Initially confined to the Foreigners Quarter, they seek employers, then patrons, and finally sponsors who will support their becoming members of a clan and so become citizens of Tsolyánu, the Empire of the Throne. Now in Empire of the Petal Throne, the default setup was that of ‘Fresh Off the Boat’, foreigners or ‘country bumpkins’, distant cousins who sail ashore at the great Tsolyáni port city of Jakálla and set out to find a place in civilised society. Prince Mirusyía now rules as ‘The Flame Everlasting’ and despite rumblings from Prince Dhich’uné’s allies in the Temple of Sárku, there is relative peace in the empire as the war with Yan Kór has ended on good terms. Prince Dhich’uné, who usurped the throne from his late father, Emperor Hirkáne, ‘The Stone Upon Which Rests the Universe’, has been dethroned by his brothers and fled, whereabouts unknown. In terms of timeframe, the default setup for Béthorm: The Plane of Tékumel is 2369 AS, after the civil war that has rent Tsolyánu the last five years. This is not to say campaigns set on Tékumel cannot be set elsewhere, but that takes a bit more effort and a bit more knowledge than is presented in any roleplaying game devoted to Tékumel, and indeed, is presented in Béthorm: The Plane of Tékumel. It is the first of these empires, Tsolyánu, that is the primary focus of Tékumel and any roleplaying game devoted to the setting concentrates upon this nation above any other. Today the area once ruled by Éngsvan Hlá Gánga is occupied by five great empires-Tsolyánu, the Empire of the Throne the Empire of Mu’ugalavyá the Land of Sorcery, Livyánu and Sa’á Allaqí and Salarvyyá. Éngsvan Hlá Gánga is only one of many great empires that have arisen and fallen since Tékumel was isolated. In time, the peoples of Tékumel made contact with intelligences from the Planes beyond the plane-or ‘béthorm’-of Tékumel, some of whom were adopted by the Priest-Kings of Éngsvan Hlá Gánga as the Tlomitlányal, the Gods of Stability, and the Tlokiriqáluyal, the Gods of Change. Isolated for millennia, both the human and alien inhabitants regressed technologically and lost much knowledge, but adapted to the hot and resource poor world that is Tékumel, such as learning to harvest, cut, and harden cut the hide of the mighty chlén beast to shape into armour, weapons, ploughs, and more.
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Presented as ‘Rules for Science-Fantasy Role-Play on an Exotic Planet’, Béthorm: The Plane of Tékumel includes new of rules for play on Tékumel, a different campaign framework, and a new setting, but, it nevertheless takes its cue and its template from the 1975 Empire of the Petal Throne-and that has implications for how accessible it is as a roleplaying game and how accessible it makes Tékumel: Empire of the Petal Throne.īéthorm: The Plane of Tékumel starts with a good introduction to the world of Tékumel, explaining what it is and giving it a solid timeline which runs from our near future into the very far future, explaining how Tékumel was originally discovered in 60,000 AD and subsequently terraformed into a tourist world before it was dragged into a pocket universe. Published by Uni Games following a successful Kickstarter campaign, Béthorm: The Plane of Tékumel is designed and illustrated by Jeff Dee, best known for his classic Advanced Dungeons & Dragons artwork and as the co-designer of the roleplaying game, Villains and Vigilantes, originally published by Fantasy Games Unlimited in 1979. in 1975, itself recently republished by The Tékumel Foundation. Barker, which was originally published as Empire of the Petal Throne by TSR, Inc.
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Béthorm: The Plane of Tékumel is the latest roleplaying game to explore the world of Tékumel, the linguistic and cultural setting developed by Professor M.A.R.