TEXT: NOVCNTU -RCS ON TC'** KUMCt
  /Jr
  C?
  0~'Y
  I
  T
  S'J
  spa
  Garzc>asiyNt
  
  AOvENtzarzES oN zEKzamEt ;
  QNROASiVAL
  OEEOs of gLoRy - votzamc i
  The ptAycR's quloc
  -By m.a. -R. -BNRKER
  NNO NEtt Cautcy
  WiTb KLAN mustctcwicz
  iLLUSTRATloNS
  -By TREVOR UTZ xm O
  Tb0CnAS "bNNk YVOLIz" STEtNiM QE12
  wiTb Spc-cizL TbNNKS TO ;
  TY)OCnNS JUNTUUEN
  
  AOvEiazzaRFS ova zEKUmEt
  QNROAStVAL
  Copyright 01994 by M.A.R. Barker
  All rights reserved .
  OFFOS of gLoRy - voLUme
  TY)F pLayCR'S QU10E
  THEATRE
  OF THE
  MIND
  ENTERPRISES, Inc.
  All the characters in this book are fictitious, and any
  resemblance to actual persons, living or dead, is purely
  coincidental .
  This edition published in arrangement with M.A.R . Barker
  Published by: Theatre Of the Mind Enterprises, Inc .
  The Byrne Buildings Lincoln & Morgan Streets
  Phoenixville, PA 19460
  Interior illustrations by'lYevor Utz and Hank Wolf (Thomas Steininger)
  Printed in the U.S.A.
  
  CHARACTER
  CREATION
  Players who wish to generate
  their own HUMAN characters are
  referred to the ADVENTURES ON
  TEKUMEL series .When generating
  characters from these books,
  sorcerers are restricted to level 5
  before entering the role-playing
  game from the solitaire system.
  They may only exceed this level
  with the referee's permission.
  Warriors' weapon skills are
  limited in the same manner as
  anyother academic skill : no
  more than two levels of any
  weapon may be gained in ayear
  through study. Warriors who gain
  enough experience to purchase
  weapon skills during the role-
  playing game may exceed this
  limit, of course.
  Several changes to the character creation system of ADVENTURES ON TEKUMEL, part one,
  are noted below:
  " Academic and hobby skills are combined into one "skill" category.A
  maximum of 20 skill levels is all that can nowbe attained.
  " Elementary academic skills, urban, or rural skills can be purchased with
  advanced skill points at twice the listed cost.
  " Outdoor skills may be purchased at double the listed cost with hobby
  points . In cases where a maximum of 10 skill levels is listed for a skill, this
  maximum (of 10) still applies .
  " Forweapon skills, a character may, with the referee's permission, advance
  beyond 30 levels in noble weapons only (e.g. long sword) . These must be
  gained through experience points, not through hobby or academic skill
  purchase points . Soldiers in legions where non-noble weapons are used may
  treat these weapons as noble. This exception is allowed only to soldiers .
  For players who wish to play a PREGENERATED human or a nonhuman character,
  allowances are made below. Included with this game are a number of pregenerated
  character "archetypes" : Tsolyani priest/sorcerers, warriors, and a group of "friendly"
  nonhumans to serve as non-player friends and assistants . These archetpes are usable
  as given: they are all about 20 years of age and include all necessary statistics, names,
  brief histories, etc. They are thus ready to enter the role-playing game .
  Players who wish to design a NONHUMAN character (including N'liiss) employ a differ-
  ent procedure from that used for a human character. It is difficult to play a nonhuman
  realistically; hence, this maybe done only with the referee's permission and guidance .
  Nonhuman attributes are rolled as for a human in ADVENTURES ON TEKUMEL, part 1, and
  these are then modified according to the character's species. For combat purposes, only
  Height, Build and Strength scores are utilised ; to these each species applies modifiers.
  This gives the character's basic Height-Build-Strength factor, about which more will be
  votome a; REFEREE-s GUioe
  
  said below. All other scores are used only for skill and attribute tests, which are covered
  later. Nonhumans also choose skills somewhat differently from humans : any points
  slated for advanced academic skills maybe placed instead into outdoor and rural skills
  at the player's discretion.The following tables are used for nonhuman characters .
  HEIGHT : A DI00 ROLL
  DI00
  HUM
  AHo
  HLK
  N'LS
  PLEI
  PCHOI
  PGFLK
  SHEN
  SWPFLK
  0I-20
  5,3
  47"
  46
  6, 3"
  5,
  5141
  I,5
  6'
  5,6
  2I-4o
  5'4'
  4'7"
  4'6"
  6'4'
  5' 1"
  5'6
  I'6"
  6,2
  5,7
  4I-60
  5
  '5"
  48
  47°
  6, 5"
  5'2"
  5'8"
  1'8"
  64"
  5,8"
  6I-70
  5'6"
  48"
  4
  .7
  
  6'6"
  5,3"
  5,91
  1,IO,
  6'6"
  5,9
  71-80
  5,7"
  49°
  48
  6
  '7
  5,4,
  5, 10 ,
  2'
  6
  ,9
  ,
  5'IO'
  8I-85
  5'8"
  4
  '9
  48
  6'8"
  5,5
  6'
  2' 1 ~~
  7'
  5'11"
  86-89
  5'9"
  410"
  49"
  6,9
  5,6
  6, 2
  2, 2
  7,1 
  6'
  9o-91
  5, 10,
  410
  49°
  6'1 o"
  5'8"
  6,4,
  2
  ' 3"
  �7
  ,4,
  �6
  , 1 
  92-93
  5'II"
  4'II"
  4'I0"
  6'II"
  5'10"
  6'6"
  24"
  7'7"
  6'2"
  94-95
  6,
  5'
  4II"
  7'
  6'
  6'8"
  2'6"
  7'10"
  64"
  96-97
  6, 1 
  5Y
  ,
  5
  ,
  7
  '
  1"
  6'2"
  Cio'
  2,8
  8'
  66"
  98-99
  6,2
  5
  '2"
  5, 1, .
  /2"
  64"
  7,
  2'10'
  8'3"
  6'8"
  I00
  6'3"
  5 13 ,
  �5
  ,2
  7,3
  6'6"
  7, 2
  3,
  8'6"
  6'1o"
  ALLOWABLE BUILDS : A Di00 ROLL (REROLL ANY BUILD WITH NO "X")
  DI00 FOR A HUMAN
  AHO
  HLK
  N'LS
  PLEI
  PCHOI PGFLK SHEN SWPFLK
  TIN
  oI-05
  VERY SLENDER
  -
  X
  -
  -
  X
  X
  -
  X
  X
  06-20
  SLENDER
  -
  X
  X
  X
  X
  X
  -
  X
  -
  2I-65
  MEDIUM
  X
  -
  X
  X
  X
  -
  X
  X
  -
  66-95
  HEAVY
  X
  -
  X
  X
  -
  -
  X
  X
  -
  96-Ioo
  STOUT
  X
  -
  X
  X
  -
  -
  X
  X
  -
  BONUS TO STRENGTH ROLL
  AHOGGYA
  HLAKA
  N'LUSS
  P LEI
  P CHOI
  PYG FLK
  SHEN
  SwP FLK
  TINLYA
  +20
  -10
  +10
  -
  -
  -10
  +20
  -
  -20
  Use Adventures on Tekumel, part one, page 20, to determine the character's Height-
  Build-Strength factor as if he/she/it were human. Then apply the following species-
  specific modifier to the HBS score.
  BONUS TO HBS FACTOR
  TIN
  I'II"
  2'
  2 '1 "
  2~1 ~~
  2'2"
  2'2"
  2'3"
  2'3
  .'
  2
  ,4
  ,
  2'4'
  2~5~~
  2i5"
  2'6"
  AHOGGYA
  HLAKA
  N'LUSS
  P LEI
  P CHOI
  PYG FLK
  SHEN
  SWP FLK
  TINLYA
  +130
  -15
  -
  +30
  -25
  +150
  -
  -20
  *The N'hiss are a race of tall humans . Modifiers for a N'Nss depend upon his/her build.
  N'Nss cannot be Very Slender, but a modifier is included here for extra tall Tsolyani .
  Characters who are 6'3" tall may roll for height again on the N'Nss table, subtracting 15
  from their die roll . Both extra tall Tsolyani and N'luss add the following HBS bonus.
  VS = +55; SL = +70; M = +95; HV = +100; ST = +85. All other N'luss bonuses are for NTiss
  characters only.
  Other Attribute Modifiers are as follows. These are used for skill/attribute tests only and
  do not modify the character's Height-Build-Strength factor.
  voLu07E 3: RFrcRFF's qul0E
  
  ATTRIBUTE MODIFIERS
  ATTRIBUTE
  AHo
  HLK
  N'LS*
  PLEI
  PCHOI
  PGFLK
  SHEN SWPFLK
  TIN
  Dexterity
  -20
  +15
  -10
  -
  +10
  +20
  -20
  -
  +10
  Intelligence
  -10
  -
  -10
  -
  -
  -
  -5
  -
  +5
  Psychic Reservoir
  -20
  -
  -
  +10
  +20
  -
  -20
  -**
  +20
  Psychic Ability
  -20
  -
  -5
  -
  +15
  -
  -10
  -
  -15
  Comeliness**
  -
  -
  -10
  -
  +5
  -
  -
  -
  -
  Charisma*
  -40
  -20
  -15
  -5
  -
  -20
  -20
  -
  -5
  *This does not apply when dealing with one's own species .
  **This species has a maximum Psychic Reservoir of 30, but only 1 in 50 is a psychic
  dampener.
  If the longer and more detailed combat system is used, (see below), then each species'
  Body Damage Points will differ from those of a human . Modifiers to the Body Damage
  Points of nonhumans are as shown in the following table.
  HIT POINT MODIFIERS (PER BODY AREA
  BODY AREA
  AHo
  HLK
  N'LS
  PLEI
  PCHOI
  PGFLK
  SHEN
  SWPFLK
  TIN
  HEAD
  +]
  -3
  +I
  -I
  -2
  -3
  +I
  -2
  -2
  EACH ARM
  -I
  -3
  +I
  -3
  -3
  -3
  +I
  -3
  -2
  TORSO
  NA
  -4
  +I
  -3
  -2
  -4
  +2
  -3
  NA
  ABDOMEN
  NA
  -4
  +I
  -3
  -I
  -4
  O
  -4
  NA
  BODY
  -5
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  -IO
  EACH LEG
  +I
  -3
  +I
  -3
  -2
  -3
  0
  -3
  - 3
  TAIL
  NA
  HEAD
  NA
  NA
  LEG
  ARM
  HEAD
  NA
  NA
  EACH WING
  NA
  HEAD
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  The minimum hit point total per body area is 1;
  modifiers are as for humans of the same Height-
  Build-Strength factor. Where a body area is listed as
  "NA" ("non-applicable"), that specific area does not
  exist for the creature . The area Body is a combination
  of abdomen and torso for creatures whose body and
  torso are actually the same area . If another body part
  is listed in a column, then the two areas have identical
  hit points : e.g. a Hldka's tail is listed with the notation
  "head" ; this means the tail has the same number of
  hit points as its head .
  voLucne 3; RFreREE'S Qulbe
  , ar/l~/I~DI
  3
  
  SECTION
  PURCHASE LISTS
  TWO
  A character's money, allowance, property, etc. are determined in ADVENTURES ON
  TEKUMEL, part one. More goods and treasure are to be had by entering the solitaire
  adventures in further volumes of this series .
  The following lists give an overview of costs . Many items are always available in the
  markets of the Five Empires. For others, the referee must devise a random D100 roll : e.g.
  1-20 = a desirable item is for sale in a given shop ; 21-50 = the item is present but is of
  lesser quality, a poorer fit, etc. ; 51-80 = the item is available but has some defect (e.g . a
  sword with a loose hilt, a cloak of the wrong colour, boots that are too small, etc.) ; 81-
  100 = no such item is available today. Rarer items require more difficult rolls, of course .
  In most cases the customer is expected to bargain. The "middle" price of each range is
  given below, but actual prices mayvary as much as 50% higher or 50% lower, depending
  on the seller, the purchaser, and other factors. Prices are given in Tsolydni Kditars (a gold
  coin weighing about 3 grams) . Each Kditar is divided into 20 silver Hldsh, and each Hldsh
  contains 20 copper Qirgdl. Every 750 Tsolydni coins carried equals 1 encumbrance point.
  An individual's ability to carry items is of importance. This depends on his Height-Build-
  Strength factor. Divide this number by 5 to determine the amount of encumbrance
  points a character can carry. One encumbrance point arbitrarily equals 5 pounds of
  weight . An individual can carry up to his encumbrance allowance without penalty. If he
  exceeds this by up to double his allowance, he suffers penalties in movement and
  combat. If he exceeds his allowance by more than double, he can move at minimum
  speed only and cannot fight, except psychically or with a magical device. At triple his
  encumbrance allowance, he cannot move at all.
  In the following lists, some items are listed as having no encumbrance. Five of these are
  assumed to equal 1 encumbrance point. Items marked with an asterisk are considered
  bulky as well as heavy. After the first such bulky item, all other bulky articles have their
  encumbrance values doubled. Items with no listed encumbrance value are either too
  heavy to carry or are not normally carried.
  ARMS AND ARMOUR
  ITEM
  COST
  ENC
  Dagger, knife
  15
  0
  Short sword
  30
  .5*
  One-handed long sword, scimitar
  50
  .5*
  One-handed bronze mace, flail, club, morning-star, axe
  70
  .5*
  Hand-&-a-half sword, larger mace or flail, heavier axe
  100
  2*
  T,vo-handed sword, mace, flail or axe
  200
  2.5*
  Halberd, poleaxe, glaive or other pole weapon
  250
  2.5*
  Bronze-tipped javelin, dart
  15
  .5*
  Short spear, quarterstaff
  20
  1*
  Long spear, pike
  30
  1.5*
  Short self-bow
  15
  .5*
  Short composite bow
  125
  .5*
  Longbow
  100
  1*
  Light or medium crossbow
  130
  1*
  Heavy crossbow
  250
  2*
  Leather quiver
  15
  .5
  20 arrows
  40
  .5
  30 crossbow quarrels
  50
  .5
  Bolas
  10
  .5
  Leather sling
  5
  .1
  Lead sling pellets (20)
  10
  .5
  voLume 3. REFEREE,s Guibe
  
  Light helmet
  10
  1
  Medium helmet
  20
  2
  Heavy helmet
  28
  3
  Suit of light armour
  225
  2*
  Suit of medium armour
  700
  3*
  Suit of heavy armour
  1,000
  5*
  Suit of steel armour
  50,000
  6*
  Small shield
  15
  .5*
  Large shield
  50
  1*
  Steel shield
  5,000
  2*
  Ballista
  2,000
  n/a
  Onager
  3,000
  n/a
  Trebuchet
  4,000
  n/a
  Ballista bolt
  50
  2*
  Military travelling cloak
  100
  .5
  Common soldier's uniform (2 extras may be carried in a backpack)
  25
  1.5
  Non-commissioned officer's uniform (as just above)
  45
  2
  High officer's uniform (as just above)
  150
  3
  AVERAGE WARRIOR'S HARNESS
  The following descriptions of military costumes may help in deciding what to purchase .
  TROOP TYPES
  PRICE RANGE
  ENCUMBRANCE RANGE
  ARTICLES
  LIGHT INFANTRY : SKIRMISHERS, SLINGERS, SAPPERS, ARCHERS, ARTILLERYMEN, AND MARINES
  32-104
  4.5-13
  Light helmet, breastplate, pectoral, vam-
  braces, leather tunic ; sword, dagger, shield
  MEDIUM INFANTRY : SOME PIKE AND SPEAR UNITS, MOST CROSSBOWMEN, SOME MARINES
  69-122
  11-32
  Medium helmet, gorget collar, breastplate,
  backplate, vambraces, greaves, sword, etc .
  HEAVY INFANTRY: MANY PIKE AND SPEAR UNITS, HALBERDIERS
  111-192
  15-42
  Heavy helmet, gorget collar, breastplate,
  backplate, vambraces, greaves, mail kilt,
  tasses, sabatons, sword, etc .
  ADVENTURING GEAR
  ITEM
  PRICE
  ENC
  Rope, 50-ft . (supports 4501bs .)
  10
  1.5*
  Pole, 10-ft .
  3
  1*
  Bronze or Chlen-hide spikes (10) and mallet
  10
  1.5*
  Torches, 10 (burn for 2 hrs . ; 60-ft . radius)
  10
  1*
  Bronze lantern with glass cover
  15
  .5*
  Flask of oil (bums for 2 hrs . ; 90-ft . radius)
  2
  .5*
  Wax candle or small oil-filled clay lamp (bums about 1 hour)
  1.5
  .1
  Flint, steel and tinder
  10
  0
  Compass (glass-covered, oil-filled pottery bowl containing a
  sliver of magnetised iron)
  45
  .5*
  Astrolabe (instrument used to find altitudes of celestial bodies,
  useful to astronomers and astrologers)
  70
  .5*
  Ephemerides (book or scroll giving daily positions of the sun,
  moons, and planets for astronomers and astrologers ;
  contains 10 years of data ; available through temples of
  Thilmis, Ksarul, and their Cohorts)
  100
  1*
  Pen box (5 reed pens and a cake of carbon ink)
  5
  0
  VOLU(T)E 3; REtZEREE'S QUTZIE
  
  Roll of paper or papyrus
  1
  0
  Roll of parchment or vellum for scrolls
  2
  0
  Paint box (contains cakes of paint, brush and water bottles)
  100
  .1
  Bunch of Tsiural buds : plant used as an aphrodisiac and also to
  repel certain dangerous creatures ; they must be fresh
  .7
  0
  Bundle of Lisfitl roots; chewed by women to avoid pregnancy
  8
  0
  Leather belt pouch
  5
  .1
  Small sack (holds 8 encumbrance points)
  7
  .1*
  Large sack (holds 12 encumbrance points)
  10
  .2*
  Small leather backpack (holds 16 encumbrance points of
  appropriately sized objects)
  60
  1*
  Large leather backpack (holds 24 encumbrance points of
  appropriately sized objects)
  75
  1.5*
  Blanket and bed mat
  10
  1.5*
  Personal toilet articles
  3
  .2
  Rations for 1 week
  8
  .5
  Small water skin (1 day's water)
  3
  1
  Large water skin (2 day's water)
  8
  2
  Physician's bag (complete with bandages, salves, herbs, etc.
  100
  1.5*
  Sorcerer's bag (complete with chalks, scrolls, knives, candles, etc.
  150
  1.5*
  Coin purse (holds 50 coins)
  3
  0
  Wooden or leather chest (3 ft long by 1 .5 ft wide by 12 inches high
  15
  10*
  CLOTHING
  ITEM
  PRICE
  ENC
  Loincloth of cheap fabric % *
  .2
  0
  Straw or wooden-soled cheap sandals % $ *
  .3
  0
  Kilt of Firya cloth (ordinary quality) % $
  .5
  .1
  Sleeveless cloth vest %
  .9
  .1
  Over-tunic of Firya cloth % $
  14
  .2
  Broad collar of enamelled Chlen-hide % $
  10
  .2
  Embroidered tunic of fine Giidru-cloth % $
  250
  .5
  Leather belt or set of cross-straps % $
  3
  .1
  Leather sandals, slippers, or shoes % $
  4
  .2
  Calf-high leather boots % $
  6
  .5
  Beautiful overtunic of finest Thesun-gauze % $
  750
  .5
  Sandals of soft Vringalu-hide % $
  150
  0
  Heavy cloak or travelling mantle of Hmelu or Hma wool % $
  8
  3
  Gown or overkilt of Thesun-gauze % $
  500
  0
  Travelling boots of tooled Vringalu-hide % $
  450
  .5
  Kilt of Gtidru-cloth with embroidered border % $
  75
  .5
  Western-style Hnelesh, a poncho like garment $
  125
  .3
  Elaborately decorated over-tunic of Gtidru cloth % $
  20
  .4
  Shawl of softest Hmelu-wool $
  500
  .4
  Elegant gilded head-dress or ceremonial helmet % $
  500
  .3
  Brocaded mantle sewn with small gems % $
  1,500
  .5
  Ceremonial shoulder-pieces of gilded Chlen-hide %
  750
  1
  Belt with plaques of ivory, gold, etc. % $
  900
  .2
  Pectoral of beaten gold with gems and clan symbols %
  1,600
  1.5
  Ornate collar of gold, gems and beadwork % $
  650
  1
  Ornate Chlen-hide collar, ornamented with precious stones % $
  400
  2.5
  Over-tunic, robe, or tabard, embellished with gems, gold and
  silver embroidery, brocade, etc. % $
  600
  3
  Mantle, veil, pelerine, or pelisse, made of the finest Thesun
  gauze and sewn with small gems and brilliants % $
  650
  2
  Heavy travelling cloak of Hma-wool % $
  250
  2
  Priest's costume: any sect, Circles 1-10 %
  300
  2
  voLucne 3 : REFFREE's quiDF
  
  Priestess's costume : any sect, Circles 1-10 $
  Priest's or priestess' costume : any sect, Circles 11-up % $
  Male ceremonial costume for Form 1#
  Female ceremonial costume for Form 1# $
  #Add 2,000 Kaitars to these base prices for each higher form .
  * "%" = "male," and "$" = "female." The details of these costumes differ greatly, of course. A male
  costume of Form 24 costs 50,000 Kd1tars, and that for a woman costs 50,500! One's clan can
  usually provide "used" costumes to members who need them urgently for short periods .
  AVERAGE COSTUME PRICES
  Social Class
  Price range (in
  Slaves, very low classes
  .5-1 Hlash
  0-.1
  Low and lower middle class
  4-8 Hlash
  0-.2
  Middle class
  4-10 Hlash
  1-8
  Upper middle class
  30-120
  3-5
  Priest/priestess (Circles 13+)
  800-15,000
  5-9
  Subaltern to Lower Officer
  60-600
  2-4
  JEWELLERY
  voLu(DE 3. REIPEREE'S QUl0E
  Kaitars) Encumbrance Costs
  Articles
  Upper class
  40-150
  5-10
  Highest class
  700-3,000
  8-12
  Priest/priestess (Circles 1-12)
  30-600
  3-6
  Higher Officer and General
  1,000-10,000
  5-15
  ITEM
  Narrow bracelet of gold % $
  Broad bracelet of gold % $
  Gold ring with stone or intaglio % $
  Gold anklet of chain or linked pieces $
  Heavy gold armlet % $
  Necklace set with gems % $
  Belt plaque (5 or more are needed for a belt) % $
  Brooch, amulet or hairpin set with gems % $
  Head-dress of gold with gems % $
  Collar of gold, chased, inlaid or set with stones % $
  Tiara, fillet of gold $
  Golden statue (5 inches high with gems for eyes)
  400
  2
  1,500
  2.5
  2,000
  2.5
  2,500
  2.5
  Loincloth, straw sandals
  Kilt, sandals
  Kilt, sandals, belt, vest, overtunic
  Kilt, shoes, belt, over-tunic, collar,
  head-dress
  Kilt, shoes, belt, over-tunic, collar,
  head-dress of better quality
  Kilt, shoes, belt, over-tunic, collar,
  head-dress, mantle of high quality
  Ceremonial vestments : kilt, shoes,
  belt, over-tunic, collar, elaborate
  head-dress, tabards, plaques,
  pectoral, stole, and other ritual
  garments . Normal daily wear is as
  for an upper middle class or
  upper class person (above) . Lay-
  priests rarely wear ceremonial
  costumes
  Ceremonial vestments as above,
  but heavier and made of the best
  cloth, brocades, precious metals,
  etc . Lay-priests may borrow such
  garments from their temples as
  needed
  Ceremonial uniform and armour.
  Off-duty soldiers wear costumes
  like civilians of their social class
  Ceremonial uniform and armour
  made of precious metals and set
  with gems
  PRICE
  ENC
  100
  0
  500
  0
  500
  0
  400
  0
  700
  .25
  1,200
  0
  250
  .1
  500
  0
  2,500
  .5
  1,500
  .5
  750
  0
  3,000
  1
  
  AVERAGE METAL PRICES
  METAL
  PRICE PER GRAM
  METAL
  PRICE PER GRAM
  Gold
  10 Hldsh
  Electrum*
  7 Hldsh
  Silver
  10 Qirgdl
  Copper
  1 Qirgdl
  Iron/steel'
  25-50 Kditars
  Platinum***
  20 Kditars
  *Electrum is an alloy of 4 parts gold to 1 part silver. It is not commonly used forjewellery.
  **Iron and steel are almost never used for jewellery in spite of their rarity.
  *`Platinum is rare and difficult to work . It is sometimes found in the cities of the
  Ancients.
  GEM PRICES
  Gems have no encumbrance value unless carried in quantities larger than 25 (small or
  medium sizes) . A very large gem may be given a value of .1 or .2.
  GEM
  Alexandrite
  Amber
  Aquamarine
  Chrysoberyl
  Coral
  Diamond (ordinary or coloured)
  Diamond (blue-white)
  Emerald
  Garnet (Pyrope or Rhodolite)
  Glass Coral
  Ivory
  Jadeite
  Lapis Lazuli
  Malachite
  Nephrite
  Obsidian
  Opal
  Opal (black)
  Opal (flame)
  Pearl
  Pearl (black)
  Ruby
  Sapphire (blue)
  Sapphire (red or orange)
  Sapphire (black star)
  Shell (Chet'u)
  Shell (Nha)
  Topaz
  Tourmaline
  Turquoise
  Zircon
  FOOD
  COMMODITY
  Dnd grain*
  Wheat
  Rice
  Dmi sugar
  Salt
  Fodder for beasts
  SIZE (CT)
  K/CARAT
  1-5
  8-17
  1-20
  .5-5
  1-20
  2-11
  1-10
  1-20
  1-100
  .5-2 .5
  .5-10
  20-400
  .5-10
  50-1,000
  .5-10
  25-500
  1-20
  1-5
  1-100
  .5-2 .5
  Varies
  .5-2 .5
  1-100
  20-40
  1-50
  1-3
  1-50
  .5-2 .5
  1-100
  1-3
  10-200
  .5-2 .5
  1-20
  2-15
  1-10
  15-300
  1-20
  30-600
  .5-5
  3-60
  .5-5
  3-60
  .5-10
  20-400
  .5-5
  10-200
  .5-5
  5-100
  .5-10
  40-800
  Varies
  40-800
  Varies
  .5-2.5
  1-20
  1-10
  1-20
  1-5
  1-200
  2-5
  1-50
  1-10
  CUT
  Faceted
  Cabochon
  Faceted
  Faceted (cabochon if a "cat's eye')
  Cabochon or carved
  Faceted
  Faceted
  Faceted
  Faceted or cabochon
  Cabochon or carved
  Carved
  Cabochon or carved
  Cabochon
  Cabochon
  Cabochon or carved
  Cabochon
  Cabochon
  Cabochon
  Cabochon
  No cutting necessary
  No cutting necessary
  Faceted
  Faceted or cabochon
  Faceted or cabochon
  Cabochon
  Carved
  Carved
  Faceted
  Faceted or cabochon
  Cabochon
  Faceted
  QIRGALS/LB
  HLASH/50 LB
  1-3
  4-11
  1 .5-3 .5
  6-13
  2 .5-4.5
  9-17
  4-6
  15-23
  .5-2 .5
  2-10
  .2-1-5
  2-10
  voLu(ne 3 : RFFEREF's qulbe
  
  Vegetables (various types)
  1-3
  2-10
  D161 fruit (purple, plum-like)
  2-4
  8-15
  Mash fruit (large, yellow, like a mango)
  4-6
  13-21
  Hmelu or Hmd meat
  14-18
  -
  Tsi'r1 meat
  11-15
  -
  Jakkohl meat
  27-31
  -
  Reptile meat
  4-8
  -
  Various other meats (e.g . insects)
  10-14
  -
  Kdika bird (like chicken or turkey)
  7-11
  -
  Various game birds
  30-34
  -
  River fish (like cod, bass, etc .)
  4-8
  -
  Sea fish (like salmon or tuna)
  6-10
  -
  Sea crustaceans (like shrimp, lobster, etc.
  9-14
  -
  *Foods have an encumbrance value of 1 for every 2 pounds . In quantities larger than 2
  pounds they are considered bulky.
  AVERAGE MEALS
  COST PER PERSON
  PARTICULARS
  1-3 Qirgdls
  Food fit for slaves : a gruel of boiled Dnd chaff, a crust of bread, a
  stew of cheap vegetables, and "leavings" ; almost never meat
  10-19 Qirgdls
  Lower-class fare : Dnd bread, wheat bread, or rice ; vegetable stew,
  perhaps a bit of meat ; a side dish of vegetables ; perhaps fruit
  2-2 Hldsh
  Middle-class food : better bread, richer stew, more side dishes, a
  pudding or pastry, fruit
  3-5 Hldsh
  Prosperous family fare : more variety and better quality
  1-5 Kditars
  Aristocratic food : fine breads and pastries ; several meat, poultry,
  or fish dishes, occasionally game;vegetable stews ; sauces and hot
  pickles ; imported condiments ; and various sweets and confections
  10-50 Kditars
  A feast fit for a noble : elaborate meat and fish dishes, platters of
  roasted birds, shellfish (if near the sea or a lake) ; hot and spicy
  stews of Hmelu meat and vegetables ; the finest breads ; the best
  condiments and spices ; sweetmeats, pastries, and sugared
  preserves ; sherbets and essences cooled with ice brought by
  runner from the mountains
  BEVERAGES
  A bottle orjug of a beverage (2.7 litres) has an encumbrance value of 1 . More than 2
  bottles are bulky. A small wooden keg or clay jar (10 bottles) has an encumbrance value
  of 7 and is bulky.
  BEVERAGE
  PRICE AND PARTICULARS
  CHIJMETL
  I QIRGAL PER GLASS/CUP
  Hmelu buttermilk mixed with salt and hot spices . Popular in the Five
  Empires (except Livyanu)
  Tb6R
  3 QIRGAL PER GLASS/CUP
  Sugary sherbet made from essences and water; the favourite drink of
  Livydnu and parts of Mu'ugalavya . Some varieties cost as much as 50
  Kditars for a tiny cup because of rare ingredients
  LAS
  14 QIRGALS PER POT (6 CUPS)
  Hot tea made of the black, needle-like leaves of the Tiu tree . Typical of
  Ydn K6r and the north. Drunk black or with Hmelu milk and sugar, except
  in Chaydkku where salt is added instead
  voLume 3. RFf:cREE"s Guibe
  
  HENGKA
  I-5 HLASH PER BOTTLE
  Beer brewed either from wheat or from Dnd grain. Various ales and meads
  are also called Hengka . Considered a lower class beverage except in
  Ghaton
  FAVZ
  3-8 HLASH PER BOTTLE
  Rice beer. Common among the lower classes in Livydnu and along the
  southern coast of Tsolyanu
  NGALU
  I-IO KAITARS PER BOTTLE
  Dry, red wine made from the fruit of the Nalilm vine. Popular throughout
  the Five Empires. The best vintages come from Sokdtis, Thraya, and
  Usendnu in Tsolyanu, Ch'ochi in Mu'ugalavyd, and Fdlli in Livyanu. The
  very best vintage may cost as much as 100 Kaitars per bottle .
  DR6NU
  3-I5 KAITARS PER BOTTLE
  Sweet, heavy, syrupy, black wine made in Salarvyd from the Urtse berry,
  the fruit of a broad-leafed deciduous tree . The best vintages come from
  Koylilga and Jaekanta, costing between 50 and 100 Kaitars per bottle
  RASH
  I-5 KAITARS PER BOTTLE
  Powerful distilled whiskey-like liquor made from Dna, wheat, or other
  grains . A raw, plebeian drink, it is popular in Urmish and Kataldl in
  Tsolyanu, around Kurdis in Mu'ugalavya and throughout N'hiss . The
  Ydn Koryani make a very powerful variety called Jekw
  DATSU
  3-9 KAITARS PER BOTTLE
  Heavy, purplish brandy distilled from the Dlel fruit . The best varieties
  come from the Kraa Hills in northern Tsolyanu, from north-east of Kheiris
  in Mu'ugalavya, and from Nufersh and Kakarsh in Livyanu. The best
  Ddtsu costs 50-100 Kaitars per bottle . The Salarvyani brands are inferior
  MASH
  8- 15 KAITARS PER BOTTLE
  Sweet, yellowish, apricot-pineapple-flavoured brandy made from the golden
  fruit of the Mdsh tree of western Tsolyanu
  . The orange-tinted vintages of
  Haida Pakdla are also famous, while the Livydni varieties from Hrdis are not
  as good . The best Mdsh brandy costs 100-500 Kditars per bottle
  TSUHORIDU
  50-9o KAITARS PER SMALL BOTTLE
  A generic name for several liqueurs made from the crushed seeds of
  certain swamp ferns. Vintages from P~Irdimal in Tsolyanu are renowned, as
  are those from the swamps along the Putuhenu River in Mu'ugalavya. Less
  preferable brands come from Penom in Tsolydnu and the Sharuna Lowlands
  in Salarvyd . The best Tsuhoridu costs 500-1,000 Kditars per bottle and is sold
  by the thimbleful . Some kinds of Tsuhoridu produce odd mental effects,
  others are aphrodisiacs, and a few are addictive and debilitating
  NARCOTICS
  Only mild and non-addictive "social" drugs exist on Tekumel (with a few rare and
  dangerous exceptions, such as Zu'ur) . Prices per ounce and the dosages needed to affect
  an adult human are listed below. Most narcotics have an encumbrance value of .5 per
  pound. More than 1 pound is considered bulky.
  NARCOTIC
  K/oz
  ADULT DOSAGE
  PARTICULARS
  Aird grass
  1.5
  10 grams
  Grows in highland grassy regions. Used as an
  anaesthetic but also chewed and brewed as a tea
  for its numbing effects ; lasts 1 hr
  voLUme 3 . RE17FRFE's QUIOE
  
  Chumaz
  3
  8 grams
  A bluish-white powder from Livyanu ; heightens
  perceptions and is a mild aphrodisiac ; lasts for 2
  hrs; causes convulsions and death to the Shen
  Drarsha
  20
  12 grams
  Clear, crystalline substance from the south coast
  of Salarvya and from Haida Pakala
  ; causes
  amusing visions and distortions of the time sense;
  lasts 3 hrs
  Fssa
  3
  30 grams
  Greasy black root that causes the Shen to go into a
  roaring, drunken stupor but only nauseates
  humans ; lasts 2 hrs
  Hnequ weed
  1.5
  50 grams
  Reddish brown grassy plant brought from the
  home world of the Swamp Folk ; grows all over the
  Five Empires; best varieties from Sokatis and
  Nufersh in Livyanu ; when chewed, it causes mild
  euphoria ; lasts 1 hr but the "chew" must be
  constantly renewed
  Maghz
  9
  12 grams
  Brownish powder from the bark of the Ghai tree in
  Mudallu, Nuru'iin, and the states of the far north-
  east ; causes drowsy peacefulness ; lasts 6 hrs
  Mmuokh
  1
  25 grams
  Shaggy-looking, reddish bark ; used by the Pachi Lei
  to cause a catatonic sleep from which they wake
  refreshed; totally without effect for humans
  Nto
  7
  3 grams
  Fine white dust shaken from the leaves of the Ve-
  Nto tree ; from M'morcha and Nmartusha; creates
  volubility and giddy joy; lasts 20 minutes;
  dangerous to the Shen : sends them into an
  insensate, bloody rage
  Osi
  23
  4 grams
  Thick, greyish mucus scraped from the ones of the
  Ft'a fish of the Nyemesel isles; reduces tensions
  and arouses the libido ; lasts 1-2 hrs
  Shra
  230
  5 grams
  Yellow berries from the Shra plant ; from the states
  of the far North-east ; causes mystical visions and
  "meetings with the gods" ; lasts 3 hrs
  Vipu
  6
  5 grams
  Greyish-green ark; from Haida Pakala ; produces a
  mind-deadening "nirvana" ; turns the lips and the
  whites of the eyes a purplish blue ; lasts 2 hrs
  ;
  semi-addictive and prohibited in Salarvya
  Zu'&
  350
  1 gram
  Greenish powder; produced by the nonhuman,
  inimical Hluss and smuggled into the Five
  Empires; causes sexual ecstasy and provides great
  potency, but is very addictive and dangerous ; an
  addict usually goes into a coma after 1-3 months
  and dies within 5-6 months ; a cure is known only
  to the high priests of Thumis in Paya Gupa ; totally
  prohibited in the Five Empires under pain of death
  POISONS
  Poisons have an encumbrance value of .5 per pound. More than 11b is considered bulky
  POISON
  K/GRAM
  EFF DOSE
  PARTICULARS
  INORGANIC
  Antimony
  9
  .5-1 grams
  Sold in paper boxes; ingested ; irritant ; found with
  ores of lead and silver ; tasteless and odourless ;
  available in major cities
  Arsenic
  12
  .5-1 grams
  Sold in paper boxes; ingested ; irritant ; found with
  ores of Stibnite or silver in southern Yan Kor;
  tasteless and odourless ; available in most cities
  voLume 3 : RCJZCRee'S QUlae
  11
  
  Lye
  5
  1-up grams
  Sold in bags ; ingested or external ; corrosive ; strong
  taste and distinctive odour; available everywhere
  Nitric acid
  14
  1-2 grams
  Sold in small bottles ; ingested or external ;
  corrosive ; made from blue vitriol, alum, and
  potassium nitrate ; available from apothecary's
  shop in large city
  Prussic acid
  60
  .5-1 grams
  Sold in small bottles ; ingested ; systemic ; available
  only in Salarvyd ; made by the priests of
  Shiringgdyi in igresh or Jaekdnta
  Strychnine
  15
  1-3 grams
  Sold in bottles ; ingested; systemic ; available in
  most larger cities ; a by-product of roasting ores of
  copper and lead
  Sulphuric acid
  20
  .5-1 grams
  Sold in small bottles ; ingested or external ;
  corrosive ; made from green vitriol and silica ;
  available in large cities
  VEGETAL
  Chrdl root
  25
  1-2 grams
  Sold in bags ; ingested ; systemic ; a blood poison ; no
  odourbut has an unpleasant taste; bulbous root
  from Sad Allaqi which causes a slow, numbing
  death
  Dele buds
  80
  1-2 grams
  Sold in bags ; ingested ; systemic ; a nerve poison ;
  tasteless but has a sweetish, flowery odour; made
  from yellowish flower in Tsolei ; kills within 4-6 hrs;
  available in Tsolei and Livydnu
  Food of the Ssil
  85
  1-2 grams
  (1) Corrosive ; destroys skin and flesh on contact;
  (2) injected ; a nerve poison ; used to poison arrows ;
  (3) systemic : a blood poison ; has a strong,
  unpleasant odour; All Food of the Ssil has hideous
  purple flowers and bulbous tentacles ; found in
  many swampy and forest locales ; sold in sealed
  clay jars
  Ontimish leaves
  35
  1 gram
  Sold in paper envelopes ; injected ; systemic ; a
  nerve poison ; tasteless and odourless ; used to
  poison arrows ; found in western Mu'ugalavyd
  Ssaldn root
  30
  2 grams
  Sold in bunches; ingested ; systemic ; a nerve
  poison ; odourless buthas a bitter taste; found in
  central Tsolydnu ; inhibits respiration and causes
  death within 15-20 minutes; available in many
  apothecary shops
  Tlebas leaves
  45
  2-3 grams
  Sold in small bags ; ingested; systemic ; a neuro-
  muscular poison ; brewed as a tea in Livydnu and
  mixed into wine, etc. ; has a salty-acid taste; no
  odour; found mainly in Livydnu
  Znaldz berries
  150
  1 gram
  Sold in small baskets; ingested ; systemic ; a neuro-
  muscular poison ; odourless but tastes like roasted
  meat ; made from berries in the Tldshte Heights of
  Livydnu, dried, ground, and mixed into meat
  dishes ; kills within 15-20 minutes; available from
  many larger apothecaries
  ANIMAL
  Aldsh venom
  400
  .01 gram
  Sold in tiny glass vials; injected ; harmless if
  swallowed ; systemic ; a nerve poison ; colourless
  and odourless liquid ; available from the Assassin
  clans or from the tribesmen of the Desert of Sighs ;
  kills within seconds ; rare
  voLUME 3s RErCREE's GUIOE
  
  Aulleb venom
  300
  .3-.5 grams
  Sold in sealed wooden tubes ; injected ; systemic (a
  nerve poison ; non-fatal ; blackish ichor that smells
  like rotting wood ; available in western
  Mu'ugalavyd ; used to poison arrows
  Puff-spider venom
  600
  .02 grams
  Sold in tiny pottery vials ; injected ; harmless if
  swallowed
  ; systemic ; a neuro-muscular poison ; a
  greenish, odourless, tasteless liquid ; available from
  apothecaries in south-western Mu'ugalavyd and
  northern Livydnu, or from the tribesmen of
  M'mbrcha and Nmartiisha ; kills within seconds
  Sagun spores
  750
  .5 grams
  Sold in sealed clay bottles or cylinders ; inhaled ;
  reaction with body tissues causes the spores to
  develop into a thick, bluish-white mucus-like
  fungus that halts respiration and clogs other
  orifices ; available in larger apothecary shops and
  in the Underworlds below major cities ; some
  Assassin clans seal these spores into thin shells
  and throw them or leave them where a victim can
  tread on them
  Ingested poisons can be neutralised by flushing out the stomach with water mixed with
  lime or chalk, drinking egg albumen, or, in the case of certain alkaloids (e.g. lye)
  swallowing a strong decoction of Lds tea leaves . An injected poison must be localised by
  sealing off the wound at once with a tourniquet . The rapidity with which the venoms of
  the Aldsh snake and the puff-spider work makes this almost useless, however. A few
  useful antidotes are listed below.
  ANTIDOTES
  ANTIDOTE
  K/GRAM
  EFF DOSE
  PARTICULARS
  Anje paste
  10 H
  40 grams
  Sold in clay jugs ; a specific against ingested poisons ;
  thick greenish paste coats the stomach and gives a
  90% chance of neutralising inorganic and vegetal
  ingested toxins ; it is not effective against the Food
  of the Ssii and Dele buds ; it must be fresh (1 day
  old) ; found throughout the Five Empires
  Onge bean
  20 Q
  20 grams
  Sold in glass jars ; a strong emetic ; useful against
  ingested poisons ; 50% chance of recovery; when
  used before employing Anje paste it adds another
  5% to the latter's chances ; available throughout
  the Five Empires
  Ardiuro bark
  5
  15 grams
  Sold in paper envelopes ; chewed ; another specific
  against ingested poisons, particularly Dele buds
  and Ssaldn root (80% chance of a cure) ; it has a
  60% chance against other ingested toxins ;
  available in Chaydkku but now imported into the
  Five Empires
  Khdpa berries
  4
  75 grams
  Sold in small baskets ; a specific against Aldsh
  snake venom if swallowed at once ; 75% chance of
  recovery; available in the Desert of Sighs in
  Milumanayd and now in the largest apothecary
  shops in the Five Empires
  6 Ti leaves
  75
  5 grams
  Sold in paper bags ; swallowed in paste form ; a
  remedy for puff-spider toxin ; causes a catatonic
  sleep (10-15 hrs) and gives a 65% chance of
  recovery ; available from the Tinaliya in northern
  Livydnu and from a few Livydni apothecaries
  VOLUCOE 3: Rej:EREE's qulbe
  
  Other-planar magic (Sec . 1.620 has a 100 percent chance of success against Inorganic
  poisons . it is also 90 percent efficacious against the deadly spores of the Sagun, for
  which there seems to be no other antidote. It works less well (70 percent chance of
  recovery) against the other vegetal and animal toxins noted above; this is for the
  reasons given in Sec. 1.412 . Rules for the neutralisation of poisons through both
  medicine and sorcery will be provided later.
  LODGING PER NIGHT
  LOCATION AND FACILITIES
  RENTAL
  Poorest : straw mat, clay floor, many guests crowded
  into one smelly room, one meal of the cheapest quality,
  many insects
  5 Qirgals
  Lower class : a large, shared room, cleaner straw,
  slightly better food, fewer insects
  4 Hldsh
  Lower middle class: a small private room, common
  bathroom, clean sleeping mat, edible food
  18 Hldsh
  Middle class: larger chamber, semi-private bathroom,
  a good sleeping mat, some furniture, mediocre food
  1 Kaitar
  Upper middle class: a large outer room, 1-2 inner
  sleeping rooms, private bathroom, quarters for
  1-3 servants, good food
  6 Kaitars
  Upper class: large suite of rooms, 1-3 sleeping
  rooms with private baths, elegant furnishings,
  excellent food, kitchen facilities for those who
  have brought their own servants
  50 Kditars
  Noble: large suite of apartments, 1-3 separate
  sitting rooms, sleeping chambers with private baths,
  massage room, servant quarters, kitchen, chefs and
  staff supplied by the hostel ; finest cuisine, daily fruit and flowers
  75+ Kaitars
  Best accommodations in a small village for a party of 1-10
  5 Kditars
  Best accommodations in a large village for a parry of 1-10
  10 Kditars
  Nicest hostel in a small city (for 5-10)
  60 Kditars
  Nicest hostel in a large city (for 5-10)
  200 Kditars
  Excellent accommodations for a party of 1-10 in a
  large city, including food and entertainment
  700 Kditars
  Very best hostel in a major city, including food,
  entertainment, and personal staff`
  1,000 Kaitars
  *The Abode of Imperial Blue on the western riverbank overlookingAvanthdr charges
  1,500 Kaitars per night for its "Suite of Indelible Repose .'
  RENTAL AND BUILDING PRICES
  The following amounts are for alarge city. These are reduced by 25% in a smaller city or
  large town and by 40% in villages or rural areas.
  DESCRIPTION
  MONTHLY RENTAL
  LIKELY SALE PRICE
  Hut or tenement hovel ; one room, dirt floor,
  no bathroom (sewage is carried out in a bucket),
  thatched or tiled roof
  10 Hldsh
  40 Kaitars
  Small house or shop ; 2-3 rooms, dirt or stone
  floor, tiled or thatched roof; walled courtyard;
  external bathroom
  2 Kaitars
  200-400 Kaitars
  Medium-sized house or shop ; 4-5 rooms, stone
  or tiled floors, interior bathroom and kitchen,
  courtyard, small garden
  15 Kaitars
  800 Kditars
  Large house or small mansion for a small clan
  or upper class family, 20-30 rooms, courtyard
  voLucne 3. REpeRFF-s Guibe
  
  with fountain, servant quarters, colonnaded
  upper roof garden in some regions
  300 Kaitars
  12,000 Kaitars
  Large clanhouse or mansion, 50-100 rooms,
  elaborate decoration, slave quarters, kitchens,
  storehouses, workrooms, etc.
  1,200 Kaitars
  35,000 Kaitars
  Very large clanhouse or palace, 2-3 main
  buildings with guest quarters, dining hall,
  slave quarters, kitchens, storerooms,
  workrooms, gardens, a small private temple,
  colonnades, etc.
  6,000 Kaitars
  500,000-up Kaitars
  Furnishings for a middle class house are arbitrarily priced at 25 Kaitars .-More elegant
  furnishings for an aristocrat's mansion cost 150 Kaitars per room- and up! Furnishings
  usually consist of low tables, carpets, tapestries, urns, vases, lamps, cushions, etc.
  BUILDING
  To build a new house or mansion, one first purchases land (see below) . The sale prices
  listed in the preceding table are increased by 15% for "inducements" to local officials
  and by another 5% for an architect's fee. Old, run-down, and ruined buildings can
  sometimes be had for 25-50% of the cost of a new building, to which "inducements," an
  architect's fee, and 50-70% of the price listed in the preceding table must be added for
  restoration . Temples cost 150% (and up!) of residential prices to build. Prices are cheaper
  in rural or remote regions, and in some areas deserted buildings can be occupied by
  "squatter's rights ." It is illegal to fortify dwellings within the Five Empires, although
  inducements of 20-30% may persuade a local official to allow this in more remote areas .
  Clans, temples, and governments do not often sell land to private individuals, nor is it
  often rented to outsiders . There is a 15% chance per month of finding a piece of land for
  sale in one of the "clear" regions of central Tsolyanu ; near one of the great cities this
  drops to 1-3% . In rural and remote areas desirable land may not exist - or it may be
  free for the taking, depending upon local conditions .
  Land is sold by sections of a square Tsan (= about 82.85 miles on a side). If land is found
  (see the preceding paragraph), a D10 roll is made on the following table to determine its
  type and price. A second D10 roll then decides how much land is for sale : 1=1/10; 2 =
  1/5; 3 = 1/4 = 4-6 = 1/2; 7-8 = 3/4; 9 = one square Tsan ; 10 = 1-5 (randomly rolled) square
  Tsan are for sale .
  Dro SCORE
  K/so TSAN
  PARTICULARS
  1-3
  7,000
  Unimproved land (possibly unfit for agriculture : forest, jun-
  gle, swamps, mountains) 1-2 households per square Tsdn
  4-5
  20,000
  Poor agricultural land, including 1-20 peasant households
  per square Tsan
  6-8
  100,000
  Good, well-watered agricultural land, including 1-50
  peasant households or a small village
  9-10
  225,000
  The best agricultural land, including village of 20-100
  households or 50-150 rural dwellings
  TRANSPORT
  PARTICULARS
  K/DAY RENT
  K/PURCHASE
  Porter slave
  .5
  50
  Chlen beast
  5
  250
  Small Chlen-cart and driver
  10
  100
  Large Chlen-cart and driver
  30
  150
  Small litter (1 passenger) and bearers (2)
  5
  50
  Large litter (2 passengers) and bearers (4)
  15
  150
  voLucoc 3. RHFERFE'S QU10F
  
  Large intercity litter (2 passengers), bearers,
  porters, relief team (16)
  30
  250
  Very large intercity litter (4 passengers), bearers,
  porters, relief team (32)
  75
  400
  SHIP FARES AND CARGO RATES (PER ioo TSAN TRAVELLED)
  PARTICULARS
  FARE
  Cargo per 1001bs .
  5
  Slaves or animals (including food)
  20
  Deck passage per adult (children are half fare)
  35
  Semiprivate cabin per adult
  70
  First-class cabin per adult
  220
  SHIP PURCHASE PRICES
  Buying or building a ship is costly. There is a 10% chance of finding a suitable vessel for
  sale in a given month in a smaller harbour. In a large port city this rises to 15% .
  PARTICULARS
  PRICE
  Small boat (10-15 ft. long; capacity 6 persons or 4 plus baggage
  140
  Fishing boat (30-45 ft . long ; cap. 20 or 15 plus baggage
  700
  Large passenger craft or river barge (45-60 ft . long ; capacity
  70 persons or 6 tons of cargo
  3,000
  Small merchant ship (the Hr-6)
  10,000
  Large merchant ship (the Tnek)
  20,000
  Small warship (the Sescha)
  18,000
  Medium warship (the Srdganta)
  38,000
  Large warship (the Qel)
  65,000
  Very large warship (the Zirunel)
  250,000
  SLAVES
  Slavery is a common feature of the societies of the Five Empires . Some persons are
  hereditary slaves ; others are enslaved as the result of debt, crimes, war, or gambling.
  Slaves can buy their freedom if they are lucky, or a kindly owner may manumit them .
  Slave markets and caravans are a common sight on the roads, although the profession
  of slaver is considered lowly and despicable . No slaver is ever treated as an equal to
  even the lowliest member of one of the middle class clans, no matter how wealthy he
  may be . Nevertheless, without horses or mules, slaves are the easiest beasts of burden,
  labourers, etc . The following table is applicable to the Five Empires . It can be modified
  for other locales as the referee wishes .
  It is rare to find priests, priestesses, sorcerers, or aristocrats as slaves . It is also illegal to
  arm gladiators or slaves since the chances of a slave revolt are always present .
  Wages paid to free persons are given below in Section Nine.
  SLAVE TYPE
  PRICE
  Untrained boy or girl
  50
  Untrained labourer (male or female) in mediocre condition
  100
  Untrained labourer (male or female) in excellent condition
  175
  Trained house-servant : butler, lackey, housemaid, children's nurse
  200
  Slave trained in an easy skill : farmer, baker, barber, cook, weaver,
  tailor, tanner, brewer, hunter, etc .
  250
  Slave trained in a medium skill : smith, sailor, locksmith, mason,
  glassblower, carpenter, miner, fancy cook
  500
  Slave trained in a complex skill : annourer, falconer, architect,
  apothecary, accountant, scribe, perfumer
  1,000
  VOLuOne 3 : RElzeRFF'S quiDF
  
  Major-domo, steward, chief accountant
  1,500
  Slave trained in a difficult skill : historian, poet, interpreter, physician
  2,000
  Untrained youth or maiden with a Comeliness of 85-100
  3,000
  Trained entertainer : acrobat, juggler, dancer, mime, singer
  6,000
  Nonhuman of common species : Shen, Ahoggyd, Pe Ch6i, Pygmy Folk,
  Tinaliya, Hldka, Pdchi Lei, Swamp Folk
  15,000
  Trained courtesan or dancer with a Comeliness of 85-100 ; epic singer,
  puppeteer, gambling master for Tsahlten, gladiator, or wrestler
  20,000
  ENTERTAINMENT
  Entertainers are expensive, although they have little social prestige. No aristocratic
  party is complete without entertainers, and the more unusual the better. Only epic
  singers and the very specialised musicians who play the Tenturen (the large two-player
  sitar-like instrument popular with the Tsolyani elite) are treated with respect. The
  following fees must be paid per entertainer by those wishing to host a party.
  Facilities for such functions can be had from the public hostels or winemakers'
  clanhouses : a large room for about 3 Kaitars a night, a better chamber or small suite for
  10 Kaitars, andvery nice accommodations for 75 Kaitars.An elegant hostel may ask 1,000
  Kditars a night for a spacious suite. Food and drink can be arranged through the hostel-
  keeper or clanmaster. If gambling is to be done (Tsahlten, bets on gladiatorial bouts,
  Kevuk-dice tables, etc.), the house will demand a "cut" of 2% of all money wagered.
  Entertainers' fees are as follows .
  TYPE OF PERFORMER
  NUMBER OF SKILL LEVELS HELD
  Acrobat, tumbler, juggler, mountebank,
  common prostitute
  5 H
  1 K
  10 K
  Instrumental musician (member of a band),
  illusionist, story-teller
  10 H
  3 Ks
  12 K
  Instrumental soloist, singer, dancer, actor,
  mime, tableauist, better quality courtesan
  1 K
  6 K
  16 K
  Gladiator, wrestler, very popular singer or dancer,
  higher illusionist (one who uses sorcery)
  5 K
  15 K
  25 K
  Epic singer, classical or epic dancer, famous gladiator
  or wrestler, high class courtesan
  10 K
  30 K
  50 K
  Puppeteer, very famous gladiator or wrestler,
  renowned singer or actor, very high class courtesan
  25 K
  50 K
  150 K
  Famous epic singer or actor, judge of the Tsahlten
  gambling game, most famous courtesan
  n/a
  150 K
  1,000 K
  ENTERTAINMENT ITEMS
  Musical instruments are available from shops in the larger markets or directly from one
  of the entertainers' clans . Games and gambling equipment are commonly sold by
  craftsmen in the bazaars . Birds and animals are offered by dealers in the larger cities .
  ITEMS
  Errs
  PRICE/K
  Sra'ur: a lute-like musical instrument
  2
  100
  Tenturen : large sitar-like musical instrument played by
  two people (one to pluck the strings, the other to press the frets)
  14
  750
  Small flute or horn
  .3
  10
  Drum or gong
  5
  30
  Tambourine
  .1
  3
  Dancer's costume (including cheap glass jewellery)
  2
  50
  voLuME 3. REFEREES QU10E
  1-6
  7-12
  13-UP
  
  SECTION
  MOVEMENT
  THREE
  18
  Epic singer's costume and masque (not including jewellery)
  5
  500
  Set of Daq~i draughts and board
  1
  9
  Set of counters, sticks, dice, and board for Den-den game
  1
  18
  Set of Kevuk dice
  0
  3
  Set of sticks for Tsahlten (gambling game)
  .2
  20
  Pack of cards for Ao'db or Ndrku games
  0
  18
  Hunting dog (similar to an Irish setter; other breeds exist as well)
  -
  150
  Kuni bird trained for hunting; if carried on the wrist, its
  encumbrance value is 2; if carried in a cage, it is 5
  -
  600
  Kiini bird trained both to hunt and to speak
  -
  1,200
  Renyu: a canine-headed, semi-intelligent bipedal mutant
  which can be trained to track, hunt, perform services,
  and speak simple sentences
  -
  4,000
  'Avo types of movement are important to the game : tactical movement : the short
  distances needed to perform combat, and strategic map movement (the number of days
  required to travel 100 Tsdn (1 Tsdn = .8285 miles) .
  TACTICAL MOVEMENT
  Humans (including the N'liiss) move at a base speed of 90 feet per Combat Round.
  Modifiers to this are listed after the tables below. Each modifier pip (e.g. -1, +2) changes
  speed by one level up or down in the following table. For example, a human with a light
  wound receives a modifier of -1 and is reduced to a movement of 75 ft per Combat
  Round. Ninety feet per round is the fastest an average (unmodified) human can move,
  whetherwalking or running. Within this range a human character can move as fast or
  as slow as he/she wishes .
  Base speeds for Tactical Movement (in feet per Combat Round) are as follows:
  BASE SPEEDS
  BESTIARY CREATURES EQUIVALENT
  150
  VERY FAST
  135
  120
  FAST
  105
  9o
  AVERAGE
  75
  6o
  SLOW
  45
  30
  VERY SLOW
  15
  5
  MINIMUM SPEED
  O
  INCAPACITATED
  ATHLETICSMODIFIER
  5-9 LEVELS
  +I
  Io LEVELS
  +2
  It is assumed that trained soldiers have 5 levels of athletics; soldiers of elite legions and
  the Omnipotent Azure Legion have 10 levels . Athletic skills modify movement speed but
  do not apply to melee.
  Some types of movement require special skills - or are made easier by having prowess
  in those skills : e.g . swimming and mountain climbing. Other types of movement may
  cause success tests at the referee's discretion : e.g. jumping a chasm, climbing a wall,
  diving into a deep well. This will be discussed later.
  voLUmC a ; REFEREE'S QU10E
  
  TERRAIN MODIFIERS (ONE ONLY
  SCRUB/BROKEN GROUND
  -I
  WOODS/HILLS/SAND
  -2
  MARSH/UNDERWORLD TUNNELS*/MOUNTAINS
  -3
  *Natural caves, broken-floored tunnels, etc . Smooth-paved underworld tunnels
  impose no modifier.
  Creatures ignore terrain modifiers for their native terrain type .
  ARMOUR MODIFIERS (ONE ONLY
  LIGHT OR MEDIUM ARMOUR
  -I
  HEAVY OR STEEL ARMOUR
  -2
  WOUND MODIFIERS (ONE ONLY
  LIGHTWOUND
  -I
  SERIOUS WOUND
  -3
  COMBAT MODIFIERS (ONE ONLY
  MOVE AND STRIKE A BLOW *
  -2
  MOVE AND THROW A WEAPON*
  -2
  MISCELLANEOUS
  NIGHT
  -2
  SEMI-DARKNESS
  -I
  ENCUMBERED
  -2
  TURNING 90 DEGREES
  -2
  TURNING ISO DEGREES
  -4
  MOVING BACKWARDS
  -4
  MINIMUM MOVEMENT IF
  1)
  No light
  2)
  Casting a Psychic spell*
  3)
  Drawing a new weapon*
  4)
  Searching through pouches or packs*
  5)
  Other modifiers reduce speed below 5 ft . per Combat Round
  6)
  Mapping
  7)
  Encumbrance allowance exceeded by more than double
  *Only one of these actions is allowed per Combat Round.
  NO MOVEMENT IF
  1)
  Critically wounded (unless the character can take more than 1 critical wound)
  2)
  Firing a missile weapon
  3)
  Casting a Ritual spell
  4)
  Searching for secret doors, examining a chest, etc.
  5)
  Incapacitated for other reasons
  The base speeds of nonhumans and various creatures are listed in theTekumel
  Bestiary. In addition, there are modifiers for various species in certain kinds of terrain.
  MODIFIERS FOR INTELLIGENT RACES
  Ahoggya
  Hlaka
  Hlutrgu
  Pachi Lei
  Pe Ch6i
  Pygmy Folk
  voLume a; izercizec,s GZ1tOE
  no penalty in swamps
  -3 walking
  no penalty in swamps
  no penalty in forests or at night
  no penalty in forests or at night
  no penalty in Underworld or at night
  
  Shen
  Shunned Ones
  Ssil
  Swamp Folk
  Tinaliya
  STRATEGIC MAP MOVEMENT
  TERRAIN TYPE
  Sakbe Road
  Clear/DeserMetlands
  Forest/Swamp/Low Mountains
  Dense Forest or Swamp/High Mountains
  NAVAL MOVEMENT : WIND SPEED
  Wind speed must be ascertained for naval movement . Ship types include small,
  medium, large and very large galleys (the Sescha, Sriiganta, Qel, and Zirunel) and small
  and large sailed ships (the Hru and the Tnek) .
  A strong wind has a 10% chance per day of damaging a ship ; a storm has a 20% chance
  per day. If a ship is damaged twice before refitting at a port, it has a 5% chance of
  sinking . Every damage result after this point adds +5% to the chance of sinking until the
  ship can put into port for repairs .
  D20 SCORE
  1-4
  5-6
  7-10
  11-14
  15-17
  18-19
  20
  If needed, wind direction is found by rolling a D10: 1= from the north, 2 = from the
  north-east, and so on in a clockwise direction around the compass . Results of 9 or 0 are
  rerolled .
  TACTICAL NAVAL MOVEMENT : FEET PER COMBAT ROUND
  SHIP
  StSCHA
  SRUGANTA
  QL
  ZfRUNEL
  HRu
  TNtK
  +1 overall
  +1 overall
  no penalty in swamps or Underworld or at night
  no penalty in swamps ; + 3 in water or swamps
  no penalty in Underworld
  1-50
  25
  20
  15
  10
  WIND SPEED
  Same as previous day
  No wind
  Mild breeze
  Brisk Breeze
  Wind
  Strong wind : 10 percent chance of damage)
  Storm : 20 percent chance of damage
  ROWING
  AVERAGE
  FAST*
  RAM*
  MILD
  36
  45
  54
  27
  42
  39
  48
  57
  30
  42
  42
  51
  69
  30
  45
  30
  39
  51
  30
  39
  _
  -
  -
  21
  39
  18
  30
  MILES TRAVELLED PER DAY
  PARTY SIZE AND SPEEDS
  5I+
  WITH CARTS OR HEAVY LITTERS
  20
  15
  15
  10
  10
  5
  5
  At most 2 miles per day
  WIND SPEEDS
  BRISK
  WIND
  STRONG
  STORM
  96
  96
  114
  99
  81
  81
  57
  54
  72
  63
  54
  51
  69
  66
  75
  69
  66
  66
  *Ramming speed may only be used for 1 Mum every 20 Turns and must be in a straight
  line (no turns) . Fast speed may be used for 4 Mims out of every 20 Turns, or 5 Mums if no
  ramming speed rowing is performed .
  If the wind is from the stern, sailed ships increase speed by 10% ; if the wind comes
  from the bow, speeds decrease by 20% . At lower wind speeds, warships employ oars to
  achieve a faster travelling speed . This is reflected in the charts .
  VOLUOne 3 . REFEREE'S gU10E
  
  STRATEGIC NAVAL MOVEMENT : MILES PER DAY
  WIND SPEED
  SHIP
  NO WIND
  MILD
  BRISK
  WIND
  STRONG
  STORM
  StSCHA
  50
  6o
  8o
  100
  150
  200
  SRUGANTA
  60
  80
  100
  125
  200
  225
  QL
  8o
  100
  125
  ISO
  225
  250
  ZfRUNEL
  50
  6o
  go
  125
  175
  200
  HRU
  0
  5o
  75
  ISO
  200
  225
  TN$K
  0
  40
  70
  125
  150
  250
  COMBAT
  SECTION
  FOUR
  Combat consists of physical melee, missile fire, and/or magical spells and weapons.
  Physical melee may occur when hostile parties are within 10 feet of each other; missiles
  and spells are possible from various distances . All types of combat use the same charts
  and damage tables but employ different modifiers.
  TWO different combat-resolution systems, the quick play (QP) set and the hit point (HP)
  system, are offered below. The QP system posits that players want to resolve the combat
  quickly and without much detail, determine the results, and continue the adventure .
  The longer and more traditional HP system is designed for players who want to know
  where each blow lands and what wounds are given.
  A turn lasts one minute. Each turn is divided into 10 6-second combat rounds .
  voLume 3 . REIZEREE'S GUl0E
  21
  
  INITIATIVE
  Each combatant (including non-combatants who are casting healing spells, running
  away, etc.) rolls a D20. Modifiers to the score of this roll are listed below. The highest
  score goes first and so on, in descending order of scores . No roll may be modified above
  20 or below 1. Tied scores indicate simultaneous actions. A player with a higher
  initiative may not reserve his action while waiting for an opening or for a lower-
  initiative opponent to move within range. If possible, all regular modifiers, (i.e . those
  except for wounds, readiness, and rear or prone attacks) should be figured in advance of
  combat and listed on one's character card or on a sheet of paper. Modifiers are:
  FIRST ROUND WITH OPPONENT
  -5
  if attacked without warning, suddenly, or from ambush
  +3
  using a thrusting spear, polearm, or two-handed weapon
  +5
  long spear
  +8
  pike (in outdoor, military-style combats: i.e . not in a narrow
  Underworld corridor!)
  SECOND ROUND AND AFTER
  -8
  pike
  -5
  long spear
  -3
  thrusting spear / polearm / two-handed weapon
  +3
  short sword
  +5
  fencing techniques
  EVERY ROUND
  -3
  if critically wounded
  -3
  if encumbered by more than 50% of one's allowance
  -2
  If seriously wounded
  -2
  if striking to subdue opponent
  -2
  if in heavy or steel armour
  -2
  if engaged from the rear, or if prone
  -1
  if lightly wounded (suffering a minor wound)
  -1
  if in light or medium armour
  +1
  if weapon is ready or spell is prepared in a previous round
  +1
  for every 10 levels of Sorcerer or Shaman or every 10 levels in the weapon
  +1
  Dexterity 80+
  +2
  Dexterity 90+
  +3
  Dexterity 100+
  SPEED
  The speed of a creature affects its initiative ; cf. theTekumel Bestiary.
  CREATURES' SPEEDS
  -3
  VERY SLOW
  -I
  SLOW
  +I
  FAST
  +3
  VERY FAST
  COMBAT
  Minornonplayer characters and creatures use their Height-Build-Strength factor as
  listed in the Tekumel Bestiary for combat purposes . Players and non-player characters
  employ their Height-Build-Strength factors and apply the following modifiers:
  MODIFIER
  SKILL MODIFIERS
  +5
  per skill level in weapon used for the first 15 levels
  +10
  for each skill level thereafter
  +1
  per subskill level of any Soldier skill possessed to a maximum of +50.
  VOLU(T)E 3; REFEREE'S quioe
  
  These values are cross-indexed to find each fighter's chance to hit. (Each fighter checks
  his number as if he were the attacker.) Missile fire is always resolved as if the target's
  HBS is 01-49 . A roll equal to or less than the stated number results in a hit ; a score of
  more than this number is a miss . A natural, unmodified roll of 01-05 always hits, and a
  roll of 96-100 always misses .
  COMBAT HIT CHART
  DEFENDER'S
  HBS FACTOR
  ATTACKER'S HBS FACTOR
  or
  50
  IoO
  150
  200
  250
  300
  350
  400
  450
  500+
  01-49
  35
  40
  45
  6o
  65
  70
  75
  8o
  85
  go
  95
  50-99
  30
  35
  40
  55
  6o
  65
  70
  75
  8o
  85
  go
  100-149
  25
  30
  35
  50
  55
  6o
  65
  70
  75
  8o
  85
  I50-Igg
  20
  25
  30
  35
  50
  55
  6o
  65
  70
  75
  8o
  200-249
  15
  20
  25
  30
  35
  50
  55
  6o
  65
  70
  75
  250-e99
  10
  15
  20
  25
  30
  35
  50
  55
  6o
  65
  70
  300- 349
  5
  10
  15
  20
  25
  30
  35
  50
  55
  6o
  65
  350- 399
  5
  5
  Io
  15
  20
  25
  30
  35
  50
  55
  6o
  400-449
  5
  5
  5
  Io
  15
  20
  25
  30
  35
  50
  55
  450-499
  5
  5
  5
  5
  10
  15
  20
  25
  30
  35
  50
  500+
  5
  5
  5
  5
  5
  Io
  15
  20
  25
  30
  35
  MODIFIERS APPLIED TO THE BASE CHANCE TO HIT ARE :
  BOTH MELEE AND MISSILE FIRE
  -5
  Attacker has a minor wound
  -5
  Per point of a "called shot" **
  -5
  Firing at night or with impaired visibility
  -10
  Attacker is encumbered
  -10
  Attacker is seriously wounded
  -10
  Attacker is crouching, running, dodging, backing up, etc .
  (Only applied once, even if more apply)
  -20
  Defender has 50% cover*** (see below under Missile Fire)
  -30
  Defender has 75% cover***
  -30
  Total darkness
  * Both of these may apply ; do not count wounds twice (see section on Wounds) .
  **Called Shots : For every -5 an attacker subtracts from his chance to hit, he may add +1 to
  the damage roll, if successful . This must be announced before the attacker rolls the dice
  to hit . No shot calling is allowed if it would reduce the "to-hit" chance below 05 .
  ***Shields count towards this coverage vs . missile weapons that do damage on tables A
  through E . See the sections on damage, below.
  TARGET SPEED
  The speed of a target determines its ability to dodge, feint, and strike back .
  MODIFIER
  SPEED
  -I5
  VERY QUICK
  -5
  QUICK
  +5
  SLOW
  +10
  VERY SLOW
  VOLUmE 3. REIZEREE'S QUIOE
  
  TACTICAL MODIFIERS
  The first table applies to melee, the second to missile fire .
  MELEE MODIFIERS
  MODIFIER
  CAUSE
  +20
  Defender is unarmed and unshielded
  +20
  Attacking defender's rear
  +10
  Defender is prone
  +10
  Defender surprised
  +5
  Defender is unshielded, or the attack is made from the defender's
  unshielded side
  MISSILE FIRE MODIFIERS
  MODIFIER
  CAUSE
  +5
  Attacker takes 1 extra round to aim (can only be applied once per shot)
  -5
  Firing at night
  -5
  Firing from a second rank or past each intervening target*
  -10
  Firing at a target in melee
  -20
  Firing at medium range
  -30
  Firing at long range
  *In either of these cases, a hit roll of 86-100 results in an intervening target being hit
  instead. This will always be a friend (if one is available) along the missile's path .
  WIND MODIFIERS FOR MISSILE COMBAT
  -I5
  BREEZE
  -20
  BRISK WIND
  -30
  STRONG WIND OR STORM
  NUMBER OF ATTACKS
  All humans get only 1 attack per Combat Round (except for humans using the
  Florentine sword and dagger style) ; other creatures may get more or less, depending
  upon their relative speeds.
  CREATURE `S SPEED
  BLOWS PERMITTED PER LIMB, CLAW, ETC . PER COMBAT ROUND
  Very slow
  1 per 2 CR (i .e . one blow every other round)
  Slow
  2 per 3 CR
  Average
  1 per CR
  Fast
  3 per 2 CR
  Very fast
  2 per CR
  DAMAGE
  Damage depends upon the weapon used, including various spells . Find the weapon
  with which the hit is made on the table below. Then consult theWound Severity table.
  DAMAGE TABLE
  WEAPONS
  A
  Dagger, rock, bare hands
  B
  Pike, bola, quarterstaff, spear, javelin, wrestling
  C
  Short one-handed weapon, short bow, sling, martial arts
  D
  Long one-handed weapons long bow, composite bow
  E
  Polearm, light and medium crossbow, staff-sling
  F
  Ttvo-handed weapon, heavy crossbow
  G
  Small ballista, very heavy crossbow
  H
  Artillery missile, heavy stone, certain powerful magical spells
  voLuOye 3 : REjzeREE'S qulbe
  
  WOUND SEVERITY TABLE : A D20 ROLL
  DAMAGE TABLE
  A
  B
  C
  D
  E
  F
  G
  H
  NO EFFECT
  MINOR
  SERIOUS
  CRITICAL
  KILL/INCAPACITATE
  of-io
  11-18
  19
  I-6
  I - 3
  I-2
  I
  I
  I
  I
  7- I7
  4- 12
  3-6
  2-6
  2
  2
  2
  18
  I3-I8
  7 - I5
  7-12
  3-6
  3 -4
  3
  *Natural rolls of 1 and 20 are not modified in any way. A 1 never does damage, while a 20
  always incapacitates or kills .
  If using the QP system, modify the score of the Wound Severity roll by any and all of the
  following factors that apply. If using the HP system, modify the results only by those
  items marked "*."
  WOUND SEVERITY MODIFIERS
  CAUSE
  Light armour
  Medium armour
  Heavy armour
  Steel armour
  Enchanted armour
  Small shield
  Large shield
  Steel shield
  MODIFIER
  -2
  -4
  -6
  -7
  -8
  -1
  -2
  -3
  CAUSE
  Enchanted shield
  Steel weapon
  Surprise
  Rear attack
  Per 5 levels of skill
  Enchanted weapon
  A creature (not a human or intelligent nonhuman) that has more
  adds +2 to its damage score for EVERY full 100 HBS points it possesses
  -
  20
  Ig
  20
  ig
  20
  i6-ig
  20
  i3-ig
  20
  7-Ig
  20
  5-18
  19-20
  4-i7
  I8-20
  MODIFIER
  -4
  +1
  +2
  +4
  +1
  +1 Damage category (C > D)
  than 100 HBS points
  DAMAGE RESULTS : THE QUICK PLAY SYSTEM
  When using the quick play system, ignore all No Effect wounds . ,Dvo Minor Wounds
  become one Serious Wound ; two Serious Wounds become one Critical Wound .
  Creatures with a Height-Build-Strength factor of 01-49 are dispatched (i.e. flee, become
  unconscious, die) with any hit, except a No Effect wound . Other creatures are out of the
  combat after receiving one critical wound .
  Larger and more powerful creatures may take more than one Critical Wound. See the
  Tekumel Bestiary list . Such creatures continue to fight and function until they receive
  their last Critical Wound . For combat and movement purposes, these large creatures
  count Critical Wounds as Serious Wounds .
  If any creature receives a Kill/Incapacitate result, a second D20 die roll is made . A "nat-
  ural" 19 or 20 on this roll slays any opponent . Otherwise, a Kill or Incapacitate result
  counts as two Critical Wounds received .
  The winner of a combat can freely slay or capture any Critically Wounded or Incapacitated
  opponent. The referee must decide whether incapacitated combatants have perished
  before the fight has ended .
  Critically wounded friends are assumed to be alive after the battle ends, but in need of
  immediate healing .
  voLU(oc 3 ; REFEREE'S GUl6E
  
  For complete descriptions of the animals likely to be encountered, see theTekumel
  Bestiary. An abbreviated list is also given below in the section dealing with encounters .
  HBS RANGE
  NUMBER OF CRITICAL WOUNDS THE CREATURE MAY TAKE
  1 -79
  1
  80+
  2
  110+
  3
  140+
  4
  170+
  5
  200+
  6
  230+
  7
  26o+
  8
  290+
  9
  320+
  10
  The referee may also introduce still larger specimens of the creatures listed in the
  Bestiary or introduce new creatures . Those listed here are small or average and hence
  within a character's power to slay. Much larger creatures (e.g. the greatest of the sea
  monsters of Tekumel) are perhaps too difficult to kill, making the game unplayable .
  DAMAGE RESULTS: THE HIT POINT SYSTEM
  Using theWound Severity table and that forWound Severity Modifiers (including those
  marked with "*"), determine the category of wound received . Three further dice rolls are
  then made to ascertain damage . If the target has a shield, he rolls a D10 to avoid all
  damage on the table below. A shield in the HP system can only sustain a set amount of
  damage . If a shield is destroyed, any excess damage is taken by the target's shield arm.
  SHIELD PROTECTION TABLE
  SHIELD TYPE
  DIo SCORE TO AVOID DAMAGE
  SHIELD HIT POINTS
  SMALL SHIELD
  1 -2
  1 5
  LARGE SHIELD
  1 -4
  30
  STEEL SHIELD
  1-5
  45
  ENCHANTED SHIELD
  1-6
  50
  VOLUME a; REjCC-REE's gUtOE
  
  If the defender is shieldless, or if his shield fails to stop the blow, the attacker then rolls
  for the amount of damage on the following table.A hit that does damage equal to the
  number of hit points in a body area renders that area useless. Unconsciousness results
  if the affected area is the head, torso, or abdomen. If damage exceeds the amount the
  body area can take, the target goes into shock. If a limb takes double its allotted
  damage, it is severed, or, in the case of a blunt weapon, mangled irreparably.
  WOUND EFFECTS TABLE
  D20 SCORE RANGES/HIT POINTS LOST
  WOUND CATEGORY
  I-2
  3 -4
  5 -6
  7 -8
  9-Io
  NO EFFECT
  O
  I
  I
  2
  2
  MINOR WOUND
  3
  4
  4
  5
  5
  SERIOUS WOUND
  6
  7
  8
  9
  Io
  CRITICAL WOUND
  I I
  12
  13
  14
  I5
  KILL/INCAPACITATE
  16
  17
  18
  I9
  20
  Armour : various types of armour provide subtractions to the damage obtained above.
  ARMOUR PROTECTION TABLE
  ARMOUR TYPE
  MODIFIER
  LIGHT ARMOUR
  -2
  MEDIUM ARMOUR
  -3
  HEAvY ARMOUR
  -4.
  STEEL ARMOUR
  -6
  ENCHANTED ARMOUR
  -8
  Once the damage done by ablow or missile has been ascertained, the location of the hit
  is found from the following table.
  HIT LOCATION TABLE
  D20 SCORES
  LOCATION OF HIT*
  PERCENT OF TOTAL DAMAGE POINTS
  I-2
  HEAD
  15%-
  3-4
  RIGHT ARM
  15%-
  5-6
  LEFT ARM
  15%-
  7-12
  TORSO
  20%+
  I3-I6
  ABDOMEN
  15%+
  I7-I8
  LEFT LEG
  I5%-
  I9-20
  RIGHT LEG
  I5%-
  *Creatures described in the Bestiary do not necessarily have the same hit point locations
  as humans . A rough approximation can be had by multiplying the Body Damage Points
  of a creature by the fraction given in the preceding table; round up if a "+" follows the
  percentage, and round down if the precentage is followed by a "-" .
  SUBDUING AN OPPONENT
  An opponent can be subdued rather than killed . The attacker must first defeat the
  chracter in combat . An attempt to subdue must be declared at the beginning of combat.
  A modifier of +3 is added to the roll to subdue if the victim is struck with an edged
  weapon; a -3 modifier is applied if all attacks are made bare-handed or with a
  quarterstaff or a club . A successful "subduer" rolls a D10 . On a score of 1-6 the opponent
  is subdued and is either helpless or unconscious. A D10 score of 7-10 indicates the
  opponent has either been accidentally critically wounded or is dead .
  voL(AME a ; RECEREE's GUIOE
  
  The referee may decide that some creatures cannot be subdued at all, or he may
  impose further hit modifiers to simulate very ferocious beasts or creatures that cannot
  fail morale.
  MISSILE COMBAT
  Missile fire is performed in much the same way as melee: when a combatant attempts
  to hit a target with a missile, the firer rolls for initiative, then rolls to hit, then rolls for
  damage, as outlined above. Missile fire differs, however, in that firing is done from a
  distance, rather than hand-to-hand melee range.
  MISSILE RANGES
  Data for each missile weapon are provided in the following table: (a) minimum range in
  feet, under which the weapon cannot fire; (b) short range, for which there are no
  negative hit modifiers; (c) medium range, at which weapons are given a -20 modifier to
  hit; and (d) long range, at which weapons receive a -30 to hit. Some missile weapons
  also take longer than 1 Combat Round to load, aim, and fire : times required to load
  these are noted below. Aiming and firing are done in the next following Combat Round.
  Large artillery machines, such as ballistae, onagers, and trebuchets, are also included
  below for sieges and naval battles . The damage such engines do and the number of
  targets they can hit within a 20 ft circle are listed . Damage modifier bonuses for artillery
  are added to the wound severity die roll, above. When an artillery bolt or stone lands
  amongst a group of possible targets, a random dice roll is made to determine which is hit.
  MISSILE RANGES, RELOADING TIMES, DAMAGE TABLES, AND
  NUMBER OF TARGETS (FOR ARTILLERY)
  RANGES IN FEET
  RELOAD
  DMG
  NUMBER
  WEAPON
  MIN
  SHT
  MED
  LNG
  TIME
  TABLE
  OF TARGETS
  ROCK, THROWING STICK
  -
  30
  60
  g0
  -
  B
  I
  STAFF SLING
  -
  150
  270
  330
  -
  E
  I
  SLING
  -
  180
  270
  360
  -
  C
  I
  SHORT BOW
  -
  go
  225
  270
  -
  C
  I
  LONG BOW
  -
  18o
  450
  6oo
  -
  D
  I
  COMPOSITE BOW
  -
  225
  390
  63o
  -
  D
  I
  LIGHT CROSSBOW
  -
  180
  360
  540
  -
  E
  I
  MEDIUM CROSSBOW
  -
  210
  450
  570
  3 CR
  E
  I
  HEAVY CROSSBOW
  -
  240
  48o
  6oo
  5 CR
  F
  1
  VERY HEAVY CROSSBOW
  -
  300
  510
  630
  2 T
  G
  I
  SMALL BALLISTA
  -
  300
  510
  63o
  2 T
  G
  I
  MEDIUM BALLISTA
  -
  450
  630
  goo
  4T
  G + I
  1
  LARGE BALLISTA
  -
  510
  66o
  1080
  6 T
  G + 2
  1-2
  SMALL ONAGER
  go
  300
  goo
  1050
  4T
  G + 2
  I-2
  MEDIUM ONAGER
  120
  360
  g60
  1 140
  6 T
  G+4
  I-5
  LARGE ONAGER
  150
  390
  1 140
  1200
  IO T
  G + 6
  1-5
  SMALL TREBUCHET
  120
  360
  g60
  1 140
  6 T
  G+4
  1-5
  LARGE TREBUCHET
  150
  450
  930
  1o8o
  1o T
  G + 6
  I-Io
  At least one person with artillery skill must be a member of a machine's crew in order
  to fire a ballista, onager, or trebuchet. Hits by artillery pieces must be confirmed by a
  D10 roll of 1-5 on the first shot and 1-7 thereafter.
  MAGICAL COMBAT
  Spell-casting and the use of sorcerous weapons will be discussed in a later section. It is
  only necessary to note here that magic functions much like missile fire : a mage
  prepares a spell or weapon, ascertains the range and the effects, and fires -usually
  voLU(T)E 3 . REIZEREE'S GUl0E
  
  within the same Combat Round, but sometimes one or two Combat Rounds later.
  Damage or other effects of the spell/weapon are then assessed and applied.
  NAVAL COMBAT
  Combat at sea is similar to land combat . Magic, missiles, and melee take place as
  described above. Melee is possible, of course, only when two hostile ships, or a ship and
  a sea creature move within physical contact range. A ship's or creature's movement
  through the water causes no penalty, but individual movements by a missile firer
  and/or a target do create the modifiers listed in preceding tables .
  BOARDING
  The referee determines the difficulty level of a Dexterity Test required to board an
  enemy vessel . This depends on wind speed and the relative sizes of the ships, as well as
  other possible factors. No roll is needed to board back and forth between friendly ships .
  SINKING A SHIP
  Ships are sunk because: (a) someone sabotages the hull ; (b) the crew scuttles the ship to
  deny it to the enemy; (c) a huge creature swamps the ship ; (d) the ship is successfully
  rammed ; or (e) the hull is destroyed by artillery or magic.
  Only oared warships may ram. When one ship catches another in naval movement, or
  two ships confront each otherbow to bow, the attacking ship has a 10% chance to sink
  a larger vessel and a 25% chance to sink a smaller warship or a merchant ship. If this
  roll is successful, the enemy ship's hull is punctured, and it sinks within 5-10 Turns (a
  D10 roll divided by 2) . If the ramming roll fails, then the ships remain locked alongside
  in melee.
  The referee decides whether a sea creature is large enough to swamp a ship . If such a
  monster is encountered, a D100 score of 1-5 sinks the ship during the first two turns;
  thereafter these ranges are increased by 5 pips per turn (i.e . 1-5,1-10,1-15, etc.) to a
  maximum of 1-30, unless the monster is slain.
  Of the artillery weapons, only a large ballista, a medium or large onager, or a trebuchet
  can sink a vessel. Each ship takes a fixed number of "free" hits before it must check for
  sinking.A Sescha gets no free hits : it rolls for sinkingwhenever it is hit by one of the
  listed artillery engines; a Hru takes 1 free hit; a Srdganta is given 2 free hits ; aTnek gets 3
  free hits ; a Q61 is allowed 4 free hits ; and a Zirunel may take 6. Further artillery hits then
  have a 5% cumulative chance of sinking the ship: 1-5,1-10,1-15, etc. Certain spells, such
  as the Doomkill and the largest Hands of Kra the Mighty, do similar damage . Military
  ships often carry sorcerers whose task is to negate enemymagic (see under Battlefield
  Magic, below) . Certain very important ships are also magically warded to prevent spells
  from affecting the hull, although the crew is not immune to missile fire or melee.
  MORALE
  Player characters can run away or fight to the death, as they wish . Nonplayer characters
  may not be so heroic, however. A party that loses members in combat needs to check
  morale to continue fighting .A group that fails its morale check will attempt to flee or
  surrender if cornered, unless it is known that certain death awaits . In the latter case,
  the party must check again at once . A second failure results in surrender or abject
  cowering; if the roll succeeds, the party regains its courage and continues to fight. If the
  party consists of members of different morale classes, only one test is made at the level
  of the component group making up the highest level of morale and numbering at least
  20% of the total party. Thus, a handful of veterans can add backbone to a group of
  peasant levies . If a group runs and certain members are of a higher class than those
  VOLUME a: REPEREE's GUIOE
  
  that failed the test, those individuals may either join the rout or cross-check the failed
  die roll with their own morale check. If they pass, they may fight on, if desired.
  MORALE CLASSES
  Morale classes are based on average members of various social and racial groups .
  Nonhumans not listed belong to categories similar to those of similar human groups .
  Using this table as a guide, new categories may be added by the referee.
  MORALE CATEGORIES
  SLAVES
  AVERAGE
  AVERAGE
  VETERAN
  ELITE
  FANATICS
  CITIZENS
  SOLDIERS
  SOLDIERS
  SOLDIERS
  PORTERS
  BANDITS
  SWAMP FOLK
  SWAMP FOLK
  OFFICERS
  HLUTRGiJ
  (LAND)
  (AT SEA)
  DOMESTICS
  PIRATES
  YOUNG
  Ssfi
  AHOGGYA
  UNDEAD
  BRAVOS
  PEASANTS
  NEW
  SORCERERS
  TINALfYA
  SHEN
  AUTOMATONS
  RECRUITS
  HLAKA
  CARNIVORES ;
  NOBLES
  HLOSS
  FEROCIOUS
  W/FIGHTING
  HERBIVORES
  EXPERIENCE
  MILD
  CLAN
  SHUNNED
  PYGMY
  FEROCIOUS
  HERBIVORES
  GUARDS
  ONES
  FOLK
  CARNIVORES
  THE MORALE TEST
  One D20 roll is made for the party, according to the percentage of its casualties at the
  end of the current Combat Round. All members are counted, including noncombatants,
  slaves, family members, etc. Only player characters are not included. Scores within the
  ranges given below succeed: the party may stay on and fight or act with reasonable
  cohesion .
  MORALE TEST RESULTS
  PERCENTAGE LOST
  A
  B
  C
  D
  E
  F
  I0%
  I-IO
  I-I2
  I - I4
  I-I6
  I-I8
  I-20
  25%
  I-7
  I-IO
  I-I2
  I - I4
  I-I6
  I-I8
  50%
  I-4
  I-7
  I-IO
  I-I2
  I-I4
  I-I6
  75%
  I-2
  I-4
  I-7
  I-IO
  I-I2
  I - I4
  90%
  I
  I-2
  I-4
  I-7
  I-Io
  I-I2
  Morale Test roll modifiers include :
  CAUSE
  MODIFIER
  The party leader is slain or captured
  -4
  The party is attacked by magic and has none itself
  -3
  Humans meleeing Hliiss, Ssil, or Shunned Ones
  -2
  Meleeing a huge creature or underworld denizen
  -2
  Meleeing a party more than 50% larger in size
  -2
  Each of the party's sorcerers killed or captured
  -1
  Party's major objective has been attained
  +4
  VoLuOne 3 ; RElzeRFE'S qui0E
  
  Enemy leader has been slain
  +3
  Meleeing a party half as large
  +2
  Each large treasure (greater than 100 Kaitars) found and
  divided equally among party (except slaves, children,
  domestic servants, etc.)
  +2
  Each huge creature or underworld denizen killed or subdued
  +2
  Each enemy sorcerer killed or captured
  +1
  The referee determines the actions of a party that has failed its morale roll: the
  direction of flight, characters who do not escape, etc.
  HEALING
  Sorcery is the simplest and easiest method of healing wound damage, as well as curing
  poisons, indigestion, and similar problems . Spells of Healing or Alleviation, or an "Eye"
  (a magical device of the Ancients) are also used, usually at touch range. If these
  methods fail, a -10 (cumulative) is subtracted from any subsequent attempt to heal the
  patient . If sorcery is not available or cannot be made to work on awound, severed
  limbs, loss of sight, etc., must either be lived with or the character must retire .
  It is possible to heal many wounds and illnesses through medical skill . Levels of
  medical skill (see below) are needed for this . No surgeon can replace a limb, but many
  can indeed aid an injured person . Moreover, any party member can administer first aid
  after a fight. This can only be done once for each set of wounds, however. To see how
  much damage is regained from first aid, roll a D10 on the following chart. Physicians
  subtract 1 from the score of this roll for every 5 levels of medical skill possessed .
  HEALING TABLE
  DIo SCORES AND HEALING EFFECTS
  SYSTEM USED
  I
  2-5
  6-7
  8-g
  Io
  QP
  2 CATEGORIES
  I CATEGORY
  O
  O
  O
  HP
  6-io
  4-5
  2-3
  1
  0
  In the foregoing table, a QP result denotes the number of wound categories healed : e.g .
  a serious wound is reduced one category to a minor wound.An HP result signifies the
  number of hit points recovered .
  After first aid is administered, only time and care will enable wounds to heal . At the end
  of every week, roll on the skill success chart to heal a wound; a success in the QP system
  heals one category, and a success in the HP system heals the number of hit points
  required to reach the maximum damage of the next lowerwound category. If a physician
  with 10 or more skill levels is available, he treats a wound as one difficulty level less (but
  never less than "easy"). If the patient rests at a temple or clanhouse, the wound is
  treated as two categories less .A failed roll worsens the wound by one category in the QP
  system . In the HP system, the patient takes the extra damage needed to reach the top of
  the next category.A QP character who is thus incapacitated will die due to infections
  and shock; a weaker individual in the HP system may perish sooner. The following chart
  gives the degree of difficulty for treating each wound category :
  WOUND TYPE
  NO EFFECT
  MINOR WOUND
  SERIOUS WOUND
  CRITICAL WOUND
  INCAPACITATED
  Volume 3. REFEREE's Guibe
  DIFFICULTY LEVEL
  EASY
  HARD
  DIFFICULT
  VERY DIFFICULT
  REAL CHALLENGE
  
  32
  If the batttle is too large to be fought individual by
  individual, percentages can be used for casualties
  and any left over fraction : e.g. 63 men rolling a 6 =
  37.8 casualties (i.e . 63 x .6) .A random roll is then
  made with a D10 to determine whether the .8 is a hit or not . Creatures allowed multiple
  wounds are killed as their cumulative wound totals are reached : e.g. 17 wounds are
  done to a group of 10 creatures that can absorb 3 critical wounds each ; 5 creatures
  expire and 2 wounds remain for the next turn .
  Morale checks are made at the end of each turn, according to the tables given above . In
  this system, individuals are not distinguished, although player characters and key
  nonplayer characters can indeed be picked out and allowed to fight individual combats .
  Otherwise, leaders are incapacitated on a D10 die roll equal to the turn of mass combat :
  e.g . on a "1" in turn 1, on a "1" or "2" in turn 2, on a "1-5" in turn 5.1-5 is the maximum,
  however : scores of 6-10 never kill leaders . A leader who becomes a casualty in this
  manner replaces one ordinary casualty, thus saving a trooper.
  Post-battle recovery rates are 70% for the victor, 80% if a friendly sorcerer has survived
  the fight ; 20% for the loser, 30% if a friendly sorcerer remains .
  THE MASS COMBAT DIE ROLL
  A D10 score less than or equal to the numbers listed in the following table scores a hit.
  HBS RANGE
  BASE NUMBER NEEDED To HIT
  0-49
  1
  50-99
  2
  100-149
  2
  150-199
  3
  200-249
  4
  250-299
  4
  MASS COMBAT: PHYSICAL
  Some encounters are too large to handle
  expeditiously with a set of role-playing rules . Large-
  scale military engagements perhaps should not be
  attempted at all, or should be decided by the
  referee . The following brief set of mass combat
  rules can be employed for intermediate-size
  battles .
  Each mass combat turn represents two minutes of
  combat . A combatant's HBS factor gives him a D10
  base number needed to achieve a hit. This number
  is then modified by the combatant's armour,
  weaponry, speed, visibility, and for missile attacks,
  range . A random modifier that affects everyone on
  one side of the mass combat is included to add an
  element of uncertainty to the combat .
  If the D10 score is equal to or less than the
  modified number, the attacker scores a critical
  wound on a defender. An attacker with a HBS of
  300-399 does two wounds to two different
  opponents ; an attacker with a HBS of 400-499 does
  3 wounds ; and an attacker with a HBS of 500+ does
  5 wounds to 5 different opponents, if that many are
  within reach!
  volume 3; REf:CREE's Gzai0E
  
  300 -349
  5
  350 -399
  400-449
  6
  450-499
  7
  500-UP
  8
  MODIFIERS TO THE MASS COMBAT DIE ROLL
  The attacker's weapon category provides a modifier. This may be the weapon category
  of an individual or of a group of combatants grouped together for purposes of the fight.
  WEAPON USED
  WEAPON CATEGORY
  MODIFIER
  A/B
  O
  C/D
  +I
  E/F
  +2
  G+
  +3
  TARGET'S SPEED
  This is needed when fighting creatures and nonhumans :
  TARGET'S SPEED
  MODIFIER
  VERY SLOW
  +2
  SLOW
  +I
  AvERAGE
  O
  FAST
  -I
  VERY FAST
  -2
  VISIBILITY
  This is used unless the combatant sees in the dark.
  CAUSE
  MODIFIER
  IMPAIRED, FOG, NIGHT
  -I
  TOTAL DARKNESS
  -3
  TARGET'S ARMOUR PROTECTION
  ARMOUR TYPE
  MODIFIER
  LIGHT ARMOUR
  O
  MEDIUM
  -I
  HEAvy ARMOUR
  -2
  ENCHANTED ARMOUR
  -3
  RANDOM MODIFIER : BOTH SIDES ROLL EACH TURN
  DIO SCORE
  MODIFIER
  I
  +2
  2-3
  +I
  4 -7
  0
  8-9
  -I
  IO
  -2
  TACTICAL MODIFIERS
  CAUSE
  MODIFIER
  COMMENT
  Surprise
  +1
  First turn only ; the surprised party may not attack in
  return .
  Flank
  +1
  Only when using miniature figures, a battle board, or with
  the referee's permission .
  Rear
  +2
  See Flank, above
  voLUME 3. nE~EnEEs GUI0E
  
  34
  MISSILE RANGE MODIFIERS
  RANGES
  MODIFIERS
  SHORT RANGE
  O
  MEDIUM RANGE
  -I
  LONG RANGE
  -2
  Only one shot per range is allowed against a closing or retreating enemy. No long-range
  fire is allowed in restrictive terrain . Night shortens allowable fire by 1 range category.
  MASS COMBAT SYSTEM: MAGIC
  Magic-users and magical devices play an important role in combat . Each mage or
  destructive magical weapon, (e.g ., an Eye of Raging Power) rolls once per mass combat
  turn on the following chart . A D10 score equal to or less than the number listed results
  in the attacker doing critical wounds equal to his level to the enemy side . Twice per turn
  each defending magic-user may volunteer to try to stop incoming sorcery ; a defending
  mage may thus include himself as the first potential casualty in a magical attack to
  decrease the attacker's magical attack die roll number. An attacking mage may also
  nominate a defending mage as a target, at the attacker's option . Eyes function as 20th
  level spells for purposes of determining attack level but cease to function if an 8-10 is
  rolled for the Eye's attack . When defending, the wielder of an eye is treated as whatever
  class the wielder normally is ; in effect, the eye gives no defensive bonus . Mages cannot
  be specifically targeted in melee during mass combat unless there are no other targets
  remaining in the area . Each turn a mage runs a risk of being incapacitated or exhausting
  his spell casting points . To represent this, a mage of levels 1-6 can only cast spells during
  the first two mass Combat Rounds ; mages of levels 7-12 may cast spells during the first
  3 Rounds ; Levels 13-18 for the first 4; Levels 19-24 for the first 5 ; and Levels 25-30 for the
  first 6 Rounds . A mage with no more turns of spell casting can still act defensively for
  his side or, if so inclined, may join the fray as a warrior:
  MASS COMBAT MAGIC TABLE
  TARGET'S MAGICAL
  CASTER'S LEVEL
  RESISTANCE FACTOR
  I-6
  7-I2
  I3-I8
  19-24
  25-30
  O-I
  4
  5
  6
  7
  8
  2-3
  3
  4
  5
  6
  7
  4-5
  2
  3
  4
  5
  6
  6-7
  I
  2
  3
  4
  5
  8-9
  0*
  I
  2
  3
  4
  10-11
  O*
  O*
  I
  2
  12
  O*
  O*
  O*
  I
  2
  * On a result of "0" roll a D10 . A score of 1 requires a second D10 roll : 1-5 = 1-5 targets are
  affected, 6-10 = no effect .
  SECTION
  ADVENTURE DICE ROLLS
  FIVE
  Beyond such clearly defined activities as movement and combat, characters must
  perform many other actions . Most of these cannot be subjected to "rules" any more
  than can actions here on Earth. (What dice score do you need to enjoy your breakfast?
  To race downstairs without tripping? To win an argument in a court of law? To gain the
  affections of your intended?) This section offers ways to determine such matters in the
  r61e-playing game . One can over-use these methods, of course, turning the game into
  an exercise in dice-rolling . The mark of a good referee is neither to under-use nor over-
  use such mechanisms : rolling dice for every petty event is not fun, nor is it enjoyable to
  voLume 3. RElzeREE ,s Gui0E
  
  have to depend upon the referee's whim whenever an event occurs for which there are
  no neatly codified rules .
  RANDOM OCCURRENCE ROLLS
  A player has the option of deciding many matters for himself. In some cases, however,
  players may prefer to let a D100 roll settle issues that cannot be predicted from the
  scenario, the characters' attributes, their learned skills, or their wishes . Does the High
  Priest Osumetlu like rich and spicy Jakallan cooking? Does the guard turn around? Can
  Lady Mnella (a non-player character) tolerate Lord Sunchan's revolting food habits?
  Does the armourer have a harness that fits Lord Arumel?
  In these and many other cases a D100 roll is the simplest solution. The- lower the score,
  the more favourable the outcome for the character ; the higher the score, the less
  favourable . A score of 25, for instance, means that Osumetlu does indeed enjoy Jakallan
  cooking. A result of 5 shows still greater enjoyment : he absolutely loves it! . A 95 would
  denote a thorough distaste for spicy food . A score of 45-65 signifies that the guard does
  turn around but is not very attentive and perhaps not looking in the right direction. A
  roll of 89 indicates that Lady Mnella turns a bilious green, leaps up from her meal, and
  requests Lord Sunchan to depart forthwith! A score of 11, on the other hand, would
  show that she finds this strange man's predilections fascinating . A score of 51 indicates
  that the armourer has armour that fits Arumel, but it is not really what he wants . Once
  a liking, etc ., has been ascertained, it is noted on the character's record so that vagaries
  of the dice do not leave the character loving something one day and hating it the next!
  Ungamed background knowledge can be ascertained similarly. Has Tekunu ever heard
  of this animal before? Did Arjai ever visit the city of Hauma? Does Shenesa recognise
  the powers of this herb? Low scores give favourable answers ; high ones indicate a lack
  of knowledge ; and a middling result (perhaps 40-60) denotes a little knowledge, a brief
  and undetailed visit (perhaps when the character was a child), or a vague familiarity but
  no real understanding.
  A random dice roll is used to select the subject of an event from the party : e.g . there are
  nine persons in the exploring expedition (including non-player characters - there are
  no "NPC's" as far as Tekumel is concerned!) . A roll of 1-9 (i.e . a D10, rerolling a result of
  0) is used to decide who finds the most valuable item of treasure - or who is attacked
  by the monstrous tomb guardian! Thus, a 1 denotes Takodai, a 2 signifies Lady Ashiyan,
  a 3 picks out Lord Kirkta, etc .
  The referee must "fine-tune" these random rolls . The worst possible score (i.e.100 : two
  zeros on the dice) denotes that the character has had awful luck indeed . The referee
  thinks of several possibilities, gives each a random chance, and rolls his own D100. For
  instance, a party discovers a chest in an underworld corridor. Sanjesh scores 100. What
  happens to him? The referee thinks of four likely results and rolls D100 : 1-10 indicates
  the chest is empty; 11-60 = it holds treasure, but this hapless fellow cannot find it ; 61-90
  = the chest contains a trap which he sets off, requiring a "targeting roll" against damage
  according to table C ; and 91-100 = a hideous Epeng, a venomous insect whose poison is
  usually fatal, lurks in the box . If there are 10 or fewer possibilities, and if the ranges are
  not complex, a single D10 does as well as D100 .
  ATTRIBUTE ROLLS
  One or more attributes from a character's original statistics (determined from volume
  one of Adventures on Tekumel) is employed as the basis for deciding such actions as
  smashing open a door, jumping across a chasm, catching a thrown coin, recognising a
  symbol scratched on a wall, and the like . The first two examples use the character's
  strength statistic ; catching the coin is a matter of dexterity ; and recognising the symbol
  is related to intelligence (although prior knowledge would certainly take precedence) . To
  determine these events, the referee first decides how difficult the test is for that
  particular character : jumping a 6 ft wide chasm is no problem for an athletic person,
  voLUmC a ; RECEREE's GU10E
  
  but it is a harder test for a fifty-ish bureaucrat, and for a seriously wounded man it
  becomes a real challenge. Once the difficulty level of the test is set, the player makes a
  D100 roll against the table given below, and the action succeeds or fails accordingly.
  The relevance of most attributes is clear: strength for tasks that require physical power;
  intelligence for seeing, knowing, recognising, understanding, and calculating things ;
  dexterity for delicate actions, picking locks, working with small tools, etc. ; psychic
  ability for sorcerous and other-planar manifestations ; comeliness to impress someone
  with one's appearance ; charisma to impress with words and manner. Arbitrarily, the
  strength statistic is employed for matters of stamina: e.g . resisting a poison, marching
  rapidly or a great distance cross-country, surviving underwater, and the like.
  There is no need to roll for events that are impossible, of course : no character can lift a
  sailing ship ; no mage can figure out the workings of a star-ship ; and pretty words
  cannot sway a Princess of the Empire into elopingwith a highly charismatic but
  impoverished swain. In such cases, the referee must say, "Sorry. It can't happen."
  TWo or more statistics can be combined and averaged, and the resulting number used
  as the base for the table below. For instance, comeliness and charisma together
  constitute the basis for a roll to decide how much Mazhan impresses the warrior-
  maiden Ka'el. If he fails, he is not allowed to roll again until he or she does something
  that may alter her opinion of him. The three attributes of strength, comeliness, and
  charisma are averaged together if Mazhan decides to impress Ka'el with his muscles
  and weight-lifting! Dexterity and strength are used to drag an unconscious comrade out
  of a tangle of thorns andbrush. Intelligence and dexterity are combined to disarm a
  clever trap . Psychic ability and psychic reservoir are joined to test whether or not a
  person senses powerful sorcery nearby. (This is not a spell but rather an ability that a
  few highly psychic characters may have at the referee's discretion .) The referee is urged
  to innovate and develop further combinations and reasons for using them.
  SKILL ROLLS
  Competence in a skill forms the basis for many adventure rolls. Swimming is crucial to a
  person who falls overboard ; mountain-climbing is needed for onewho essays the peaks
  of Kilalammu; cooking is needed to prepare dinner, etc. Indeed, cooking primarily
  requires training and experience, and a roll using this skill alone by itself is appropriate:
  the referee sets the level of the test (easy to cook a daily meal, harder to prepare a dinner
  for guests, very difficult to bake a cake fit for an Imperial Prince, and a real challenge to
  cook food that would appeal to a visiting nonhuman!) Such tests differ according to the
  skill level of the tester, of course : what is an easy test for a master chef is likely to be a
  real challenge for an apprentice . One finds one's skill level from one's character sheet,
  inquires the test's difficulty level from the referee, and rolls D100 . Kaghr, a clever cook
  with much experience, scores a modifed 60 and succeeds in cooking a dinner that
  appeals to Lord Tekunu's highborn guests . Kagesh, who is an average glassblower, rolls a
  91 to create a goblet, ruins it, and spatters molten glass over his sandals!
  In other cases, an attribute from one's character sheet is employed together with a skill:
  e.g . the ship captain Pi'ur is below decks when his ship hits a reef and capsizes . He
  makes a dexterity roll to wriggle out; then he makes another roll using his swimming
  skill to reach shore, about 300 feet away. If the referee changes the scenario, however,
  and makes thebeach 3 miles away, Pi'ur must use his swimming skill as a modifier to
  his strength statistic to save himself! (This is poor refereeing, of course : players must be
  told what they can see or sense, and no changes are allowed thereafter! Pi'ur must have
  known whether the ship is 300 feet or 3 miles from the coast!) When Pi'dr does crawl
  up on shore he may have to make an intelligence + botanical knowledge skill roll to
  notice that the seaweed he is lying on is poisonous . Poor Pi'ur!
  voLUmC 3. REFEREE'S GC 11OE
  
  PRIMARY AND SECONDARY SKILLS
  Any skill can be used as the primary skill for a test . Where relevant, one secondary skill
  maybe additionally employed as a modifier. This is left to the player and the referee.
  For example, Mazhan wishes to serenade Ka'el with a poem . He has four levels of
  poetry, and dashing off a simple poem is an easy task for him. He wants to sing this to
  her, however, and his skill in music is only two levels . He requests that the test be split
  in two: one for penning the lyric, which he passes easily ; and a second for singing his
  composition to the lady. Here, he urges his levels of the oration and debate skill should
  serve as a secondary skill. The referee refuses, saying that, if anything, such a use of the
  oration skill ought to count as a negative! One does not "orate" or "debate" a love-song
  to one's heart's desire!
  Skills may be differently combined . Philosophy and advanced theology are logical skills
  needed to read The Scrolls of Pavar. Basket-weaving and hunter/tracker are useful
  together to weave vines into a sturdy rope . Glassblowing and merchant are good
  choices for one who manufactures beautiful vessels for sale . Foreign studies and
  economics are useful in settingup a business in Mu'ugalavya- or getting a job as a
  lecturer at a temple academy in Yan Kdr. Many combinations are possible, and, again,
  players and the referee are invited to innovate .
  Another example: Captain Pi'ur attempts to dock his ship in rough seas at a wharf in
  the unprotected harbour of the city of Be'esa on Dlantla Isle . His intelligence is 80, his
  dexterity 76, and he has 15 levels of sailing. His two attributes average 78 . The referee
  decides the test is a difficult one even for a seaman with so much experience . Pi'ur's
  modifiers are +30, -5, and -30 = -5 . He scores a 19 + -5 = 14 and makes port easily. If he
  had failed by a few points, he would have to go back out into the harbour and try again;
  a failure of, say, 15-30 points might denote scraped paint or other minor damage, and a
  real flop of 31+ points could mean disaster!
  LANGUAGE TESTS
  Each language has only five levels of competence. One who has no levels cannot pass
  such a test at all. One level is a real challenge when faced with a monolingual speaker;
  two levels are a very difficult test ; three a difficult test, four a harder test, and five an
  easy test. At the referee's discretion, a person who has five levels and has lived and
  worked for some time with speakers of that tongue needs no test at all: he is fluent.
  Reading and writing, however, may still require a test, if the character has not mastered
  these skills to the same extent .
  COMPETITIVE ROLLS
  A competitive roll is made when one character's will is opposed by someone else's
  (whether a player or non-player character makes no difference) . This can include
  persuading an official to be lenient, impressing a love-interest to a greater extent than
  another character does, getting a reluctant guard to carry a message, obtaining aid from
  a hostile tribesman, and the like . In such cases, the referee sets the difficulty level of the
  test for each party. All sides then apply all of their relevant modifiers, and the parties
  roll D100. The best (i.e. lowest) score prevails . The greater the amount by which a test is
  passed, the better the result. The worse one's failure, the unhappier the outcome. A tie
  is won by the contestant having the greatest number of levels in the primary skill
  employed . For example, Mazhan warbles his song to Ka'el and scores a (modified) 10 : he
  impresses her mightily, much more than Takodai's result of 68, a bare pass! She smiles
  upon luckyMazhan, whileTakodai broods .
  Another example: 'Avo Tsolyani warriors are bartering with aTinaliya merchant over
  the price of a steel sword. The first warrior has an intelligence of 40 and no other
  relevant skills . The second has an intelligence of 85 and one level of merchant. The
  Tinaliya has an intelligence of 94 and 12 levels of the merchant skill. The referee
  declares bartering to be a very difficult task for the first warrior, a difficult task for the
  second, and an easy task for the Tinaliya . All three compute their modifiers: Warrior 1=
  voLucoe 3. REi:eREF's qu10E
  
  +50; warrior 2 = +18; the Tinaliya = -34. Three D100 rolls are made : warrior 1 scores 31,
  warrior 2 has a49 ; and the Tinaliya gets a 68 . The modified scores are respectively 81,
  67, and 34. The Tinaliya wins the contest and charges the warriors whatever exorbitant
  fee he wishes (i.e. the referee decides) for the sword. They can refuse to buy the
  weapon, of course, but the Tinaliya will notlower his price any farther.
  One more example will illustrate the system. Lord Tekunu hiQolyelmu tries to convince
  a tax collector that his estate is notin arrears. Tekunu has never bothered to pay the
  taxes, and his father, who last owned the fief, is recently deceased . Tekunu has also
  failed to acquire much knowledge of estate administration . This is thus a real challenge
  for him. Tekunu's charisma (his most relevant attribute) is 86, and he has 8 levels of
  Administration . He convinces the referee that his 12 levels of the skill of law also apply.
  The modifiers to his dice roll are thus +60, -10, -16, and -12 for a net of +22. The tax-
  collector has a charisma of 49 and 15 levels of experience in his job. For him, this test is
  only a difficult test: his modifiers are +30, -5, and -30: a total of -5 to his D100 roll.
  Tekunu scores 42 + 22 = 64. The tax-collector rolls an 82 + -5 = 77 . Tekunu wins, and the
  tax-collector departs. Tekunu offers a prayer of thanks to his tutors in the temple of
  Hnalla, then has a scribe dash offa letter to his clan elders in Jakalla, begging them to
  see that the taxes are quickly paid, bribes offered, and documents altered.
  At the referee's discretion, minor events and actions can either notbe rolled for at all, or
  else be determined with non-competitive skill rolls: e.g . Tekunu's charisma and skills
  can be applied to the skill test table without bothering about the tax-collector's
  statistics . Too much fine-tuning can be tiresome.
  THE ADVENTURE DICE ROLL TEST
  All adventure dice rolls use the same simple table:
  DIOo ROLL
  OUTCOME
  I-70
  SUCCESS
  7I-I00
  FAILURE
  Modifiers include:
  DIFFICULTY LEVEL OF THE TEST
  CATEGORY OF TEST
  MODIFIER
  EASY
  +0
  HARDER
  +I5
  DIFFICULT
  +30
  VERY DIFFICULT
  +45
  REAL CHALLENGE
  +6o
  RELEVANT ATTRIBUTE MODIFIER
  ATTRIBUTE
  MODIFIER
  oI-20
  +IO
  2I-40
  +5
  4I-8o
  -5
  8I-99
  -Io
  IOO+
  - I5
  SKILL MODIFIERS
  PER SKILL LEVEL
  MODIFIER
  PRIMARY SKILL
  -2
  SECONDARY SKILL
  -I
  voLume a ; REjzeREE ,s Gzaibe
  
  Everything depends upon the referee and his perception of the scenario . The more
  SECTION
  experience the referee has had of real life, of arms and armour, of adventurous
  six
  conditions and actions (e.g . hunting, backpacking, foreign travel), the more likely he is
  to make balanced and intelligent judgments in the game . No one can give guidance for
  every conceivable situation, of course, and the player party must co-operate with the
  referee in areas where the latter lacks expertise. The goal is enjoyment, not squabbling
  over "rules" or dice-rolling!
  EXPERIENCE
  Combat skills (e.g . Shaman, Sorcerer, and Warrior) are increased by gaining experience
  points (EXP). A character earns these either through defeating opponents in combat or
  through casting spells to aid the party. Using non-combat skills to aid the party is
  irrelevant to "experience," although the referee may add rewards of his own.
  SORCERER AND SHAMAN EXPERIENCE POINTS
  For every 2,000 EXP gained, a shaman or sorcerer adds one level to his magic levels . He
  then receives 25 spell purchasing points to buynew spells (or higher variants of old
  ones) from the sorcery section of this book.A mage who defeats an opponent with a
  physical weapon receives Warrior EXPs, not sorcery EXPs .
  WARRIOR EXPERIENCE POINTS
  For every 500 EXP gained, aWarriors earns 1 skill unit with which to purchase weapon
  skills, as shown on page 37, Tables 8 and 9, of part one ofAdventures on Tekumel. EXPs
  can be saved to purchase weapon subskills that cost more than 1 point each. They must
  be assigned to a specific weapon at the time they are earned, however. No combat
  modifiers are given for partial skill levels .
  A warrior must assign his EXPs to the specific weapon skill he has used to gain them :
  e.g. points earned through defeating a foe with a long-sword must be assigned to
  further levels of long-sword . Or : alternatively, he may assign such earned points to a
  weapon in which he has less than 10 skill levels .When he attains 10 levels in a weapon,
  he must earn any further levels in it by using it in combat . Further skill levels can still
  be purchased on a character's birthday through using his academic and hobby skill
  points, as described in volume one of Adventures on Tekumel . Special cases can be
  settled by the referee (e.g . learning or developing more skill in a weapon through
  training with a recognised master while travelling with him. Such cases will be
  uncommon: it is difficult to practice regularly or study while tramping along a road!)
  A warriors who defeats a foe with a missile weapon earns points as if the enemy had a
  HBS of 1-49. Slaying a powerful enemy with an arrow from a distance does not provide
  many points!
  Experience points are otherwise awarded by cross-indexing the character's skill and that
  of his opponent on the GamedVictory Points Chart, below. The topmost and leftmost
  ranges in the vertical and horizontal rows are a character's modified HBS factor (e.g. 100+
  = an HBS between 100-149) . The second ranges below or to the right in both rows are a
  sorcerer's or shaman's magical skill level (the winner) or magical resistance factor (the
  loser) : e.g. 1-3 = a character who has achieved a sorcery level of 1, 2, or 3.
  SIMULTANEOUS VICTORY
  Only the character who strikes an incapacitating or killing blow gains experience
  points . If two individuals both cause damage that would slay an opponent in the same
  combat round, or if two mages simultaneously target a victim successfully, the victors
  roll percentile dice, and the lowest score receives the credit . A party may allow a new or
  weak character to strike the last blow against a target mostly defeated by the others,
  thus giving that character a chance to gain experience points and greater strength .
  VOLUME 3 ; REFEREE'S QUIOE
  39
  
  GAMED VICTORY POINTS
  WINNER'S MODIFIED
  LOSER'S MODIFIED HBS FACTOR OR MAGICAL RESISTANCE FACTOR
  HBS OR MAGICAL
  1-49
  50+
  100+
  150+
  200+
  250+
  300+
  350+
  400+ 500+
  SKILL LEVEL
  O-1
  2-3
  4-5
  6
  7
  8
  9
  IO
  I I
  12
  01 -49
  -
  500
  750
  1000
  1250
  1500
  1750
  2000
  2000
  2000
  2000
  50+
  1-3
  250
  500
  750
  1000
  1250
  1500
  1750
  2000
  2000
  2000
  100+
  4-6
  loo
  250
  500
  750
  1000
  1250
  1500
  1750
  2000
  2000
  150+
  7-9
  75
  100
  250
  500
  750
  1000
  1250
  1500
  1750
  2000
  200+
  10-12
  50
  75
  100
  250
  500
  750
  1000
  1250
  1500
  1750
  250+
  13-15
  25
  50
  75
  100
  250
  500
  750
  1000
  1250
  1500
  300+
  16-18
  15
  25
  50
  75
  100
  250
  500
  750
  1000
  1250
  350+
  19-21
  10
  15
  25
  50
  75
  100
  250
  500
  750
  1000
  400+
  22-24
  5
  10
  15
  25
  50
  75
  100
  250
  500
  750
  500+
  25+
  5
  5
  10
  15
  25
  50
  75
  100
  250
  500
  BONUS EXPERIENCE POINTS FOR LARGER CREATURES
  Opponents with large numbers of hit points (or critical wounds in the Quick Play
  system) are harder for warriors to defeat. Thus, warriors (only!) receive a bonus for
  defeating such creatures . Opponents with 110-169 hit points (Quick Play : 3 or 4 critical
  wounds) are counted as 1 HBS category more powerful for experience point purposes
  only : i.e . one column farther to the right on the foregoing table . TWO category shifts are
  given for foes with 170-229 hit points (Quick Play : 5 or 6 critical wounds) ; three shifts for
  those with 230-289 hit points (Quick Play : 7 or 8 critical wounds) ; and four shifts are
  given for opponents with 290 or more hit points (Quick Play: 9 or more critical wounds) .
  If a shift moves the award off the table, refer to a higher line on the chart to ascertain
  the logical progression . No target is worth more than 2,000 experience points .
  NON-PLAYER CHARACTER EXPERIENCE POINTS
  Non-player characters have as much right to experience points as player characters .
  The players or the referee must keep track of their progress on their cards . Points for
  minor characters (e.g . nameless soldiers introduced in a battle) need not be recorded,
  unless they are likely to reappear.
  MAGICAL OR TECHNOLOGICAL WEAPONS AND EXPERIENCE
  No experience points are given for defeating an opponent with a magical or
  technological device . An Eye is an easy way to slay even a large creature; using it says
  nothing about the user's skill, strength, or prowess .
  KEEPING TRACK OF EXPERIENCE POINTS
  Each player must keep track of his character's experience points and record them on a
  sheet where the referee can inspect them . Players who abuse the system may quickly
  find themselves out of the referee's good graces, or perhaps the game itself'
  EXPERIENCE POINTS FOR CASTING NON-COMBAT SPELLS
  Only successful spells cast to aid the party's goals earn experience points . Casting spells
  just to gain points is prohibited : e.g . a mage who casts 20 extra Light spells when no
  light is needed . The referee is the final arbiter.
  Points given for casting successful non-combat spells are found from the following table :
  SPELL-CASTING COMPETENCE POINTS
  PHYLUM OF NON-AGGRESSIVE SPELL CAST
  CASTER'S MAGICAL SKILL LEVEL
  UNIVERSAL
  GENERIC
  TEMPLE
  1-3
  30
  6o
  120
  4-6
  25
  50
  100
  VOLUmG 3 ; REFEREE'S QUIRE
  
  7-9
  IO-I2
  I3- I5
  r6-r8
  z9+
  VOLUME a ; REIZEREE's QUIOE
  20
  40
  8o
  15
  30
  6o
  10
  20
  40
  5
  10
  20
  5
  5
  10
  SKILL DEVELOPMENT
  New warrior and sorcery levels and skills are gained with experience points, as shown
  above. A different method is used to acquire non-combat skills . Each year, on a
  character's birthday, he can learn new non-combat skills or additional levels of such
  skills he alreadyknows, as described in Adventures on Tekumel, part one, pages 31 and
  41 . If the character has spent the last game-year adventuring in a role-playing game, he
  will not have had time to study non-combat skills (e.g. poetry, botany) while "on the
  road." He thus learns his normal number of skills from Adventures on Tekumel, part
  one, but hobby points earned there are halved (and rounded up).
  An active character in a r61e-playing game cannot learn sorcerer, shaman, or warrior
  skills through academic or hobby skill points ; these can only be had by adventuring.
  No more than two levels of a non-combat skill can be purchased in one year through
  the use of academic skill points . Hobby points may allow a character to obtain three
  levels in some cases, however. For example, one may use the academic skill sections of
  Adventures on Tekumel, part one, to acquire two levels of Poetry. Hobby skill points can
  then provide a third level of this same skill .
  The goal is to give a character enough skills to function in the r61e-playing game, while
  not letting him become a superhuman warrior, mage, or monomaniacal scholar with
  two dozen levels in some very limited speciality.
  INACTIVE CHARACTERS AND SKILL LEARNING
  The following paragraphs apply only to a character not currently active in a role-playing
  game . He receives his normal number of skill and hobby points as in Adventures on
  Tekumel, part one, provided that he is in a locale where this learning is maximised: e.g .
  in training with a weapons master, in a temple school, etc. Such a character learns new
  weapon skills and spells as follows:
  " Awarrior who is not in an army or navy may purchase one level of a
  weapon skill with no die roll (see below), using points gained from
  Adventures on Tekumel, Part One.
  A character in an army or navy can purchase as many as two weapons skill
  levels without making a die roll.
  A warrior or soldier who wishes to obtain further levels of weapon skills
  (i.e . more than two) must first allocate skill learning points (from
  Adventures on Tekumel, part one), then roll a D10 : 1-4 = the level is
  acquired ; 5-10 = it is not learned that year. This is done for each weapon
  skill level the character wishes to buy after the first "free" one(s) . If the roll
  fails, the invested skill points are lost . This method encourages characters
  to learn skills other than weapons.
  An inactive mage or shaman learns a level of Sorcery similarly: he first
  invests all his skill points from Adventures on Tekumel, part one, then rolls
  a D10 : 1-4 = he achieves the level; 5-10 = he does not.A successful score
  gives him 25 spell purchase points to buy spell levels from the sorcery
  section of this book . A failure means that he loses all of these points but
  does apply a -1 to his D10 roll next year (this is cumulative from year to
  
  42
  year until he achieves a level) . A magic-user with an intelligence factor of
  91+ also subtracts 1 from his D10 roll . Again, the objective is to slow
  ambitious players down a trifle and encourage them to seek expertise in
  skills other than just spells (e.g. languages, sciences, priestly skills,
  administrative methods, etc.) .
  " An inactive character acquires non-combat skills with points from
  Adventures on Tekumel, part one, as does an active player-character.
  An inactive character may find it useful to enter one
  of the Tekumel solitaire adventures . This is riskybut
  offers more in the way of plot development and
  enjoyment.
  INAPPROPRIATE SKILLS
  No mage may take academic weapon skills from
  Adventures on Tekumel, Part One, although he can
  purchase them with hobby skill points . No warrior
  can learn sorcerous skills at all, either through
  academic skill or hobby points, without the
  referee's specific permission .
  ATTRIBUTE DEVELOPMENT
  Each year, on a character's birthday, a D10 is rolled :
  1-2 = he gains 1-5 points (randomly rolled) to add to
  one of the following basic statistics : Strength,
  Dexterity, Intelligence, Comeliness, or Charisma
  (again randomly chosen) . This can affect his FIBS
  factor, which must then be recalculated .
  This is repeated each year until he reaches age 35,
  after which no points are gained . Upon reaching
  age 40, the process reverses itself. characters roll
  for ageing penalties in the same fashion.
  Comeliness and charisma are not reduced by
  ageing, however: comeliness is as perceived by
  one's peers, while charisma always shines through,
  regardless of age.
  Upon reaching age 50, a character rolls a D10 each
  year. A score of 1-2 saves him from losing 1-5
  attribute points . At age 60 the decline is automatic,
  and at age 70 the decline increases to 1-10 points
  per year. If any of the above-listed attributes is
  reduced to zero, the character dies and cannot be
  revivified. Characters who are magically made older
  or younger by spells or devices adjust their
  attributes in the same fashion unless the referee
  decrees otherwise .
  OTHER REWARDS
  A character who has displayed exceptional r6le-
  playing skill may merit a reward in addition to
  those given above. Thus, a soldier can be given the
  "Gold of Glory" in the Hall of Heroes in Avanthar (a
  very awesome and splendid ceremony). A priest
  maybe promoted a Circle within his hierarchy (a
  completely different matter from attaining a level
  VOLumc 3 ; REFEREE'S quite
  
  of sorcery, which provides spell purchase points). A loyal henchman can receive a fief, a
  village, or a piece of land, thus creating a new series of adventures .Apatron may offer a
  largess of money, a magical object, a fine sword, etc., for ajob well done . All such
  matters are left to the referee, who is here gently advised to be neither too stingy nor
  too generous .
  INCOME AND EXPENDITURE
  SECTION
  SEVEN
  People on Tekumel hold jobs, receive salaries, make purchases, and live normal human
  lives. This section lists salaries and likely earnings from business enterprises. Further
  on, averaged living expenses will be described similarly. Those who do-not care about
  "realistic" gaming may dispense with these portions, but some formula should then be
  devised; otherwise the game becomes unbalanced . One cannot go on amassing money
  and "treasure" without a corresponding rise in expenditures!
  INCOME
  Income differs widely on Tekumel, as might be expected . Various occupational groups are
  listed . If no precisely appropriate category is given, the referee is urged to extrapolate.
  A . SLAVES : These unfortunates are not paid wages but are instead given food, clothing,
  and occasional gifts at their owner's pleasure . Valuable slaves, such as concubines,
  entertainers, major-domos, etc., expect better food and clothing than a less skilled
  slave, as well as leisure time .
  B . SERVANTS: Domestics trained in menial tasks are paid about 5-10 Kaitars a month.
  This is halved in rural areas and doubled in major cities . Wealthy clans and nobles
  often double these rates again in order to get the best possible service. Generosity-
  public and ostentatious - is considered a virtue in aristocratic circles .
  C . SKILLED EMPLOYEES : Craftsmen are paid according to their skill levels . Wages vary
  according to locale and the employer's status . The following chart gives salaries for
  skilled workers, based upon the degree of difficulty of the skill (i.e . the skill/hobby
  points needed to gain a level in this skill; cf. Adventures on Tekumel, part one.)
  Warriors (clan guards, bodyguards, watchmen, and the like) are paid according to
  their highest subskill in anyweapon, fisticuffs excepted . Soldiers, merchants,
  officials, and priests are dealt with later.
  HOBBY/SKILL POINTS SPENT TO LEARN A SKILL LEVEL, ANDWAGES IN KAITARS/MONTH
  EMPLOYEE'S SKILL LEVEL
  I
  2
  3
  4
  5
  1-3
  5
  Io
  is
  20
  25
  4-6
  IS
  30
  45
  6o
  75
  7 -9
  30
  6o
  g0
  120
  ISO
  10-12
  50
  100
  ISO
  200
  250
  13+
  go
  18o
  270
  36o
  450
  Dancers, entertainers, musicians, courtesans, panderers, and other "independent
  entrepreneurs may receive extra income through tips and gratuities . Such individuals
  roll a D10 each month: 1= multiply the usual income by 10 ; 2 = multiply it by 5 ; 3-10 =
  the character earns nothing extra that month.
  Farmers multiply the income found on the preceding table by 2 in the harvest months
  of Did6m and Langala. Depending upon local conditions, income earned from other
  rural occupations may increase during certain months as determined by the referee. For
  example: fishing; transportby Chlen-cart or boat, the flower season (for perfumes); local
  festivals, the wine-making season, etc.
  voLumC a ; REf7CREE'S GUIOE
  
  D. OFFICIALS AND PRIESTS: These functionaries are paid according to their Circle . This is
  different from the magical "level" of a sorcerer, and also the weapon skill level of a
  warrior. "Circles" are social levels within the hierarchies. Levels of official or priestly
  subskills do not directly correspond to "Circle" level . Many incompetentindividuals
  have risen to great heights in the bureaucracies ofTekumel . To determine a priest's or
  official's Circle, use the chart given on pages 80 and 81 ofAdventures on Tekumel, Part
  TWO, Volume One, sections C1, C2 and C3 . The following general approximations of
  "salaries" are based on urban locales : rural officials and priests receive 25% less ; those
  in major cities 25% more. These sums includes gifts and bribes, which are likely to be
  greater in a city. Officials and priests of the highest Circles receive further benefits :
  elegant lodgings, slaves and servants, the best food and drink, concubines, costumes
  and jewellery, etc.A priest who serves one of the Cohorts receives perhaps 10% less
  than priests of a God: the temples of the Cohorts are not as rich as those of the Gods .
  The referee and the game context will determine the Circle of a priest or official .
  Priestly and official monthly salaries are then determined from the following table.
  CIRCLE
  SALARY
  CIRCLE
  SALARY
  CIRCLE
  SALARY
  CIRCLE
  SALARY
  1
  10
  7
  90
  13
  700
  19
  1900
  2
  15
  8
  110
  14
  900
  20
  2000
  3
  20
  9
  150
  15
  1000
  21
  3000
  4
  30
  10
  200
  16
  1200
  22
  5000
  5
  50
  11
  300
  17
  1500
  23+
  7000
  6
  70
  12
  500
  18
  1800
  E. SOLDIERS: Members of the army and navy are paid according to their rank . Other
  military or semi-military forces are paid less : temple guards receive 5% less, road
  guards 10% less, city militia and the tomb police 15% less, and village constabulary
  50% less .
  MILITARY WAGES BY RANK
  TSOLYAANI TITLE
  ENGLISH EQUIVALENT
  MONTHLY WAGE
  CHANGADESHA
  ORDINARY SOLDIER
  20
  KURUTHIJNI
  ELITE SOLDIER, VETERAN
  15
  TIRRIKAMU
  SERGEANT
  30
  HEREKSA
  LIEUTENANT
  70
  KASI
  CAPTAIN
  200
  MOLKAR
  MAJOR
  500
  DRITLAN
  COLONEL
  800
  KtRDU
  GENERAL
  1500+
  F. INVESTMENT : Some skills provide a chance for investment income : Administrator,
  Merchant, Slaver, Money Lender, and Ship Captain. In addition, business or
  professional hobby skills that produce goods or offer services may make money. To
  make an investment, the player declares the amount of money invested in a given
  venture . He then makes a D100 roll . The first is a skill check; all investment tests are
  made at the difficult level with intelligence as the relevant attribute . The skill used
  for investing is the primary skill, and no secondary skills can be applied without the
  referee's permission . If this test succeeds, the venture makes money. If it fails, the
  investor loses money. After making this first D100 roll, the player rolls D100 again to
  determine the percentage of the invested sum that is made or lost . For every level of
  the relevant skill the character has, 1 point is subtracted from his dice score . This
  makes for higher gains or losses .
  VOLUmC 3 . REjPCREE'S GU10E
  
  INVESTMENT INCOME/LOSS
  ADMINISTRATOR,
  BUSINESS,
  MERCHANT,
  DIoo SCORE
  MONEY LENDER
  PROFESSIONAL HOBBY
  SLAVER, SHIP CAPTAIN
  or
  20%
  25%
  30%
  02-05
  15%
  15%
  20%
  o6-Io
  10%
  8%
  15
  11-70
  8%
  5%
  10%
  7I-90
  5%
  3%
  8%
  9I-99
  2%
  2%
  5%
  I00
  I%
  o%
  3%
  G . ALLOWANCES : High or very high clans often provide a favoured member with an
  allowance. For simplicity's sake, this is an amount equal to the character's starting
  wealth, given on each birthday. If the character cannot collect this sum at that
  clanhouse on that date, it is still available for him to pick up later. No interest is
  earned on this amount, although he mayleave instructions for a clan relative to
  invest (or embezzle?) .
  EXPENDITURES
  Characters are responsible for their monthly personal expenses .
  A. TAXES: The Imperium collects 1% of all income (including treasure found!) per month.
  B . EMPLOYEES' SALARIES : Hired retainers are paid according to the foregoing tables, and
  slaves require 3% of their original purchase prices for maintenance.
  C . LIVING EXPENSES : To determine a character's household expenditures per month, a
  D100 roll is made on the following table. A +5 is added to the score for each spouse
  and adult dependant.A +1 is added for each child under the age of 12 . Only regular
  income is counted for the determination of expenses : treasure, investments, gifts,
  etc. are exempted . Clan houses, the military, and the temples cover most normal
  expenses : food, lodging, some clothing, weapons, and even laundry. Contributions to
  one's clan, temple, and military mess are expected, however, and these must be paid.
  The referee will enforce payment of living expenses ; not only does too much money
  unbalance the game, but debtors are often sold as slaves! Money lenders are
  available but charge 60-90% interest compounded each month. Furthermore, a loan
  from a moneylender must be paid back in 3 months ; otherwise dire consequences
  follow. The chart below is based on where the character and his household lives.
  Living in a temple, barracks, or clanhouse is cheaper because food and various
  services are grouped together and paid for by the organisation . If the character is not
  living with his usualhousehold entourage, then expenses are determined at the
  most expensive rate. It costs more to live alone!
  voLucne 3: REjzeREF'S quiDE
  
  LIFESTYLE AND INCOME RANGES IN KAITARS
  DI00 SCORES AND PERCENTAGE OF INCOME SPENT IN A GIVEN MONTH
  INDEPENDENT
  20%
  30%
  50%
  70%
  90%
  100%
  150%
  I-100
  01-05
  o6-20
  21-50
  5i-8o
  81-go
  91-95
  96-ioo+
  ioi-500
  of-o8
  0g-25
  26-70
  71-g0
  91-95
  96-97
  98-ioo+
  501-1000
  OI-IO
  11-30
  31 -75
  76-95
  96-97
  98-99
  100+
  1001-2000
  OI-I5
  16-35
  36-8o
  81-97
  98
  99
  100+
  2001+
  01-20
  21-40
  41-85
  86-g7
  98
  99
  100+
  CLANHOUSE
  20%
  30%
  50%
  70%
  90%
  100%
  150%
  I-100
  OI-IO
  11-30
  31-6o
  61-85
  86-g5
  96-98
  gg-ioo+
  101-500
  oi-i5
  16-35
  36-65
  66-go
  91-97
  98-99
  100+
  501-1000
  01-20
  21-40
  41-70
  71-g5
  96-97
  98-99
  100+
  1001-2000
  01-25
  26-45
  46-75
  76-97
  98
  99
  100+
  2001+
  oi-30
  31-50
  51-8o
  81-98
  99
  100+
  -
  ARMY, TEMPLE, BARRACKS OR CAMP
  20%
  30%
  50%
  70%
  90%
  100%
  150%
  I-Ioo
  01-15
  16-35
  36-65
  66-go
  91-97
  98-99
  100+
  101-500
  01-20
  21-40
  41-70
  71-95
  96-98
  99
  100+
  501-1000
  01-25
  26-45
  46-75
  76-97
  98
  99
  100+
  1001-2000
  oi-30
  31-50
  5i-8o
  81-g8
  99
  100+
  100+
  2001+
  01-35
  36-55
  56-85
  86-98
  99
  100+
  -
  46
  voLUmC 3: RCCCRCC-S GU10C
  
  THEATRE
  OF THE
  MIND
  ENTERPRISES, Inc
  .
  TEK-20003,
  NwCMTUr2Es oN TEkumct
  Qx12 Ast N ®
  EE s o
  G 012
  12otcptNWN Q -Lm TI)c acvOrzt(-) O-r TEKzamEt
  m.a~r2,13ARKEn NMO MEit R, CNUtCy
  
SOURCE: textdata/thevault/Empire of the Petal Throne/Rulesets/Gardasiyal - Deeds of Glory boxed set/Gardasiyal - Deeds of Glory - Volume 1 - Player's Guide.pdf