Adventures on Tekumel: Gardasiyal (Deeds of Glory Vol. 1 – Player’s Guide) [ M.A.R. Barker, Neil R. Cauley] on *FREE* shipping on qualifying. Adventures on Tékumel. Part One: Growing Up In Tsolyánu. Character Generation for Tékumel by M.A.R. Barker. Illustrations by Kathy Marschall. With special. Adventures on Tekumel, Part Two / Volume 1: Coming of Age in Tekumel. Solitaire Adventures. M. A. R. Barker, illustrations by Kathy Marschall and James .

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Barker has created one of the most detailed and intricate worlds in fiction. It is often compared to Tolkien’s Middle Earth, but Tekumel is very, very different. Barker’s style and world generation tekuumel actually the equivalent of what is termed “hard science fiction”, whereas Tolkien’s is true fantasy, or more the model of style for what is termed “soft SF” or “science fantasy.

They are dynamic, gritty, and overwhelming in their minute details. His entire world, in fact, is set in a far future and based on a science fiction universe of extremely advanced technologies wherein this one world or perhaps all the universe has undergone a horrendous trauma be it war adventyres cosmic cataclysm has yet to be explained, though promised for the new volumes that severed it from contact with the rest of the universe.

The races and their langauges, their artifacts and civilizations, that te,umel depicted by Barker, have all arisen from the ashes of this cataclysm on Tekumel.

The legends and religions, in fact, are only echoes of whatever existed thousands of years before. At any rate, this is one of the most complex worlds ever created, with the linguistics probably far more intricate than anything else. For writers, readers, or gameplayers who are interested in world generation, Barker has written the textbook examples. A progression — nay, a blizzard — of game companies have tried their hand at Tekumel.

Most died with their Tekumel game lines half-completed. Barker continued work on his exotic campaign worlduntil his passing in The setting for this fantasy campaign game is an alien planet, Tekumel, where a cosmic cataclysm stranded human and extra-territorial invaders eons past. A hostile world of poisonous flora and fauna, with intelligent and vengeful native races!

Fantasy Miniatures Wargame Rules For The World Of Tekumel “This rules booklet contains the background information needed for conducting battles with miniature figures in the world of Tekumel. Along gekumel other sections, the rules themselves are of two forms: Where a different procedure is called for to reflect the difference in complexity, it is discussed within the appropriate section of the Magic System rules.

Throughout, the game rules use a 1: The exceptions, as noted, are the smaller Tinaliya and Pygmy Folk, which are in a 1: Although it is possible to fight battles without a referee more easily the basic game versionthe employment of a knowledgeable judge will be beneficial to the ease of play It contains a rules booklet, play mat, counters inc. It is a contest between two players, but qdventures is more than that: The game depicts a great confrontation — a Trial by Combat — where two antagonists conduct a battle employing terrible spells and conjured monsters.

Only one of avdentures two contestants can survive this ultimate rivalry.

Series – Adventures on Tékumel

Fantasy and ‘swords and sorcery’ are proving to be popular topics for games; this is the first, however, which pits two players against one another in an immediately personal way, like chess, while maintaining the enjoyment of fantasy and the imagination. The equipment needed for the game is not complex the rules are reasonably short and easily understood. The game system is very simpler just place the counters on the board, move them, and if hostile counters meet, consult the appropriate combat table and roll a die.


Of course there is more to it than this. To play the game is easy, but to master it is difficult indeed.

This means that two new players can enjoy themselves playing for the first time, while two devotees battling for the hundredth time will still find endless challenge. Once the rules are thoroughly known, a complex strategy can be developed, and the offensive and defensive tactics necessary for its success carefully plotted. For this reason, when it first appeared in the summer ofcritics termed it too personal a creation to be a success.

Instead, it has become a milestone in the development of fantasy gaining. Barker’s world of Tekumel, a science-fantasy creation some forty years in the making, its sweeping imaginative scope and fastidious attention to detail have sketched out an alternate reality as compelling as any known.

Close association with Prof. Barker has given my colleagues and me access to a vast wealth of information which is not, and might never be available to others interested in the Tekumel mythos.

That is what this journal is all about; an attempt to explore systematically and to fill in the details of the Tekumel fantasy which will otherwise be missed in the game, the scattered articles, and the question-and-answer letters of Prof. As of this writing, he is some ten chapters into a novel about Te’kumel, but even this will serve only as a tantalizing introduction and an overview of the world in which it is set Imperium Publishing Buy at Amazon Book of Ebon Bindings Discussion of the magical arts and religion with an emphasis on demonology, summonings, demon abilities, and banishment rituals.

Later re-printed in a larger format, with a black cover, by TOME. Two sections of that first set have survived virtually unchanged in the present work: Since then there have been six “final” rewrites of three basic editions, including ten different combat systems, and countless additions and changes in factors of morale, movement, scale, and the like.

Throughout, however, the goal of the writing remained unchanged. Simulation was emphasized over “game” elements, and, until the recent discovery of the Tane peoples and the Bazhaq, there was no aspect of organized warfare on Tekumel that was not factored into the rules.

The constant assistance of Prof. Barker in the playtesting of the rules, with resulting criticisms and commentary, has gone far to assure the success of the simultation. A large body of as yet unpublished material has been used in the design of the rules, including a legion-by-legion description of the armies of the four empires and the Yan Koryani alliance.

This material will be published as soon as possible, and should add immensely to the enjoyment of fighting Tekumel’s wars in miniature. The elements of the rules heavily emphasizing realism will be provided in a second volume: The Tane will be included, as well as extensive sections on formations, command, army composition, and the original basic factors of the combat system, including levels, steel and magic arms and armor, and individual combat.

Tita’s House of Games | Tékumel Items

The rules have been written on the assumption that a referee is not present. If a referee is present, many of the minor rules concerning secrecy of movement, spell transfer, etc. In closing I must extend my thanks to all those whose help and ideas during playtesting have tekumwl improved the current work, especially Craig Smith; and very special thanks to Prof.

Barker, whose heroic efforts proofreading the fifth “final” rewriting are heavily reflected in such clarity of presentation this edition possesses. The novelty here is a fingerprint-like intricate maze for the player’s ‘enjoyment. In view of all of adventuges, it is very important for students of Tsolyani culture to have access to some of the more important events in the histories of the Imperial Legions.


Without these materials it will be impossible to perceive the Tsolyani army as its members and its society see it. But it is possible to comprehend enough of those events which transpired since the accession of the first Tlakotani Emperor to see something; of the history and development of the Legions alluded to above. A list of the dates and titles of the Emperors of the Second Imperium is thus appended below Drawings, troop lists, and an essay by M.

Barker can be found here. Empire of the Petal Throne. Drawings, troop lists, and miniature painting details. The font is tiny, so there is a mountain of information packed in these pages. Livyanu and Tsolei Contains page rulebook and large, double-sided color poster map of the lands in and around the Tsolyani Empire.

Contains page rulebook; page Sorcery Summary; page Combat Summary; 8! The artist, Craig Smith, produced them tekmel extensive research and consultation with Professor Barker. Since their inception, they have proved to be most useful in the adventures of players in several campaigns. The locations and ancient sites on these maps have provided many hours of danger, excitement, and enjoyment; however, many of the old ruins have not yet been explored and must be asventures dangerous!

This set of maps covers the area from Pijnar in the northwest to Khirgar in the south; thus, sections of Pijena, western Mitumanaya, and the northern border of the Seal Empire of Tsolyanu are detailed. Each of these with heavy borders is approximately kilometers across; the smaller hexes on these maps are thus 9. Some guidelines for the incorporation of military magic have already been summarised in section 2.

The purpose of this discourse on military magic is adventues streamline the integration of military magic into the adventure campaigns of player characters. Perhaps referees adveentures find these parameters useful in meshing their player character’s skeins of destiny more smoothly with the destinies of the Ever-Glorious Legions of the Petal Throne.

The following guidelines are designed for use with adentures Swords and Glory adventure rules see 2. The World of Tekumel advejtures I simply state that it is tekuumel most beautifully done fantasy game ever created. It is difficult for me to envision the possibility of any rival being created in the future. Temumel Gygax Tekumel, the world of fantasy and adventure.

Includes religion and magic, social groups and institutional and organisational structures. The interior drawings are some of the best I’ve seen in Tekumel art I’ve seen. TOME published several follow-up supplements. A complete set includes: Growing up on Tekumel “Rules for Character Generation” Provides not only the details of starting a character, but nifty snippets of Tekumel characters talking about their lives.

Coming of Age in Tekumel “This volume contains three adventures: Attend a banquet adveentures the opulent mansion of a nobleman. Enjoy wdventures, gambling, intrigue, and dalliance.

Go shopping in the markets. Get into more trouble than you bargained for Swear allegiance to one of the three Imperial Princes vying for the Petal Throne.

Join in battle, besiege cities, and win loot and glory! Learn the art of sorcery! Study history, theology and other fascinating subjects! Join one of the mysterious temple secret societies.

Engage in religious and political intrigue; get into more trouble than you bargained for More than you dreamed existed Beyond the Borders of Tsolyanu “This volume contains four adventures: