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The World of Thennla

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Thennla is a fantasy setting for the Mythras game system. Encircled by the Outer Ocean, watched by the God of the Sun and the Goddess of the Moon, Thennla's continents reveal themselves. The jungles of Jandekot; the vast deserts of Rasputana; and there, in the east, the Moon Goddess Jekkara anchored over it, is Taygus, land of plains and hills, the great inland sea and teeming civilisations. Here empires are born: Korantia, fading now, but defiant, its city-states each a goddess incarnate; the Jekkarenes, oldest of all civilisations, and blessed by the Moon Goddess; and now the Taskan Empire, overturning centuries of tradition with new ideas, ruled by a god-emperor and his avatar, the Iron Simulacrum. And watching closely is Assabia, a land of cruel rites and cunning sorcerers. The World of Thennla sourcebook is available as a paperback (or as a free PDF) resource for Mythras - a campaign world that is open for exploration and adventure. It includes an overview of the world, centering on Taygus, and describes the magic of the place, and how to create Thennlan characters. More information is given in the supplements Shores of Korantia and The Taskan Empire, but this is an ideal introduction for Games Masters and players who want a magic-rich world of high adventure, with the flavours of classical Greece, Rome, Persia and Byzantium. The Thennla sourcebook will get you started and wanting to learning more. It will inspire you to create your own adventures and develop the cultures outline in its pages.If you already have Shores of Korantia or The Taskan Empire, this booklet is not essential, although it may prove a useful gazeteer for players.

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The World of Thennla

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Thennla is explored in two sourcebooks: SHORES OF KORANTIA and THE TASKAN EMPIRE, each providing more detail on two of the great empires of the world. This sourcebook extracts information from these supplements to give prospective players and Games Masters an introduction to Thennla before delving into greater details. It concentrates on the continent of Taygus, home to the Taskan and Korantine cultures.

THE WORLD OF THENNLA

Thennla is named after its primary earth-goddess, Theyna. This world is one in which humanity is not only the dominant sentient race but, according to many, is the only sentient race.

Geography

The world is a disc upon which the major land masses encircle an Inner Ocean and which are, in turn, surrounded by the Outer Ocean. Beyond the Outer Ocean is the Edge of the World and it is variously reported that crossing over is impossible, is certain death, or offers transport to other worlds or dimensions. Above the world is the realm of sky, which stretches all around at least as far as the Edge of the World, and above that is the Vault of Heaven which, so far as is known, is solid and impenetrable. The distance from one side of the world to the other is about 11,265 kilometres. The Vault of Heaven's height is unknown, but it is assumed to be dome-shaped and at least 1,600 kilometres high at its centre. Some scholars suspect that it is, in fact, the upper part of a sphere within which sits the earth, with the vast majority of the sphere's volume being beneath the earth's surface, where the Many Hells are to be found.

 

Characters

ePub

This chapter provides information for creating Thennlan characters from the major cultures. Use either MYTHRAS or MYTHRAS IMPERATIVE'S character creation rules, substituting the cultrual details found here for the default cultures. The sourcebooks SHORES OF KORANTIA and THE TASKAN EMPIRE provide much more detailed character creation rules for character hailing from those lands.

Fill in the details using the normal MYTHRAS rules, icluding rolling for Social Class except where provided for here. For starting money, use the following in bullion Silver Pieces or equivalent, and apply the normal Social Class money modifiers:

CHARACTERISTICS

In Thennla, all characteristics generated on 3d6 or on 2d6+6 have a maximum score in of 21. If this is ever exceeded, it denotes that the character concerned has undergone some sort of change in their nature – becoming god-like or freakish, depending on your point of view. This should have an effect on the way that character is perceived, and perhaps, provide some additional trait. For example, a human being who achieves a SIZ of 22 or greater (which is true of some remote tribes in Jandekot) may effectively be giants and capable of using oversized weapons.

 

Magic

ePub

Thennla is magic-rich; many people have access to low-level spells and cantrips so long as they are respectable members of their society, and, thereby, not excluded from the skills and knowledge their local traditions have to offer. Higher magic is frequently encountered and its effects and possibilities are built into the fabric of most societies.

THE NATURE OF MAGIC

Thennla appears on the surface to be much like our own world. For the most part, it behaves in a predictable fashion and in accordance with rules that can be discerned through direct observation and experiment. However, the presence of gods and other supernatural entities, and the proximity of the Material World to other dimensions, can produce unexpected and surprising phenomena. As a result, natural laws are provisional and can be interrupted, adapted or suspended; the mechanisms by which that happens are generally described as ‘magic'.

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