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.

8 comments:

  1. 2nd edition was so frustrating, not because it lacked detail, art, atmosphere and playable culture but because it had those in abundance with a built-in internal incompatibility.

    So, even though previous editions had Blackmoor, The Known World and The "World" of Greyhawk, and later Oriental Adventures, the truth is that everyone played in them all: a pastiche shared world. (The Known World, later splatted with the terrible name Mystara, was 100% designed for adaptation and the discovery of Unknown lands. As loosely designed, it was truly the default setting of any version of D&D for 15 years, whether anyone realized it or not.)

    Although 1st edition began to introduce railroady and distinct context-specific settings, these were still mostly seen as change-up settings for diversionary forays apart from the main pastiche setting unique to each playing group. With the massive production of incompatable distinct settings 2nd edition committed seppuku without even realizing it. Yes, DMs might purchase and pluck ideas from a setting never intended to be run, but from a business perspective, sales were limited to a tiny market of DMs who liked to cherry pick. No matter how elaborate, fancy or inspirational a box setting might be, there just weren't enough buyers.

    Everyone at the table bought Greyhawk (or wanted to). There was a very good chance that by the 1990s, there might be one player (a DM) out of five playing groups who might be interested in a setting.

    This is illustrated in Cities of Bone: such a brilliant concept but the Box is not written for play. In the Golden and Silver Age it was no problem placing Castle Amber on the Isle of Dread, and setting it in Mystara if you wanted to. For example we very easily crossed editions/level targets/worlds and cultures when the same party played Ravenloft, Pharaoh, and Rahasia in that order and it all made cohesive, playable sense within the wide setting. Everyone owned a copy of Ravenloft and Pharaoh, and I doubt all of us refrained from reading our version until we'd made it through, but we still played our DM's copy happily. Think about that: in 1984 or so, a six-person group would spend $6x6=$36 on a module and 5 superfluous copies, but by 1994, there was a very good chance that 0 of that same group would spend $18 total for one copy of Cities of Bone.

    This fractalization of game design changed the content as well. Because the setting could not be played compatibly, the target market became readers rather than players. By changing the structure of "worlds and realms" within the game, TSR changed the urgency of the settings from a coveted necessity to a superfluous curiosity.

    This is why Oriental Adventures, though of much lower quality, utility and depth compared to Al Qadim was far more ubiquitous: it was used in whole or in part by everyone who played the game.

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    1. This is great analysis.

      More broadly, so much of D&D publishing was directed towards only one person at the table: the DM. Everyone bought the PHB, and probably the DMG/MM as well. But from that point on, it depended if you were a DM.

      When they launched a new game world, its market was limited to a subset of the subset.

      I'm guessing the splatbooks (which targeted everyone at the table) were much more profitable than the boxed worlds.

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    2. Exactly so, but splat(*) being splat(*), by definition, is "not needed for play," so those create another identity dilemma. Was Tactical Studies Rules a tactical studies rules company anymore? Or had they become a niche fiction line with a gaming component?

      Wizards of the Coast corrected this "diffusion" strategy very effectively with their takeover and new edition. Say what you will about them but they obviously had a much more functional vision for D&D than the trap TSR had fallen into.

      While post Gygaxian TSR came up with some very readable and inspirational splats, WotC did generate more "primarily useful for the game" splat books when they took over. These were more akin to Flying Buffalo's old splats (like their wonderful City Books) - practical and, once implemented, indispensable. (FB had to make their splats this way, as there was no market in 82 for non-TSR gamebook supplements that would not be implemented). I'm thinking of 3e's Arms & Equipment Guide and the much easier to implement 3e Manual of the Planes. Even though both those guides are technically unnecessary to play, I honestly came across very few 3e playing referees and PC players who did not own both (or at the very least have multiple copies at the table).

      TSR did issue a really practical splat in The Complete Psionics Handbook, and I'm sure a few others that I never saw. The problem with the Psionics one is that so few groups were incorporating psionics by that time that it was only a welcome necessity for a few. (A brief aside, I blame the weird exile of psionics not on the vagueness of Eldritch Wizardry nor the clunkiness of AD&D, nor their exclusion in B/X) but on the fact that adventure modules hardly ever featured practical psionics, and to my memory, none of the "DM training" modules touched on them whatsoever.)

      In any case, as part of its unifying process, 3.5 removed separate psionic combat rules, rendering the 2e book useless. Despite their reputation for it, late TSR was not a company that made many terrible decisions. They just made many, many, many, many almost right decisions, but never any that were almost right enough.

      [Example - Beautiful D&D trading cards with monster stats and descriptions that came out before Magic: The Gathering launched. These sets were a set of instructions away from being a playable, collectible game rather than fantasy-themed baseball cards.] If TSR could have made "glorious near miss" production into a profitable industry, they would own Amazon by now.

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    3. On the card game I agree. I was puzzled that they didnt do D&D style Top Trumps but would do weird licenced sewing kits.

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  2. I love how, like me, you need to be reminded that you own some boxed set. I tell you, I can stop any time, I just don't want to.

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  3. Another necromantic Al-Qadim set piece was in DMGR7-The Complete Book of Necromancers. It has about 20 pages devoted to Isle of the Necromancer Kings, which is set in the Ruined Kingdoms region of Al-Qadim.
    With an island of villagers who secretly worship a death cult, a ruined city high on a plateau of the island, and a cursed treasure, it also struck me as fairly CAS-inspired.

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    1. Ah, someone else who recalls that site/micro-setting. I have fond memories of playing through that one. Definitely some CAS influence showing there.

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    2. So did Jarkandor Isle of War have a Smith & Howard feel to it?

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