: the Witch is sovereign, not a servant.

She might have Patrons or pay her respects to gods. She may take instruction from an Archmage or an Archwitch, or from some supernatural teacher whose name is otherwise unknown. But obedience is not the point. The relationship could be one of rivalry or obligation, mentorship or initiation. But there is a relationship. That is what makes the difference. 

That is where the High Order stops being merely "the scholarly Witch" and becomes something distinctly Occult.

The Scaled Sisterhood
The Scaled Sisterhood

The Scaled Sisterhood approaches the mystery from an entirely different direction. For these witches, dragons are more than monsters, gods, enemies, or powerful creatures. Dragons are magic, and mysteries made flesh.

They are creatures that hoard and sleep and dream; they change the very landscape around them with their presence. Their existence spans mortal generations, so it is not uncommon for a dragon to have a firsthand recollection of what the rest of the world would dismiss as mere myth. It puts a different kind of vocabulary to the Sisterhood’s magic.

The questions they put forward are of a particular sort: Why does a dragon put together a hoard? What is the significance of its blood or of fire that transforms instead of obliterating? When one lives long enough, does memory become a kind of magic? What is it to shed one’s skin in terms of identity or rebirth? And what is left in the dragon’s mind that history has let go of?

Their teachings run deep into the nature of draconic beings and powers. Tiamat and Bahamut are part of the Tradition, but by no means do they define it. One will find other interpretations of what it is to be a dragon, such as Vritraxion, Lóngzihua, Anantanatha, and older mysteries. There is no requirement for such teachings to be in accord with each other. 

I would be disappointed if they were.

You will hear the Sisterhood put forth notions like "The Breath Transforms," "The Scale Remembers," or "The Hoard Reveals." Do not mistake them for simple rules. They are propositions, true mysteries that have been the subject of argument among witches for centuries. A Cleric may see fit to worship a dragon god, or a Magic-User might put a blade to a dragon to understand the mechanics of its breath weapon. The Witch of the Scaled Sisterhood wants to know why the dragon is there in the first place. That is the point of Occult magic.

The Threefold Goddess
The Threefold Goddess Tradition

The Threefold Goddess Tradition initially appears to lean much closer toward Divine magic.

It is a theological Tradition after all, and that is made clear in its tenets: the Goddess is at once the Maiden, the Mother, and the Crone. And yet one cannot say the Maiden is the Mother, or the Mother the Crone, or the Crone the Maiden, even as they are all entirely the Goddess. I would not put in the effort to sort out such a contradiction; it is the theology. In fact, it is best not to try.  The Tradition has a way of regarding mystery as something that need not be simplified to be true.

The Maiden, who is beginning, discovery, courage and movement. The Mother stands for fullness, creation and guardianship. Then there is the Crone with her death-wisdom, prophecy, curses and the preparation for rebirth. These are not so much job descriptions as they are expressions. A goddess will manifest in more than one Face if she chooses, and may well seem to run counter to the system or defy classification altogether. So be it. Once you can put a complete diagram to a mystery, it ceases to be one.

The Threefold Sign makes this plain to see in the interlinked forms of the three Faces, leaving the center to stand for something else: the Mystery of the Goddess.

  • What does the Maiden reveal? 
  • What does the Mother protect?
  • What does the Crone hide?

Consider the difference in approach. A Cleric will worship a goddess and be granted Divine magic on account of it. A Witch of this Tradition might pay homage to the very same deity but in another way. She asks what is being concealed, or what is revealed in this particular manifestation, and why. If the Goddess puts in an appearance that we do not expect, the Witch is there to make sense of it. She is not just taking in doctrine; she is interpreting. 

It is a far different kind of spiritual relationship, and relationship is the operative word.

Three Traditions, One Class

This is where these Traditions help me understand what I want Advanced Witches & Warlocks to accomplish.

  • The High Order approaches mystery through knowledge.
  • The Scaled Sisterhood approaches mystery through ancient beings, transformation, memory, and living symbols.
  • The Threefold Goddess Tradition approaches mystery through sacred contradiction, revelation, and theology.

There is no agreement between them, nor should there be. Occult magic has no need for it; it demands participation instead. What unites these three is that they all put the Witch in a relationship with something concealed. For one of the High Order, this might be Magic itself, while a member of the Scaled Sisterhood could be bound to dragons and the old mysteries they stand for. A follower of the Threefold Goddess relates to the Goddess, whose various Faces are but a fraction of the whole.

These are the things that define a Witch, not some spell list. It is the difference between a Cleric who draws on Divine authority or a Magic-User who relies on understanding. The Witch derives her power from the hidden world. She makes promises and crosses thresholds. She has her obligations and her beliefs. In time, she may even have something on the other side acknowledge her. That is the nature of Occult magic.

And there are still two more Traditions I have that I have not discussed in detail yet. One is the Daughters of Baba Yaga. The other can wait a little longer.

Daughters of Baba Yaga

Back in Jackson

This distinction also explains why the Witch works so naturally in Jackson, IL, even though Jackson is a very different project from Advanced Witches & Warlocks.

Larina, Stephanie, and Faye are all witches, but they do not understand witchcraft in the same way. In fact, looking at the three of them through the lens of Advanced Witches & Warlocks helps clarify what I mean by Tradition.

Larina is a witch of the High Order in every sense. 

She is always with a book, studying witchcraft, folklore, the occult, religious theory, and ritual. It is not enough for her to know how something is done; she wants to get to the bottom of why it works, what the symbols are saying, and what lies under the surface of the accepted explanation.

You would be hard-pressed to call her a Magic-User. Larina does not view magic as some mechanism to be put under a microscope and decoded. For her, knowledge is a way of getting closer to the mystery. A text might explain a ritual, but she is more interested in what was really being contacted, or what the author overlooked. Her faith in the Goddess is no more passive than her study habits; she is trying to make sense of a larger, stranger reality, which precludes her from being a Cleric.

When the ghost sees her, and she sees the ghost, the whole question is altered. She will find an authentic word in a poorly written description of a ritual, or spot the real Enochian coming from someone putting on a show on late-night TV. She has a way of pulling at the threads where theology and lived experience meet. That is the mark of the High Order.

Stephanie is another matter altogether. In many ways I would put her in the Scaled Sisterhood, though not out of any interest in dragons. What comes instinctively to her is an understanding of power.

She knows the social hierarchies, the reputations and the influence. She can tell who is in control of a room and who is only pretending to be, who is vulnerable and where one must apply pressure. This is what makes her such an effective leader, even if she doesn’t think of herself in those terms.

A hoard is not always gold. For Stephanie, it can be status, or secrets, or social capital. She has an instinct for the invisible territories and pecking orders of a high school. But there is also the Scaled Sisterhood’s notion that power entails responsibility. When she puts a stop to another cheerleader making fun of Faye, she doesn’t just chide her for cruelty. She redefines the argument entirely.

"We don’t do that. We have to be the best Jackson Public High has. Not the worst."

In invoking duty and belonging, she is using the very structure of things. That is Stephanie. She has no quarrel with the hierarchy; she makes it serve as her protection. Stephanie understands something else dragons know instinctively: possessing power changes the space around you whether you intend it to or not. 

The Scaled Sisterhood studies dragons because dragons embody power in its oldest and most concentrated forms. Stephanie does not need a dragon in front of her to understand the lesson. She already understands what it means to have power and decide what kind of person you are going to be with it.

Then there is Faye. She is a Daughter of Baba Yaga. I have yet to put a lot of detail into that Tradition here, but Faye can help us understand it a little better now.

If Larina is occupied with the hidden world and Stephanie with the way power is structured within it, Faye is immersed in something much older. The Old Magic. The sort that predated anyone’s efforts to file it away in a church or an occult order or some respectable tome.

The Daughters of Baba Yaga may preserve practice. They remember what must be done even after the reason has been forgotten.

Faye was raised by witches of the Blackthorn and Thorne lines who had no inclination to justify themselves to outsiders. They have their ways, their grudges, their recipes and curses and protections, knowledge handed down through the generations without the need for a formal theology. Some things are done out of habit. Others are left alone because one recalls what went wrong the last time around. Faye is well aware of the difference. She might not care for it, and often doesn’t, but the Old Magic runs in her.

It is why Faye can grasp a thing in an instant that would send Larina off to do some research. Larina wants to know the origin of a custom, the mythology behind it. Faye will just say: "Don’t do that." And when asked why? "Because you don’t." It is an answer that would madden Larina, though Faye is usually right. And Larina knows that.

The Daughters of Baba Yaga are meant to stand for a rougher, more elemental side of witchcraft. Folk magic, inherited wisdom from old women who know too much, dangerous bargains and spirits, rules whose source is lost but not the consequences. 

Yet Faye is not a prisoner to it. Her role is in part about what she chooses to hold on to and what she will remake for herself. That is a relationship with tradition in its own right. She is the witch in Jackson that "looks evil, but isn’t," like Moria is "looks innocent, but is evil" and Sylvia is "looks evil, and is evil, and looks better than everyone else while doing it."

Larina looks for the structure. Stephanie sees how power flows through it. Faye is aware that some magic is older than the structures we build to account for it. They are all witches; they all work the Occult, but the hidden world speaks to each of them differently.

That is the point of Traditions in Advanced Witches & Warlocks. Not to lay down which spells a Witch may cast, but to show what she notices, what she deems important, the questions she puts forward when the impossible occurs. What answers is she willing to accept?

And the Witch has to live with those answers.

Note: For RPGaDay2026 next month, Mirror Mondays will be on pause, but I am still working on all my new projects and campaigns. 

Monday, July 20, 2026

Mirror Mondays: The Witches of 1986. The Satanic Panic

Photo by Lucas Pezeta: https://www.pexels.com/photo/ancient-metal-pattern-on-stone-surface-5277398/
The Satanic Panic and the Secret Appeal of Forbidden Books

I am currently reading Manly Wade Wellman for my Witches of Appendix N. He has a lot of occult investigators and talks a lot about dangerous occult texts. There is a strange magic to being told a book is dangerous.

Not real magic. Not the kind the pamphlets warned us about. Not the sort of thing that appears when you mispronounce something in Latin while standing in a chalk circle at midnight. I mean the older, more human kind of magic. The kind that happens when an adult lowers their voice, points at a book, and says, "You should not be reading that."

For a certain sort of kid, that is not a warning.

It is an invitation.

I have been thinking about this a lot lately while working on my Advanced Witches & Warlocks and Jackson, IL projects. I have also been going back through some old Satanic Panic videos, both vintage and retrospective. Some are from the era itself. Some are modern looks back. One or two are modern warnings that feel like they could have been broadcast in 1986 with very little editing.

I am not here to dunk on them. Well. Not entirely.

Some of this material is ridiculous. Some of it is unintentionally hilarious. Some of it is sad. Some of it is built out of real grief aimed in the wrong direction. Some of it comes from people who were clearly frightened by a world changing faster than they knew how to handle.

But all of it circles the same idea 

The fear was not really just about Dungeons & Dragons. It was not just about heavy metal. It was not just about horror movies, Smurfs, He-Man, E.T., or some plastic wizard in the toybox. The fear was about children having access to an imaginative life that adults could not completely supervise.

And that, I think, is where the forbidden book gets its power.

I have written about the Satanic Panic before. Back in 2024, I said I was fascinated by it because I had lived through it and, as someone who was not religious, the whole panic was confusing to me. I also admitted something else that still feels true: my own teenage reaction to all of it absolutely influenced my early D&D games. Lots of undead. Lots of demons. And, yes, lots of witches. Immature? Sure. I was a teenager. That was practically my job. But it was also fruitful. Some of that old material has never really left me. It just waited for better books to live in.

The Panic in the Toybox

One of the great artifacts of the era is Turmoil in the Toybox. If you have never seen it, it is one of those videos that feels like it was assembled in a church basement, a public access studio, and a fever dream all at the same time. Gary Greenwald and Phil Phillips seem convinced that the devil is hiding in every toybox, or at least making a pretty serious attempt to franchise there.

  • The Smurfs? Suspicious.
  • Masters of the Universe? Dangerous.
  • E.T.? Worth a second look.
  • Dungeons & Dragons? Obviously trouble.

The whole thing is amazing because it does not merely worry about D&D. It worries about the entire imaginative ecosystem of childhood. Toys, cartoons, commercials, fantasy symbols, magic words, Saturday morning television, action figures, and role-playing games all become part of one invisible machinery. The toybox is no longer a toybox. It is a grimoire with plastic hinges.

That sounds like a joke, but that really is how the panic worked.

The D&D section is especially perfect. The game pieces, they tell us, include witches, wizards, necromancers, clerics, evil magic-users, and all the usual suspects. Good versus evil becomes white witchcraft versus black witchcraft. Someone even claims that when game pieces are burned, screams come out of the fire because spiritual forces have inhabited them.

Now, look. That is nonsense. But it is also myth-making.

The panic did not merely misunderstand Dungeons & Dragons. It mythologized it.

That is the funny thing. The adults who wanted to make the game smaller made it larger. They turned rulebooks into occult manuals, dice into ritual objects, miniatures into idols, character sheets into dangerous documents, and the Dungeon Master into some sort of suburban necromancer with graph paper.

For the average kid, D&D was a game. A weird, wonderful, sometimes confusing game with too many charts and not enough hit points at 1st level.

But after the panic got hold of it? 

Now it was forbidden. And forbidden things glow.

The Book They Told You Not to Read

The Satanic Panic did not create the fire of D&D’s mystique, but it poured gasoline on it.

The books already looked strange. The Monster Manual was full of demons, devils, dragons, undead, and things with names that sounded like they had crawled out of some medieval marginalia. The Dungeon Masters Guide felt like an occult textbook even when it was mostly explaining initiative, treasure tables, magic item creation, and why you should never let the players get away with too much.

Then the grown-ups started saying these books were dangerous.

Well. That certainly did not make them less interesting.

In the 1980s, D&D books became contraband grimoires in the popular imagination. They were passed from hand to hand, argued over in churches, hidden from certain relatives, discussed on television, condemned in pamphlets, and defended at kitchen tables by kids who were absolutely certain that none of the adults understood what was actually happening.

Most of the time, the kids were right.

The game was not teaching us how to summon demons. It was teaching us how to imagine consequences. It was teaching us how to map darkness. It was teaching us that monsters had names, rules, weaknesses, treasure types, and armor classes.

That is powerful. Not Satanic. Not corrupting. Powerful. And power is always frightening to someone.

Or as my mom once so eloquently said about D&D, "This is nothing but Mythology and math!"

The Wrong Demons

One of the more painful parts of looking back at the Satanic Panic is realizing how often adults named the wrong demons.

There were real kids in pain. There were real families struggling. There were real cases of depression, isolation, abuse, grief, mental illness, and fear. But instead of asking harder questions, too many people blamed the game, the records, the horror movies, the toys, the novels, the black t-shirts, the dice.

That is the actual horror.

Not that adults believed in demons. I write about demons all the time. My newest book, Codex Qliphothica, is full of things no sensible person would want crawling out of the wrong side of creation.

The horror is that they named the wrong demons.

That is something I touched on in my 2022 A-to-Z post. In the real world, there is no worldwide Satanic conspiracy. There are no secret armies of Satanists trafficking children through every daycare, pizza parlor, and game store. But in a horror game, there can be demons, devils, evil spirits, and worse. The trick is not to make the panic true. The trick is to understand that people are often looking in the wrong direction. Sometimes the evil is not a cult at all. Sometimes it is perfectly ordinary people who use fear to hurt the "undesirables" in their own community.

That idea matters a lot to me, especially for Jackson, IL. In a town like Jackson in 1986, it is easy to imagine a parent seeing a TV preacher or a warning video and suddenly looking at everything in their kid’s room differently. The D&D hardback. The heavy metal cassette. The horror VHS tape. The plastic skeleton warrior. The fantasy paperback. The notebook is full of strange names. The girl at school who wears a triple-goddess necklace and knows too much.

Most of the time, the adults are wrong.

But this is Jackson. Sometimes they are wrong in the direction of something true.

That is the sweet spot for horror.

In the real world, the panic was destructive because it mistook imagination for corruption. In fiction, though, we can ask the more interesting question: what if the panic was wrong about the cause, but not wrong that something was there?

  • What if the book was just a game book, but the thing watching from the closet was real?
  • What if the record was harmless, but the voice on the blank tape was not?
  • What if the toy was just plastic, but the child was right when she said it moved after midnight?

That is not the Satanic Panic being correct. That is horror using the emotional vocabulary of the panic and aiming it at better targets.

I survived the Satanic Panic
Click to get your own!
 My Life With the Satanic Cult

This is where it stops being only media history for me.

I grew up in a small town in Central Illinois. In 2024 I wrote about a moment from around 1985 or 1986 when someone supposedly found a "satanic altar" in a cornfield south of my high school. I remember the panic ripping through the school. I remember being fascinated and horrified by it. Fascinated by how fast everyone reacted. Horrified by how quickly it changed people. The next day, people wore homemade "Satan Busters" armbands featuring an inverted cross within a red buster circle.

That is the kind of detail no amount of research can invent better than memory.

I was already a D&D kid. I was already interested in witches, monsters, demons, horror, occult books, and the kinds of things polite adults thought you should probably not be reading. I was also an atheist in a place where the average person on the street did not know, or care to know, the difference between atheist, Satanist, witch, gamer, metalhead, or just "weird kid."

The assistant principal, who was a decent guy, told me and some of my gamer friends that we should keep our D&D books at home until all this stupid shit blew over. He was probably right. I still hated it.

I hated the idea that something I wanted to read had to be hidden because a mob of scared idiots had decided books were dangerous.

That feeling has never really left me.

And yes, as I wrote before, my love of psychology was probably strengthened then. So was my love of witches. No one was trying to burn me, not literally, but they were trying to burn the things they feared. And there were book burnings in town. Real ones. People on the conservative religious side burning D&D books and other things they did not understand.

That matters.

Because once you have seen people burn books, you never look at forbidden books the same way again.

Heavy Metal, Horror Movies, and the Forbidden Shelf

By 1986, the forbidden book was not alone. It had a lot of company.

There was the forbidden record album, especially if someone claimed the lyrics meant something different when played backward. There was the forbidden horror movie from the video store, the one with a cover more dangerous than the movie itself. There were forbidden toys, forbidden cartoons, forbidden symbols, forbidden bands, forbidden fantasy novels, forbidden magazines, forbidden games.

The whole shelf was glowing in an evil Satanic light.

That is why a movie like Trick or Treat is such a perfect artifact of 1986. It takes the heavy metal panic seriously enough to turn it into a horror plot. A dead rock star comes back through a record. The music really is dangerous. The adults' warning about Satanic rock is, inside the logic of the movie, kind of right.

That is hilarious. It is also revealing, and wonderful for my games.

Horror loves taking the thing adults are panicking about and saying, "Fine. But what if it really was haunted?"

  • What if the record really does speak something backward?
  • What if the toy really does know your name?
  • What if the book really does open a door?
  • What if the game really does teach you something you were not supposed to know?

That is not how the real world works. But it is absolutely how good horror works. It is very much how Jackson works.

The Satanic Panic Never Really Went Away

The funny thing is, the Satanic Panic did not completely vanish. It changed clothes.

In 2022 I wrote that if you think this "corn-filled nugget" was left behind in the 1980s, I had some news. The panic’s old shape involved Satanists, daycare centers, trafficking, cannibalism, and ritual abuse. Later versions involved Pizzagate, QAnon, and other conspiracy nonsense that kept recycling the same fears in new packaging. 

That is why a modern Christian response to D&D can still feel so oddly familiar. The video is new. The anxieties are old. Role-playing as spiritual danger. Spellcasting as a gateway. Tiamat as proof of pagan contamination. D&D books as corrupting objects. Christian parents being warned to keep the game out of the house. It is all there, just with better lighting, HD resolution, and modern YouTube pacing.

I do not say that to mock people’s faith. I know plenty of Christians who play D&D, write horror, love fantasy, and understand perfectly well where the game ends and the real world begins.

But the panic itself? That old habit of flattening every strange symbol into “Satanic”? That is still with us.

And honestly, from a horror writer’s point of view, it is hard not to be fascinated by it.

The Witch Was Always There

Here is the part that matters most for Advanced Witches & Warlocks.

The panic kept pointing at the Witch.

Even when people were talking about D&D generally, the real charge was around magic. Spellcasting. Divination. Necromancy. Enchantment. Demons. Spirits. Symbols. Curses. The old gods. Forbidden knowledge. Books that teach you things.

Again and again, the panic caught sight of the Witch's shadow and recoiled.

I want to do the opposite. I want to look directly at her and say, "Yes. You belong here."

The Witch was always part of fantasy gaming, even when the game did not quite know what to do with her. She was there as the evil enchantress, the village wise woman, the hag in the woods, the priestess of the old gods, the herbalist, the oracle, the charm-worker, the necromancer, the woman everyone feared and visited anyway.

  • She was there in the margins.
  • She was there at the edge of the village.
  • She was there in the spell list.
  • She was there in the panic.

The mistake was reducing her to "evil spellcaster" or treating her as merely a monster. The Witch is older than that. Stranger than that. More useful than that. She is better than that.

The Witch belongs to the place where folklore, religion, fear, healing, social suspicion, forbidden knowledge, and personal power all overlap. Which is to say, she belongs in D&D perfectly.

That is what Advanced Witches & Warlocks is about. Not making the panic true, but reclaiming the imaginative territory the panic could not stop pointing at.

High School Is the Real Haunted House

The Satanic Panic also helped sharpen something else for me: the horror of being a teenager and having adults decide what your symbols mean before you get to explain them.

I came back to that in my Monsterhearts post, where I talked about Larina in 1986. High school is already horrifying. Add the Satanic Panic, a sleepy Midwestern college town, and a girl everyone already suspects is out in the woods sacrificing animals and calling up demons, and you have something that feels very close to the emotional center of Jackson, IL. The truth, of course, is smaller and stranger. Larina is more likely to be in her attic room listening to her dad’s Yes albums than leading a coven in the cornfields. But rumor has never needed truth to grow teeth.

That is the Jackson mood. I talked about this in detail last week.

The town does not need every parent to believe there is a demon in the toybox. It only needs enough of them to wonder. Enough to whisper. Enough to throw away a book, forbid a game, search a bedroom, call a pastor, or look twice at the quiet girl with the strange necklace and the too-old eyes.

And the kids? The kids know the adults are wrong. Mostly.

These Are the Books You Were Warned About

So here is my cheeky little sales pitch, and I am only half joking.

These are the books you were warned about in 1986.

Codex Qliphothica is on the way out, and it is very much a demon book. But it is not a "everything dark is Satanic" book. That was always one of the dullest parts of the panic. It flattened everything. Devils, demons, pagan gods, witches, ghosts, occult symbols, fantasy monsters, and rock music all became one big smear of "darkness."

Good horror does not flatten. Good horror names things.

The Qliphoth are not generic devils. They are not just demons with a different coat of paint. They are shells, refuse, wounds, corruptions, anti-creation, things that should not have survived the making of the world and yet did. They are what happens when the cosmos has a scar and something learns to live inside it.

That is much more interesting than "the devil is in the toybox."

Advanced Witches & Warlocks comes from the other side of the same forbidden bookshelf. It asks what old-school fantasy gaming looks like when the Witch is not a joke, not a monster, not an afterthought, and not simply a reskinned magic-user. What if she had been there properly all along? What if the game had made room for occult magic as something distinct from arcane study and divine authority?

And Jackson, IL is where all of this comes home.

Jackson is 1986 as a haunted town. It is school lockers and church warnings, mall bookstores and strange kids, rumors and records, public access panic and real shadows behind the gym. It is the place where adults blame D&D, heavy metal, horror movies, and witchcraft because those are the monsters they know how to name.

But Jackson has older monsters. Jackson has quieter monsters. Jackson has the things that were listening while everyone argued about the wrong books.

The Secret Appeal

The secret appeal of forbidden books is not that they are evil. It is that they promise the world is larger than you were told. That is the real danger.

A forbidden book says there are secret doors. It says names matter. It says monsters can be known. It says the dead might speak, the old gods might stir, the map might continue past the edge, and the strange kid might not be strange for nothing.

That is why the warnings failed. They told us the books were dangerous. We believed them; we just understood danger differently.

For some of us, danger meant possibility. It meant mystery. It meant there was something behind the ordinary world, something the adults were either too frightened or too tired to see.

That is the heart of fantasy gaming. That is the heart of occult horror. That is the heart of every witch story worth telling.

In 1986, that promise might have been sitting on a bookshelf with a dragon on the cover.

  • Or in a toybox.
  • Or in a record sleeve.
  • Or on a VHS tape from the back room of the video store.
  • Or in the hands of the quiet girl at school who knew more than she should.

And if someone told you not to open it?

Well...You were probably going to open it.

Parents Against Spellcraft & Swordplay
Mirror Shard: The Jackson Satanic Panic

I feel like I have talked about this one a lot already. Partially in posts here and all weekend at EGG Con. In "Am I Evil," the Satanic Panic comes to Jackson, but not in the way the town's folk expect. It is in the form of Moria Elizabeth Zachary. She looks like a nice girl. She wears fuzzy sweaters. She is polite. She has an ugly dog she holds. And she is utterly evil.

Darren Vale acts evil, but he is really sort of a joke. Sylvia Velasco is evil, but not the way everyone thinks she is. People even think Faye Thorne is evil, she isn't, but her family is. 

As my co-creator of NIGHT SHIFT, Jason Vey, commented this past weekend, the Satanic Panic in Jackson takes on new dimensions. 

And of course I have my own real-world history from the real-world Jacksonville. Sure, it is not as dramatic as some other tales of the Satanic Panic, but it has the advantage of being mine. 

There is just too much material here to use. Really...there is too much material NOT to do this. 

Links

Videos

My Posts


Monday, October 27, 2025

Monstrous Mondays: Dragon, Purple (Arcane Dragon)

The Dreaded Arcane Dragon
Not all purple dragons are found near apple trees.
This one, though, is. 

 Tomorrow is my oldest kid's birthday. Over the weekend, he had his annual D&D birthday bash. Seems fitting then that I do a dragon today since they are his favorite (and he got like three of them for his birthday from his D&D group).

This is a repost, updated to better fit my "Occult D&D" project.

Dragon, Purple
aka Draco Arcanis Occultis, Arcane Dragon

FREQUENCY: Very Rare
NO. APPEARING: 1 (rarely 2)
ARMOR CLASS: 0
MOVE: 9” / 24”
HIT DICE: 9–11
% IN LAIR: 55%
TREASURE TYPE: H, S, U, Z
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1–8 / 1–8 / 3–28
SPECIAL ATTACKS: Breath weapon, spell use
SPECIAL DEFENSES: Resistance to magic (see below)
MAGIC RESISTANCE: Standard + bonus vs. arcane magic
INTELLIGENCE: Supra-Genius
ALIGNMENT: Neutral (Evil)
SIZE: L (45’ long)

CHANCE OF:

  • Speaking: 90%
  • Magic Use: 90%
  • Sleeping: 25%

The Purple Dragon, also called the Arcane Dragon, is a rare and dangerous creature whose origins are cloaked in myth. Its scales shimmer in deep violet, often pulsing faintly with unseen magical energy. It is most frequently found in ancient ruins, planar nexuses, or near ley line convergences. Some scholars claim that Purple Dragons were once guardians of the primeval flows of magic itself.

Arcane Dragons are solitary and philosophical by nature, prone to periods of deep contemplation and magical experimentation. Their mastery of eldritch forces and unpredictable moods make them dangerous when provoked. Don’t however mistake this attitude for benevolence. Their contemplation of these eldritch and occult forces put them above the concerns of most mortals.

The Purple Dragon may employ the standard claw/claw/bite attack or its breath weapon, a beam of raw magical force:

  • Breath Weapon: A beam of pure arcane energy, ½” wide and 12” long, affecting all in its path. This energy deals damage equal to the dragon’s current hit points, half with a successful saving throw vs. breath weapon. Victims struck must also save vs. spells or be stunned for 1–4 rounds due to arcane backlash.

Spell Use: All speaking Purple Dragons with magic ability cast spells as Magic-Users of 9th level, improving to 11th level at ancient age.

  • 1st–2nd age categories: 2 × 1st-level spells
  • 3rd–4th: +2 × 2nd-level spells
  • 5th–6th: +2 × 3rd-level spells
  • 7th–8th: +1 × 4th-level spell
  • Ancient: 3 spells per level from 1st to 4th

Purple Dragons gain a +1 bonus on all saving throws vs. arcane magic, and a +3 bonus on saves vs. Illusion or Enchantment/Charm spells. They are also immune to magical effects that alter time, space, or probability (e.g., time stop, maze, wish, limited wish, temporal stasis).

Arcane Dragons are usually encountered alone, though some ancient tomes speak of mated pairs guarding planar gates or hidden vaults of magical lore. They construct elaborate lairs filled with wards, illusions, and enchanted guardians. Their hoards often contain rare magical scrolls, potions, and tomes in addition to treasure.

They may form tenuous alliances with powerful witches, warlocks, or archmages, often in exchange for secrets or artifacts. 

Connections to the Scaled Sisterhood

Though the Scaled Sisterhood reveres the great dragon Patrons, Tiâmat, Bahamūt, Vritraxion, Lóngzihua, and Anantanatha, there are outlier dragons, revered by certain covens, that operate on the mystical rather than the primordial axis. Chief among these is the Arcane Dragon, Draco Arcanis.

Mystic Patron of Knowledge and Spellcraft

The first Arcane Dragon is honored by a coven of the Scaled Sisterhood known as the Order of the Violet Flame. These witches believe that while the elemental dragons represent the forces of the world, the Arcane Dragon embodies magic itself; pure, ineffable, and transcendent.

Witches of the Violet Flame often act as archivists, seers, and ritual specialists within the Sisterhood.

Their robes are trimmed in violet and silver, and their focus items are often made of crystalline dragon-scale or polished amethyst.

Their magical circles often incorporate symbols of sacred geometry, representing ley lines, runes, and arcane currents.

Dragon of the Nexus

The Arcane Dragon is drawn to leyline confluences and interplanar gates, making them ideal Patrons for witches who serve as gatekeepers, wardens, or planar navigators. The Scaled Sisterhood refers to such sites as Dracogates, where the breath of the Arcane Dragon is said to thin the veil between worlds.

Some believe the first Arcane Dragon was a child of Lóngzihua and Bahamūt, combining order and mysticism into a unique being beyond the elemental hierarchy, but was cast down or out for some long forgotten crime. This is the reason Purple Dragons in general are never recorded in official histories and bestiaries. 

Others claim the first Arcane Dragon is a former consort of Tiamat, who was cast out for refusing to align with chaos or tyranny, choosing instead the neutral perfection of the arcane.

All other purple dragons are the offspring of this first Arcane Dragon. 

Saturday, September 20, 2025

Saturday Morning Cartoon Action Hour!

Dungeons & Dragons Cartoon Book 3 The Witch's Spellbook
 This one came about in a weird way. 

So my oldest and I have been playing AD&D 1st ed. Forgotten Realms at night when he gets off work. He is a chef and works till midnight. Recently though, we have also dipped our toes into the Fantasy Flight Games/EDGE Star Wars, which caused me to pull out a bunch of my original Star Wars figures.  These have been sitting on my desk for a while. Much to my wife's chagrin.  Anyway that is the background.

I have all these Star Wars figures on my desk along with some of the ReAction figures, including a Sorceress I repainted to look like Larina (I am dedicated to my obsessions). I also have a collection of various witches and the Dungeons & Dragons Cartoon characters decorating my desk. We were talking about how much I still prefer d20 Star Wars because of the D&D connections. Liam dislikes it for that reason. He wanted to know if there was a system out there that could do both. So, I told him about Cartoon Action Hour.

I spent some time with Cartoon Action Hour Season 3 a while back and even detailed Zatanna for Super Friends.

We pulled it out and thought about making a silly game with his Mandalorian Bounty hunter (using my Boba Fett from 1979, sent in my Proofs-of-Purchase!), Larina, and my repainted astromech droid KE11-N3R, or "Kenny". Cause why not, anytime we pull out a new game we try something familiar. And there may have been some beers involved. 

Star Witches

It was fun and silly, and we had a great time, really. 

While I was hungover the next Thursday (and Liam was not) I was thinking that this game might make for a good system for the Dungeons & Dragons cartoon. Cartoon Action hour specifically calls out D&D as a great example of the Saturday Morning Cartoon they loved. So, I started to think about what would work.

Dungeons and Dragons Marvel Productions / TSR Entertainment, 1983-85 When an amusement park ride goes nutty, a group of kids riding it find themselves in an entirely different world: a fantastic realm of knights, monsters and wizardry. Each of the kids is given a magical item or weapon by a kindly, diminutive sage with a habit of vanishing inexplicably at inopportune times. The heroes roam the land in search of a way back, while facing numerous threats and hazards, chief among them an evil wizard named Venger. Our Take: When it comes to fantasy retro-toons without sci-fi elements, this is the one that people instantly think of. It was consistently written, nicely animated and boasted a wide variety of adventures. It has very little in common with its namesake roleplaying game (aside from creatures and such), but it stands on its own merits nonetheless.

A while back, I had talked about the new D&D cartoon minis and how Shelia was missing from set. I said this at the time:

 I did not watch the D&D cartoon much, but I was aware of it. I can't help but wonder if the red-headed girl with a penchant for wearing purple and hoods in 1983-85 didn't somehow influence my red-headed witch with a penchant for purple dresses and black hoods in 1986?  I honestly can't say.

In fact, I didn't even think about it until I scored this D&D Cartoon "kids" book at my local game auction.  It is called "The Witch's Spell Book."

That is the image above. 

The basic plot of this  Choose Your Own Adventure is that you have the Golden Wood by finding Agnes the Witch's Spell Book. The spell causes Tiamat's heads to argue among themselves. For reasons, only Shelia can read the spell. You would think Presto, but no, it is Shelia. Each of these books featured a different character, and they tend to go for a lot of money now on eBay. See the books for Bobby (written by Margaret Weis!), Shelia, Hank, and Eric. No idea if Presto or Diana got one, but someone was Book 2. Glad I got mine a lot cheaper than that. 

Now, not to go out on a limb too far, but does this make Shelia an initiate witch?  It would in my games. She is 13 in the show, the age witches often "hear the Call of the Goddess" in my game worlds. (BTW this is what makes Larina special, she heard the Call at age 6.) There is a witch in this book, Agnes. So I guess it is possible. 

I am not 100% out in left field here. Sheila is called "La ilusionista" (The Illusionist) in the Latin American dubbing of the cartoon. And in at least one of the Spanish intros Presto and Sheila are called, "Los Magos," or "The Wizards." Same for the German dub. In the German dub, Diana is "The Princess of Acrobats."

Why not try to make an adventure of this book? I speculated that Shelia was not going to be part of my War of the Witch Queens, but maybe this could be a side-quest. Anyway, I worked up some details for Cartoon Action Hour. I mean, a spell to get Tiamat's heads to argue with each other? That is some profound cartoon logic. don't know if I'll run it yet, but I have everything I need, really.

Dungeons & Dragons Cartoon, 1986 Season

The Dungeons & Dragons Cartoon did not make it to 1986, which is too bad, really. While I did not watch it a lot when it was on, I did watch it a ton with my kids.  I can imagine a continuation of the series (many have) where we finally get to see Skylla show up. Also, since it is my 1986, my witch would show up as well. Plus, I already did stats for her.

So here is my premise. Sheila, having realized she has a knack for witchcraft due to the events of The Witch's Spell Book, seeks out some answers. She finds two witches, one good and one evil, in Larina and Skylla, but which is which? Great cartoon logic, and a chance for me to use some of the ideas originally planned for Skylla in the Cartoon. Plus the title "Which Witch" kinda writes itself. In a perfect world, it would have been written by Paul Dini.

Which Witch is Which? Written by Tim Brannan

Here is our star, Sheila the Thief. I am posting the sheets instead of text because these sheets are just to damn fun NOT to post. I gave her Cloak of Invisibility a score of 6 because it is supposed to be an artifact. 

Sheila the Thief for Cartoon Action Hour


Skylla belongs here. She is a great evil character and always up to no good. Besides, what are heroes without their villains? 

Skylla the Evil Witch for Cartoon Action Hour

Here is Larina, for her as a GMC I would tone her down a bit to the same level as Skylla.

Larina Nix the Witch Queen for Cartoon Action Hour

I fully expect some of my numbers to be off. Please remember, we were drinking while doing this. Well, I am sure Sheila's stats are good.

I also just noticed that the Dungeons & Dragons Cartoon premiered on Sept. 17, 1983. So 42 years ago!

We will have to come back to this game more often.

Wednesday, July 30, 2025

The Witches of Appendix N: Robert E. Howard, Part 2: Horror Stories

The Horror Stories of Robert E. Howard
 I am continuing on my journey through the titles of Appendix N, looking for the Witches that haunted those pages. This week, I have Part 2 of my overview of the Witches of Robert E. Howard, this time focusing on his horror tales.  As I covered in Part 1 of Howard, his DNA is deeply woven into the core of D&D. This is easy to see in Conan, the wandering mercenary (in many tales) having adventure after adventure. what I didn't expect was see so much, maybe even more, from his tales of horror.

Howard's horror runs all over the place.  He was obviously significantly influenced by Celtic history, especially with his Bran Mak Morn character, and a lot of these feed into his horror tales. There is a Conan-like character in his "The House of Arabu" doing battle with none other than Lilith herself and other demons. He even dips into Lovecraftian tales. Now, some people have called these "pastiches," but to me, they are nothing of the sort; they are original contributions to the mythos that are every bit as valid as Lovecraft's own and on par with Clark Ashton Smith. Where Howard shined, though, was "Southern Gothic"; he was to the south and south-west (esp. Texas) what Lovecraft was to New England. Many of tales are interlinked and there is some good opportunities for deep scholarship on how his tales link to each other and to his contemporaries (like Lovecraft) and even how his stories influenced others. I can't say for certainty, but his tale "The Haunter of the Ring" (already steeped in his own mythos connected to Conan) feels like it could have influenced Fritz Leiber's "Conjure Wife."  

What really surprised me was not that Howard was a good writer; he is full stop. But how great his horror stories are. Lovecraft himself sang Howard's praises, and he was worthy of them.

So who are the witches of Howard's Horror tales? Let's take a look.  Instead of going by witch, I am going to go by tale. Each witch is very much situated in each tale.

"Sea Curse" (1928)

Moll Farrell is an archetypical "Sea Witch." She lives in an old hut near the sea, where the tide almost comes to her doorstep, with her daughter. She collects shells and mussels and everyone thinks she is a witch. She proves it by laying a deadly curse on the two men who raped and killed her daughter. The men die, more or less, at each other's hands.

The tale drips with old-world superstition, the inevitability of doom, and the slow, creeping vengeance of the sea. Moll is an agent of vengeance and could have been found on a different coast on the Atlantic in some Celtic dream-hidden past.

The best part of the tale is the Ghost Ship filled with sailors who have committed foul crimes coming up from Hell to take the souls of the men. The image is fantastic. 

"Rattle of Bones" (1929)

A short Solomon Kane tale involving a haunted inn, a skeleton that rises from its resting place, and hints of ancient sorcery. Our "witch" here is an ancient necromancer from Russia who comes back from the dead for his vengeance. Not explicitly a witch, but the tale feels like it was ripped right out of a D&D adventure. 

"The Hills of the Dead" (1930)

Another pivotal Solomon Kane story where Kane teams up with N’Longa, a powerful African shaman and necromancer. N’Longa gifts Kane the magical Staff of Solomon, a potent artifact used to destroy vampires. N’Longa’s magic includes spirit possession and resurrection.

N'Longa's magic is called "voodoo" but that word wasn't used in Kane's time. The religious practices that went into voodoo (Vodún) did exist. 

Again, no explicit witch, though N'Longa is a great character, this tale is great for the abandoned city of vampires.

"Dig Me No Grave" (1937)

What would you get if Howard decided to write about the death Aleister Crowley 10 years before he died? You might get something very much like "Dig Me No Grave."

This tale deals with the temptation of forbidden knowledge. A scholar inherits an occult tome linked to a demon-worshipping cult. The story is Lovecraftian in tone, but the ritual magic and descent into damnation echo the witch-pact trope.

"The Children of the Night" (1931)

This tale is filled with ideas that Howard would come back to many times. 

First, there is the dream/reincarnation story that ties modern characters to ancient, savage rites. In later tales he even he explicitly links Conan and Bran Mak Morn to modern day people. 

Secondly, it features the Serpent People and hints at sorcerous cults and blood sacrifice. The Serpent People are the literary creature from whence a lot of D&D monsters spring. The Yuan-ti and Ophidians are the obvious ones, but in truth, these creatures bear more than a little resemblance to the class D&D Troglodytes. It might be that these were the root of those creatures. 

Third, and this one is big, it contributes to the Lovecraftian mythos by introducing the "Unaussprechlichen Kulten" of von Junzt. This is it's first appearance in print. This is one of the reasons why I say that Howard is not an imitator of the Lovecraftian mythos, he is a bona fide contributor. 

Lastly, the infamous "Black Stone," which will feature in many of his tales in one form or another.

"The Black Stone" (1931)

Speaking of which. This tale also features the Black Stone and "Unaussprechlichen Kulten." 

Arguably Howard’s most Lovecraftian tale. A monolithic stone and the rites performed there by a degenerate cult speak to primal, prehistoric sorcery. There’s an implied witch-queen who led the rites.  The monolith is now located in a village in Hungary called "Stregoicavar," meaning something like "Witch Town."  

Howard gives us a lot of history with ancient rites and even connects this to Margaret Murray's work on the Witch Cult of Europe. The toad-god the witches are worshiping is likely CAS;s Tsathoggua, a creature who would appear again in "The Thing on the Roof."

The Necronomicon gets name checked here as well.

"The Thing on the Roof" (1932)

This tale features forbidden books (Unaussprechlichen Kulten) , temple ruins, and an occultist who ignores all warnings. 

There is even a pre-Aztec Lich worshiping evil gods (likely Tsathoggua, but only described as a toad-like thing), and evil rituals.

I included this tale and the previous two not so much for their witches, but for their cults and their connection to the Mythos. 

"People of the Dark" (1932)

A man relives a past life where he was involved in betrayal and murder. This tale our narrator, John O'Brien, is the reincarnated Conan, and he enters Dagon's Cave to kill a rival for the hand of a woman. This one features almost everything. Conan, Lovecraftian connections, and even the Little People/Children of the Night. 

"Worms of the Earth" (1932)

Bran Mak Morn allies with a banished witch named Atla to awaken the Worms, ancient subterranean horrors, to take vengeance on the Romans. The story is primal, grim, and unrelenting. 

The worms appear to be another name for the quasi-human Children of the Night. The more and more I read about them the more I am convinced this where the D&D interpretation of the Troglodytes came from. 

Alta, the witch-woman of Dagon-moor, is one of our very few named witches. She is half-human and "half-worm" or Children of the Night. The implication here is that the Children were human or at least akin to humans.  She is human enough that her price to help Bran is that he must spend the night with her. Likely meaning there is some new half-human descendant of Bran out there now. 

This also features the Black Stone. Are these pieces all part of the monolith of ancient times? Hard to say. The piece that Bran uses is small enough for him to carry. 

Dagon's Moor, Dagon's Meer, and Dagon's Barrow are all mentioned here as further connections to the Mythos.

"The House of Arabu" (1952)

This tale was also published as "Witch From Hell’s Kitchen" though that title doesn't do it any justice. 

This tale features Pyrrhas, who is Conan in all but name really. Our main antagonist (well...) is Lilitu (really summoned by one of Conan's, I mean Pyrrhas's enemies), she appears very much as does the Lilitu of ancient myth with her mate Ardat-Lili. Of course Ardat-lilî is also a female demon (like the same sources as Lilitu) so imagine my humor when Howard describes Ardat-Lili as male. I guess somethings were still a bridge to far when he wrote this.

There are spells and the most interesting thing to me is the Lilith - Tiamat connection. Something I have explored more on these pages. 

"Black Canaan" (1936)

Southern gothic horror meets voodoo-style witchcraft. The antagonist is Zekura, a beautiful and deadly sorceress who wields spiritual power and commands zombies. She’s both feared and revered.

Normally I don't comment on the racism of some of these tales, but this one seem a bit much even for the time. Or maybe I just know how bad it actually was. Apropos of nothing, Lovecraft thought this was one of Howard's best tales. 

"The Haunter of the Ring" (1934)

A ghostly avenger stalks the land after being wronged in life. The haunting is linked to curses and violated oaths. No witches, but damn, this feels like it could have influenced "Conjure Wife."

It does feature the Ring of Thoth-Amon, a magical artifact possessed by a spirit that can possess its wearer. A form of sympathetic magic, where the curse leaps through the ages. This ring has appeared in Conan tales before. 

"Pigeons from Hell" (1938)

Howard’s most famous horror story. Southern gothic with heavy voodoo and ghost-witch elements. A woman in the Blassenville family turned to witchcraft and exacts revenge from beyond the grave as a zuvembie. Features zombified servants and spectral appearances.

Stephen King called this Howard's finest tale.

--

So there is a lot to dig into here. Howard obviously had heard of or read Murray's Witch Cult Hypothesis, since so many of tales embrace the central themes. Where Murray saw a continuous line of ancient fertility cults in a positive light, Howard saw an ancient pre-Christian and degenerate religion honoring dark, forgotten gods. In reality both points of view are as real as the other, and both suit my purposes well.

Moll Farrell and Atla are his main "named" witches, and each serves her role well. Moll feels like a solid Sea Witch, whereas Atla is something else. I have been exploring the concept of "Dragon Witches" within a tradition I've coined the Scaled Sisterhood. I could include ideas from ancient serpent cults too. 

Again, no "Conclusion." I want to venture deeper into the tales of Kull, Solomon Kane, and Bran Mak Morn for Part 3.

Monday, June 23, 2025

Monstrous Mondays: Rulers of Dragonkind

 Last week I posted about the D&D Rules Cyclopedia, and in it, it had the rulers of Dragons, Diamond, Pearl, and Opal. 

As an aside, I asked. "What if the Dragons were divided like this: Pearl = Chaotic, Opal = Neutral, Diamond =Lawful, Bahamut = Good, Tiamat = Evil?"

Since I already updated and redid Tiâmat for my Left Hand Path book, I thought, why not update the others as well?

Dungeons & Dragons Dragon

I have been working on a Dragon book off and on forever, so I have already figured out various mythological dragons and dragon-like creatures to add. To take inspiration for a Lawful Neutral, Chaotic Neutral and True Neutral rulers of dragons was a matter of going through some material I have already written...and cleaning it up a little. 

So here are the five rulers of Dragon kind, minus Tiâmat. She is already in my book along with Leviathan. 

Note: I consider my Tiâmat to be Chaotic Evil.
Note 2: These dragons are scaled to match my LHP version of Tiâmat.

I'll most certainly redo these over time, like I did with Tiâmat.

Vritraxion

The Star Dragon, Lord of Law

FREQUENCY: Unique (Very Rare)
NO. APPEARING: 1
ARMOR CLASS: –4
MOVE: 9” / 24” (fly)
HIT DICE: 32 + 256 (400 hp)
% IN LAIR: 80%
TREASURE TYPE: H ×4, I ×3, N, O
NO. OF ATTACKS: 3 or by breath/spell
DAMAGE/ATTACK: 2–16 / 2–16 / 6–60
SPECIAL ATTACKS: Breath weapons, spells, aura of command
SPECIAL DEFENSES: Magic resistance, immune to illusions, charms, hold, or mind-affecting spells
MAGIC RESISTANCE: 75%
INTELLIGENCE: Supra-genius
ALIGNMENT: Lawful Neutral
SIZE: L (75’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

CHANCE OF:
Speaking: 100%
Magic Use: 100%
Sleeping: 1%

Vritraxion is the embodiment of cosmic order, the radiant Star Dragon who codified the pacts that bind dragonkind. His body is a lattice of luminous crystal and stellar fire, and he enforces balance with absolute resolve.

Breath Weapons (3/day each):

  • Stellar Disjunction – Cone 8", dispels all magic and slows chaotic creatures for 1 turn
  • Law Pulse – 40' radius; chaotic creatures save vs. spell or be banished for 1d6 turns
  • Prismatic Flame – Line 10", 90 hp radiant/fire damage, save vs. breath for half

Spells: Casts 3 spells per level (1st–8th); chooses spells related to binding, banishment, light, and planar control.

Aura of Command: All dragons within 240’ must save or be affected as command or geas, lasting 1d4 turns.

Summoning: May summon 2d6 lawful dragons or planar creatures from the planes of Law once per day.

Lóngzihua

The Moon Pearl, Dragon of Chaos and Storms

FREQUENCY: Unique (Very Rare)
NO. APPEARING: 1
ARMOR CLASS: –2
MOVE: 12” / 30” (fly) / 18” (swim)
HIT DICE: 30 + 240 (375 hp)
% IN LAIR: 70%
TREASURE TYPE: H ×4, I ×3, N, O
NO. OF ATTACKS: 6 (3 bites, 2 claws, 1 tail) or by breath/spell
DAMAGE/ATTACK: 3–18 / 3–18 / 2–16 / 2–16 / 3–24
SPECIAL ATTACKS: Breath weapons, illusions, spells
SPECIAL DEFENSES: Displacement aura, blur effect
MAGIC RESISTANCE: 65%
INTELLIGENCE: Genius
ALIGNMENT: Chaotic Neutral
SIZE: L (70’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

CHANCE OF:
Speaking: 100%
Magic Use: 100%
Sleeping: 10%

Lóngzihua is a brilliant, serpentine dragon whose every movement paints the sky with color and thunder. Her coils shimmer like pearl and stormcloud, and her presence warps fate and form alike.

Breath Weapons (3/day each):

  • Prismatic Mist - Cone 8", causes confusion, mirror image, and color spray effects
  • Storm Spiral - Line 10", 10d10 lightning + concussive force (save vs. breath for half)
  • Moon Pulse - 40' radius; all within must save or go berserk for 1d6 rounds (chaos effect)

Spells: 2 spells per level (1st–8th), focused on illusion, weather, charm, transformation.

Special: Can polymorph at will, and once per day can reshape terrain within 120’ (as hallucinatory terrain + move earth).

Displacement Aura: 50% miss chance from melee attacks.

She can also cast illusions, mirror image, polymorph self, and feeblemind once per day each. 

Anantanatha

The Opaline Coil, Dragon of Deep Time, and Balance

FREQUENCY: Unique (Very Rare)
NO. APPEARING: 1
ARMOR CLASS: –3
MOVE: 6” / 21” (fly)
HIT DICE: 31 + 248 (390 hp)
% IN LAIR: 85%
TREASURE TYPE: H ×4, I ×3, N, O
NO. OF ATTACKS: 5 (2 bites, 2 coils, 1 tail) or by breath/spell
DAMAGE/ATTACK: 3–18 / 3–18 / 2–20 / 2–20 / 3–30
SPECIAL ATTACKS: Breath weapons, dream magic, entropy field
SPECIAL DEFENSES: Time suspension aura, magic resistance
MAGIC RESISTANCE: 70%
INTELLIGENCE: Supra-genius
ALIGNMENT: True Neutral
SIZE: L (80’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

CHANCE OF:
Speaking: 100%
Magic Use: 100%
Sleeping: Never

Anantanatha, the World Coil, slumbers beneath the roots of all reality. His voice echoes in dreams, his coils define time, and his presence ensures the turning of the Great Cycle. He is impartial, inexorable, and eternal.

Breath Weapons (3/day each):

  • Entropy Cloud – 40’ radius; creatures age 1d10 years (save negates), magic items must save or be destroyed
  • Balancing Breath – Line 12", 10d8 damage to all summoned/extraplanar beings (save for half)
  • Chrono Pulse – Cone 8", save or be suspended in time for 1d4 turns (temporal stasis effect)

Spells: 3 spells per level (1st–8th), typically divination, abjuration, or dream magic (e.g. legend lore, astral spell, time stop, foresight)

Special: Aura of Stillness: Spellcasting within 60’ requires a save or is delayed 1 round

Dream Gaze: Once/day, forces target into a dream-vision for 1 turn. Target is incapacitated for the duration while they see visions of their past and possible futures.

May commune with any spirit, even across time.

He may also cast legend lore, commune, astral projection, and dream once per day each.

Bahamūt
The Platinum Dragon, King of Lawful Good Dragons
The Silent Pillar, The World-Serpent of Light

FREQUENCY: Unique (Very Rare)
NO. APPEARING: 1
ARMOR CLASS: –3
MOVE: 9” / 24” fly / 6” swim
HIT DICE: 30 + 240 (375 hp)
% IN LAIR: 75%
TREASURE TYPE: Special (H ×4, I ×3, R, S, T, V)
NO. OF ATTACKS: 3 or by breath/spell/special
DAMAGE/ATTACK: 2–16 / 2–16 / 6–72
SPECIAL ATTACKS: Breath weapons, divine spells, shapechange, fear aura
SPECIAL DEFENSES: Magic resistance, immunity to evil magic
MAGIC RESISTANCE: 75%
INTELLIGENCE: Supra-genius
ALIGNMENT: Lawful Good
SIZE: L (72’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

CHANCE OF:
Speaking: 100%
Magic Use: 100%
Sleeping: 1%

Bahamūt is the Platinum Dragon of Heaven, a radiant being of sublime peace and immense power. He dwells in the Citadel Behind the East Wind, said to drift between the Elemental Plane of Air and the Seven Heavens. His vast form gleams like a storm of pearl and silver light; when he breathes, stars flicker and silence falls.

He is the immortal foe of Tiâmat, whom he cast into the Deep in ages past. Though he rarely intervenes directly, his arrival signals the end of great evils and the restoration of cosmic harmony.

Bahamūt may choose between physical attacks, divine spells, or breath weapons each round.

Physical Attacks: 2 foreclaws (2d8+6 each), 1 massive bite (6d12+8), Tail sweep possible if airborne (3d10+6, 180° arc, save or fall prone).

Breath Weapons: (3×/day each), Freezing Wind Cone (8" length, 3" base), 10d8 cold damage, save vs. breath for half.

Celestial Vapor Cloud (40' radius). Save vs. breath or become gaseous (as gaseous form) for 12 turns

Voice of Disintegration (12" line), 10d10 force damage, save for half. Structures suffer full effect.

All saving throws vs Bahamūt’s breath weapons are made at -3.

Special Powers

Fear Aura: All evil creatures within 120' must save vs. spell or flee in panic (as fear).

Shapechange: Can assume the form of any creature or object at will (as shape change).

Summon Allies: Once per day, summons 1d6 gold dragons or 7 celestial canaries (each a disguised ancient gold dragon of max age and HD).

Aura of Grace: Allies within 60' receive +2 on saving throws, protection from evil, and regeneration 1 hp/round.

Spellcasting

May cast any spell (arcane or divine) of levels 1–8

Spells per day: 3 per level

Casts as 20th-level spellcaster

No verbal/somatic/material components required

Most often chooses dispel evil, true seeing, heal, blade barrier, holy word, gate, and wish.