Posted on Leave a comment

What kind of dragon is that?

1. Aluminium. The other dragons make fun of it because it’s weaker than they are; it has hollow metal bones, great feathered wings, and its maw is more beak than teeth. Instead of gouts of flame, it emits a stabbing jet of superheated air with an ear-splitting screech that can easily melt through steel. Its hollow bones are highly prized by collectors who use the super-light materials to make flying machines.

2. Trash. It comes from the elemental plane of Trash (which is where goblins are from) and it consists mostly of leftover junk, leaf matter and old rags. It smells awful, it has a terrible (if enthusiastic) sense of humour and it vomits up high-pressure streams of slurry about once every three hours, whether it wants to or not. There is no particular reason to go trash dragon hunting, other than to stop the smell.

3. Corvid. They hang out in cemeteries (or mass graves of their own creation) and collect bones, skulls, mementos mori and death cults; they are all in love with The Morrigan, a death goddess, who doesn’t really care for them. They build great piles of bones to try and draw her attention, and sing to her in the night, and it’s rumoured that once every twenty years or so she ascends from the underworld and takes one as a pet.

4. Hermit. They live in buildings, except; they pick the buildings up with their bodies and move around. Most of the ones you’ll see in the wild have stolen potting sheds or pagodas, and make do with shuffling around and keeping themselves to themselves. The really dangerous ones are big enough pick up seriously heavy buildings, like inns or churches, or that happen upon structures with some kind of resonance; you’ve heard tell that there’s one in the mountains who’s stuck in a wizard’s tower that he’s way too big for, but he’s unwilling to give up the spellcasting ability that it gives him.

5. Mouse. They’re pretty much the same as your standard common-or-garden fire-breathing sky reptile, but they’re the size of a mouse and they come in groups of about fifty or so. They’re not much of a problem, really, aside from a nasty little bite and the ability to set fire to your house from inside the walls. Some rich kids keep them as pets, which is how most infestations start.

6. Dust. Dragons don’t die of natural causes; they just get less and less vital over the centuries, and eventually shift into a sort of stuttering zoetrope half-existence. Dust dragons are the final stage of this process, and they’re almost all pathetic, sorrowful creatures, looking for a way to fix it. They leave dust wherever they walk, and breathe gouts of entropy over people who mess with them – equipment breaks, teeth fall out, vision falters and fades, and the truly unlucky just lay down and die.

7. Train. These ones don’t fly; they’re long, and they have an awful lot of stubby leg, and they stomp at speed across the flatlands, shovelling the topsoil into their mouth and sieving it for nutrients before ejecting it as dry dust through special gills. (The dust hangs in the air behind them, so you can usually tell they’re inbound and get out of the way.) Having few natural predators on account of their size, they’re content to charge around the highlands; several enterprising merchants have tried to use them as beasts of burden, but steering them has proved all but impossible.

8. Dream. There’s a special kind of opium that appeared on the market a few years ago, and everyone’s crazy for it; you take it, and you dream of a vast and mighty empire in which you are ruler, and scintillating, crystalline dragons fly above you in the skies. Here’s the deal: those dragons are real, except they can only exist in the dreams of people who take this opium. (It was a curse. You know curses.) Now, if enough people in one place dream of them at once, they can start to manifest in the real world.

9. Steel. Metallic dragons are naturally-occurring; these ones are alloyed, so they’re the result of careful interbreeding and genetic engineering at the hands of wizards. They’re smart, well-armoured, keen tacticians and, rather than use their breath glands to throw fire (or acid or frost or what have you) they can bellow their commands at a volume where they can be heard far across the battlefield. (Or: yell at you until you burst from sheer sonic pressure.) The other thing you need to know about steel dragons is that they all rebelled against the wizards about seventeen years ago, set up a feudal culture far to the north, and now they’re coming back with their own armies.

10. Ape. We don’t know how it happened. Wizards? Probably wizards. Anyway, what’s important now is: these things are the size of small houses, built like gorillas, and they can breathe fire but instead they tend to focus on punching things to death and then tearing them into pieces. Unlike normal dragons, these guys have a family-based social structure, so they’re in groups of ten or more and they’re stomping all over the city as we speak.


Remnants is a series where Chris and Grant, the creative leads behind Rowan, Rook & Decard, create a fantasy world through the use of Dx tables. Because who has time to read a full setting book?

[REMNANTS] Once upon a time, when the dragon-kings ruled the aetherealms and the Witch-Queens fought grand duels over generations with arcana of unimaginable power, the worlds split apart. There was too much magic, and reality couldn’t bear the weight any longer. The otherworlds splintered apart like ships crashing against a shoreline; but the pieces remained, shards of reality, and they pierced the material realm. A thousand dimensions, all attached to various degrees, to the prime material: some forgotten, some overrun with new inhabitants, some spawning monstrous creatures into the world, and some ripe for plundering.

Header image by Michael Day on Flickr

Posted on Leave a comment

What’s defending the lich’s sanctum?

1 – A roiling tornado of bone. Looks like a spell got out of hand; this thing has been spiralling through the catacombs for years, bashing open coffins and adding the contents to itself. The Lich might even be in here, trapped, and more insane than ever.

2 – Copies of adventurers. They’re simulacra of bone and dried flesh, glamoured to look like people – people you know. The lich has a keen interest in history, and used to be an adventurer themselves, so they use magic to make their minions act out famous stories for their amusement. The ones defending the place are either: a younger version of the grizzled ex-soldier who runs the inn in town, inaccurate caricatures of legendary fantasy races, or wildly exaggerated copies of the player characters themselves. A canny group could disguise themselves as the undead guardians, if they can act appropriately.

3 – A great inland sea, still as a mirror, with the creaking bones of an awakened leviathan corpse beneath the surface. Which is weird, because the sanctum is a regular-sized building; clearly the lich built around a world-shard, or something. Anyway, you’ll need to find a boat if you want to reach her.

4 – A shifting labyrinth full of necromantic traps. The traps, and the shifting walls, are made of animated bones and flesh; you catch a glimpse of a skeleton without hands, its wrists grafted to the wall, sliding a section into place as the maze rearranges. The concealed pit trap is a load of skeletal hands holding up the floor, and they let go when they sense intruders on the surface; the crossbow traps are made of the top halves of soldiers, enchanted to watch and wait forever. The lich’s own energy is so potent and distinctive that she can walk through the maze without fear – the skeletons simply don’t attack her, and move the environment however she pleases. If you could grab something stained with her power, you might be able to enjoy the same freedoms.

5 – The crushing innards of a great chthonic beast. It died to make the world alive, or the sun come up, or something; the lich found the corpse far beneath the earth, raided the tomb, and brought it back to life so she could live in it. It’s huge – easily the size of a town, with a mouth like a valley – and, over the years, the lich has refined the innards to be controlled from a central dias in the belly. From there, she can crush intruders by wrenching the windpipe shut, or animate the razor-sharp teeth that line the throat. (The reason why you’ve got access now is that she’s come up to ground level; she’s attending her great-great-great-granddaughter’s wedding.)

6 – A picket fence. She’s just moved in down the road and she’s trying not to make a scene. Being a lich isn’t technically a crime; doing necromancy is. But she’s offered to have her skeletons help defend the town and bring in the crops, and she seems nice, so.

7 – Whirling revellers. The lich decided to make her afterlife one constant party, seeing as she no longer needs to sleep, so she sent out a psychic invite to the wildest hedonists she could uncover and let it happen. The party is currently in its thirtieth year, and shows no signs of stopping any time soon; she keeps the wine, drugs and song flowing and takes lovers, both living and undead, from the ranks of the debauched throng that lines the halls of her palatial mansion and grounds.

8 – Angels. Or: things that look like angels – too many faces, lots of wings, fire, the works. They’re true neutral beings, devoted to equality in the cosmos, and a series of big wins against the forces of evil and death have shifted the balance too far towards the living and the “good.” They’re defending her while she makes an army of undead to sally forth and destroy the nearby towns; they view it as part of the ecology of the world.

9 – A load of churches. There’s a turf war going on in the undead community; the vampires are taking land down by the south side of the river, there’s a wight and a banshee who just got engaged and are Bonnie-and-Clyding their way through the farms on the outskirts, and the zombies are revolting. The lich has built her sanctum inside a ring of churches and she teleports in there; should any other living dead try to approach, they’ll have to deal with the sanctified ground.

10 – A dwarven stronghold. She snuck in here many years ago and has been operating secretly, stealing dwarf bones from the cemeteries and animating them into a sort of army; if she can take the armoury, they’ll become a force to be reckoned with. A trusted oracle saw her presence in a vision; the dwarves refuse to believe that she’s there, and won’t let you into their inner sanctums to investigate. Can you persuade them to provide access, or will you have to sneak inside?


Remnants is a series where Chris and Grant, the creative leads behind Rowan, Rook & Decard, create a fantasy world through the use of Dx tables. Because who has time to read a full setting book?

[REMNANTS] Once upon a time, when the dragon-kings ruled the aetherealms and the Witch-Queens fought grand duels over generations with arcana of unimaginable power, the worlds split apart. There was too much magic, and reality couldn’t bear the weight any longer. The otherworlds splintered apart like ships crashing against a shoreline; but the pieces remained, shards of reality, and they pierced the material realm. A thousand dimensions, all attached to various degrees, to the prime material: some forgotten, some overrun with new inhabitants, some spawning monstrous creatures into the world, and some ripe for plundering.

Header image by Badlands National Park on Flickr

Posted on Leave a comment

What’s under the church?

1 – Another church. Older, for a different religion; lots of crows, tapestries of a great and terrible crown. Roll again on this table to see what’s under this one.

2 – A roiling mass of worms. You can’t tell how far down they go, or what they’re surviving on down there. The door slams shut behind you.

3 – An underground cave system. Mostly it’s flooded, but the one dry-ish tunnel leads to the basement of a brothel in town.

4 – A forgotten library. It’s got the original religious texts of the church above it in there, but it seems like no-one knows it’s here. This would be an excellent opportunity to set yourself up in a prophecy of your own invention, if you’ve got a pen to hand.

5 – The anti-church. Built by a sect of True Neutral monks, this anti-church dwells beneath the above church and espouses completely different values for the sake of balance.

6 – A vault containing contraband treasure. Looks like it’s stamped with the insignia of the evil overlord who was cast down from his throne of blood thirty years ago. They (or anyone else who picked it up) would have a hell of a time shifting this. Why do they have it, anyway?

7 – A labyrinth, made out of repurposed wood. It’s filled with half-starving feral boars and the scant remains of the last people who came down here.

8 – A portal to heaven. At least: they reckon it’s a portal to heaven. It’s definitely a portal. The priests here are rapturing people from the local community after deeming them worthy of entrance into the great eternal. (God knows where it really goes, though. Would be a laugh if it actually was heaven, eh.)

9 – An enormous chasm, going way, way down. You can hear music – bells, flutes, pipes etc – and cackling coming from the bottom.

10 – A dark void. A magic hole in space and time, a portal to the elemental plane of No. The church was built on it to contain it, but their wards are failing, and now it’s only a couple of feet beneath the main altar.

11 – A vampire. Leave him alone! He’s trying to sleep.

12 – A suspicious quantity of arms and armour. Good stuff, too. Non-magical (aside from a handful of potions) but it’s of strong make, and there’s enough here to outfit a squad to do some serious work. Which is odd, because it’s hidden beneath a godsdamned church.

13 – A prison. They put sinners here. Sometimes they put food here. The town is calm and peaceful and crime-free, and they like it that way, so no-one asks too many questions about the black-masked priests who walk the streets at night and drag away the undesirables.

14 – A wizard’s tower. You’d think it’d be the wrong way up, but there’s a sky under here and everything; the tower is on a promontory overlooking a wild sea, and you can see something huge shifting under the waves. Wizard’s a bit of a weirdo; she says she’s studying the air currents here, and refuses to believe that there’s a church in her basement.

15 – Catacombs. But: round here, while you’re in mourning, you go and live with the dead under the church. Some folks never come out of mourning. There are about thirty people down there at any given time, and at the end of a funeral, family members are escorted down into the depths with the body.

16 – The same church, but last week. It’s one of the weird sharding effects of the cataclysm; the church is underneath itself, inverted, but the one underneath is a week in the past. As long as you visit the church once a week and stay on good terms with the vicar(s), you can effectively cheat death so long as you don’t mind getting kidnapped by your mates from the future every now and again.

17 – A hospital. The staff here are trying to hide the fact that there’s an outbreak of plague in the area; if it gets out, the panic would be impossible to handle. Their beds are filling up, and they’re on the verge of uncovering a cure, but time is not on their side.

18 – An opium den. None of the priests are actually priests; they’re drug dealers, and most of the town is in on it. They run a pretty solid operation, and don’t care about killing people who shove their noses in where they don’t belong.

19 – An orcish invasion. They’re tunnelling in from their world of darkness and fire and hate, and they’re hungry to see the light and feast on the pleasures of the surface world. You find evidence of an orc camp in the cellar, and then hear the unmistakable sound of iron-shod boots clattering against flagstones.

20 – Cogs from the machine that keeps the world turning. They creak and click at an incredibly slow rate, and beneath you, the sound of vast cthonic rumbling hints at something far larger beneath you. This is a maintenance access panel, but: do you really want to go exploring down here?


Remnants is a series where Chris and Grant, the creative leads behind Rowan, Rook & Decard, create a fantasy world through the use of Dx tables. Because who has time to read a full setting book?

[REMNANTS] Once upon a time, when the dragon-kings ruled the aetherealms and the Witch-Queens fought grand duels over generations with arcana of unimaginable power, the worlds split apart. There was too much magic, and reality couldn’t bear the weight any longer. The otherworlds splintered apart like ships crashing against a shoreline; but the pieces remained, shards of reality, and they pierced the material realm. A thousand dimensions, all attached to various degrees, to the prime material: some forgotten, some overrun with new inhabitants, some spawning monstrous creatures into the world, and some ripe for plundering.

Header image by fly on Flickr

Posted on Leave a comment

What’s weird about this flying castle?

1 – It’s powered by divine energy, rather than arcane, so the central structure is a huge chapel with a hundred-strong choir belting out devotional hymns around the clock. If they stop singing, the god who makes the thing fly will look away from it, and it’ll crash to the ground – or that’s what they believe, anyway. The place hasn’t been silent in over a hundred years.

2 – Goblins stole it, and they’re using it as a sort of skyborne pirate ship to raid cliffside towns all down the coast. They can’t steer it very well and keep bashing into things, so the external structure has sustained massive damage – it’s basically flying ruins at this point, tied together with stolen rope and steered with a massive, threadbare sail.

3 – It’s piloted by an order of do-gooding Paladins on a righteous quest – to rid the world of evil. “Ridding the world of evil” seems to consist of wearing flashy armour, investing their reclaimed treasure hoards in shady businesses, and getting in good and cosy with the rulers of the land by air-dropping in and solving all their problems at the point of a shimmering blade.

4 – The mountain underneath it crumbled away hundreds of years ago in a devastating rockslide, but the skeleton wizard who lives there has such almighty powers of solipsism that the castle never fell along with it. But: whenever he starts to doubt himself, the castle drops a few hundred feet – and the who built their village below it (in what seemed like a good idea at the time) are starting to get worried.

5 – It’s a loose door to the Elemental Plane of Dungeons, an MC Escher-like cryptogeometric maze fought over by five unstable alliances of monstrous humanoids. “Doors” like this one cruise all over the globe, following inscrutable patterns (Leylines? Solar energy? Dragons?) and, after a few years, crash hard into something. Eventually, the links to the elemental plane die off, and it’s just a normal subterranean megacomplex. Wizard-scientists believe that over twenty per cent of the world’s dungeons are naturally-occurring.

6 – It used to be a private zoo for the son of an obscenely wealthy noble, who would visit it on occasion and enjoy the oddities of the world laid before him. But: something went wrong. (Something always does.) Now the entire thing is overrun with dangerous creatures – some of them magical – and now he’s asking you to rescue some important documents of lineage he was keeping there for safe purposes. If you could do it before his father’s funeral next week, that’d be super.

7 – The entire thing is jam-packed with cats and almost nothing else alive; they line the streets, lick themselves on balconies, piss up abandoned library shelves, and survive on rats and the occasional pigeon. Legends tell of a cursed clan who lived there, and were turned to cats for their insatiable curiosity by some vengeful god, but you know what legends are like. Maybe the owner just really likes cats.

8 – It skips like a stone across the waters of the sea after being flung in the dim and distant past by a giant folk hero. (Giant folk stories pretty much all end with the antagonist being thrown into the sea, or at the very least a big hole. It’s tradition.) The guy was so strong that the castle is still moving in huge, predictable arcs to this day. Fishermen know to avoid certain spots in the ocean at certain times of the year.

9 – It’s held up by thousands of birds. They shit everywhere. It’s gross.

10 – Once upon a time, a wizard enchanted her castle to fly around the place. Then: she landed in town to get some turnips and opium, and some bastards stole it; but it was a modest castle (more of a shed, really), and there wasn’t enough room to accommodate everyone in the gang, so they built on top of it.

That was… twenty years ago? The original structure has long since been obscured by successive builds and rebuilds; the magical energies of the castle make even shoddy constructions unnaturally resilient. It now resembles a sort of curled-up hedgehog the size of a small village with wooden towers and gantries coming out of it in every direction; it is impossible to land the thing, and so the flying shanty town hovers around the plains of the world, its inhabitants trying to scrape out an existence as best they can.


Remnants is a series where Chris and Grant, the creative leads behind Rowan, Rook & Decard, create a fantasy world through the use of Dx tables. Because who has time to read a full setting book?

[REMNANTS] Once upon a time, when the dragon-kings ruled the aetherealms and the Witch-Queens fought grand duels over generations with arcana of unimaginable power, the worlds split apart. There was too much magic, and reality couldn’t bear the weight any longer. The otherworlds splintered apart like ships crashing against a shoreline; but the pieces remained, shards of reality, and they pierced the material realm. A thousand dimensions, all attached to various degrees, to the prime material: some forgotten, some overrun with new inhabitants, some spawning monstrous creatures into the world, and some ripe for plundering.

Photo by Sean MacEntee on Flickr