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Saturday, 24 January 2026

Mystery & Monsters?

One of the great things with the Dragonbane: Mirth & Mayhem Roleplaying – Core Box from Free League Publishing is that it comes with everything necessary to play. The means to create Player Characters, the rules, a solo adventure, pre-generated Player Characters, a setting in peril in the form of the Misty Vale, and a complete hexcrawl campaign set within the Misty Vale. A reimagining of Sweden’s first fantasy roleplaying game, Drakar och Demoner, originally published in 1982, Dragonbane combined modern rules and mechanics with an Old School Renaissance sensibility. Plus, with the ‘The Secret of the Dragon Emperor’ campaign, it offers multiple sessions’ worth of play. However, beyond the box, the options for Dragonbane are a little more limited. There is the Dragonbane: Mirth & Mayhem Roleplaying – Rulebook and a new campaign, Path of Glory, an update of the original campaign for Drakar och Demoner. One definite issue with Dragonbane: Mirth & Mayhem Roleplaying – Core Box and the Dragonbane: Mirth & Mayhem Roleplaying – Rulebook is the limited options in terms of monsters. Certainly, enough for the ‘The Secret of the Dragon Emperor’ campaign, but not necessarily enough for long term play.

The Dragonbane Bestiary introduces some sixty-three new monsters for the roleplaying game. Not just monsters, but creatures and beasts and undead and dragons and demons, and more. Every entry includes a description, some stats, and an illustration just like a bestiary for any other roleplaying game, but the Dragonbane Bestiary does more than that. In addition, every entry includes a random encounter that the Game Master can run as and when as well as an adventure seed that the Game Master can develop into something longer than the simple random encounter. Yet that is not all, because unlike any other bestiary for any other roleplaying game, the Dragonbane Bestiary includes content that can be used by the players as well as the Game Master. Plus, it is superbly illustrated by David Brasgalla giving the creatures and beings it depicts a Scandinavian sensibility to all of the entries.

Although the world beyond the Misty Vale is not all that developed, there is some world building written into the Dragonbane Bestiary. This is because it is written as the journal entries of the Halfling adventurer and researcher, Theodora Sneezewort, who often has derisory opinions of her fellow scholars. She provides the commentary on each and every monster, often as the counterpoint to a more parochial point of view about the entries. The latter is given as a quote, whilst she provides the bulk of the entry description. This is followed by the monster stats and the options that add variety to combat in Dragonbane.

The sixty-three entries are catalogued into nine categories—Nightkin, Rare Kin, Insectoids, Trolls, Giants, Beasts, Undead, Dragons, and Demons—by Theodora Sneezewort and in each case, she explains why. For example, she notes that the Nightkin, those kin that are uncomfortable in the sun, are often regarded as being under the thrall of darkness and evil, and history is rife with stories of the battles between Elves and Orcs, Humans and Goblins. That they have a short temper and an often deserved reputation for burning and pillaging the lands of others, but she offers hints that Orcs can be scholarly, that Nightkin can want peace, and their heroes fought oppression, and wights and ghosts, all to better their future. Thus, what we get here is two sides to the argument about a broad category of so-called monsters, in this case dominated by negatives as much perceived wisdom, but hinting too that there might be more to the individual kin. Similarly, the Rarekin live on the margins and are often regarded as legends and if not legends, as fairies responsible for child abductions, but Theodora Sneezewort condemns such views, saying that they are far from the truth.

What the Dragonbane Bestiary does for the player is offer further choice in terms of Kin beyond those—Human, Halfling, Dwarf, Elf, Mallard, and Wolfkin—detailed in the Dragonbane: Mirth & Mayhem Roleplaying – Core Box. The new Kin are Orc, Ogre, Goblin, Hobgoblin, Frog People, Karkion, Cat People, Lizard People, and Satyr. They are treated in two ways in the supplement. First, they are listed as ‘Non-Monsters’ meaning that they are treated as NPCs and handled as Player Characters rather than as traditional monsters. Second, they can be selected as the Kin for Player Characters if everyone at the table agrees. Each has their own Ability. For example, the Goblin has ‘Resilient’ which gives them a Boon to resist poison and disease and enables them to make camp without a Bushcraft skill roll; Ogres have a ‘Slam’ attack rolled with a Boon that inflicts damage, cannot be parried, and normal size targets are knocked prone; and Cat People have ‘Nine Lives’ which grants a Boon on Death rolls and can reduce falling damage. Perhaps the one that players will pick is the Catkin as their ability is both fitting and given how lethal Dragonbane can be, but all of the abilities are kept simple and add flavour to each Kin.

That said, there is some replication between Dragonbane: Mirth & Mayhem Roleplaying – Core Box and the Dragonbane Bestiary. The Adult Dragon, Ghost, Giant Spider, Goblin, Griffon, Harpy, Manticore, Minotaur, Orc, Skeleton, and Wight are repeated from the Dragonbane: Mirth & Mayhem Roleplaying – Core Box, but in keeping with the rest of the Dragonbane Bestiary, their entries are expanded with the descriptions by Theodora Sneezewort, the random encounters, and the adventure seed. Further, the Goblin and Orc are presented as Kin rather than just threats.

Elsewhere, the Dragonbane Bestiary draws on myth for creatures such as Mermaids, Naiads, Minotaurs, Basilisks, and Chimera. There are tweaks though, such as the Medusa being able to fly and able to pummel foes with her fists as well as the snakes that are her hair that bite and her terrifying gaze which is capable of turning anyone to stone within meters. A few are more clearly drawn from Scandinavian folklore, such as the Brook Horse and the Lindworm. There are also different types of similar monster. So, under Trolls there is the Cave Troll, the Forest Troll, and the Mountain Troll; the Dragon is categorised as the Hatching Dragon, Young Dragon, Adult Dragon, and Ancient Dragon; and the Demon category includes write-ups of the Blood Demon, Chaos Demon, Guardian Demon, and Shadow Demon. The oddest entries in the Dragonbane Bestiary are the Karkion and the Insectoids, with even Theodora Sneezewort noting how odd and alien the latter are. The Karkion is a ‘Non-Monster’ Kin, almost cat-like, but with wings like a bat. They are scholars and mages that hunt for lore about demons, but there is little more to them than that. The Insectoids include the Ant People, Beetle Kin, and Spider Kin. Of these, Ant People will communicate with outsiders and even Beetle Kin can be found employed as bodyguards by the wealthy. The Spider Kin are definitely the most mysterious, spinning strange webs that capture magic rather than prey.

Physically, the Dragonbane Bestiary is superbly presented. The writing is engaging and the artwork is a delight, evoking senses of wonder and fright in equal measure. The Giant Spider bearing down upon the Elf in its web is scary, whilst the Skeleton slamming open a door makes you want to jump.

The Dragonbane Bestiary and Theodora Sneezewort get to the point of these creatures quickly, meaning that they simple to use in play. The random encounters are easier to use than the adventure seeds and that is not just because the Game Master has to develop them. There is not a great deal of information in the write-ups of these creatures and monsters for the Game Master to work with and what there is, tends to be more flavour than definitive fact. On the one hand, this leaves plenty of room for the Game Master to develop more her own details about the creature, on the other, it leaves the Game Master with more to develop than just the adventure seed. Certainly, in comparison to other bestiaries far less attention is paid to the ecologies and life cycles of these creatures. In places this leaves the player adrift, such as with the Karkion, which are different enough that more information is needed.

The Dragonbane Bestiary is a book that the player is going to want for more character options and the
Game Master is going to want to develop her Dragonbane campaign beyond the pages of ‘The Secret of the Dragon Emperor’ campaign in the Dragonbane: Mirth & Mayhem Roleplaying – Core Box with new threats and new Kin. As much as the content is useful to that end, it does lean into the mystery of both monster and Kin a little too much, leaving details to be developed by the Game Master. What that means is that whilst the Dragonbane Bestiary is useful and easy in bringing encounters with its entries into play, it is harder to use beyond that in campaign development than it ideally should be. The Dragonbane Bestiary is a very lovely book, but not quite as useful as it should have been.

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