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Story
Aaron Pressey edited this page 2026-06-10 15:15:31 -05:00

Story

Story Direction

Throne of the Bone King should be designed as sandbox-first with campaign pressure.

The player should be free to make daily rulings, manage the world map, and shape the kingdom. However, the game should also contain larger arcs that emerge over time based on the state of the Dominion.

The campaign should not feel like a rigid railroad. It should feel like the kingdom is slowly revealing what kind of ruler BLB is becoming.


Opening Premise

BLB sits upon the throne of the Ossuary Dominion at a time of instability.

Bone production is uneven. Milk reserves are unreliable. Minion numbers are insufficient. Independent settlements are unsure whether BLB is a protector, tyrant, joke, god, or tax problem.

Each day, petitioners arrive at the Milkbone Court seeking judgment.

At first, the problems seem small:

  • A town needs milk.
  • A minion refuses work.
  • A city complains about bad bones.
  • A merchant wants trade rights.
  • A homestead wants protection.

But each ruling alters the kingdom.

Soon, BLB is not just solving cases. He is defining the nature of his rule.


Short-Term Player Goal

The short-term goal is to survive and stabilize the kingdom.

The player must:

  • Keep bones, minions, and milk from collapsing
  • Resolve daily petitioner cases
  • Maintain basic faction trust
  • Prevent settlements from falling into crisis
  • Use map actions to correct resource shortages
  • Learn how decisions create delayed consequences

The early game should teach the player that every ruling is both a joke and a lever.


Long-Term Player Goal

The long-term goal is to shape the final condition of the Ossuary Dominion.

The player is not simply trying to "win" by maximizing resources. The player is deciding what kind of kingdom BLB creates.

Possible long-term outcomes include:

  • A stable skeletal empire
  • A beloved absurd monarchy
  • A milk-powered utopia
  • A militarized bone regime
  • A faction-controlled puppet throne
  • A collapsing joke kingdom
  • A free confederation under BLB's protection
  • A cursed dominion where resources thrive but people suffer
  • A minion-led constitutional crisis
  • A cosmic court that outgrows the world map

Win Conditions

The MVP may use a simple survival-style win condition:

The player wins a run if the kingdom survives a set number of days while avoiding full collapse.

Example MVP win condition:

Survive 30 days without any core resource reaching zero and without kingdom stability collapsing.

Future campaign win conditions may depend on the player's chosen or emergent kingdom path.

Examples:

  • Maintain high stability for 60 days
  • Unite all major settlements
  • Reach maximum milk infrastructure
  • Build an elite minion army
  • Resolve a major faction crisis
  • Survive a supernatural judgment event
  • Keep all three resources balanced through the final season

Loss Conditions

Loss should represent kingdom collapse, not just death.

Possible loss states include:

  • Bone total reaches zero
  • Minion total reaches zero
  • Milk reaches zero
  • Kingdom stability reaches zero
  • Too many settlements collapse
  • A major faction seizes the throne
  • Minions revolt
  • The Milkbone Court loses legitimacy
  • The map fractures beyond recovery

The best failure states should generate a funny but meaningful end screen.

Example:

The Dominion did not fall to war, famine, or plague. It fell because nobody respected the milk ledger.


Act Structure

The game can be organized into loose acts.

Act I: The Throne Wakes

The player learns the core loop. Petitioners are mostly local, resource-focused, and comedic.

Primary focus:

  • Bones
  • Minions
  • Milk
  • Basic settlement needs
  • Simple faction introductions

Act II: The Kingdom Pushes Back

The map becomes more reactive. Factions begin making larger demands. Past rulings return as consequences.

Primary focus:

  • Faction trust
  • Settlement stability
  • Resource specialization
  • Conflicting demands
  • Named recurring petitioners

Act III: The Shape of Rule

The kingdom begins reflecting BLB's ruling style. The game pressures the player with larger crises.

Primary focus:

  • Major faction conflicts
  • Resource breakdowns
  • Strategic map decisions
  • Kingdom identity
  • Long-term consequences

Act IV: The Throne Is Judged

The final phase tests the kingdom the player has built.

Primary focus:

  • Endgame crisis
  • Final petitioner chains
  • Resource stress
  • Loyalty checks
  • Kingdom-state outcome

Recurring Petitioners

Recurring petitioners help make the world feel alive.

Gerald the Minion Clerk

A tired minion who keeps bringing administrative problems to BLB.

Possible arcs:

  • Loyal servant
  • Union organizer
  • Burned-out bureaucrat
  • Heroic court manager
  • Accidental revolutionary

Sister Udderveil

A member of the Milken Order who insists that milk policy is spiritual policy.

Possible arcs:

  • Ally
  • Fanatic
  • Reformist
  • Secret saboteur
  • Keeper of actual useful knowledge

Marrowmaster Grigg

A representative of the Bone Guild. Practical, pushy, and always asking for more authority.

Possible arcs:

  • Industrial ally
  • Corrupt monopolist
  • Necessary evil
  • Guild traitor
  • Economic mastermind

Mayor Pella of Ribcage Crossing

A trade-town leader trying to remain independent while profiting from BLB's kingdom.

Possible arcs:

  • Diplomatic ally
  • Smuggler patron
  • Neutral mediator
  • Rebel sympathizer
  • Trade queen

The Cow That Knows Too Much

A supernatural dairy creature that occasionally appears in court and says one alarming sentence.

Possible arcs:

  • Prophetic warning
  • Milk economy clue
  • Cosmic joke
  • Endgame trigger
  • Completely unexplained recurring menace

Endings

Endings should be based on kingdom state, not one final binary choice.

Possible ending categories:

The Stable Dominion

BLB creates a functioning kingdom. It is weird, but it works.

The Milk Ascendancy

Milk becomes the dominant sacred, economic, and political force. Everyone is healthier, stranger, and slightly more afraid of cows.

The Bone Empire

Bone production and minion power dominate the map. The Dominion is strong, but possibly oppressive.

The Minion Compact

Minions become politically recognized. The kingdom survives through reform, labor rights, and maybe tiny hats.

The Fractured Map

The Dominion survives, but only as scattered loyal regions. BLB rules a broken but recoverable land.

The Empty Throne

The kingdom collapses. The throne remains. Petitioners still arrive. Nobody answers.

The Cosmic Joke

BLB's rule becomes so absurd and internally consistent that the universe legally recognizes the Dominion as a higher form of government.


See also: Home | Gameplay | Lore | References