Empire of the Petal Throne|
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Below are the 20 most recent journal entries recorded in
The Fantasy World of Tekumel's LiveJournal:
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|Tuesday, February 12th, 2013|
|Wednesday, February 6th, 2013|
|Sunday, January 13th, 2013|
Going to Arisia!
Hey there, Tekumel fans - I will be at Arisia 2013 in Boston, MA next weekend. Are there any Tekumel fans who would like to get together and game, gab or just hand out practicing their Tsolyani? I am arriving Thursday evening and leaving Monday night, so the weekend is open - except for that rather large SF convention. :)http://2013.arisia.org/
|Monday, January 7th, 2013|
|Sunday, June 3rd, 2012|
|Thursday, May 31st, 2012|
Professor MAR Barker 1929-2012
I can't BELIEVE no one in this “community” even noticed this. I'm only hearing about it NOW, by accident!
Professor MAR Barker 1929-2012
Press Release. Minneapolis, Minnesota, March 16, 2012
Professor Muhammad Abd-al-Rahman (MAR) Barker, known to his friends as “Phil,” died peacefully in home hospice on March 16, 2012 with his wife Ambereen Barker at his side.
Professor Barker is survived by his wife of 53 years, Ambereen.
Details on memorial services will follow.
In lieu of flowers, memorials to the Tékumel Foundation are preferred.
Thank you Professor, for the inestimable gift of your imagination.
Rest in peace.
For cryin' out loud - is there anybody even ALIVE over here?!
|Saturday, February 11th, 2012|
|Saturday, February 4th, 2012|
|Thursday, April 21st, 2011|
|Monday, October 4th, 2010|
|Saturday, March 6th, 2010|
|Tuesday, May 27th, 2008|
UCON 2008 Tekumel Track Call for Events
Greeting in Glory and in Peace!
Event registration for UCON 2008 has opened, and we are actively
soliciting events for the Tekumel Track.
The con takes place at the Michigan Union in Ann Arbor Michigan, on
the campus of the U of Michigan.
The convention dates are November 21st-23rd, 2008.
At least one of the authors of the latest release of game rules
(Guardians of Order's Tekumel: Empire of the Petal Throne) will
attend, and Tekumel fans from all over the world often make the trip
to Michigan for this convention.
But, in order for the Tekumel track to be a success, we need your
games and events, and we need them soon and in great numbers. There
are no requirements for any particular game system, style of game, or
really anything else, except that it should be Tekumel related. And
don't be shy if you've never run an event before - Tekumel players are
very nice people, open minded, and very welcoming!
Please help us out! Submit your events at http://www.ucon-gaming.org!
# Friday, August 29, 11:59pm - Event submission deadline (for pre-reg listing)
# Friday, September 5 - Events schedule available online
# Friday, October 24, 11:59pm - Event submission deadline (for onsite book)
|Tuesday, March 25th, 2008|
Tekumel on Squidoo
Since I've been spending quite a bit of time on squidoo for a couple of other projects and I noted that there wasn't anything on Tekumel there, I created a Tekumel on Squidoo
Please visit, post here letting me know what I can do to add info and content, correct any content there. You can add links directly to the page itself so if there are other sites out there noteworthy, please add them. Also you can vote the links up and down.
|Monday, October 8th, 2007|
Tékumel: Empire of the Petal Throne: The Clanless Trilogy Part one, Episode One
[I recently joined a local games club that structures its game play into eight week rotations. So I offered to run something for a full session and have got five players for Patrick Brady and Edwin Voskamp's The Clanless Trilogy. Of the five, only one is a Tékumeli, but none of them have played before. This first session was actually run in the last week of the previous
rotation, simply as a quick hour or so to get everything set up and to give a little taster. I missed some of the minor details of scenario up until the attack, but that was due to it being run from memory.]
In the Foreign Quarter of Jakálla -- "The Princess of the River," several individuals each receive an invitation to attend a meeting in the Pé Chói enclave. In turn, each is a rising star within the Foreign Quarter, known for their skill and capability, but beyond its walls, is unknown and always will be. For each of them, as is every individual in the Foreign Quarter, is
nakomé, without either clan or status, and will never be regarded as anything more than foreign scum by the Tsolyáni citizens outside of their current circumstances.
The invitation has been extended by the Clan of the Standing Reed and offers promise of a high risk, very high payment undertaking. The meeting is to be held in a warehouse in the Pé Chói enclave, and is attended early that day by five disparate nakomé. They include a hobbling Livyáni scholar-priest; a Tsolyánu clanless warrior carrying a long sword and a black shield, and wearing plain armour that has been scoured free of all symbols; a tall gangly man with oddly light coloured hair, carrying a walking staff capped by a heavy worked stone head and wearing a piece of heavy bejewelled vambrace on his forearm; a lithe Tsolyáni woman of muscular build; and finally, a black-scaled saurian Shén with a huge axesword on his back, the most notable feature about him being his bronze-sheathed claws.
Out of the warehouse's gloom comes a bone-white Pé Chói who explains that they are safe here pointing to the simple dais of mats and the tray containing bottles and several cups. The quintet, knowledgeable already of Tsolyáni customs know to take their place on the lowest mat whilst the dancer considers the contents of the bottle, identifying it as Dsách-nn-ek,
a Pé Chói liquor that tastes a little strange on the human tongue which she knows to sip gently. Several of the others carefully follow her lead.
Suddenly the low light of the warehouse is blocked out by largest human that anyone of them has ever seen. A great N'lüss warrior, wearing ornate heavy armour marked in orange and yellow and with the clan symbol of the Clan of the Standing Reed, a Tsolyáni clan. When he removes his helm, he is revealed to be old and grey, but still with an unwavering gaze. He announces himself as Hrug of the Clan of the Standing Reed and states that he was once clanless.
Over the next few minutes, Hrug explains that he has come looking for the best amongst the nakomé of the Foreign Quarter to make an offer from an honourable and important Tsolyáni. It involves a highly dangerous job for which their talents are highly suited that must take place inside the Foreigner's Quarter against Mu'ugalavyáni gang. He tells them that the job must be done within two days and that if they wish to take up the task, his employer wishes to see them at midday.
Finally, Hrug says, "There is also the matter of payment. I think that it is excessive, but for successful completion of the task payment is sponsorship into my clan, the clan of the Standing Reed. If you succeed, I think you are the sort of people we want in our clan. So think of this as the entrance exam. On my honour, I say that I have spoken the truth to you in all that I have said..."
At the suggestion of the Livyáni the five introduce themselves. He as Arduvaz, a scholar-priest devotee of the Shadowed One and then Mikúsa as a warrior before Núromen announces that he is a hero of his tribe and bound for a great destiny. The woman gives her name as Rayána and says that she is a dancer. Finally, Shén simply states that his name is Shek'nass.
Hrug gets up to leave, but before exiting the warehouse, hands Arduvaz a roll of parchment. Everyone recognises this as a pass that will enable them to leave the Quarter and get themselves to the next meeting. With that he leaves.
The quintet follow, but cannot keep up with the giant stride of the N'lüss as he is joined and flanked by two fellow N'lüss warriors. Ahead of the quickly moving trio, Mikúsa notices that the boundary between the Pé Chói enclave and the next ghetto is oddly empty of people and as he scans his surroundings spots a dark shape on a nearby rooftop. Before he can utter a warning, the N'lüss warrior on Hrug's left gurgles and coughs blood, his throat skewered by the dark length of a crossbow bolt, as Hrug drops to one knee, his hand clutching his shoulder, pierced by another projectile.
|Saturday, October 21st, 2006|
Hey, anybody going to U-Con 2006
(Nov. 17-19) for the Tekumel Track?
I'll be there with a new GURPS Tekumel scenario.
|Wednesday, September 20th, 2006|
'Guardians' version, reviewed
RPGNet has published a rather unkind review of the Guardians of Order Tekumel rules. The synopsis is: Attractive book, good rules, unique and interesting setting, deeply flawed in ways that make me cry
-- and he goes into some detail:
The artwork is hit or miss, but mostly good. You have several full page drawings, often illustrating things that you wouldn’t normally see. It does a good job setting the look and feel of the setting. On the other hand, none of it is labeled, or apparently meant to illustrate anything specific. Some of the artwork seems kind of cheap, and none of it feels truly top notch. On the other hand, there is quite a bit of it, and it other than a few pictures, it seems very cohesive.
The setting is rich, alien, and obviously well developed...
Character creation has several ‘important’ steps that help place you within this culture, selecting a clan, for example, later you chose an occupation, an involved process taking two or three pages to fully cover. The only problem is that these have almost no impact on your character. The GM sets the status level of the game, and the players can choose to raise or lower it during character creation, usually only by one or two steps. Your choice of clans must be within the status of the game, you don’t need to work for the clan, worship the same gods as your clan, and so on. The only thing you need to do, clan wise, is wear a badge of some sort so other characters know your general social status. Occupations are about the same, since you buy your character’s stats; the minimum stats are kind of pointless. If you are a soldier, you are going to make your character strong anyway. In reality these two steps both belong in the character conception stage, rather than eating up space on there [sic]own...
Compounding problems in the magic chapter are the poorly organized spell lists, the lack of any real sort of glossary to all these oddly named (but cool sounding) spells, a few poorly chosen terms (level is the base cost of the spell. Took me three readings to understand that) and just general sloppy layout. See, a spell has a base cost, modified by any defects it has (got those, Erratic preparation lowers the level by three…) but also have spell attributes that can be raised? Bought? and specializations as well. You don’t get a break for knowing multiple variations or specializations, and there isn’t any good way to judge the value of these ‘add on effects’ since they don’t list costs, but do use levels, which leads me to conclude that they all cost 1 point per level, which doesn’t match anything else bought in levels in the game. There is a list of restrictions on how many spells you can have, but it reads like one of those ‘solve the mystery’ brain teasers, matching up who wore what coat to watch which movie while eating which snack food...
No wonder it fell into oblivion with scarcely a splash.
I don't know about you guys, but I'm not greatly interested in buying it. Certainly
not for $39.95, which in my state would be forty-two bucks! No, thank you: I played Tekumel with classic Traveller
rules, and I can use WEG
's Star Wars: The Role-Playing Game
rules, or Tunnels and Trolls,
just as easily. The setting is what counts, not the game mechanics.
This, parenthetically, is one of the two biggest problems facing Amarillo Design Bureau's GURPS Prime Directive
: It's just as easy to do it yourself! They're fighting hard against that, by designing the same game with various engines, and I give them credit - but I'd use StarWars RPG
rules, if I was going to run a Star Fleet Universe scenario, because I don't like GURPS.
[The other problem they have is more fundamental: They're trying to sell roller skates to Eskimos. Board-game players are not, as a rule, role-playing gamers, and vice versa - making an RPG from a board game is a very
|Friday, July 28th, 2006|
|Thursday, October 13th, 2005|
This is actually from inside the Mexican pavilion at EPCOT Disneyworld - but who cares?
[Granted, for total verisimilitude I think the active volcano would have to be carefully excised from the picture, but perhaps it's a matter of taste.]
|Thursday, September 1st, 2005|
|Saturday, August 6th, 2005|
I picked up the new edition of Tékumel: Empire of the Petal Throne
a couple of weeks ago and am quite happy with it.
I'm a long-time gamer and a fan of Tékumel since I found the Man of Gold
novel in the 1980s. I snached up Flamesong
when it came out and later managed to find the Gardásiyal boxed set
with the separate Adventures on Tékumel
books required to generate characters & part of Swords & Glory
books. But it didn't seem easy to play, or more importantly, to run. With the new edition, the basic system looks reasonably easy to run and the character creation system looks good too. (I haven't really looked too much at the magic system yet.) I'm used to Eden Studio's
Unisystem-based games so the rolls in the basic system of Tékumel: Empire of the Petal Throne
are reversed from what I'm used to, but the basic idea seems the same.
I think the background in the book is enough to start a game, but not so much that someone new to the universe is going to get lost in the detail. (And once they're ready for more detail there are previously publised books and web resouces.)
(Cross-posted to my own journal.)