Tekumel: Empire of the Petal Throne

Teflon Billy

Explorer
Guardians Of Order invites gamers of all ages to join in the revitalisation of Professor M.A.R. Barker's exquisitely detailed world of Tékumel: Empire of the Petal Throne. Tékumel is the oldest licensed property in the adventure gaming industry, firstpublished by TSR in 1975. Barker has devoted over fifty years to creating the Tékumel universe, developing it into a vivid science fantasy setting with rich backgrounds and unique cultural identities. The core rulebook will introduce players to the land, history, and inhabitants of Tékumel, and give the GM the tools needed to develop and run epic campaigns or single adventures. Tékumel is part of the popular Tri-Stat Compatible game line, which features easy-to-learn game mechanics, quick combat action, and an extensive player network. If you're looking for an exciting fantasy game with a rich setting and original player character concepts, welcome to the world of Tékumel: Empire of the Petal Throne.
 
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Here, folks, we have a blast from the past.

Jump with me in the way-back machine, and return to the year 1975.

Two years before the release of Star Wars, two years before the death of Elvis Presley, two years before the discovery of fire…we are talking history here folks.

We are talking about the original release date of the second RPG ever published (Empire of the Petal Throne), and Tekumel, the setting on which it hung it’s coat.

Now what I can recall of Empire of the Petal Throne is mostly positive. Firstly, it was nothing at all like Tolkien. Nothing.

No Elves. No Dwarves. No feudalism. Even the swords are made from specially-treated Dinosaur hide rather than steel.

The culture was very complex, well-detailed and unique almost to the point where it defied summary. Which I will grant you, makes reviewing it prety tough :)

Though decidedly low-tech and high-magic—which would lead you to think that this was a sword and sorcery genre piece—it was set in the distant future following a cataclysm and thus, highly advanced technology was still present and semi-available to the characters.

The setting was human centric, but there were some truly non human races detailed for use as player characters (no “pointy-eared graceful” humans or “small humans” made the cut).

Examples from the pear-shaped, artichoke-headed Pachi Lei, to the radially-symmetrical four-armed/four-legged, Aghoyya give a better idea of what was presented under the banner of “Non-Human” and are not any more or less odd than the others half-dozen presented…consider them a “Strangeness” baseline reading.

Humanity, as presented, had a culture I was unsure I had ever seen described anywhere in the real world. I’m told by a friend who has a much greater knowledge of the setting, its pedigree, and anthropology in general than I; that the human culture presented contains elements of Aztec theocracy, the Indian caste system and the clan/honor systems associated with feudal Japan. I’ll take his word for it.

But toss in the presence of magic, high technology, active Gods (who seems to be largely without stated direction or purpose), an incredibly hostile ecosystem including monsters and it sounds like you would have had the “Kitchen Sink” setting to make World of Synnibar look like Harn. Right?

Wrong.

The setting is airtight; the effects of nearly every peculiarity of design are properly extrapolated into the larger society. And given how freaking odd a lot of the setting elements are, that is quite a feat. I suppose this is what 50-odd years of development by a university professor can drum up in terms of consistency and coherence.

The University Professor in question is one M.A.R. Barker, a linguistics Professor from Minnesota who, according to www.tekumel.com (which I assume is an authority on the subject), first started writing material for Tekumel in the late 1940's. According to the introduction to this new edition by Guardians of Order, the good professor still runs a weekly Tekumel game (known colloquially as the “Thursday Night Group”), and has done so since the game’s creation.

And this, loyal readers, is where the wheels could leave the wagon. Tekumel.com’s “summary” of the background of the setting alone stretched into 1200+ words, and many of the assumptions we as gamers make about settings (and this product has brought into focus how many assumptions we—or I at least—do take for granted) simply do not apply here. So I will attempt to radically summarize the million, billion-year backstory of the setting.

The history, as written, spans 10 eras, the third oldest of which is described as occurring some 25,000 years in the past…the dates associated with the earlier two are lost to antiquity. Suffice to say that the earliest dates in the setting are some thousands of years in our Earth’s future.

Mankind’s starfaring civilization at the side of its alien allies, colonized and terraformed an alien planet and segregated the native inhabitants. After millennia, “Something Bad” happened (I swear to God this is part is canon), and Tekumel was shunted into a pocket dimension, marooned from Galactic civilization. The natives freed themselves, civilization collapsed, anarchy reigned...

If all of the above hasn’t piqued your interest, I’m not sure what will. This is a vast, richly-detailed, and totally alien setting. I was going to say that it reminded me of Skyrealms of Jorume in tone, but given their respective publishing dates, I think saying the reverse would be more fair.

The book itself is up to Guardians of Order’s normal, high standards: Well done, evocative black-and-white art, Easily readable layout with liberal use of sidebars and suchlike for clarity and “Feel” (much appreciated), and the Map!

The map is a thing of beauty. I didn’t think that RPG products really shipped with poster-sized, hand-drawn full-color world maps anymore. This one is drawn by Giovanna de Fregni who, from a quick Google search on the name, appears to have been associated with Tekumel products for ages now. I laughed to my wife that the artist “had a girl’s name”

She pointed out that the artist might, indeed, be female (as turned out to be the case).

I wonder sometimes why she married me.

Anyway.

The system is another reworking of Guardians of Order’s Tri-stat system, used in Silver Age Sentinels, Ex Machina, Big Eyes, Small Mouth amongst others. As a system, Tri-Stat certainly seems capable of modeling a wide variety of settings, many more than I would’ve ever guessed when I first saw it at work in the aforementioned Big Eyes, Small Mouth lo these many years ago.

This time, the system is a bit more mechanics-heavy than we usually see. A point based system with six stats (which makes you wonder why they slapped the “Tri Stat” logo on it) Strength, Dexterity, Intelligence, Psyche, Charisma and Willpower, with other purchase options (like Attractiveness, Flunkies, or Friends in High Places) and defects (like Clumsy, Addicted or Bad Reputation) which give you more points with which to build your character. The skill list is remarkably complete with a several examples of setting-specific skills and uses.

I found it strangely akin to GURPS during character creation (Advantages, Disadvantages etc.), and I say that as one of the highest compliments I can give.

One of my favorite system presented here is the “Special Items” creation rules, which allow very specific customization of equipment. The setting taken into account all of the product, though the authors seem well-aware of the difficulty involved in getting new players into the “feel” of this very non-standard world and have spread liberal helpful hints, sidebars and suchlike all though the book (including two separate examples of character creation: One built with a deep involvement in the setting, and the other being a generic “Swashbuckling Swordsman” deftly illustrating the flexibility you are presented with.

Opposition is presented in abundance. There are demons, Monsters, powerful secret (and less-than-secret) societies with unfathomable, arcane (not like that) goals, and a whole lot more.

There are some editing and proofreading gaffes, but the only one that truly stares out at you is on page 95, under the heading To Roll or not to Roll. It gives what I believe to be the exactly reversed advice on the subject claiming, for instance that you should roll “when the character’s success in not in question”, but shouldn’t “when random chance plays an important role in the outcome of the action”

It’s more funny than anything, but I could well see a less experienced gamer getting somewhat stuck on it.

In closing, this is a very deep and exciting read. Absolutely unique in my experience, and very, very well done in comparison to previous editions. Guardians of Order have managed to tie together a lot of the disparate strands that were Empire of the Petal Throne and turn out what must be called the definitive handbook for the setting.
 
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Thanks for the Review...

Great review, Billy.
Now I want to dig out my TSR boxed set of Petal Throne and pore over the beautiful maps.(My dad bought the game for me for Christmas in 1977, along with about 100 minis, many of which I still have).

I have a soft spot for Tekumel -- it's just so damn brave to put out a fantasy setting that doesn't rely on the used furniture of Tolkien and his imitators. That strangeness is both Tekumel's biggest draw and biggest drawback; I've always had trouble getting players to try a Tekumel campaign because they are intimidated by its unfamiliarity, the very quality that attracts me to it.
 

Fantastic review, TB!

I got to play in a demo game of T:EotPT at GenCon 2004. At first I was bit taken aback at how unrelated to "real" Tri-Stat the system seemed. This was kind of a good thinbg, though, as normal Tri-Stat can seem a bit bland sometimes. Anyway, I found the system easy to pick up and pretty transparent during play. You roll a d10 under your stat or skill rating, and you want to roll low. The greater the margin by which you make your roll, the greater your success. Pretty simple.

I used to own the Swords & Glory incarnation of Tekumel, and the GoO version is waay better. The sourcebook on Tekumel (systemless) is still a great resource, though. People who are interested in this new editionof Tekumel should head on over to Tita's House of Games and look into their extensive library of Tekumel reprints.

I can only hope this new product will lead to a Tekumel revivial. Tekumel has never been paired with a better system. Non-d20-phobic folks should be aware that GoO plans a d20 edition to come later in the year.
 

Thanks guys.

I just hope the review really conveys the alienness of the setting. It is possibly the "Least Beholden to Tolkien" Fantasy RPG Setting I've ever seen.
 


I'm not sure D20 would've added that much to it.

The system seems to work fine at a great many things, most of them more difficult to model than Tekumel (whose complexity is in it's Fluff)

It wouldn't have been worse in D20, but I doubt it would've been better.
 

nice review

Thanks, TB. I'm looking forward to the d20 version - since EPT began its RPG incarenation using rules based off OD&D, I'm hoping the conversion will be painless enough. I'm planning to use it as an alternate universe for my homebrew world Ea, which already contains many Tekumel elements like having been originally colonised by super-advanced humans in Earth's future, and several Tekumel deities including Ksarul (I love Ksarul, he's like Loki only cool) :cool: & Avanthe.
 

Great review.

It is really hard to explain Tekumel to anybody who's coming at it with any kind of pre-conceptions about rpg settings. I think you did convey its truly unique nature with your comments on how it made you realize your own assumptions about settings.

I first got it a couple years after it came out, and I was fascinated by it. But I could never find enough people willing to climb the steep cultural learning curve necessary to play it.

Maybe it'll find broader appeal now than it did in the late-'70s, when, compared to the setting standards of the time, it was even much weirder!

Carl
 

Carl Zog said:
Maybe it'll find broader appeal now than it did in the late-'70s, when, compared to the setting standards of the time, it was even much weirder!
I think it will. This is first version of Tekumel since 1975 that's actually matched its contemporaries in terms of art and layout. The Swords & Glory version in particular was pretty homely looking even compared to other boxed RPGs of the 80s. The TOME edition wasn't too bad, but, again, not nearly as nifty-looking as other 90s RPGs. The new GoO edition looks as good as any other B&W GoO product, and has arguably the best system ever paired with the setting. And the coming d20 version should have broad appeal. Ergo, I thnk both quality and nostalgia will give Tekumel:EotPT more recognition than any previous edition. I can only hope that we see supplements at a less glacial pace. This edition has been "coming soon" for many years now.

Thankfully, it was worth the wait.
 

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