Thursday, January 29, 2026

Retrospective: Cities of Bone

I've mentioned before my affection for the Al-Qadim line for Second Edition AD&D. Though not without flaws, I thought it did a better job of translating its source material into Dungeons & Dragons terms than did Oriental Adventures (which I also like). One of the reasons I feel this way is that Al-Qadim leaned very heavily into the fantastical rather any attempt at historical Arabia. That was a choice I appreciated then and still do now and one I often wished Oriental Adventures had embraced to the same extent.

This approach is especially evident in the boxed supplement, Cities of Bone. Until I read a comment to last week's Retrospective, I'd almost forgotten about it. Though I owned the original Arabian Adventures book, I wasn't a devoted follower of the line and only picked a select number of its supplements. This was one of them and, though I never made use of it in play, I enjoyed reading it. I hope that's not damning Cities of Bone with faint praise, because that wasn't my intention. Certainly, the only real metric by which to judge a RPG supplement or adventure is how useful it is in play, but there are often products, like this one, that are nevertheless inspirational. 

In this case, that inspiration comes from subject matter very near and dear to my heart: ancient ruins, undead, and necromancy, subject matter that was also of great interest to Clark Ashton Smith. That's the real reason I am looking back on Cities of Bone: there are bits of it that feel like they could easily have been drawn directly from the works of the Bard of Auburn. That's not to say that they were, at least not directly, but I'm inclined to agree with last week's commenters that there's a broadly Smithian vibe to the whole thing. It's fitting, too, since Smith earliest works of fiction, written when he was an adolescent, had Arabian or Orientalist settings. 

Written by Steven Kurtz and released in 1994, during TSR’s final flourish of lavish boxed sets, Cities of Bone appeared after previous supplements had already established Al-Qadim's Zakhara setting as a land of bustling bazaars, glittering genie courts, and swashbuckling adventure. Against that backdrop, Cities of Bone stands out precisely because it turns away from the living world and toward the titular ruins of ancient kingdoms – and those who both dwell within them and would despoil their buried treasures for their own benefit.

Cities of Bone included a 64-page adventure book, a 32-page campaign guide, and an additional 8-page supplement, as well as the usual maps, handouts, and loose accessory sheets that could be found in all TSR's boxed sets of the era. I can't deny that, for all my complaints about this era, the boxed sets it produced were often beautifully presented. There's a strange joy in opening them up and goggling at all the stuff TSR managed to pack inside. That's true here as well, double so, because Al-Qadim products have these faux gilt pages and striking arabesque decorations. 

What I remember most about Cities of Bone was the way it handled the ruins it presents. Rather than being generic dungeon crawls transplanted into the desert, they're rooted in the historical, cultural, and religious context of Zakhara. Likewise, some of the undead encountered within them are tragic figures, bound by oaths, regrets, or unfinished duties rather than simple malevolence. Many scenarios hinge on moral and ethical choices, such as how to treat the dead, how to honor the past, how to balance the lure of wealth with the demands of propriety and faith. It's an unusual approach, one that's subtly at odds with uncritical tomb robbing that D&D implicitly espouses. 

I call Cities of Bone a "supplement," but it's really more of a grab-bag of locations, NPCs, and scenarios intended to be used however the Dungeon Master wants. In a sense, they support – no pun intended – sandbox play, as the characters wander about the Land of Fate and encounter these ruins to explore. Some of the scenarios are short and largely inconsequential, while others are longer. By far, "Court of the Necromancers" is the best of the bunch and clearly seems to be channeling Clark Ashton Smith's "Empire of the Necromancers" – not that that's a bad thing!

All of which is to say that Cities of Bone is far from a must-have supplement, but there’s still enough stuff in it that I was glad to have been reminded I even owned it in the first place. I like ruins; I like the undead. There’s plenty of both here, along with some nice maps and snippets of history that help to give everything an extra overlay of… something. Mood? Atmosphere, maybe? A sense that these places were once alive and important and are now only half-remembered, half-understood, waiting to be misused or disturbed by characters who don’t fully grasp what they’re poking at.

As a whole, Cities of Bone is definitely a product of its time. It's uneven and occasionally frustrating, but also oddly earnest in its ambitions. It’s not polished enough to recommend without reservation, nor is it inspired enough that I'd recommend anyone seek it out. However, referees who enjoy plundering older supplements for ideas, imagery, and the occasional spark of inspiration, would find it has its uses. I myself can easily imagine lifting things from it and then weaving them into something of my own. In that sense, Cities of Bone succeeds in the modest way many such supplements do.

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