Witch Trials Memorials: Resisting the Specter of Mass Hysteria

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The witch trials memorial is a commemorative site that serves as a reminder of the dark period in history known as the witch trials. These trials, which took place primarily in the 16th and 17th centuries, were a series of hearings and prosecutions of individuals accused of practicing witchcraft. The memorial is usually located in a town or city where the witch trials occurred, and its purpose is to honor those who were falsely accused and executed during this time. The memorials vary in form and design, with some featuring sculptures, plaques, or dedicatory inscriptions. One of the most well-known witch trials memorials is the Salem Witch Trials Memorial in Salem, Massachusetts. This memorial is located adjacent to the Old Burying Point Cemetery, where some of the accused were buried.


I am not a messiah sent to you by the Dark Powers of this land. I have not come to lead you on a path to immortality. However many souls you have bled on your hidden altar, however many visitors you have tortured in your dungeon, know that you are not the ones who brought me to this beautiful land. You are but worms writhing in my earth.

Shattered glass alarmed Gim and Howland, who came running from the servants quarter enough to see Miriam slam the door shut on the conservatory room. Behind the southwest corner of the kitchen was a dumbwaiter, which the group considered for a moment, sending Howland up to gather some intelligence before coming back down, but the idea was scrapped.

Gleaming specter curse sea of thieves

This memorial is located adjacent to the Old Burying Point Cemetery, where some of the accused were buried. It consists of a granite bench surrounded by stone walls, with the names of the victims inscribed on small plaques. The design of the memorial seeks to create a contemplative space for visitors to reflect on the tragedy and loss that occurred during the Salem witch trials.

Gleaming specter curse sea of thieves

The adventurers descending, and struck a torch, as it was incredibly dark in the basement. Of the two paths immediately available to the adventurers, they took the southern path. The first room they stumbled upon was a dining hall of sorts, which contained a wooden table flanked by long benches. Moldy humanoid bones lie strewn on the dirt floor – presumably – remains of the cult’s vile banquets. Here, three more paths presented themselves; east, west, and south. The adventurers continued to take the southern path, where they heard the grunts and moans of a following encounter; Ghouls.

Here, in close quarters, they struggled against the undead. Shields, swords, warhammers, and arrows met the spongy flesh of the undead, and they felled the Ghouls.

They stood at a crossroads in this hall shortly after the battle. North – the dining hall where they came from, west – down a flight of stairs where some chanting can be heard, and west, or south, completely silence.

Here, they entered an opened room, perhaps the den of the cult leader. A chandelier was suspended above a table in the middle of the room, which was joined by two high-backed chairs. An empty clay jug and two clay flagons atop it. Iron candlesticks stood in two corners, their candles long since melted away. The door to the south-east was left alone, and they moved into a western corridor here which led to a room with a large wood-framed bed. It had a rotted feather mattress, a wardrobe containing several old robes, a pair of iron candlesticks, and an open crate containing dozens of candlesticks. At the foot of the bed was a footlocker, an upon its opening, a Ghast emerged from the ground.

It bursted forth in tattered black robes, surprising our adventurers, but they were able to obtain an upper-hand and smite it.

In the footlocker from before, they found a folded Cloak of Protection (2 healing), a chain shirt, a mess kit, a flask of alchemist’s fire, a bullseye lantern, a set of thieves tools, and a spellbook with a yellow leather cover containing various Wizard Spells.

A brief respite, our adventurers guarded the entrance of these quarters and rested momentarily.

After their rest, the adventurers went back to the crossroads hallway just before the dining hall, and went East, away from the chanting.

Here, they witnessed the Darklord’s Shrine. The room was festooned with moldy skeletons that hung from rusty shackles against the walls. A wide alcove in the south wall contained a painted wooden statue carved in the likeness of a gaunt, pale-faced man wearing a voluminous black cloak, his pale left hand resting on the head of a wolf that stood next to him. In his right hand, he held a smoky-gray crystal orb. The room had exit in the south-wall, and the north wall – where they arrived. Chanting from the west hall can still be heard, though faintly, in here.

Astrapi peered into the orb held in the right hand of the shrine, within it, a reflection of the room they all stood in, except three shadowy like figures approached the group silently and slowly. She called out to the group.

To arms! Darkness is upon us!

And they warred with the shadows not with shields and swords, but with radiant light and arcane magics.

The darkness here was repelled, and they moved to the south-wall exit. Here, they saw an ornately carved door, and went through it, walking into the den from earlier. Howland, being the last to leave the room, closed the door and was promptly bludgeoned in the back of the head by a mimic in the shape of said door.

Wood shrapnel and splinters littered the room after they were done.

And once again, they returned to the crossroads hallway just before the dining hall, and this time they went West, towards the chanting. They followed the path down a flight of stairs, and walked into a Reliquary of sorts. “Relics” that might have been used in rituals are stored in niches along the walls. The southernmost tunnel of this room sloped down at a twenty-degree angle into murky water and ended at a rusty portcullis.

They moved forward, away from the portcullis, into a Prison. The cultists here shackled prisoners to the back walls of the alcoves here. The prisoners were long gone but their bones remained littered in the floor. A secret door was found by Astrapi and Miriam, and before long, the group accumulated their strength to knock it down and breach the Ritual Chamber within.

Here, the chanting stopped as they entered this forty-foot square room. The smooth masonry walls provided excellent acoustics. Featureless stone pillar supported the ceiling. Murky water covered most of the floor. Stairs led up to dry stone ledges that hug the walls. In the middle of the room, more stairs rose to form an octagonal dais that also rose above the water. Rusty chains with shackled dangled from the ceiling directly above a stone altar mounted on the dais. The alter was carved with hideous depictions of grasping ghouls and was stained with blood.

One must die! One must die!

The chanting rose once more as dark apparitions appeared on the ledges overlooking the room. Each one resembled a black-robed figure holding a torch, but the torch’s fire was black and seemed to draw light into it. Where you’d expect to see faces are voids.

None will die!

Astrapi spoke defiantly against the chanting. And it stopped.

He is the Ancient… he is the Land… he is the Ancient… he is the Land…

Lorghoth the Decayer, we awaken thee!

The end comes! Death be praised!

This chant roused a shambling creature in the southern alcove in the room. It rose to at least thirteen feet tall, its eyes a dark void like the empty faces of the black-robed cultists lining the room.

The chanting continues, and our adventurers focused their concerted efforts against Lorghoth, but every strike and every blow was shrugged off. Lorghoth grabbed at Howland, bludgeoning and grasping him in the same motion, submerging Howland in his entirety into Lorghoths body of vines and roots which grasped and began to suffocate him. Astrapi approached after Miriam grabbed the attention of Lorghoth and freed Howland. The group then began to attack the apparitions, and Lorghoth roared in pain. One by one, they diverted their tactics from focusing on this monstrosity, to destroying the chanting black-robed cultists. After they were destroyed, Lorghoth was vulnerable, and it writhed as it slowly stormed up the dais. It attempted to bludgeon Miriam, instead slamming into and breaking the surface of the dais and crumbling the altar into broken and brittled rock.

Finally, Lorghoth was felled.

The adventurers gathered their composure and finally went outside, where they saw a signpost that was turned and faced towards the home.

DANGER ! DEATH HOUSE ! ALL WHO GO IN NEVER COME BACK OUT !

And from one of the homes in the distance, the group heard a drunk Barovian call out;

Welcome to Barovia!

Chapter 2: A Dance with the Devil

JUN/2017
The Durst Home

As soon as the party entered, something was amiss. The rusted iron portico and double doored entrance slammed shut behind them, and locked. A slow mist swarmed around the house, almost trapping them inside the abode itself. The party was undeterred however, and would continue scouring through the house – they knew a monster was here, perhaps its machinations are what caused the doors to lock shut behind them.

The main hall of the home ran the width of the house itself, with a black marble fireplace at one end, and a sweeping red marble staircase at the other. Mounted on the wall above the fireplace was a longsword with a windmill cameo worked into the hilt. The wood-paneled walls were ornately sculpted with images of vines, flowers, nymphs, and satyrs. The adventurers split at the first floor. Miriam and Howland walked into an oak-paneled room that looked like a hunter’s den. Mounted above the fireplace in here was a stag’s head, and positioned around the outskirts of the room were three stuffed wolves. Two padded chairs draped in animal furs faced the hearth, with an oak table between them supporting a cask of wine, two carved wooden goblets, and a pipe rack, and a candelabrum. A chandelier hung above a cloth-covered table surrounded by four chairs. Two cabinets stood against the wall, and along the east side of the wall, the cabinet was locked, when Miriam left this room to rejoin the others, Howland attempted to lockpick the cabinet. After failing, Miriam came back into the room and inquired on what Howland was doing. Howland deflected, and the discussion was dropped.

Astrapi and Gim found their way into the kitchen and pantry. Which was tidy, with dishware, cookware, and utensils that were neatly placed on shelves. The worktable had a cutting board and rolling pin atop it. A stone, dome-shaped oven stands near the east wall, its bent iron stovepipe connecting to a hole in the ceiling. Behind the southwest corner of the kitchen was a dumbwaiter, which the group considered for a moment, sending Howland up to gather some intelligence before coming back down, but the idea was scrapped.

The dining room’s centerpiece was a carved mahogany table surrounded by eight high-backed chairs with sculpted armrests and cushioned seats. A crystal chandelier hung above the table, which was covered with resplendent silverware and crystal-ware polished to a dazzling shine. Before leaving, Astrapi took a silvered knife from the table.

Back in the hall, before the adventurers moved up to the second floor, they noticed the ornately sculpted images of vines, flowers, nymphs, and satyrs; saw serpents and skulls inconspicuously woven into the wall designs.

The second floor’s upper hall carried unlit oil lamps that were mounted on the walls of this elegant hall. Hanging above the mantelpiece is a wood-framed portrait of the Durst family; Gustav and Elisabeth Durst with their two smiling children, Rose and Thorn. Cradled in the father’s arms is a swaddled baby, which the mother regards with a hint of scorn. Miriam stepped into a conservatory of sorts, with gossamer drapes that covered the windows of this elegantly appointed hall, which had a brass-plated chandelier hanging from the ceiling. Upholstered chairs line the walls, and stained-glass wall hangings depicted beautiful men, women, and children singing and playing. Miriam’s closer inspection of the wall however, revealed that several of the men, women, and children, were carvings of well-dressed skeletons. In her haste, she grabbed one of the upholstered chairs that lined the wall, and threw it out the window. Shattered glass alarmed Gim and Howland, who came running from the servants quarter enough to see Miriam slam the door shut on the conservatory room.

What happened?
This house is a trap, we can’t leave.

Miriam began to elaborate on the fog that began to creep and crawl into the conservatory room after she smashed the window. The area behind the now closed door was compromised, so the adventurers would surely put themselves in danger if they returned into that room.

Astrapi was not cognizant of the window being smashed, as she was pouring through the library of the Durst Home. Red velvet draped covered the windows of the library, an exquisite mahogany desk and a matching high-back chair faced the entrance. The fireplace had a framed picture of a windmill perched atop a rocky crag, which hung above it. Situated in corners of the room were two overstuffed chairs. Floor-to-ceiling bookshelves lined the south wall. A rolling wooden ladder allowed one to more easily reach high shelves. Astrapi noticed a red-covered book with a blank spine, and upon pulling on it, notice that it was a switch hiding a secret door which propped open in front of Astrapi. She called out to the adventurers just before entering.

The secret room contained bookshelves packed with tomes. More interesting to the adventurers, however, was a heavy wooden chest with clawed iron feet that stood out against the south wall, its lid half closed. Sticking out of the chest was a skeleton in leather armor. Closer inspection revealed that the skeleton belonged to a human who triggered a poison dart trap. Three darts were stuck in the dead adventurer’s armor and ribcage. Clutched in the skeleton’s left hand is a letter bearing the seal of Strahd von Zarovich, which the dead adventurer tried to remove from the chest. Written in flowing script, the letter read as follows;

My most pathetic servant,

I am not a messiah sent to you by the Dark Powers of this land. I have not come to lead you on a path to immortality. However many souls you have bled on your hidden altar, however many visitors you have tortured in your dungeon, know that you are not the ones who brought me to this beautiful land. You are but worms writhing in my earth.

You say that you are cursed, your fortunes spent. You abandoned love for madness, took solace in the bosom of another woman, and sired a stillborn son. Cursed by darkness? Of that I have no doubt. Save you from your wretchedness? I think not. I much prefer you as you are.

Your dreadlord and master,

Strahd von Zarovich.

The letter confirmed the adventurer’s suspicions, a darkness slumbers beneath the home. The chest also contained three spell scrolls; Bless, Protection from Poison, and Spiritual Weapon; the deed to a windmill, and a signed will. The will is signed by Gustav and Elisabeth Durst and bequeathes the house, the windmill, and all other family property to Rosavalda and Thornboldt.

They continued upwards along red marbled staircase, which stopped at a dusty balcony with a suit of black plate armor that animated.

A quick skirmish was had, and the animated armor was dispatched. But an animated suit of armor was the least of their worries. They grouped together now, making sure not to split the party throughout the rest of the abode. Their first exploration on the third floor revealed a nursemaid’s suite. Dust and cobwebs shrouded an elegantly appointed bedroom and an adjoining nursery, with a balcony that overlooked the front of the house. Here, a specter manifested in the bedroom’s mirror that was only visible to Howland. He saw what resembled a terrified, skeletally thin young woman. The specter revealed that she was taken to the altar deep beneath the home, hung up by her wrists, disemboweled and fed to the monstrosity.

The nursemaid’s suite had a secret door which exposed a hidden staircase, the adventuring party moved up together to the fourth and last floor of the Durst home. They opened the door at the top of the staircase into a bare attic hall which was choked with dust and cobwebs. The children’s room was held shut with a padlock, but that was addressed by Howland using his tools to pick the lock. The children’s room contained a bricked-up window flanked by two dusty, wood-framed beds sized for children. Closer to the door was a toy chest with windmills painted on its sides and a dollhouse that’s a perfect replica of the dreary edifice in which they stood. The furnishings are draped in cobwebs. Lying in the middle of the floor were two small skeletons wearing tattered but familiar clothing. The smaller of the two cradled a stuffed doll that they also recognized.

Astrapi immediately covered the children with a blanket and spoke a prayer. Suddenly, a loud rumbling sound emitted, a pathway opened, revealing a stairwell from the attic down to the basement.

Chapter 1: Part 7 – The Death House

The secret room contained bookshelves packed with tomes. More interesting to the adventurers, however, was a heavy wooden chest with clawed iron feet that stood out against the south wall, its lid half closed. Sticking out of the chest was a skeleton in leather armor. Closer inspection revealed that the skeleton belonged to a human who triggered a poison dart trap. Three darts were stuck in the dead adventurer’s armor and ribcage. Clutched in the skeleton’s left hand is a letter bearing the seal of Strahd von Zarovich, which the dead adventurer tried to remove from the chest. Written in flowing script, the letter read as follows;
Wicth trials memorial

Other witch trials memorials can be found in various locations around the world, including Europe, where the majority of the witch trials took place. These memorials serve as a powerful reminder of the dangers of intolerance, fear, and mass hysteria, as well as the importance of justice and the protection of civil liberties. The witch trials were a dark chapter in history, characterized by rampant superstition, fear, and prejudice. Many innocent people, mostly women, were accused of witchcraft and subjected to unfair trials, torture, and execution. The witch trials memorial represents a collective effort to remember and learn from this tragic period, and to ensure that such injustices are not repeated in the future. Visiting a witch trials memorial can be a somber and reflective experience. It provides an opportunity to honor the victims, learn about their stories, and reflect on the societal conditions that allowed for such a travesty of justice. It also offers a chance to promote awareness and education about the dangers of witch hunts and the importance of protecting the rights and dignity of all individuals in society. In conclusion, the witch trials memorial serves as a poignant reminder of the dark history of witch trials and the injustices that took place during that time. It stands as a testament to the victims and a call to remember and learn from the past, ensuring that such injustices are not repeated in the future..

Reviews for "Witch Trials Memorials: A Call to Remember the Lives Lost"

1. John - 1/5 rating - The Witch Trials Memorial was a complete waste of time. There was hardly anything to see except for a bunch of stones with names engraved on them. The information plaques were sparse and didn't provide enough context or history about the witch trials. I expected something much more informative and immersive. Overall, I was extremely disappointed with this memorial and would not recommend it to anyone looking to learn about the Salem witch trials.
2. Sarah - 2/5 rating - While I understand the importance of remembering the victims of the witch trials, the Witch Trials Memorial lacked the necessary elements to make it a worthwhile experience. The layout seemed confusing, with no clear path or organization to follow. Additionally, the lack of informative signage or audio guides made it difficult to understand the significance of each memorial stone. I appreciate the effort put into creating this memorial, but I believe it could be improved to offer a more educational and engaging experience for visitors.
3. Michael - 2/5 rating - I was really expecting more from the Witch Trials Memorial. The design and atmosphere were underwhelming, and there was a lack of engaging exhibits or interactive elements. The information provided was limited, and I left feeling like I hadn't learned much about the Salem witch trials. It's a shame because this dark period in history deserves a more comprehensive and immersive memorial. I would suggest exploring other attractions in Salem that offer a better understanding of the witch trials instead.

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