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The Steep Mage

2025-11-26

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A gothic fantasy one-shot for Of Yarn and Bone or any system Compatible With Roleplaying

Introduction

Fog chokes Veshra Cemetery. Monuments lean at drunken angles and a half-collapsed chapel marks the cemetery's northern edge. At its center, three excavated graves form a triangle around Lady Veshra's monument.

A robed figure sits on a stool near the monument, dark lantern at his feet. Tea service arranged just so on a headstone. The Steep Mage sips from fine bone china while his gravediggers work, their spades biting into consecrated earth. His shadow looms over the marble, rocking ever so slightly as he mouths a verse over and over.

But the cemetery itself betrays him. Sentinel Crows are its eyes; Grief Wraiths its vengeance. Veshra's descendant is here for her inheritance. And breaking Lady Veshra's coffin seal releases the wraiths, who protect the cemetery and the Soulstone from disturbance.

But the Steep Mage is not alone. His murdered wife has returned as a Dybbuk; a desperate spirit who possesses the living. She haunts the chapel, trying to help him succeed. Tonight is their last chance.

Tonight he joins his true love in life or in death.

As the PCs approach the cemetery gate, mercenaries lean against the pillars, passing a flask. One mutters "Where is she?" They are puzzled by your arrival...

Who Are You?

  • Possessed: The Dybbuk found one of you first. She slipped inside you like burning ice water, and now you're drawn toward the monument. You still have some control, but she's stronger when you're emotional or tired. She needs you to help him complete the ritual. You feel her grief; her desperation. Sometimes you speak in her voice. Sometimes you can't remember what you just did.
  • Veshra's Bastards: You share Vira's blood but not her title or inheritance. The Soulstone should be yours by right of kinship. You arrived early to claim it before your "dear cousin" and her hired thugs. You know the cemetery's layout from childhood visits before the exile. The crows remember you, but you're not sure if that's good or bad.
  • Magistrate Flunkies: The magistrate reluctantly sent his "best agents" to assess the situation. Vira came to him with wild accusations of grave desecration and dark magic. He thinks she's batshit crazy but if things go badly, you have the authority to act.
  • Grave Tenders: You maintain Veshra Cemetery. You know every name on every headstone. You've felt the cemetery's eye for years. You put flowers on the Paupers' Pit. The cemetery called you here...
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E1 Unnamed Worlds, Tarot Magic, and Conversation-First Design

2025-11-24

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This is the first episode in a new series of conversations between myself, Wightbred and whomever else. We talk about Wightbred's new zine, Unnammed Worlds; the magic system in brine's game Of Yarn and Bone; why we like narrative-first, conversation-driven ttrpgs, and a number of other rambling topics.

  1. By the powers vested in me (which are none), I give you permission to do anything, change anything or ignore anything that results in a better game for you and your players. Forever.

Southern Coast - 04 A Better Door than a Window

2023-12-23

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An actual play using Of Yarn and Bone; recorded live on the Play Worlds Discord server.

In our final episode of The Southern Coast, Hergest leaves the Prison of Mon and finds not one, but two familiar faces... or is it three?

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  • brine - GM
  • Paulo as Hergest the Healer Herbalist Well-traveled, Old

Southern Coast - 03 The Prison of Mon

2023-12-01

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an actual play using Of Yarn and Bone

Hergest travels alone to The Prison of Mon to find help with a fell beast. He hopes The Hag Kalg--a prisoner there--might provide some answers. Two comrades remain at the logger's camp; infected with an insatiable hunger. Using magic, Hergest has taken on part of their burden.

Note: due to audio issues, session 2 has been lost

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  • brine - GM
  • Paulo as Hergest the Healer Herbalist Well-traveled, Old

Southern Coast - 01 The Mad Monk

2023-11-26

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an actual play using Of Yarn and Bone

Hergest travels to Fellstead Monastery on the Southern Coast. He's asked to check in on a Logger's Camp in need of healing. He is accompanied by Sir Ealdred, and Brother Estabar, and on their way, they meet The Mad Monk...

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  • brine - GM
  • Paulo as Hergest the Healer Herbalist Well-traveled, Old