Science Fantasy
While Tékumel is what I have called a "secret science fiction" setting, the extent to which published materials lean into this varies. For my part, I lean into it heavily. Indeed, that's a huge part of the appeal of Tékumel: I like "fantasy" settings where all their fantastical elements are examples of Clarke's Third Law ("Any sufficiently advanced technology is indistinguishable from magic."). This isn't really a change to "standard" Tékumel, but it colors my presentation of everything from magic (and "magic" items) to demons and the gods. This has allowed me to get a better handle on how all the setting's various parts work together and given me lots of ideas for developments in the campaign. Doing so also inadvertently gave birth to the sha-Arthan setting I've been working on for almost four years now.
Magic
For the most part, I stick to the presentation of magic and spells in Empire of the Petal Throne, which is much closer to what's found in OD&D than in later, more "authentic" Tékumel materials, like Swords & Glory. However, as I mentioned in the previous paragraph, I look on magic as "sufficiently advanced technology," even spellcasting. This means that I see a strong connection between spells and magic items, since they both harness the same forces, all of which are explicable by far future science. In this way, I've made it possible for spells to be used as energy sources to reactivate uncharged or even damaged magic items, something that's proved important on several occasions in the campaign.
Demons and the Gods
In a similar way, I views the various demon races of the Planes Beyond and even the gods themselves as highly advanced beings akin to those seen in older science fiction like Star Trek. They're "divine" or "demonic" only in an analogical sense, as humans and other more limited beings attempt to understand their nature and truly alien thought processes. I've also muddied the waters somewhat with the introduction of advanced artificial minds that are themselves effectively gods – and indeed have been mistaken as such by humans. My Tékumel is a place that's littered with science fictional elements dressed up in fantasy garb.
The Pariah Gods
Speaking of the gods, we have the Pariah Gods, a trio of deities introduced into post-EPT Tékumel as antagonistic beings more akin to Lovecraftian entities than those of the pantheon of Pavár. In published Tékumel, the Pariah Gods exist on the fringes of the setting. I've made them much more central, particularly the god known only as The One Other, who not only played a role in the imprisonment of the god Ksárul but was also a catalyst behind the founding of Tsolyánu itself. There are additional changes I've made, but I can't say much more about them here, since the House of Worms campaign is not yet over and I don't want to spoil anything for my players ...
Parallel Worlds, Time Travel, and the College
Furthering my science fictional emphasis, I've made much use of parallel versions of Tékumel, time travel (or at least asynchronous temporality), and the Undying Wizards of the College of the End of Time. None of these things is central to my version of Tékumel but they have roles to play. For example, Toneshkéthu, a student at the College, has been a longstanding ally of the characters. Because she exists in the far future of Tékumel, she often appears "out of sequence" from their perspective, remembering things that haven't yet happened and being unaware of events in which she (or a version of her) actually participated.
History
Speaking of the passage of time, the societies of Tékumel as presented in published materials are old – unbelievably so in my opinion. There is recorded history stretching back more than 10,000 years and I simply can't believe that. Consequently, my version of Tékumel is old but not that old, with suggestions to the contrary simply being rhetorical/poetic exaggerations for effect.
Tsolyánu
The titular Empire of the Petal Throne is presented as if it's much more stable and monolithic than I can accept. Consequently, I've presented Tsolyánu and much more varied and prone to periods of rebellion and even anarchy. Customs and traditions vary from city to city and region to region, even to the point where Tsolyáni from one part of the Empire feel almost like foreigners in another.
Salarvyá and Yán Kór
I've made some changes to two of Tsolyánu's neighboring empires. In the case of Salarvyá, I made it an elective monarchy that periodically convulses with chaos as the time to elect a new king draws near rather than a kingdom ruled by the same dynasty for untold thousands of years. Likewise, Yán Kór is presented in published materials as a major rival of Tsolyánu, thanks to the determination of its leader, Baron Ald. I've opted instead to make it a weak confederation of city-states that's more a threat to itself than to anyone else. Consequently, the war with Yán Kór that occurred in "prime" Tékumel never did in mine.
Heirs to the Petal Throne
I included all the heirs mentioned in the original Empire of the Petal Throne, but almost none of those introduced in later materials. In particular, I dispensed with Mirusíya, whose revelation and subsequent elevation to the Petal Throne in official Tékumel never sat well with me for a number of reasons. Instead, I introduced my own additional heirs, as well as my own spin on the existing heirs.
As you can see, my personal Tékumel doesn't deviate too much from what's found in published materials. It's more a matter of emphasis, which allows me to put my own spin on certain aspects of it. This, in turn, allows me to shape it a setting conducive to the kind of adventures and situations that play to my own interests and strengths as a referee. I think it's worked very well over the course of the ten years we've been playing House of Worms. That said, I will be glad when the campaign is done at last. I've inhabited Tékumel for a long time now and am looking forward to he opportunity to explore a new setting with my players.
Thanks, James! It's rare to get a precis like this of another person's Tekumel, and so it's always fascinating when I do get to read or hear one -- a mixture of delighted recognition and abject horror ;)
ReplyDeleteMy own version is 180 degrees opposite yours when it comes to the scientifictional and theological side; it's all very Bronze Age and literally true mythopoeia. "Glorumel", if you like. But on the politics and the timeline, it's interesting how we've moved in such similar directions. Thank you again for taking the time to write this up and share it with us!
Out of curiosity, do you make use of Mitlanyál with its focus on the aspects of deities or the avatar/incarnation rules that came with the (fourth?) official system, “Tékumel: Empire of the Petal Throne”, aka T:EPT?
DeleteI have used Mitlanyal, but really only as a source for chrome (names and images) to strip and re-purpose. I thought it was pretty thin gruel in terms of "conreligion" and didn't really change or grow what came before it. Adding the lists of Aspects with their thumbnail (or pinkie-nail) sketches, for example didn't -- for me -- make the sum of it any less immediately recognizable as an "RPG religion", nor any more "naturalistic" or plausible.
DeleteRules-wise, I haven't tried out any setting-specific rules since Tirikelu came out in the Eye of All-Seeing Wonder (and I thought it was great, FTR!). So I don't know about T:EPT or its avatar mechanics... but I should also say I can't easily imagine ever having a PC be(come) such an entity; or that if one appeared as an NPC in a game then rules mechanics would be needed or relevant. (More 'not being from a hot beverage drinking culture' than 'it's not _my_ cup of tea', sorta.)
James, have you considered writing a retrospective of the campaign in its entirety, with input from your players? I suspect that even with the regular updates you've written already it would be a pretty monumental task, but I think there'd be an audience for it even beyond your regular readers here.
ReplyDeleteI have, in fact, considered that and quite a bit more. When this campaign finally ends, it'll be a momentous occasion and I plan to commemorate it in a variety of ways.
DeleteHaven't you also fleshed out that overseas Tsolyani colony quite a bit from EPT? It barely gets mentioned there, right?
ReplyDeleteThe few games I've played or run (all EPT except for one GOO Tekumel story arc) tended to emphasize the dangers of the Inimical Races (mostly ssu and shunned ones and hlutrgu) over human threats, extradimensional/temporal shenanigans, or secrets of Humanspace stuff.
This is interesting and I will add more comments/questions below on specific facets as I find time, but this strikes me as “My Tékumel” from someone intimately familiar with a lot of the published material, as opposed to someone who just picked up EPT and wondered, “What do I do with this?”
ReplyDeleteIn particular, you don’t mention and obviously decided not to adopt one singular aspect of EPT that later official games for Tékumel dropped: the default assumption that PCs would be newly-arrived immigrants to the Empire of the Petal Throne, confined by xenophobic law to the foreigners’ quarter of Jakálla (at least until they reach the 3rd level). This not only alleviates the players needing to know much about Tékumel but helps the GM by restricting what they need to handle in the opening phases of a campaign, which can focus on underworld expeditions to allow the surrounding culture, politics, etc., to be slowly introduced. (That reminds me, this post doesn’t indicate how much megadungeons featured in the House of Worms.)
An approach like this that restricts the freedom of the players at the beginning of a campaign would seem generally applicable to other big published settings.
I’ll end here with a quote of a reply I made to your retrospective on Swords & Glory:
“You don’t mention one crucial change introduced by S&G that was maintained by the later official systems: PCs were no longer fresh-off-the-boat immigrants of indeterminate origin stuck in the foreigners quarter but, rather, expected to be citizens. This puts more of a burden on the players and GM starting out and changes the relationship of the PCs with the ambient society. The original EPT presented Tsolyánu as quite grim dark - clannish, xenophobic, and socially conservative (albeit sexually laissez-faire and having an out for women to declare themselves independent), practicing slavery and human sacrifice, with gladiatorial arenas, a predilection for impaling criminals, and an autocratic government served by a secret police. It’s perhaps easier for players to not sympathize with or practice this culture but be outsiders trying to survive and adapt to it, and keeping this as the default setup might have made the setting more approachable.”
The "Fresh Off The Boat" approach was always dragging the baggage of "off the boat from where?" with it. Unless they came off the boat from Greyhawk or some other D&Dland, they're still from Tekumel and would be expected to be familiar with the general 'world settings' (e.g. no stars, climate, biology) and have their own social and cultural backgrounds.
DeleteIf you're going to handwave away who the PCs already are when the curtain goes up, it's not likely to help then getting engaged in a 'culture game' -- which is basically Tsolyanu's selling point; the thing that distinguishes it from (say) Gamma World.
I don't think that's _why_ the FOTB setup fell by the wayside (without disappearing entirely, though!); the bigger factor I think was the desire of players to have more powerful and prestigious alter-egos, more quickly. But I'm skeptical about how useful it ever was as a 'solution' to Tekumel's 'problem'.
(And, of course, let's not kid ourselves: there's always been a contingent of Tekumel fans who did sympathize, sometimes very strongly, with Tsolyani culture as it was presented. It's perfectly congenial to a lot of individuals' fantasy tastes.)