Tavern Tales is an appendice to the Field Guide that sums up popular stories and legends, the kind of things you'd hear and know about if you spent time in the Lowlands. Faierie tales, parables, myths and the tale of an adventurer or two. This is the latest addition:
Welcome to Telrhin. A world setting for dice & paper rolepaying games. Home to my campaigns since 1984.
Victory at last! The tedious job of manually entering all of the old entries from the WordPerfect file to the new database is complete. Yes, I said WordPerfect. Started that file in the 80s. The encyclopedia has about 750 entries right now. Each of the old entries needed to be integrated into the new world 'vision' (read: totally rewritten/re-imagined) and all of the fields carefully selected for political, social and geographical assocations, various checkboxes checked... glad that's over. Now I can search it, sort it and mine it to my heart's content. Excelsior!
(from the Field Guide to the Lowlands)
From overhead the City sits perched on an outcrop of rock, thrust into the Valek and shorn from the Lowlands by the wetlands between them. The broken bridge says it all, and from above looks like a finger pointed toward land. The city is a sea of whitewashed stone, dotted with colorful doors and shutters and the tiles and slates of the rooftops.
Tinkering with a Twitter account for Telrhin: 140 characters is so much less daunting than a whole paragraph in the blog... so follow @Telrhin and see what we come up with to tweet.
The current campaign has made the leap to the Borderlands of Wallendahr following their expedition to the Mad Labyrinth of Zen the Mad. This takes the Rahman Brothers out of the Lowlands for the first time, which will help expand the world design and development.
The Encyclopaedia now has over 700 entries. And I've finally finished migrating the 'S' section from the old version.
And for those of you following the blog: I made the final table at Origins! Go Catan! I then managed to squander my lead through a series of catastrophically poor moves.
Since last post many things have developed. The new HQ for Telrhin has moved cities for one.
Playtesting the new spellcasting rules. It's coming along nicely. Magic as a 'gift' (both for mages but also 'true faith' for divine powers). This gift is class-independent, so the class of mage or priest is a form of specialist.
Die pool for casting, rules for 'subversion' and control tests, 'stealing vis' and other fun stuff.
At long last I've finished the new Field Guide to the Lowlands, a player's guide to the main campaign region of the world. The old Field Guides, written over the years, had covered the whole world. And covered it poorly. So as I got about developing the re-imagined 'mark iv' I thought I'd keep it focused on one area. This also lets me keep a steady perspective and point-of-view based on the culture of the Lowlands.
Thought I'd tinker with rules again. Not ambitious, mind you -- our in-house rules, affectionately called 'stabmaster', aren't meant to re-invent the wheel. A happy blend of old-school nostalgia and story-focused simplicity.
v7 was a cobbled re-imagining of the old broken house rules, band-aided and patched more than anything. It did manage to simplify a little, which was a good start. But it's time to re-work it all into something more congruous. Well, as congruous as an AD&D inspired set of house rules can be.
Origins starts today (well, last night really) and we all get to game and geek out. Playing an indie narrative game tonight by Bully Pulpit Games called Fiasco.
But that is all an aside. The development on Telrhin moves forward. Encyclopaedia is two-thirds complete. The Lowlands Field Guide is 80%. Sifting through the long years worth of notes, ideas and differing directions has been daunting. It would have been easier to start fresh, but I wanted to reshape the world and keep its wealth of detail and story.
This is a write-up of the story at the center of the world, the flavor and theme inside the structure. The Tale of the Ember Queens:
The Two Queens, first among the Old Ones (the Ethrings) and last vessels of the creation song. They are the soft silk of an ancient truth, a long thread of purpose in the tapestry of the world, shaped by the unfolding of years, the choices of man and the dreams of the Embrings as they slide into forgetfulness.
In their unfinished tale lie the secrets of the world.