Welcome to Telrhin. A world setting for dice & paper rolepaying games. Home to my campaigns since 1984.

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The Site Blog: thoughts and stray comments on developing an FRPG world as well as the odd story from the campaigns.

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The World Story

The world is changing, writhing, cracking under the strain of time. Serpent Earth is waking, her many dreams fracturing as she uncoils. 

In the beginning the world was a scattered sky of different dreams, each one a world, born from the Womb and the Well of Dreams. Born from the sleeping minds of sleeping gods.

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God Meat and the Cult of Sylas

Some might argue that this is the greatest solution to starvation ever conceived and a true miracle of the gods. Others - possibly the zealous followers of other religions - called it a blasphemous abomination. When it came to light that the source of the free meat was a giant bleeding aberration, the meat lost its appeal and communities turned against it. It didn't help that it had a strange taste some people compared to fish oil. The fish taste was sometimes excused away with an elaborate tale of Sarides, the "sometimes-brother" god of Sylas, and how he plucked the meat-sack-thing from the sea.

drawing of a beholder

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Social Factions on the Valek Sea

The cities and coasts of the Valek are all unified by the sea. You could say that everything around the Valek faces inward, and the sea is the focus of everything: trade, food, wealth, power, and war. The roonhands of the Valek are tied to this global world, influenced by the cultures of a hundred ports, speaking the same slang creole as the sailors: called Planker, it's a mix of Thurne, Tagani and Korul.

Defeat of the Spanish Armada,by Philip James de Loutherbourg

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The Paths of the Chimerum

When you step into the Veil you enter a landscape of vague reality that exists between several places. More formally this is called the Umbra. It's most heavily influenced by the Spirit World, but it also touches on dreams and the edges of the Second World. It's a place without a cohesive geography and home to a long list of creatures: spirits and monsters and a few lost travelers. The short of it is, you're lost without a guide.

Path through the woods (source: apologies to the owner/creator, not sure where this is from)

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The Gods Want You to Die

The Gods Want You to Die (and other fun facts): in the end, every god wants you to die. They may promise health or safety, love or happiness, but what matters is your faith in them. That devotion binds your spirit to them and helps deliver your glow. It's ravenous and desperate and it drives the gods more than anything else. Without it they wither and die.

Movie still from Apocalypto

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Session Notes: Valley of the Drowned Kings

A few thoughts on a recent one-off adventure. It was a tomb in the Lowlands in a place called the Valley of the Drowned Kings.

The adventure was meant to be easy. It was a classic "go explore the dungeon" setup for some friends, two of them new to the whole Dungeons & Dragons thing. It was set in the Lowlands, the main gateway region of the world that's easy to grasp and step into. All standard fantasy fare.

I decided to jump start the story at a campsite a half day from the tomb. They had a map. They had an NPC guide.

Unidentified standing stone located between Millstreet and Ballinagree, Co Cork, Ireland (public domain)

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