Thursday, May 15, 2025

Weird Bones

Something a bit different: Skeletons are one of my favourite types of enemy to throw at players in an RPG. I thought it would be fun to think about a few different takes on the skeleton, so roll a D6 and see what rises from the crypt!

Crisóstomo Martínez, CC by 4.0
from lookandlearn.com

D6 Weird Bones

1. Blood Bones - a thirst for violence that did not end in death. Their frenzy is contagious: Those who fight them might find themselves unburdened of any compulsion to observe the traditional cessation of hostilities that typically follows the defeat of an enemy.

2. Muddle Bones - there is an excitable curiosity sometimes found amongst academics that leads to a blurring of the lines between experimentation and just messing about. The study of necromancy is no exception: If a student bone-shaper were to swap the skulls of a wolf and a sheep skeleton for what they deemed a laugh, or replace the arms of a human skeleton with an additional set of legs and be delighted by their cartwheeling creation, they would be neither the first nor the last. 

3. Dry Bones - bodyguards and priests of powerful mages, bound by oaths or curses to protect their masters for eternity. The job is mostly lying around in an unassuming pile until a foolish adventurer trips over you.

4. Moss Bones - we’ve all pondered the thought experiment about the mop: If you replace the handle and then later replace the head, is it the same mop? But what about if you, as a sentient being, come into contact with that rare type of moss that grows on your skin, gradually eating away at it, replacing it with more moss? What if over time it eats all of your skin and organs, until eventually you are a skeleton covered in thinking moss? Are you still the same sentient being?

5. Frost Bones - those who clung to life against the bitter cold, enough to impress The Cold Ones themselves and be given a second chance. They no longer have empathy in their hearts for the living, but they do have jagged shards of ice that crystallize around their shoulders and forearms, which can be cast off like projectiles.

6. Iron Bones - it is almost impossible to destroy a skeleton made of iron. With so much time on their hands, existential ennui is their greatest enemy. So Iron Bones tend to go one of two ways: Either they find meaning in an unusual hobby; or they embrace nihilism (as much as one can) and become sellswords.

Till next time!

Saturday, May 10, 2025

Building a Kingdom of Alba

I've been working on a guide for referees to build their own Kingdom of Alba, which is now in a state that I can share it here! Check it out and discover how to go about Building The Kingdom for a game of Legends of Alba.

There's a couple of dependant documents which I've not written up properly yet (the pages for Crossings and Cairns refer to separate guidelines for creating an Otherworld Realm and a Barrowdeep Delve - I have some WIP for creating Otherworld Realms but haven't covered the Barrowdeeps yet) but there's enough to produce the map and background details.

Here are the results I came up with following the procedure myself. This is the player facing map for The Storm Isles (since we've got full Character Creation and Legends for that Kingdom)!


The player-facing map shows just the terrain and Settlements (the numbered towers). The ref's map shows the locations of Legends and Features
Here's some accompanying notes for the keyed locations:

Settlements

1: Fort Stormbreak, the Capital, held by Clan Wavesplitter
2: Reivers' Return, stronghold of Clan Seawolf
3: Deepharbour, stronghold of Clan Darkwater
4: Dun Firinn, smallholding, held by Clan Arrowmender
5: Mirthall, smallholding, held by Clan Greenmoor
6: Windvale, smallholding, held Clan Thunderhawk

Legends

(Marked in Red)
L1: The Fire Fish
L2: The Grey Neighbours
L3: The Master Wyrm
L4: The Mound Dweller
L5: The Seal Hunter
L6: The Silver Tower

Strangers

(Marked in Blue)

    Hags
    H1: The Ossuary, home to The Bright Shell Hag
    H2: Grave of Whispers, home to The Doom Spear Hag
    H3: The Crystal Hollows, home to The Silver Horn Hag

    Abhainn
    A1: The Cold One's waterfall
    A2: The Nourishing One's shore
    A3: The Salmon River delta

    Shellcoats
    S1: Eyecoat, collector of heart whelks
    S2: Shinycoat, adorned with painted periwinkles
    S3: Smoothcoat, connoiseur of purple urchins

Sites

(Marked in Green)

    Crossings
    X1: Unicorn Falls
    X2: The Warrior's Stack
    X3: The Giant's Ford

    Cairns
    C1: Cairn of The Gloom Lord
    C2: Cairn of The Red Champion
    C3: Cairn of The Kelp Prophet

    Wasteland
    (Lands spoiled by the Blight of the dreaded Nuckelavee)
    W1: Reclaimed tower where mortals are stricken by The Hollowing Blight
    W2: Dead forest where trees have fallen to The Liquefying Blight
    W3: Dismantled bridge where the soil is tainted by The Blackening Blight

That's it for this one, We might take a look at expanding some of these basic notes next time!

Weird Bones

Something a bit different: Skeletons are one of my favourite types of enemy to throw at players in an RPG. I thought it would be fun to thin...