Random entry from the Encyclopaedia Telrhinica:

Vizier Kipox
Infamous thief and adventurer from Dryer Mob, member of the Sons of Fantasy and the Renegades, later became Vizier of Ohormay. Usually found in company of his grendmek protege Og.

Telrhin Updates and Errata

Updates, new pieces of the world, and things I find in the old campaign notes.

Follow me on Bluesky or grab the rss feed.

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)

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)

The Ninth City

"...in the soft hum of people’s sleeping minds I’ll tell you more. I’ll tell you about the Nine Rulers of the Seven States, the Lost City, the Darig Kingdoms, and the forgotten past of the Venthi people. Because here in Brok Nine every dream has found its way, and with it every secret and every truth."

This is from the work I was doing on a second edition of Maelstrom Storytelling for Hubris Games back in 2006. I think it was Chapter Three with a note to call it "At the Storm's Edge".

cover image for Maelstrom Storytelling (Hubris Games)

The Pox Crain

The Pox Crain is a bar in the dusty streets of Dryer Mob. Steps lead down to the relative cool of a low vaulted cellar near the Ivory Souk in Southwarren. It smells of hookahs, fish oil from the small kitchen, and cabbage. Sounds of the souk drift in from the street above and mix with the conversations of old men playing tiles, washer women in the alley behind, and the talk of travelers, traders, and the occasional drunk.

To most people, that's all there is. But to some, the Pox Crain is a vexing series of half-seen pathways into the Veil, full of whispers and echoes of dreams, spirits and the dead.

image: Tunis old quarter (copyright voyagevirtuel.co.uk)

Lost Gods

If there were such a thing as archaeologists they'd find remnants of forgotten gods as well as different interpretations of the current ones. There's Bachnel, the brother of Gahl who was god of night and dreams, and the Goat God of the Grasslands called Puknet. There are ancient Rayikian texts with references to Borgia goddess of seizures and possession. There are whole religions that are lost, like the Sanctum of the Four Winds.

image: Brom's Lost Gods

Normal Folks in a World of Monsters

Wolves, bears, garden-looting rabbits: real problems for medieval villagers. They also had bandits, plagues, and feudal wars. Add in some griffons, goblins, ghosts, dire wolves, and a few heartless fairies and you wonder how normal people get through a single day in a fantasy world.

How do things work in a world with magic? In games we tend to talk about monsters in the wild, in tombs, in dungeons. What about the villages? These tiny outposts of civilization have to have some way of surviving.

These are some thoughts on how it all can work, making better sense for a world while adding layers of story, and even a few adventure hooks.

Seven Years

Seven Years of the Rahman Campaign

It all ended in the mining town of Pitfife near the Copper Lake in the Cairn Hills. Grimly, as expected. The final showdown with Kleg Blacklung, the man who killed their grandfather, came down to the wire. Abas and Kleg took each other down, and though not dead the brothers were bleeding out and the last of the Rahmans standing was a henchwoman named Hissie. Not that Kleg had many men left, and some of them were still on fire: but either the brothers would die there on the floor or at best find themselves chained and battered on their way to execution.