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WHAT DOES THIS UNICORN WANT?

1 – Elf flesh. Its horn functions as an always-on Hand of Glory, which immobilises any elf who looks at it because it’s so beautiful. Then the unicorn eats them. But it hasn’t evolved canine teeth yet, so it takes a while, and they’re alive for most of it.

2 – It’s an emissary from the forest people, and they are demanding that the two most beautiful people come back with it to the deep woods to be their king and queen. Some people are jumping at the chance to grab at what they see as easy power, but the elders of the village understand all too well the terrible price that such a position holds.

3 – To retire and live fat and lazy with the indulgent wizard recluse who lives at the top of the village. But it needs to get an audience with her, first.

4 – To hunt people: despoilers of the forest who have burned the trees and poisoned the earth, that are hiding out in the village. It has sworn an oath to destroy them, no matter the cost. Are they performing dark rites out there, or are they just trying to make a living off the land?

5 – Sanctuary from the band of horn-hunters that have been tracking it back from the forest; it’s injured, limping and bleeding. Later on, you learn that – while the horn hunters are black-hearted bastards – they’re doing it to make a curative potion that will save the life of someone important to the players if delivered in time.

6 – Protection for its young. The unicorn has a foal – a tremendously rare creature – and all sorts of organisations are coming to abduct or simply kill and harvest the horn off it, so it approaches the village begging for help. (Also: the foal is as smart as a seven-year-old, but much faster, and is eager to go off on adventures – even if you tell it not to.)

7 – Tithes. It stomps up on market day and demands tribute of gems, silk and labour to bedeck its forest kingdom in finery, and threatens reprisals from the wood-folk if its demands are not met. To prove its point, it summons a mighty oak that bursts through the ground and demolishes the central clock-tower.

8 – Cure light wounds potions. It got hooked on them – don’t ask how, it was running with an adventuring crew a few years back and things got out of hand. Its body is a weird mix of swollen flesh from gout-like side-effects and bulging muscles from the excess Positive Energy, and it has precisely zero patience left. Using trickery, ambush, robbery or begging, it’ll track down a fix.

9 – To escape the dominion of the Dryad Queen who rules the forest; it wants to leave and meet more unicorns (or maybe some young men and women, for strictly platonic arrangements) but the Queen demands that it stays to bolster the forest’s ecosystem. Can you talk to the Queen on its behalf? Or… deal with her in some other way?

10 – To cover up the fact that it got a talking horse pregnant when it was on holiday in a nearby village, and now she’s asking for child support, except she’s a horse so doesn’t really understand the concept? Anyway, deal with the mother and the kid, put them up somewhere nice and make sure that the elves who pay the unicorn’s wages don’t find out about it.

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 Jenny Brown on Flickr

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What’s at the bottom of this well?

1 – The top of the other well. We don’t talk to the folk down there – they’re strange. Sometimes music leaks up, so plug your ears with wax when you go to collect water during a solstice, else you’ll be drawn down beneath.

2 – A very stuck dragon. We couldn’t get him out. He’s clearly embarrassed about it. Throw him a copper – he says he’ll tell you your future if you do, but he clearly can’t. Problem is: the older a dragon gets, the bigger it gets, and he’s starting to buckle the ground around the well.

3 – A Sphere of Annihilation. It’s like a garbage disposal, but you don’t need to worry about putting a fork in it, because it’ll destroy that too. A wizard put it here (of course it was a wizard) after plucking it from the Elemental Plane of No, and after burying it didn’t work (it annihilated the dirt and the shovels) they just built higher and higher walls around it.

4 – A branching myconid (fungus-folk) colony which is infecting people with waterborne spores. They have dire news from the Land Beneath and are trying to make an ambassador that has a human mouth, but it’s going really wrong.

5 – During the day, nothing but water and the occasional frog. At night: a lank-haired witch-thing, skittering about on bent and broken limbs, who steals livestock and drags the bodies, still kicking, back down the well to feed. The villagers are working out whether it’s best to keep placating her or try to stop her nightly rampages.

6 – Gold coins. Loads of them; they’re covered in grime, but you can see the glint of something valuable down there. Now, the whole village around it is abandoned, but presumably that’s got nothing to do with it. (Of course: it’s not gold coins. Well. It is gold coins, stuck to the camouflaged shell of something between a wyrm and a squid, designed to lure in careless treasure-hunters.)

7 – It’s not a well: it’s a chimney from a waterlogged dwarven forge that got stuck down there when the multiverse imploded. Springs and tiny cogs keep coming up along with the water.

8 – Goblins, filling the buckets with water, presumably as part of a ruse.

9 – The corpse of a unicorn. Its horn and bones are turning all the water to low-grade healing potions, making this village the healthiest one for miles around.

10 – Gin. A wizard magicked it this one time for a party and never changed it back, making this village one of the least healthy for miles around.

11 – An adventure! There’s a guy down there, all covered in robes and stuff, and he says that the well conceals a portal to the land of the dead. If you can survive the seven trials and challenges ahead, you can rescue lost souls from the underworld. (Sounds like a ruse? About one in four people in the village claim to have been rescued from down there. But maybe they’re lying, too.)

12 – Clouds. And, beneath them, a desert of bone-white sands and endless black skies, where hungry ghosts trade coins from a damned kingdom for blood, and tattered madmen lead packs of semi-intelligent dogs to raid ruined libraries.


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.