TEXT: E M P I R E      O F      T H E     P E T  A L      T H R O N E
  B y
  M.   A.    R.      B A R K E R
  PART    ONE
  Copyright Applied For
  Print Rules
  
  TABLE OF CONTENTS
  100.  INTRODUCTION. 
  1
  200.  THE WORLD OF TÉKUMEL. 
  1
  300.  CHARACTER TYPES. 
  8
   
  310.  ALIGNMENT. 
  8
   
  320.  CHOICE OF SEX. 
  8
   
  330.  PROFESSION. 
  8
   
  340.  NONHUMAN ALIGNMENT. 
  9
  400.  DETERMINATION OF CHARACTER. 
  9
   
  410.  BASIC TALENTS. 
  9
   
   
  411.  Strength. 
  9
   
   
  412.  Intelligence. 
  9
   
   
  413. Constitution. 
  10
   
   
  414. Psychic Ability. 
  10
   
   
  415. Dexterity. 
  10
   
  420.  ORIGINAL SKILLS. 
  10
   
  430.  SPECIFIC PROFESSIONAL SKILLS. 
  12
   
   
  431.  Warrior Skills. 
  12
   
   
  432.  Priestly Skills. 
  13
   
   
  433.  Skills for Magic Users. 
  13
   
   
  434.  Regeneration of Spells and Likelihood of Their Working. 
  14
   
  440.  EXPERIENCE POINTS AND LEVELS OF EXPERIENCE. 
  15
   
   
  441.  Experience Point Bonuses. 
  16
   
   
  442.  Reduced Experience Points. 
  16
   
   
  443.  Levels of Experience. 
  17
  500.  HIT DICE, COMBAT, AND DAMAGE DICE. 
  17
   
  510.  HIT DICE. 
  17
   
  520.  COMBAT. 
  18
   
  530.  DAMAGE DICE. 
  20
   
  540.  MORALE. 
  21
   
  550.  FURTHER ON COMBAT. 
  21
   
  560.  THE “HIRILÁKTE” ARENAS. 
  22
  600.  STARTING THE GAME. 
  23
   
  610.  EQUIPMENT. 
  24
   
  620.  ENCUMBERANCES. 
  25
  
  700.  NON-PLAYER CHARACTERS. 
  26
   
  710.  HIRING OF NON-PLAYER CHARACTERS. 
  27
   
   
  711.  Salaries of Non-Player Characters. 
  28
   
  720.  NON-PLAYER CHARACTER REACTIONS. 
  29
  800.  ENCOUNTERS. 
  30
   
  810.  INITIAL ENCOUNTERS IN JAKÁLLA. 
  30
   
  820.  ENCOUNTERS OUTDOORS. 
  31
   
   
  821.  The Move Outdoors. 
  31
   
   
  822.  Encounters on the Sákbe Roads. 
  31
   
   
  823.  Encounters in Other Types of Land Terrain. 
  32
   
   
  824.  Encounter Tables. 
  33
   
   
  825.  Descriptions of Men Encounters. 
  34
   
   
  826.  Descriptions of Flying Beings Encountered. 
  36
   
   
  827.  Descriptions of Nonhuman Races Encountered. 
  40
   
   
  828.  Descriptions of Animal’s Encountered. 
  45
   
   
  829.  Descriptions of Water Creatures Encountered. 
  49
   
  830.  ENCOUNTERS ON THE SEAS. 
  53
   
   
  831.  Encounters at Sea:  Tables. 
  54
   
   
  832.  Descriptions of Men Encountered on the Seas. 
  55
   
   
  833.  Descriptions of Nonhumans and Animals encountered on
   
   
   
  the Seas. 
  56
  900.  THE UNDERWORLD. 
  57
   
  910.  THE MOVE IN THE UNDERWORLD. 
  57
   
  920.  DETERMINATION OF CREATURES IN THE UNDERWORLD. 
  59
   
   
  921.  Descriptions of Beings Encountered in the Underworld. 
  60
  1000.  SPECIFICATIONS OF ALL NONHUMANS AND BEINGS ON
   
   
  TÉKUMEL. 
  66
  1100.  BONUS SPELLS. 
  71
   
  1110.  DESCRIPTION OF BONUS SPELLS. 
  71
  1200.  THE “EYES.” 
  75
   
  1210.  DESCRIPTION OF THE EYES. 
  75
  1300.  MISCELLANEOUS MAGICAL ITEMS. 
  78
   
  1310.  AMULETS. 
  78
   
  1320.  MISCELLANEOUS MAGICAL ITEMS. 
  79
  1400.  SAVING THROWS. 
  81
  1500.  THE GODS AND DIVINE INTERVENTION. 
  82
   
  1510.  DIVINE INTERVENTION. 
  83
  
  1600.  MAGICAL WEAPONS AND ARMOUR. 
  84
   
  1610.  NON-PLAYER CHARACTERS AND MAGICAL WEAPONS AND 
   
   
   
  ARMOUR. 
  86
   
  1620.  DETERMINATION OF MAGICAL ARMS AND ARMOUR. 
  87
  1700.  TREASURE. 
  89
  1800.  BOOKS AND SCROLLS. 
  91
   
  1810.  DETERMINATION OF SCROLLS. 
  91
   
  1820.  BOOKS. 
  92
  1900.  BUILDING AND BUYING. 
  96
  2000.  ADVERTISING. 
  97
  2100.  TIME.  
  98
  2200.  A NOTE ON PRONUNCIATION. 
  98
  NOTES  
   
  101
  NOTES II 
   
  103
   
  416.  Physical Comeliness. 
  103
  NOTES III 
   
  104
  NOTES IV 
   
  108
  
  E M P I R E  O F  T H E  P E T A L  T H R O N E
  B y :   M .  A .  R .  B a r k e r
  100. INTRODUCTION.
  What follows in these pages is a free adaptation of the fantasy wargame rules 
  presented in “Dungeons and Dragons” by Gary Gygax and Dave Arneson (Tactical 
  Studies Rules, Lake Geneva, Wisconsin, 1974) to a world of my own invention 
  (named Tékumel in the Tsolyáni language).  The inhabitants of this world are  
  purely my own, rather than the mélange of creatures from Graeco-Roman mytho-
  logy, the works of J. R. R. Tolkien, R. E. Howard, and others, and mediaeval  
  “horror” folklore.  This world, its peoples, its beasts, its mythos, its social  
  systems, and its “sense of wonder” have been with me since I was about ten years 
  old, developed and worked and reworked as I completed my degrees in Anthropology 
  and Linguistics, travelled to India, Pakistan, the Middle and Far East, and read 
  endless tales of science fiction and fantasy.  What is presented here, thus, is very 
  much my own, in spite of an adaptation of the “game mechanics” of “Dungeons and 
  Dragons.”  I doubt whether any other referee could guide a party through the world 
  of Tékumel, as almost any imaginative science fiction-cum-fantasy expert can do 
  through the worlds of “Dungeons and Dragons,” yet I hope that this world will be  
  of sufficient interest to participants in “Dungeons and Dragons” campaigns to 
  provide many hours of pleasurable adventuring -- and may also be of use in any 
  revisions of the “Dungeons and Dragons” rules to add new features and make these 
  rules more playable.
  200. THE WORLD OF “TÉKUMEL”
  The world to be described herein is a planet, let us say, of approximately the 
  size of earth, somewhat hotter at its equator, with breathable atmosphere and 
  pleasant climes for the race of man.  It swings around a G-Type star, together with 
  four sister planets.  Its habitability was not always quite so perfect, however:  
  when explorers from humanspace first discovered it, the planet was covered with  
  a riotous growth of poisonous vegetation, had an atmosphere which contained  
  trace elements which sapped the life from early human settlers, and -- more to  
  the point -- was inhabited by the most inimical of all intelligent nonhuman races,  
  the deadly Ssú.  Animal life there was aplenty as well: vicious, six-legged,  
  mostly venomous, and thoroughly allied with the ecology of the Ssú.
  Extensive terraforming was required.  Human technology defeated the ancient 
  Ssú, their related-species allies, the Hlýss, and others.  Slowly the planet was  
  turned into another Earth, long-lost, far across the galaxy.  The jungles were 
  poisoned with earth chemicals and replaced with more familiar flora and fauna 
  brought not only from Earth but from a hundred worlds of Humanspace.  The oceans 
  were emptied of their teeming deadly inhabitants.  The Ssú and the other species 
  which survived at all did so only in remote “reservations” which were closely 
  watched by human garrisons.  The world was changed, altered beyond recognition,
  
  and eventually was turned into a carbon copy of many another Humanspace planet. 
  Alien allies of Humankind -- the Pé Chói, the Tinalíya, the Páchi Léi, and others  
  -- came as traders and colonists in cooperation with mankind.  Industries developed, 
  natural resources were mined (and much depleted), and trade goods flowed between 
  the stars of Humanspace.  In their last strongholds the Ssú and the Hlýss brooded 
  and waited. Here and there the Old Species survived, adapted, and bided their time...
  No records exist of the “Time of Darkness.”  There is only the tradition of 
  upheavals beyond comprehension, a time when the stars went out, and volcanoes 
  and earthquakes rolled across the land. It is clear now that through some freak  
  of space, some fault in the fabric of Time itself, the solar system of Tékumel  
  was cast into some great other-dimensional “Hole in the Sky.”  Space was black 
  because there were no longer stars; stresses in the spacetime fabric created 
  unbearable stresses within the sun of Tékumel and within the planet itself. Human 
  technology found no remedies, no way to return Tékumel’s solar system to the 
  universe it had known.  The stars had gone out forever, and with them had gone  
  all communication and commerce with the universe Tékumel’s peoples had come 
  from.  Now the planet, its sun, and its four uninhabited sister worlds flew on  
  into the terrible dark alone.
  Much of human technology was destroyed or at least dislocated seriously by the 
  “Time of Darkness.”  Cities fell, natural cataclysms destroyed much of Tékumel’s 
  food production and system of communication.  Mankind began to slip back into a 
  tenacious barbarism.  Old ideas and ancient machines took on a divine aura and 
  as these failed, the peoples of Tékumel lost the knowledge they had had and were 
  forced to learn all over again the ways of living in an unfriendly environment.  
  Natural resources had been carelessly depleted, and in particular the element  
  iron was at a premium.  Other rare metals and earths were also exhausted.   
  The wheels of technology require a myriad of natural resources and elements, and 
  deprived of these, they slowly ground down to a halt...  In their ancient fastnesses  
  the Ssú and the Hlýss exulted.  Here and there patches of the Old Life began to  
  appear again.  Humankind and its allies retreated here, gave a little there, and  
  slowly the world of the past was replaced by a world from the even older past.  
  Humankind continued to dominate by virtue of greater numbers and more rapid 
  breeding, but its hold upon the environment grew ever more tenacious and ever  
  more infirm...  Darkness, not only of the skies but also of the mind, closed down  
  upon Tékumel forever.
  The earliest records now preserved by human scholars date back only some 
  25,000 years (and dating here is dubious at best) to the half-mythical Empire of 
  Llyán of Tsámra, now lost completely except for a few fragments of half-remem-
  bered technology and an inscription or two [reference: “Kabár hiLlyán lél Máisur-
  mra Kolumébabar” (the Story of Llyán and His Empire), by Messilu Badárian,  
  preserved in manuscript in the Temple of Thúmis at Khéiris.].  Somewhat later  
  in the area now occupied by the southern regions of Tsolyánu, there is reference to  
  the Three States of the Triangle, another human enclave which did battle with the  
  fearsome nonhuman Chyrstállu {Chyrstálli} to the northwest (another Ssú-derived species) 
  and with the Mihálli (humanoid aliens introduced by mankind as a trading colony) in 
  the east.  To the south the Hlýss ranged out from their island fastness and did battle 
  with another species brought in by man, the powerful Shén.  In timeworn Ssuganár  
  the Ssú bided their time...
  The earliest period from which records can be produced in any quantity is that 
  of the Dragon Warriors of northern N’lýss.  It is conjectured that the “dragons”
  2
  
  upon which these warriors rode and flew to battle were in reality some form of 
  ancient aircar stored away by the ancients.  Unfortunately, there are no animals 
  suitable for riding upon Tékumel: by the time man had reached Tékumel originally 
  he had passed beyond the need for living steeds, and the horse of ancient Earth,  
  the Ngékka of the Rigellian worlds, the Bazháq of Deneb, etc. had all been left 
  behind in man’s rush for the stars.  [There is a rumour, true or untrue is not  
  known, of some such creatures kept in what must have been a zoological preserve 
  area upon an island somewhere upon Tékumel -- but no trace of any riding animal  
  is recorded anywhere within known history.] [Bibliography: “Savályal hipáchu {hiPáchu} 
  hiFanúldali” (the Cities of the Lords of the Great Triangle), by Dumán Langshá,  
  ms. in the Temple of Karakán, Jakálla; and “Gacháyayal” (the Dragons), by  
  Ménum Boródlya, ms. in the Temple of Thúmis, Khéiris.]
  Much more knowledge was lost during the period of the Dragon Warriors; 
  intrigues and plots and counterplots weakened the fabric of human society, and  
  thus they perished, perhaps 2,000 years after their migrating hordes poured into  
  the soft southern lands from the north.  During their reign, however, one feature  
  of Tsolyáni religious life arose which still persists: the pernicious worship of  
  the Fire God Vimúhla.  Whether the Gods are real or whether they are simply 
  powerful and inscrutable creatures from some unknown dimension is uncertain,  
  of course, but during the reign of the Dragon Kings contact with this insidious  
  being was first established, and the sect of the Red Robes spread across the land.   
  It is indeed certain that some creature or being exists which answers to the call  
  of the Flame.  In spite of attempts to eradicate the worship of Vimúhla forever,  
  thus, it still persists.
  The Second Period (as it is traditionally termed) is that of the Fishermen Kings, 
  the lords of the coastlands of what is now Salarvyá.  After the downfall of the 
  Dragon Kings the world lay in black chaos.  A minor king, one Gámulu by name, 
  arose in what is now the Chaigári Protectorate.  In a series of battles he drove  
  the Ssú back from their encroachments into the world of humankind.  His son 
  followed him and subdued the lands of Háida Pakála across the Straits.  During this 
  period the little state of Pecháno arises, founded by a rebellious Salarvyáni general 
  sent to protect the borders against the Ssú.  The rest of the world lay still under  
  the half-rule of the Red Robes of Vimúhla, with their capital at Fasíltum.  Sometime 
  during this period another contact was made with one of the Dark “Gods,” evil 
  Ksárul, the Ancient Lord of Secrets, and his temple still exists in ruins in the 
  mountains to the north of Tsolyánu.  The rule of the Fishermen Kings never spread 
  much beyond the borders of present-day Salarvyá, although certain coastal gains 
  were indeed made -- which were halted by the terrible swampfolk, the nonhuman 
  Hlutrgú, dwelling in the marshes of what is now the Kaijá Protectorate.
  The next discernible period is that of the First Imperium; founded by a woman, 
  daughter of a chief of a nomadic tribe living in the Dry Bay of Ssu’úm.  Inducing the 
  Clan-Master of the lost city of Purdánim to marry her, she soon managed to slay  
  her husband and spread her rule throughout what is now Tsolyánu. She rose to power  
  over the heads -- literally, severed heads -- of half a dozen husbands, establishing  
  a reign of terror which is still proverbial.  Her name, Nayári of the Smooth Thighs,  
  is still used to instill fear into children of the Empire.  When desert Fasíltum  
  revolted she put ten thousand of its inhabitants to the garrote; when great Purdánim  
  itself rebelled, she piled skulls in the square so that even today any terrible catas-
  trophe is referred to as “Nayári’s Hill.”  Yet from her bloody rule was born a  
  period of great art and literature.  When at last she died, slain by one of her myriad  
  lovers, her dynasty, the Bednállja Kings, ruled on for a hundred years in Jakálla.
  3
  
  and then moved northwards to a virgin city site: the present great capital city of 
  Béy Sý.  To Béy Sý was brought all of the tribute of a thousand lands for a thousand 
  years, and thus did Nayári’s descendants contribute much to art and literature and 
  culture, belying their blood-drenched origins.  [Bibliography: “Gupaggáli nga Shshí” 
  (the Might of Our Ancestors), by Daggála Mukkrotórr, in Salarvyáni, ms. preserved 
  in Tsatsayágga; “Nganjjá pa Ssú!” (Flee, Ye Ssú!), by Dráka Grillpa, in Pecháni,  
  ms. preserved in the House of Skulls, Mechanéno; “Kolumélan Saána hipathái {hiPathái}” 
  (Royal Whore of Love), by Pagártra Nemándu, ms. preserved in the Imperial 
  Archives, Béy Sý; “Bednállja lél Béy Sý” (Bednállja and Béy Sý), by the same  
  author, ms. preserved in Béy Sý, private collection.]
  Thus began the Golden Age.  Into this scene of magnificent pomp there entered 
  a curious figure, that of a crippled, impoverished priest from one of the islands in 
  the gulf to the south of Tsolyánu.  Once again contact had been made with other-
  dimensional beings, this time with a veritable hierarchy of what may be termed 
  “Gods,” and again with somewhat less powerful beings which may be called  
  “the Cohorts,” for want of a better name.  This priest, called Pavár, found means 
  of communicating with these semi-divine beings and codified his findings into the 
  religion which is still practiced today throughout Tsolyánu: the Tlomítlanyal, the 
  “Five Gods.”  Now these five good Gods are worshipped, and ten of the lesser  
  beings termed Cohorts.  The priest at length died and was entombed upon his native 
  island, but the religion he had started grew and spread. Eventually the last kings of 
  the Bednállja Dynasty capitulated to Pavár’s faith, and the spiritual capital of  
  this great empire was moved to the priest’s island home, and there flourished  
  such arts and literature and science as had not been known since the Time of 
  Darkness.  Eventually, indeed, the secular capital of the Empire, called  
  Éngsvan hla Gánga, the “Kingdom of the Gods,” was transferred to the island  
  as well, and the rule of the priestkings began.  The Empire reached beyond  
  Tsolyánu to Mu’ugalavyá, Salarvyá, Yán Kór, Livyánu, Saá Allaqí, and many  
  smaller lands.  The art of sorcery was much developed during this period, due to 
  supernatural aid from the Gods and their Cohorts.  The greatest works of sculpture 
  and art were produced, and the polytonal music of Tsolyánu was developed to heights 
  undreamed of by preceding dynasties.  The great library at Tumíssa was  
  developed during this period, and to this day there is preserved there the glorious  
  Book of Priestkings, illustrated and illuminated in gold and set with precious gems. 
  [Bibliography: “Shártokoi guál daimí” (A Priest There Was), by Dumán Langshá,  
  ms. preserved in the Temple of Avánthe, Jakálla; “Éngsvan hla Gánga, Kolumé-
  babardalikoi” (Éngsvan hla Gánga, the Great Empire), by several authors, ms. in  
  Temple of Karakán, Béy Sý; “Pogúrdikh hiKolumébabardali” (the End of an  
  Empire), by Kérulya Kettumrídal, ms. preserved in the Temple of Avánthe, Jakálla.]
  What happened to destroy the Glorious Empire of Éngsvan hla Gánga is not truly  
  known.  Some natural catastrophe (or too much sorcery?) did indeed come about, 
  sinking much of the priest’s island home into the sea.  The great cities seem to fall 
  silent all of a sudden; rifts arise between provinces of the Empire, and internecine 
  strife rears up to break the Golden Peace.  Within a century or two there seems to 
  have been a complete breakdown in communications, a revival of the encroachments 
  of the Ssú, the spread of nomads from the steppes of Milumanayá, and an end to all 
  literature and culture.  Records of this time are scarce and are little more than  
  legend; e.g. the tales of the mighty warrior, Hagárr of Paránta, the doings of  
  the evil sorcerer Subadím -- his visit to the Home of the Gods and what he found there,  
  Chirené the Dragonheaded Warrior of N’lýss (perhaps a legend from an earlier time?), 
   the wondrous deeds of Metállja of Salarvyá, heroic Pendárte of Khéiris, Qiyór the  
  Many-tongued, and hundreds of others.  [Bibliography: “Básrimyal himazák {hiMazák}”
  4
  
  (Men of Power), by Tlékku Beshyené, ms. preserved in Béy Sý, private collection]
  The beginnings of the Second Imperium are shrouded in darkness, for even the  
  art of writing had been much curtailed during the long years of chaos.  At some 
  point, however, there seems to have been a crystallisation of the Tsolyáni penchant 
  for formal ritual and the setting forth of clearly visible insignia of power.  The 
  material form of this insignia is the Great Seal of the Imperium, which is passed 
  from Emperor to Emperor and which is perhaps more important than the person of  
  the monarch himself.  At an early date the custom of maintaining the Emperor in  
  total seclusion was developed, and it is still kept up to this day: the monarch,  
  once selected by innumerable tests and trials from among the sons of the preceding  
  Emperor, is taken to the fortress-palace of Avanthár on the heights north of Béy Sý,  
  where he dwells inviolate until his death.  Within his precincts he is served by a  
  corps of deaf–and–dumb servitors, the Omnipotent Azure Legion, who provide him  
  not only with all of his physical wants but with information gathered throughout the  
  Imperium.  In impregnable Avanthár, he sits upon the Petal Throne, a gloriously  
  carved seat in the shape of a many-petalled flower from a single block of translucent  
  jade.  To him are brought the best of the Empire’s produce, and to his precincts  
  also are brought the most beautiful and accomplished daughters of the nobility and  
  the clan-chiefs.  There they may remain with him at his pleasure until they give  
  birth, whereupon they are removed to the Temple of Avánthe in Béy Sý, where they  
  may live as they choose as priestesses of one or another form of the Goddess.   
  The Children of the Throne are brought up in Avanthár by the Omnipotent Azure  
  Legion, and upon the death of the Emperor they are brought forth to compete in  
  many types of tests for the throne.  Physical prowess, intellectual brilliance,  
  knowledge of arts and letters, abilities as a sorcerer, musical talent -- all are  
  judged, and the candidates are taken to the Temple of Hnálla, the Supreme  
  Principle, in Béy Sý.  There one is chosen by the God, according to the ancient  
  ritual, and the rest are ceremonially sacrificed.
  The Second Imperium has now endured for 2,354 years, impregnable to all  
  internal and external disruptive forces.  Even during the War of 2,020, when the  
  red-clad Mu’ugalángi {Mu’ugalavyáni} troops were within miles of attacking 
  Avanthár itself, the custom of the Emperor, the Kólumel, was not broken.  Only 
  one Emperor, the “Heretic Emperor,” Hejjéka, saw the imperial seclusion dropped, 
  but upon his death it was resumed by his brother and successor (he had no sons), 
  Nghárradu.  The present Seal Emperor is the 61st of the dynasty; his reign has 
  been peaceful and relatively calm (if one overlooks his severe punishment of the 
  perpetrators of an artificial famine in 2,349 in order to profit therefrom).
  The government of the Empire can be characterised as a form of authoritarian  
  bureaucracy, always under the vigilant eyes of the Omnipotent Azure Legion.  More  
  will be said about the divisions of Tsolyáni government later.  Suffice it to say here  
  that the power of the Kólumel is absolute and sternly applied, with the punishment  
  for almost any crime or peculation being simply death, immediate and without great  
  delay!  The society is divided into clans in three categories;  plebeian, skilled,  
  and noble.  Clan rules govern most social life: marriage, birth, deaths and  
  funerals, trade, social intercourse, and so forth.  Clan chiefs in each city or  
  village gather together and send representations to their councils in the Palace of  
  the Realm, where most domestic imperial business is conducted.  The Empire is  
  linked by a network of excellent raised highways, the Sákbe, which are in themselves  
  almost “great walls of China,” since they are broad, raised stone thoroughfares, 
  some 20 to 30 feet high and often as much as 70 feet in breadth, studded with guard 
  towers and garrisons at set distances, and fortified even further at the borders.
  5
  
  Since the War of 2,020 there has not been anything that could be termed a  
  “war” involving the Empire -- the major reason being the network of Sákbe roads  
  which make it difficult for an invader to force his way into the Empire without  
  being contained in an easily surrounded cul-de-sac.  Another reason is that all  
  of the four major Empires, Tsolyánu, Mu’ugalavyá, Salarvyá, and Livyánu, all  
  have similar road systems of their own.  Still another means of avoiding large  
  scale conflict is the system of Hirilákte, the “little wars” of the arena of cham-
  pions.  Patrons arrange for what might be termed a “gladiatorial show” between  
  champions of the Imperium and those of other lands.  Almost every major city has  
  at least one such arena, and safe passage is guaranteed for the champions of every  
  country to come and go to these circuses as they please.  Battles are to the death,  
  and great sums are wagered and won and lost.  Real military action is still con-
  ducted, however, against the nomads of Milumanayá to the north and against various  
  forest and mountain tribes in the east and west both.
  Tsolyáni dress consists of a light tunic of Firyá cloth (an indigenous fibre), and  
  a kilt of the same material, plus sandals, and at times a headdress displaying  
  rank, clan, etc.  insignia.  Priests wear longer kilts, starched and pleated, and  
  an over-cloak dyed with the colour of the God or Cohort they serve.  Magicians  
  and scholars usually wear an over-robe of Gýdru, a silk-like substance secreted  
  from snails, again dyed with the colour of the God or Cohort they serve.  An ela-
  borate headdress or insignia completes the garb for priests, while sorcerers and  
  such wear a skullcap or sometimes a hood.
  Warriors in the Empire fall into various categories, but the common garb is  
  a helmet, breastplate, and greaves of Chlén-hide, all dyed an azure blue with the  
  herb Ksékkura.  Since iron and steel are so scarce, the hide of the Chlén beast  
  is used for both weapons and armour: when fresh it can be subjected to various  
  secret processes known only to the tanners clan, whereupon it becomes extremely  
  pliable.  At this stage it can be molded to almost any shape, cut in the form of a  
  sword, etc.  Another series of processes turns this substance into something which  
  is harder than bronze (but softer than iron or, of course, steel).  It is this which  
  is used for the majority of arms and armour in all parts of the world.  Iron and  
  steel items are available, indeed, but they are prohibitively expensive.  Men of  
  higher rank may wear further armour: arm-guards, shoulder pieces which often  
  project fantastically in curious designs, backplates, tasses, and armoured skirts  
  of metal or Chlén-hide plates.  Weapons include lances, spears, and axes, as well  
  as a number of types of straight and curved swords.  Maces, flails, morning stars,  
  and other such accoutrements are also found, as are missile weapons: bows,  
  light and heavy crossbows, catapults, onagers, ballistas, and such-like.  Shields  
  take a number of fanciful forms, from the tiny round buckler of the Islanders of Vrá  
  to the huge body-covering preferred by the inhabitants of Purdimál.  The armour of 
  Imperial officers is often more decorative than useful, with towering, helmet crests  
  of light Chlén-hide, decorations in precious gems and gold, etc.
  With no riding beasts available, all travel is done on foot -- or on one of the  
  creaky, slow-moving carts pulled by Chlén domesticated for the task.  Much trade  
  is conducted by the use of caravans of slave bearers, men trained to carry many,  
  many pounds of goods for 30 or 40 miles a day at a trot.
  A word about lands bordering upon the Empire is necessary: to the west the  
  great Empire of Mu’ugalavyá stands as Tsolyánu’s great rival.  The red-lacquered  
  troops of the Four Palaces of the Square in Ssa’átis stand guard upon their borders  
  facing the blue-clad Tsolyáni legions on the summit of the opposing Sákbe.  Mu’uga-
  lavyá is governed by clan-councils of “princes,” there being four of these, each
  6
  
  termed a “palace.”   The official chief God of Mu’ugalavyá is some four-limbed  
  creature entitled Hŕsh.  Yet the God worshipped by most of the people of Mu’uga­
  lavyá is ancient Vimúhla, the Fire God.  The country is run on similar lines to  
  those of Tsolyánu, with the exception of the lack of a central figurehead Emperor.
  Salarvyá to the east and south is similarly well-organised.  The hairy, heavily-
  bearded Salarvyáni worship the same Gods as do the Tsolyáni, but they tend to  
  favour generously-endowed Avánthe, the Female Principle and hold the other four  
  Gods in somewhat less esteem.  Salrvyá {Salarvyá} is governed by a king who sits 
  in the Hall of the Dome in Tsatsayágga -- barefaced and open, to the great scorn 
  of the Tsolyáni! The King of Salarvyá is in constant danger, however, for if he 
  becomes ill or shows signs of weakening, the nobility has the right and duty to 
  depose him forthwith and appoint another from their ranks.  Deposition in Salarvyá 
  means impalement upon a stake, to the greater glory of phallic worship of Avánthe! 
  Salarvyáni warriors favour the colour black, this being easily obtained from the 
  secretions of a type of crustacean along their seacoasts.  They are great traders  
  and merchants, wandering far afield in their search for wealth.
  The fourth great Empire lies across the sea to the southwest of Tsolyánu: 
  Livyánu, the land of sorcery.  The country is governed rigidly by the priests of 
  Qaame’él, their chief God, who corresponds closely to Tsolyáni Thúmis, the  
  Lord of Wisdom.  Livyáni nobility owes a type of feudal service to the priesthood,  
  with little of the ritualistic and formal clan structure of Tsolyánu.  The Livyáni  
  favour bodily decoration of many intensely bright colours of paint.  Both men and  
  women tattoo their faces with intricate tiny designs taken from their mythology,  
  and Livyáni warriors similarly wear Chlén-hide armour covered with delicate  
  traceries of runes, magical designs, and amulets of wellbeing.  Livyáni women  
  tend to remain in seclusion, and when they do emerge, they go masked with  
  curious disguises representing beasts, demons, gods, and such, taken from their  
  complex mythology.
  Other lands need perhaps less explanation at this point.  Saá Allaqí is inhabited  
  by short, stocky men who are great mountaineers and desert trackers.  Their  
  governmental system is somewhat fragmented, depending upon a kind of clan  
  loyalty to individual leaders.  Milumanayá is primarily a desert and mountain land,  
  inhabited by tribes of nomads.  Their form of government is some simple kind of  
  popular democracy, with every individual in the tribe permitted into the making of  
  decisions -- which is perhaps why the Milumanayáni never get much done...   
  Yán Kór to the far north is a hardy country of forthright, strong men (and even  
  stronger women -- some Yán Koryáni clans are ruled by women!).  Matriarchy is  
  the general rule in Yán Kór, with all property descending to the daughter, rather  
  than to a son.  Since Yán Koryáni clans are endogamous, marrying within the clan,  
  this does not often result in loss of property to the tribe -- but if a girl runs away  
  and marries some non-member, it creates great turbulence, often resulting in 
  violence.
  Among the nonhumans occupying various areas, the Pé Chói are perhaps the 
  best friends of mankind.  The Hlýss and the Ssú still dwell in their ancestral holds,  
  waylaying and slaying all men they can.  The only extensive nonhuman empire is  
  the land of the Shén to the south of Livyánu.  Occupied in their own curious rituals  
  and activities, the Shén have never been aggressive.  Shén trading parties are  
  common, however, and piracy on the high seas is not unknown! Other nonhuman 
  enclaves will be described farther below.  Suffice it to say that Tékumel is a world  
  of great variety, of great richness, and of great violence.  It is now time to turn  
  to the development of a game based upon adventuring in Tékumel and allow others  
  besides myself to visit the Empire of the Petal Throne!
  7
  
  300.  C H A R A C T E R  T Y P E S .
  Assuming that most people who will be reading this are already somewhat  
  familiar with “Dungeons and Dragons,” there is little need to elaborate upon the  
  organization and materials needed for a campaign in Tékumel.  Players can  
  choose between two “alignments” (good and evil), between being a male or a female  
  character, between being a warrior, a priest, or a magician, and between being  
  human or a nonhuman creature.  These are as follows:
  310.  ALIGNMENT.
  For convenience’ sake -- and not to reflect reality by any means! -- all  
  characters are divided into two basic types: those serving the forces of Good,  
  and those serving Evil.  There are no “neutrals” in Tékumel, although it is  
  possible to achieve a limited neutral status as one of the nonhuman races which  
  traditionally remains aloof from human affairs.
  “Good” characters may serve one of the Five Good Gods, or one of the Five  
  Good Cohorts.  A good character does not consort with an evil one, although he  
  is not required to attack him unless he wishes to do so.  Good characters may never  
  attack each other, nor do they attack nonhostile neutrals.  Similarly, evil charac-
  ters may never attack each other within their own party -- although they are free to  
  attack good characters, neutral characters, and other evil characters not in their  
  group.  [A group or party is here defined as a body of two or more players sharing 
  an adventure together.]  Once a group has disbanded (e.g. at the end of an adven-
  ture), evil characters may indeed state their intention to begin hostilities with one 
  or more ex-members of the group at the start of the following adventure.  Note that 
  beings friendly to good characters are also hostile to evil characters; the converse 
  is not true, however: beings and races inimical to man are NOT friendly to evil 
  characters, unless of the same species.  Thus, for example, a Ssú is not friendly 
  towards an evil human sorcerer; he will be friendly towards another Ssú, of course.
  It is possible to change alignments by going to a temple of one of the Gods (not  
  Cohorts) of the opposite alignment and seeking permission to change.  This is  
  granted upon a roll of the percentile dice (dice showing 1 to 10 or 1 to 20; a pair  
  of these can be read as a decimal number from {0 to} 100).  To achieve a change of  
  alignment, one must roll 60 or better.
  320.  CHOICE OF SEX.
  Each player may choose whether to be male or female.  In Tsolyánu women are  
  generally treated as a subservient sex, but there is the freedom for a woman to  
  declare herself “Aridáni,” which roughly denotes “Independent.”   She is then treated  
  officially as a man under the law, and she may become a warrior, etc.  Female  
  priestly types may serve Avánthe or her Cohort, Dilinála (if good), or Dlamélish  
  or her cohort Hriháyal (if evil).  Female magic users are common in the Empire.
  Sex distinctions for nonhuman beings can be safely ignored for game purposes: 
  their various sexes and sexual roles are too complex to be gone into here!
  330.  PROFESSION.
  For playing purposes there are three “professions”: (a) warrior, (b) priest,  
  and (c) magic user.  Details of these will be given below.  Nonhuman beings in  
  general may declare their profession under these three categories as well.  It is  
  not permitted that players become animals, undead, or “monsters” in this game.
  8
  
  340.  NONHUMAN ALIGNMENT.
  It is convenient to list “friendly,” “neutral,” and “hostile” nonhuman races here.  
  Their characteristics will be given below.
  Friendly to Men
  Pé Chói
  Pygmy Folk
  Swamp Folk
  Tinalíya
  Neutral
  Ahoggyá
  Hláka
  Páchi Léi
  Shén
  Hostile to Men
  Hlutrgú
  Hlýss
  Shunned Ones
  Ssú
  The alignment of nonintelligent creatures will be clear from their descriptions.
  400.  DETERMINATION OF CHARACTER.
  Before deciding upon a “profession” (Sec. 330), one must discover one’s talents  
  and skills.
  410.  BASIC TALENTS.
  These are one’s genetically provided physical and intellectual capabilities.  
  Roll percentile dice for each of the following categories and note the name of the 
  character and his results upon a sheet of paper.
  411.  Strength.
  This denotes one’s physical powers, ability to wield a weapon, bear burdens, 
  perform physical tasks, etc.  Dice rolls are interpreted as follows:
  1-40 
  41-60 
  61-80 
  81-95 
  96-100
  Weak [-1 on hit dice; see below for description of these] 
  Average [no bonuses or penalties] 
  Strong [+1 on damage dice] 
  Powerful [+1 on hit dice AND +1 on damage dice] 
  Superb [+2 on both damage and hit dice]
  412.  Intelligence.
  This is one’s power to think, use reason, deduce and induce, etc.  Rolls are:
  1-20
  Stupid [-1 from both hit and damage dice (too dumb to strike or 
  parry properly); inability to use “Eyes” (see below); cannot use 
  spells of more than Group I complexity (see below)]
  21-40
  Dumb [-1 from damage dice; can use “Eyes.  “ but cannot use spells 
  of more than Group II complexity]
  41-60
  Average [no bonuses or penalties]
  61-80
  Smart [+1 on damage dice; can use “Eyes” and spells easily]
  81-95
  Brilliant [+1 on both hit and damage dice; 40 percent ability to find 
  secret doors]
  96-100
  Genius [+2 on both hit and damage dice; 60 percent ability to fine 
  secret doors; 50 percent ability to detect traps]
  413.  Constitution.
  This is one’ a basic ability to endure, to recover from wounds, to be restored to 
  life by a priest or magic user after being killed, etc.  Rolls are:
  1-20
  Weakling [-2 on hit dice; 30 percent chance of being revived; 40 percent 
  chance that a recovery from wounds spell or “Eye” will NOT work] 
  21-40
  Puny [-1 an hit dice; 40 percent chance of revival; 20 percent cent 
  chance that a recovery from wounds spell or “Eye” will not work]
  41-60
  Average  [no bonuses or penalties]
  61-80
  Healthy [+1 on hit dice; 60 percent chance of revival; wound spells, etc. 
  sure to work]
  9
  
  81-95
  Very Healthy [+1 on both hit and damage dice; 70 percent chance  
  of revival; wound spells, etc.  sure to work]
  96-100
  Robust [+2 on hit dice; +1 on damage dice; 90 percent chance of  
  revival, etc.]
  414.  Psychic Ability.
  This is one’s basic ability to employ magic, attain communication with the Gods 
  and their cohorts, etc.  Rolls are:
  1-20
  Non-psychic [unable to use spells or magic]
  21-40
  Barely Psychic [May use spells only up through Group II]
  41-60
  Average Psychic [no bonuses or penalties]
  61-80
  Somewhat Psychic [+10 percent to chances of spells workings may use 
  all levels of spells and magic]
  81-95
  Quite Psychic [+15 percent to chances of spells working]
  96-100
  Highly Psychic [+25 percent to chances of spells working]
  415.  Dexterity.
  This is one’s ability to parry missiles, dodge blows, perform acrobatic acts 
  requiring agility, etc.  Rolls are:
  1-20
  All Thumbs [-1 on both hit and damage dice; 20 percent chance of  
  spell or other weapon striking some OTHER victim than the  
  person or being aimed at]
  21-40
  Clumsy [-1 on damage dice; 10 percent chance of spell or other  
  weapon striking wrong victim]
  41-60
  Average [no bonuses or penalties]
  61-80
  Clever [+1 on damage dice; spells and magic weaponry always hits  
  chosen victim]
  81-95
  Dexterous [+1 on both hit and damage dice]
  96-100
  Agile [+1 on hit dice; +2 on damage dice]
  All of these scores are written down, with pluses cancelling out minuses in  
  the same category.  Let us look at an imaginary example: “Character X”:
  Strength:
  Rolled 98 = +2 hit dice +2 damage dice
   --
  Intelligence:
  Rolled 53 = --
  --
   --
  Constitution:
  Rolled 37 = -1
  --
  *40 percent chance 
  of revival, 20 percent 
  chance of spells and 
  Eyes of recovery not 
  working
  Psychic:
  Rolled 26 =
  *Spells only through 
  Group II
  Dexterity:
  Rolled 14 = -1
  -1
  *20 percent chance of 
  spells hitting other than 
  intended victim
  Character X is thus rather average, although he does have a +1 on damage dice.  
  In view of his average intelligence and low psychic ability, he is suited best as a 
  fighting man, rather than a priest or magic user.
  420.  ORIGINAL SKILLS.
  Everyone has a background, including a number of skills acquired during 
  childhood and adolescence.  Although each player starts as a “blank slate,” realism
  10
  
  requires that he already possess some modicum of one or more skills, as would have 
  been the case in mediaeval times.  Omitting a great host of less interesting skills 
  and clan professions, thus, the following three groups are lists of skills and crafts 
  which may be of use to characters during the game.  They include a few specialised 
  skills which are not “professions” or crafts but which will be of importance for 
  adventuring (e.g. swimming and diving).  The first group may be termed “Plebeian” 
  -- the skills of ordinary craftsmen and artisans, the second group is called “Skilled,” 
  and includes crafts requiring greater study and experience, the third group, the 
  “Noble” skills, includes talents requiring considerable study and work.  Acquisition 
  of this third group is usually restricted to children of the nobility, the priest-schools, 
  etc.
  For game purposes, the acquisition of skills is done as follows: a pair of 
  percentile dice are rolled, and results are interpreted as follows:
  1-35 
  36-60 
  61-80 
  81-90 
  91-95 
  96-100
  Choose one- skill from Group I 
  Choose one Group I skill and one from Group II 
  Choose one skill from each of the three Groups 
  Choose 2 skills from Groups I and II, plus one from Group III 
  Choose 3 from Group I, and 2 from Groups II and III 
  Choose 4 from Group I and 3 from each of the other Groups
  GROUP I: PLEBEIAN
  baker
  barber
  bootmaker
  bricklayer
  butcher
  carpenter
  carpet-maker
  cook
  dyer
  farmer
  fisherman
  glass-blower
  grocer
  mason
  merchant
  paper-ink-maker
  perfumer
  potter
  rope and net maker
  sail maker
  tailor
  tanner
  weaver
  wine maker
  GROUP II: SKILLED
  animal-trainer
  bird-trainer
  fletcher
  hunter
  jeweller-goldsmith
  mountaineer
  sailor
  scribe
  ship-builder
  smith-armourer
  swimmer-diver
  GROUP III: NOBLE
  alchemist
  artist-sculptor
  assassin-spy-tracker
  astronomer-navigator
  botanist [plant recognition]
  engineer-architect
  geologist [mineral recognition]
  interpreter [any language to 
  Tsolyáni]
  mathematician
  musician
  physician
  poet
  As players progress from one Experience Level [cf. below] to another, they may 
  add skills from these three groups also:
  Level II
  Level III
  Level IV
  Level V
  Level VI
  Level VII
  Level VIII
  Level IX up
  + one from Group I
  + one from Group II
  + one from Group III
  + one from Group I and + one from Group II
  + one from Group III
  + one from Group II
  + one from any Group
  + any skill he requires
  11
  
  Skills may also be “learned” in the game itself.  A Group I skill costs 1,000  
  gold Káitars (paid to the clan-chief of the profession), plus two game months of  
  time to learn it.  A Group II skill costs 5,000 K., plus four months of game time.   
  A payment of 10,000 K.  plus 6 months is required for a Group III skill.  Players  
  must first find the clan-chief at the Palace of the Realm in a major city (60 percent 
   chance for Group I, 40 percent chance for Group II, and 20 percent chance for Group  
  III).  The clan-chief will provide a “teacher” at a rate of 200 K. per month for Group  
  I, 500 K. per month for Group II, and 1,000 K. per month for Group III.  The  
  teacher then will accompany the player as an employee (cf. below).  The willingness  
  of the clan-chief to help a player learn a skill depends also upon the Nonplayer 
  Character Reaction Table (cf. below).
  430.  SPECIFIC PROFESSIONAL SKILLS.
  After having noted down one’s original skills, a player must now go on to 
  determine specific professional skills for the role he has chosen: warrior, priest, or 
  magic user.  These skills differ for the three professions; roll percentile dice  
  to determine which and how many of the following skills the character has: rolls  
  are interpreted as follows:
  1-20
  21-50
  51-80
  81-95
  96-100
  Choose any 2 skills from first 3 in one’s profession
  Choose 3 out of first 4
  Choose 4 out of first 5
  Choose 5 out of first 6
  Choose 5 out of first 7
  WARRIORS
  PRIESTS
  MAGIC USERS
  spearman
  mace/flail user
  axeman
  swordsman
  slinger
  bola-user
  crossbowman
  bowman
  broadsword and dagger
  sapper
  catapult-artilleryman
  strategist
  knows 2 modern languages
  knows 2 ancient languages
  can produce light
  detect evil/good
  cure light wounds
  ESP
  telepathy
  protection from evil/good
  control person
  cure serious wounds
  remove curse
  revivify
  control of self
  illusionist
  clairaudience
  clairvoyance
  telekinesis
  astrologer
  medium
  nature control
  control person
  necromancer
  control Underworld creatures
  the Grey Hand
  Progression to a higher Experience Level permits the player to add one skill in 
  his profession, with the least advanced skills mandatorily being chosen first.  Thus, 
  upon attaining the second Level, a priest must choose whichever of the top three 
  powers he had originally omitted (assuming his roll was only 17 to begin with).
  431.  Warrior Skills.
  The skills used by fighting men are fairly self-evident.  If a player had shaken 
  only 17, he could choose to know the use of the spear, the mace or flail, or the axe 
  and could employ two of these.  Let us say that he chooses the mace and the spear.  
  Upon attaining 2nd Level, he must add the use of the battleaxe.  Only upon reaching 
  3rd Level could he use a sword.
  A sapper is familiar with the techniques of mining, the construction and use of 
  battering rams and belfroi towers, etc.  A catapult expert can build and use onagers, 
  ballistae, mangonels, and trebuchets.  A strategist is in effect a general; he can  
  plan and develop campaigns, organise expeditions, marshal troops, etc.
  12
  
  432.  Priestly Skills.
  These are as follows:
  Know 2 modern languages: choice of Salarvyáni, Mu’ugalavyáni, Livyáni,  
  Yán Koryáni, Saá Allaqiyáni, Milumanayáni, or Pecháni.  A know-
  ledge of modern Tsolyáni is assumed.  All of these are descended  
  from Engsvanyáli, the language of the Éngsvan hla Gánga Empire, and  
  are as similar to one another as French is to Spanish.  Languages of  
  other human nations may be learned (cf. the learning of “Noble”  
  skills in Sec. 420 above).
  Know 2 ancient languages: choice of Llyáni, Engsvanyáli, Classical Tsolyáni,  
  the tongue of the Priests of Ksárul, the archaic Salarvyáni of the  
  Bednállja Dynasty, Mihálli, and possibly others.  These are important  
  for the reading of scrolls and ancient books, maps, etc.  Nonhuman 
  languages cannot normally be learned by men since their phonologies 
  and grammars are too alien.
  Production of light: this spell produces a soft radiance 3 inches [one inch  
  = 10 yards].  It lasts for 10 turns and can only be used once a day.
  Detect evil/good: this warns the user of opposite alignments inherent in 
  objects and adjoining rooms. It does not specify the type of danger.
  Cure light wounds: this restores 1-6 points of hit dice damage (roll a 6  
  sided die) to any being.  It is usable only once a day.
  ESP: the user can detect the thoughts of living beings (though not undead  
  or soulless automatons) in adjoining rooms. It can be used 3 times  
  a day.
  Telepathy: this makes communication possible with another character and 
  for that character to reply, though no other can hear this.  It works 
  over a distance of 24 inches and can be used 3 times a day.
  Protection from evil/good: this creates a circle of protection (one inch) 
  around the user.  It cannot be penetrated by undead; it adds +1 to 
  all saving throws and takes away -2 points from damage dice of  
  an attacker.  It lasts 6 turns and can be used once a day.
  Cure serious wounds: restores 2 dice of lost hit points.  Usable once a day.
  Control person: 1-6 persons (including intelligent nonhumans) can be 
  brought under the control of the user for 6 turns.
  Remove curse: takes away curses from objects, changes alignments of  
  swords and other magical weapons, restores magically changed 
  beings to their proper forms, and returns beings driven mad by magic 
  or various Underworld creatures to sanity.  Usable once a day.
  Revivify: depending upon character’s constitution (cf, above), this restores 
  life to slain beings (one per spell).  A being so revivified cannot  
  engage in further fighting for one week.  It must be used within one 
  week of the being’s death; otherwise he cannot be brought back to 
  life.  Usable once a day.
  433.  Skills for Magic Users.
  These are:
  Control of Self: the user can control his own body: e.g. hold his breath 
  indefinitely, stop his heartbeat, hold some object tightly with an iron 
  grip for an indefinite period, enter into a trance, have total memory 
  recall, etc.  He cannot perform actions not possible for the body (e.g. 
  extend his arms 20 feet).  Usable repeatedly.
  Illusion: limited illusions can be created which have a 60 percent chance of 
  being believed by nonintelligent creatures and a 40 percent chance of
  13
  
  being believed by intelligent races.  Damage taken from an illusion 
  which is believed is treated as actual damage.  The illusion is  
  limited to the user only: i.e. he cannot create the illusion that his 
  whole party is invisible, although he can indeed create this illusion 
  about himself.  Usable once a day; duration: 6 turns.
  Clairaudience: the user can hear what is happening in adjoining room or 
  space.  Distance: 2 inches.  Duration: 2 turns.  Usable 3 times a day.
  Clairvoyance: this picks up a picture of an adjoining room or space.  Dis-
  tance: 2 inches.  Duration: 2 turns.  Usable 3 times a day.
  Telekinesis: the user can move objects through the air or water (but not 
  through solid walls, etc.).  Weight of the object and distance depend 
  upon the user’s Level: a 1st level user can move an ounce about 10 
  feet; a 3rd level person can move 3 ounces 20 feet; a 5th level person 
  can move 9 ounces 40 feet, etc.  Objects so transported can be moved 
  rapidly enough to stun (but not kill) an unarmoured man or being.  
  Edged weapons or missiles cannot be transported by this spell.
  Astrology: this is not really “magic” at all but rather a means of discover-
  ing the character, motives and intentions of a being, through the 
  positions and influences of the sun, the four planets, and the two moons 
  of Tékumel.  Such a horoscope takes one full turn to make, and the 
  user must have proper instruments (an astrolabe) and reference books 
  (ephemerides, a table of houses, etc.) with him.  Such a horoscope is 
  infallible.  It also predicts short distances into the future (one turn:  
  70 percent accuracy, 2 turns: 50 percent; 3 turns: 30 percent, etc.).
  Medium: the user can speak to the dead, to spirits, and to absent living 
  beings to gain information and guidance.  Usable 3 times a day.
  Nature control: the actions of 1-12 animals or plants can be controlled for 
  6 turns.  Nonhuman races, the creatures of the Underworld, and the 
  undead are excluded.  Usable once a day. 
  Person control: cf. Sec. 432.  Usable once a day.
  Necromancy: the undead can be controlled for 6 turns.  Affects 1-12  
  undead.  Usable once a day.  Also possible to create a sort of  
  zombie from a dead being for 6 turns: will obey orders of its  
  creator literally and completely.
  Monster control: this permits control of 1-6 creatures of the Underworld 
  (excluding humans, nonhuman intelligent races, and undead) for 6 
  turns.  Usable once a day.
  The Grey Hand: this is the power of instant death, no saving throw being 
  possible.  The user must touch the victim or his arms or armour  
  (taking the risk of a dying blow).  It reduces its victim to a heap of 
  greyish dust.  Revivification of a person so slain is possible, but  
  10 percent is subtracted from his constitutional possibility of revival.  
  Usable once a day.
  434.  Regeneration of Spells and Likelihood of Their Working.
  As seen above, most priestly and magical spells are usable only once a day, 
  although some are indeed repeatedly possible.  If a party is forced to spend a night 
  in the Underworld, all such limited spells are regenerated by the following morning 
  (approximately 6:00 A.M.)
  For both priests and magic users there is another possibility to be considered: 
  assuming that one has “average” ability in psychic matters (cf. Sec. 414), there is a 
  chance of spells NOT working.  This, too, depends upon the level attained.  Thus:
  Level I:
  60 percent chance that spells Will NOT work 
  Level II:
  50 percent chance that spells will not work
  Level III:
  40 percent chance that spells will not work
  Level IV:
  30 percent chance that spells will not work
  14
  
  Level V:
  20 percent chance that spells will not work
  Level VI:
  15 percent chance that spells will not work
  Level VII:
  10 percent chance that spells will not work
  Level VIII:
    5 percent chance that spells will not work
  Level 9 and up
    0 percent chance that spells will not work
  As stated above, being “Somewhat Psychic” adds 10 percent to the chance of  
  a spell working;  being “Quite Psychic” adds 15 percent, and being “Highly Psychic” 
  adds 25 percent.  Thus, although an “Average” character has only a 40 percent 
  chance that his spell will work while he is a 1st Level magic user or priest, if he 
  were “Quite Psychic,” his chances would be 40 + 15 = 55 percent.  Every time a 
  spell is cast, therefore, the user must roll percentile dice to determine whether or 
  not his spell works, taking account of the bonuses listed here.  Thus, to take  
  another example, let us suppose that a 5th Level Priest wishes to produce a circle  
  of light: he is somewhat psychic and thus has a +10 factor.  There is already only  
  a 20 percent chance that his spell will not work (or, conversely, an 80 percent chance 
  that it WILL), and this plus his 10 percent gives him, a 90 percent chance of success, 
  Any percentile dice number from 1 to 89, therefore, permits his spell to take  
  effect.  A roll of 90 or above would mean failure, and his spell would be gone for 
  that day!
  Spells take effect, if successful, in the combat round in which they are cast.  
  Thus, if a magic user or priest has the best reaction time (see below) and casts a 
  successful spell of “Control Person” upon an enemy magician, his spell takes  
  effect, and his opponent has no chance to act.
  440.  EXPERIENCE POINTS AND LEVELS OF EXPERIENCE.
  Players rise in Level by acquiring “experience points.”  Increases in level  
  give added powers, more “hit dice” (see below), and other benefits.  Experience 
  points are obtained by (a) acquiring treasure (gold -- or other items which can be 
  sold for gold Káitars), or (b) by slaying hostile beings.  Thus:
  One experience point is granted for each gold Káitar obtained.  Experience points  
  for slaying hostile beings are given strictly on the basis of their hit dice (see below): 
  for every hit die the being can take, 50 points are given.  Hence, the slaying of an 
  Hli’ír, an 8-dice creature, gives 400 points, a 10th level Hlýss lord gives 500  
  points, etc.  When calculating experience points all + and – pips are ignored: thus  
  a 4+3 dice creature is worth just 4 dice: 200 points.
  Beings slain by “Eyes,” ancient technological devices of which more will be said 
  below, are worth less to the player, since the “Eye” did all the real work of killing 
  the being.  Half credit is given for all such victories: e.g. an 8-dice creature is  
  worth only 200 points, if slain by an Eye.  Round fractions upwards, however, so 
  that a 5-dice creature to worth 3 hit dice = 150 points, if finished off by an Eye.
  An enemy incapacitated (paralysed, etc.) by one player and then slain by some 
  other player gives NO credit to either player! No player may normally slay a being 
  incapacitated by another player, although such a situation might occasionally arise 
  and be allowed by the referee: e.g. a magic user manages to “freeze” a creature  
  with an Eye, but is then paralysed by the creature’s sting himself as it takes its  
  dying blow.  If no means of releasing the magic user from paralysis is found, then 
  another player may indeed slay the creature -- with neither player getting any 
  experience point credit.  Otherwise, experience points for slaying hostile beings  
  go to the ACTUAL KILLER, in spite of others who may have participated in the 
  victory.
  Players cannot share unequally in treasure acquired on an expedition in order  
  to raise one of their number to some higher level.  Thus, all treasure is shared  
  evenly among player characters in the party (nonplayer characters usually being 
  paid off, or accepting some previously agreed on sum or percentage).  No player 
  character may rise more than ONE LEVEL per adventure.
  15
  
  441.  Experience Point Bonuses.
  Any warrior with a strength-roll of 81-95 adds 5 percent to his acquired  
  experience points.  Any warrior with a roll of 96 - 100 adds 10 percent.  Any priest  
  with an intelligence roll of 81-95 adds 5 percent, and any priest with an intelligence  
  roll of 96-100 adds 10 percent.  Similarly, any magic user with a psychic ability of  
  81-95 adds 5 percent, and any magic user with a psychic ability roll of 96-100 adds  
  10 percent.  See Secs.  411, 412, and 414.  Moreover, ANY character with a consti-
  tution of 96-100 adds an automatic 5 percent to his experience points.
  442.  Reduced Experience Points.
  After experience points have been allotted for an adventure, they will be reduced 
  for players at advanced levels, since it should be proportionately more difficult for 
  advanced-level players to obtain experience points than for more vulnerable lower 
  level characters.  Thus, experience points are granted in full for gold and slain 
  enemies only for characters at Levels I-III.  The following table indicates the proper 
  percentages:
  Level I-III 
  100 percent
  Level IV-V 
  50 percent
  Level VI-VII 
  25 percent
  Level VIII-IX 
  10 percent
  Level X and up 
  5 percent
  443.  Levels of Experience.
  After having obtained his character, the player chooses to act as a warrior,  
  a priest, or a magic user, as said above.  Once one has made this choice, no  
  shifting from one “profession” to another is possible (e.g. a priest cannot decide  
  to change over to a warrior).  Each player character then begins at the lowest  
  level of his “profession” and rises to higher levels on the basis of acquired experience  
  points.  Levels and amounts of experience points needed to attain them are:
  LEVEL
  TSOLYÁNI NAME
  TRANSLATION
  EXPERIENCE 
  POINTS
  Fighting  
  Men
  I
  II
  III
  IV
  V
  VI
  VII
  VIII
  IX
  Changadésha
  Kuruthúni
  Kási
  Molkár
  Dritlán
  Kérdu
  Hehéllu
  Pachú
  Mríngu
  Soldier
  Heavy Infantry
  Captain
  Commander
  Legion Commander
  General
  Count
  Lord
  Great Noble
  1-2,000
  2,001-4,000
  4,001-8,000
  8,001-16,000
  16,001-32,000
  32,001-64,000
  64,001-120,000
  120,001-240,000
  240,001-onwards
  Priests
  I
  II
  III
  IV
  V
  VI
  VII
  VIII
  IX
  Kengyél
  Shárto
  Su’úmel
  Njáshte
  Qusúnchu
  Hrugásh
  Mriyán
  Tsémel
  Tiritlén
  Acolyte
  Priest
  Temple Priest
  Temple Commandant
  High Priest
  Prelate
  Bishop
  Cardinal
  Holy Adept
  1-2,000
  2,001-4,000
  4,001-8,000
  8,001-16,000
  16,001-32,000
  32,001-64,000
  64,001-120,000
  120,001-240,000
  240,001-onwards
  16
  
  LEVEL
  TSOLYÁNI NAME
  TRANSLATION
  EXPERIENCE POINTS
  Magic 
  Users
  I
  II
  III
  IV
  V
  VI
  VII
  VIII
  IX
  Shátun
  Nyélme
  Rusalá
  Bálash
  Durún
  Chágun
  Tselinál
  Hnéshtu
  Badrágu
  Magician
  Illusionist
  Seer
  Warlock
  Enchanter
  Sorcerer
  Wizard
  Necromancer
  Master Magician
  1-2,000
  2,001-4,000
  4,001-8,000
  8,001-16,000
  16,001-32,000
  32,001-64.000
  64,001-120,000
  120,001-240,000
  240,001-onwards
  It is possible to progress beyond the 9th Level of any of these.  A 9th level 
  warrior, priest, or magic user who obtains 242,000 experience points becomes a 
  10th level character (adding the hit dice for a 1st level character to his total);  upon 
  attaining 244,000 points, he becomes an 11th level character, etc.  In each case  
  he simply adds the hit dice and other benefits of each succeeding level to his 9th 
  level total.
  500.   HIT DICE, COMBAT, AND DAMAGE DICE.
  Hit dice are a means of determining how much wound damage a player charac-
  ter can take before he is slain.  Combat is done by rolling to determine whether the 
  attacker has hit the defender, and, if so, the attacker rolls “damage dice” to deter-
  mine how many “hit dice” points are to be subtracted from the defender’s available 
  total.
  510.  Hit Dice.
  The amount of damage one can take is determined partially by profession and 
  partially by Level of Experience (cf. above).  Warriors naturally have more hit dice 
  available than do priests and magic users.  As each player enters the game,  
  he shakes one 6-sided die to determine his available hit dice points.  As he reaches 
  each succeeding level of experience, he shakes the indicated number of 6-sided dice  
  to determine his new total.  Whenever he is wounded, he subtracts the number shown  
  by his opponent’s damage dice from his hit points until he is either at zero (Incapa-
  citated: cannot fight and must be carried, though still alive), or until the damage 
  exceeds his hit dice total, in which case he is dead.  Hit dice points lost in this 
  fashion are regained through rest (one day = one hit dice point), or through the appli-
  cation of a cure wounds spell, or through an Eye of Healing.  Hit dice for the various 
  Levels of the three professions are:
  LEVEL
  WARRIOR
  PRIEST
  MAGIC USER
  I
  II
  III
  IV
  V
  VI
  VII
  VIII
  IX
  X
    1+1
    2
    3
    4+1
    5+1
    6+2
    7+1
    8+2
    9+3
  10+4
  1
  1+3
  2+1
  3+3
  4+1
  5
  6
  7
  8+1
  9+1
  1
  1+2
  2
  3
  3+3
  4
  5
  6+1
  7+1
  8+1
  As stated above, additional higher levels can be found by simply adding the hit 
  dice for the lower level achieved to the total dice for Level IX.  Thus, a 14th Level 
  warrior will have 4+1 + 10+4 = 14+5, etc.
  17
  
  No character may ever have LESS hit points at a higher level than he did at a 
  lower one.  Thus, if a warrior shook two 5’s and had 10 hit points at Level II, and 
  then on attaining the 3rd Level shook three dice but obtained only a total of 7, he must  
  add 3 points to bring his total up to his previous 10.  He must thus always equal his 
  previous hit points total, though he may not be lucky enough to exceed it.
  Basic hit dice for nonhumans (as well as for other creatures encountered) are 
  shown in the lists of the creatures of Tékumel (see below).  When such a being is  
  encountered, the referee will shake the indicated number of hit dice for battle 
  purposes
  Intelligent nonhumans may also be found at various Levels.  They may be met in  
  their own territories, encountered in outdoor adventures or in the Underworld, or  
  perhaps a player may wish to begin as a nonhuman and rise in Experience Levels  
  accordingly.  Hit dice and damage dice for nonhumans depend upon their basic  
  potentials as compared with those of humankind.  Men have a basic hit die potential  
  of one; nonhumans having a basic potential of two dice are thus twice as powerful  
  and rise in Level accordingly.  Nonhumans may begin as warriors, priests, or  
  magic users (cf. various racial characteristics below) and serve the Gods or their  
  Cohorts as men do.  Nonhumans inimical to men are not necessarily friendly to  
  other inimical races, to the creatures of the Underworld, etc.
  Hit dice for nonhumans are as follows: ignore all plus points in considering  
  basic hit dice.  Thus, a +3 basic is simply dropped, and a 1+3 creature goes up  
  as men do (cf. table in Sec. 510 above).  Creatures which follow the same hit dice  
  system as men do are: Páchi Léi, Pé Chói, Swamp Folk, Pygmy Folk, and Tinalíya.
  Basic 2-dice creatures area are: Hláka, Hlutrgú, Hlýss, Shunned Ones, and the 
  Ssú.  They follow the table below: 
  LEVEL
  WARRIOR
  PRIEST
  MAGIC USER
  I
  II
  III
  IV
  V
  VI
  VII
  VIII
  IX
  2
  3
  4
  5+1
  6+1
  7+1
  8+3
  9+3
  10+3
  2+1
  2+3
  3
  4
  5
  6
  7+1
  8
  9+1
  2-1
  2+2
  3-1
  3+3
  4+1
  5
  6
  7
  8+1 [etc.  in increments 
  of +3 points]
  Basic 3-dice creatures include the Shén and the Ahoggyá.  Their Levels are:
  LEVEL
  WARRIOR
  PRIEST
  MAGIC USER
  I
  II
  III
  IV
  V
  VI
  VII
  VIII
  IX
    3
    4
    5+1
    6+3
    7+3
    8+3
    9+3
  10+1
  11+1
    3-1
    3+2
    4
    5
    6+1
    7
    8+1
    9
  10
  2+4
  3+1
  3+4
  4+1
  5+1
  6
  7+1
  8
  9   [etc. in increments 
  of +4 points]
  520.  Combat.
  For purposes of combat it is convenient to divide all targets (opponents) into
  18
  
  “armour classes.”  These are based upon the type of armour, shield, etc.  used by 
  humans.  For nonhumans, animals, etc.  these are convenient approximations based 
  upon estimated defensive strengths, a powerful creature being given a higher armour 
  class (and hence more hit dice, etc.) than a weaker one.  There are two combat 
  tables: one for men versus other beings, and one for other beings versus men.
  TABLE I: MEN ATTACKING
  ARMOUR 
  CLASS:
  20-SIDED DIE SCORE NEEDED TO HIT BY LEVEL
  DESCRIPTION
  1-3
  4-6
  7-9
  10-12
  13 and up
  1
  Plate armour 
  and shield of 
  iron/steel
  19
  16
  13
  10
  7
  2
  Plate armour 
  and shield of 
  Chlén-hide
  18
  15
  12
  9
  6
  3
  Plate armour
  17
  14
  11
  8
  5
  4
  Chainmail and 
  shield
  16
  13
  10
  7
  4
  5
  Chainmail
  15
  12
  9
  6
  3
  6
  Leather armour 
  and shield
  14
  11
  8
  5
  2
  7
  Leather armour 
  13
  10
  7
  4
  1
  8
  Shield only
  12
  9
  6
  3
  1
  9
  No armour or 
  shield
  11
  8
  5
  2
  1
  TABLE II: NONHUMANS AND ANIMALS, ETC.  ATTACKING
  ARMOUR 
  CLASS:
  20-SIDED DIE SCORE NEEDED TO HIT BY BEING’S HIT DICE LEVEL
  1 or less
  1+1
  2-3
  4-5
  6-7
  8-9
  10-11
  12 and up
  1
  2
  3
  4
  5
  6
  7
  8
  9
  18
  17
  16
  15
  14
  13
  12
  11
  10
  17
  16
  15
  14
  13
  12
  11
  10
  9
  16
  15
  14
  13
  12
  11
  10
  9
  8
  15
  14
  13
  12
  11
  10
  9
  7
  7
  14
  13
  12
  11
  10
  9
  8
  7
  6
  13
  12
  11
  10
  9
  8
  7
  6
  5
  12
  11
  10
  9
  8
  7
  6
  5
  4
  11
  10
  9
  8
  7
  6
  5
  4
  3
  Thus, for a human warrior to hit a being of Armour Class 3 (the human being, 
  let us say, of Experience Level 5 himself), the player must shake a 14 or above.   
  If this human is garbed in Chlén-hide plate mail and shield (Armour Class 2), the  
  creature then needs to shake a score based upon its hit dice: e.g. if it is a Biridlú  
  with hit dice of 4+1, ignoring the +1, and consulting the above table, one finds that  
  the creature needs 13 or above to hit an Armour Class 3 being.
  All three professions (warriors, priests, and magic users) employ the above 
  tables.  Priests and magic users are restricted both in the weapons they may employ 
  and the armour they may use (cf. below).
  19
  
  Missile fire is similarly based upon these tables.  For medium range, use the 
  tables as given above.  For long range go UP one level, it being more difficult  
  to hit a target.  For close range, go DOWN one level.  Thus, a first level warrior 
  firing a bow at a 4th armour class creature at medium range requires 16 to hit.   
  At long range he needs 17, while at close range he needs only 15.
  530.  Damage Dice.
  It is assumed that any blow which “hits” (cf. preceding Section) does some 
   damage.  The amount of such damage depends partially upon the character’s 
  Experience Level.  This represents increases in his prowess and combat ability.   
  If a character hits, he does the following number of 6-sided dice of damage 
  according to his level:
  ATTACKER 
  LEVEL:
  NUMBER OF HIT DICE DEFENDER CAN TAKE: 
  1
  1+1 2-3
  4-5
  6-7
  8-9
  10-11
  12 and up
  I
  II
  III
  IV
  V
  VI
  VII
  VIII
  IX
  X up
  1
  1
  1
  2
  2
  3
  3
  4
  4
  5
  1
  1
  1
  1
  2
  2
  3
  3
  4
  4
  1
  1
  1
  1
  1
  2
  2
  3
  3
  4
  1
  1
  1
  1
  1
  1
  2
  2
  3
  3
  1
  1
  1
  1
  1
  1
  1
  2
  2
  3
  1
  1
  1
  1
  1
  1
  1
  1
  2
  2
  1
  1
  1
  1
  1
  1
  1
  1
  1
  2
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  Thus, a 9th Level warrior who hits a 1st Level opponent (i.e. an opponent  
  with one hit die) does FOUR, 6-sided dice of damage -- almost certainly killing  
  him! This becomes important, of course, in melee conditions where one advanced-
  level person fights more than one low-level opponent.  Fighting three Kurghá 
  {Kúrgha} (one die creatures), a 9th Level warrior rolls four dice.  If he scores a total 
  of 18 or better, he kills them all, since their total hit dice cannot exceed 18.  A 4th 
  Level fighter does only 2 dice damage against these creatures, and the referee then 
  must roll to determine the amount of hit dice the three Kurghá {Kúrgha} could take: 
  let us say a 6 and a 4 and a 2, totalling 12.  If the fighter then got a total of 10 on 
  his two dice, he would kill the two weakest Kurghá {Kúrgha} and leave the strongest 
  one with only 2 points of hit dice.
  If a player hits with a 20-sided die score of 20 (cf. Sec. 520 above), he does 
  DOUBLE hit dice damage.  A 4th Level fighter will then do FOUR dice damage 
  against one-die creatures.
  Priests and magic users do less damage dice injury than do warriors.  If the 
  attacker is a priest, move the damage dice level UP one horizontal line: e.g. a  
  3rd Level Priest has the same damage as a 2nd Level fighting man.  Magic users 
  are only permitted the use of one or more daggers; they may use no other ordinary 
  weapons.  If a magic user hits with his dagger, move his damage dice UP two 
  horizontal lines: e.g. a 9th Level magic user does the same hit dice damage as a 7th 
  Level fighter.
  Damage dice for animals, creatures of the Underworld, and other beings 
  not able to progress in Experience Levels (i.e. all except men and the intelligent 
  nonhuman races) are calculated from the same table: consider the being’s hit  
  dice its “Level” (ignore any plus or minus points): thus a 7-dice creature is the
  20
  
  same as a 7th Level human.  Cross reference this with the hit dice of the being  
  under attack.  Thus, a 7-dice being does 3 6-sided dice of damage on a first Level 
  being, one on a 6th Level being, etc.  For these purposes, treat any hit dice over  
  ten as simply 10th Level.
  Intelligent nonhuman races with one (plus or minus) hit die are treated as men 
  according to the above table.  Two-dice creatures (cf. Sec. 510) are started at  
  Level II on the above table, and 3-dice beings start at Level III.
  540.  Morale.
  Unless specifically mentioned in the list of descriptions of beings (cf. below),  
  a “morale check” must be made whenever the number of remaining fighters in a 
  melee falls below a certain percentage of their total number.  This applies to all 
  nonplayer characters (including troops hired by players), although it does not per-
  tain to player characters themselves -- a player can stand fast all alone against  
  any odds, if he chooses to do so.  Beings failing to obtain a certain number on  
  their morale check dice must attempt to flee.  If pursued, they may make another 
  morale check and, depending upon its results, stand and fight or flee again.
  Morale dice are again based upon the being’s hit dice.  The following table 
  indicates the percentage of remaining fighters at which a morale check must be 
  made, followed by a division of beings according to their hit dice and the number 
  required on two 6-sided dice needed to remain and fight.
  PERCENTAGE 
  REMAINING:
  SCORE NEEDED TO FIGHT ACCORDING TO HIT DICE LEVEL
   1
  1+1
  2-3
  4-5
  6-7
  8-9
  10-11
  12 and up
  30
  25
  20
  10
  5
   8
   9
  10
  11
  12
    7
    8
    9
  10
  11
    6
    7
    8
    9
  10
  5
  6
  7
  8
  9
  4
  5
  6
  7
  8
  3
  4
  5
  6
  7
  2
  3
  4
  5
  4
  1
  2
  3
  4
  5
  Thus, a group of 1st Level warriors would check morale when their number had 
  been reduced to 30 percent of its original number.  If they made their morale check 
  throw (8 on 2 6-sided dice), they would check morale again when their number had 
  been reduced to 25 percent of their original total, again at 20 percent, etc.
  Many beings are never required to check morale, of course, and this is noted  
  in the list of descriptions of beings below.
  550.  Further on Combat.
  Players are required to establish a clear “battle order” and submit it to the 
  referee.  In order to determine which fighter suffers hits, the battle order will  
  have a number given to each fighter (excluding those out of range, surrounded by  
  friendly troops, etc.), and the referee will roll a die or dice to determine by random 
  selection which fighter is hit.  Once a being is slain, its number is removed from  
  the order so that opponents may not hit the dead being over again.
  Combat in confined spaces requires special comment: passages in the Under-
  world are approximately ten feet wide, allowing three men to fight at one time.   
  In larger spaces, as well, three feet per fighter are required, unless the being is 
  larger or smaller than a man (referee’s decision).
  Moves in battle are fast and furious: there are ten “combat rounds” to the 
  normal “move” A fighter always gets a chance to strike on any combat round in 
  which he in involved.  Thus, even if he is slain on that round, he has a chance to 
  take a “dying blow” as he dies.
  21
  
  Obviously, it will become necessary occasionally to split up larger groups of 
  men and beings for combat purposes.  e.g. ten player characters and a hundred hired 
  troops encounter 300 bandits! To roll hit dice, etc.  for each man would take far 
  too long.  Nonplayer characters may thus be grouped into sets of five or ten or even 
  larger, if desired, and “fought” as one man.  If, for example, such troops  
  are divided into tens, the referee rolls ten 6-sided dice and totals the score.  One  
  of the players then rolls ten dice for ten nonplayer hired troops and totals that  
  score.  Only one “hit” throw is made for each group.  If a miss is scored, then all  
  ten men are assumed to have missed or done no significant damage.  If a hit is  
  made, however, a single 6-sided die is thrown, and its score is multiplied by ten  
  (the number of troops).  This amount is subtracted from the hit dice total as a whole.   
  When either side has lost all of its hit points, the entire group is considered slain.   
  The victors then divide their original number of hit points by ten (the number of 
  troops in the set) and compare this with their remaining hit points.  For each tenth  
  of the original total remaining, it is assumed that one man is left alive.  Round  
  fractions upwards.  E.g. if the original hit points total was 40 for ten men, then  
  4 points remaining after each a melee indicates that one man is left alive, if  
  5 points remain, then two men are left, one with four points and one man with just 
  one, etc.
  Outdoors warfare in a large scale may make the use of other wargames rule-
  books necessary.  Such rules as “Chainmail” (by Gary Gygax and Jeff Perren,  
  Guidon Games, 1972), the WRG Ancient Rules, the Ancient Period Rules developed  
  by Tony Bath, etc.  may be used, and it is also feasible to use a “board” wargame  
  such as Simulation Publications’ “Armageddon” or “Phalanx” with some modifica-
  tions.  For very large campaigns, “Warplan 5/5” (Hirstle Graphic Services,  
  Canterbury, Kent, England) is suggested.  No rules will be given here for large  
  scale warfare, therefore.
  560.  The “Hirilákte” Arenas.
  Warfare per se is not very common on Tékumel, although large raids are  
  mounted into the mountains of Milumanayá and other remote areas.  The last  
  great war was fought in the year 2,020 A.S.  between the Tsolyáni and the Mu’uga-
  lavyáni and resulted in almost a draw.  The reason for this is the excellent system  
  of Sákbe roads built throughout the four largest Empires.  Each of these roads is  
  in itself a “Great Wall of China,” running hundreds of miles, intersecting with  
  other Sákbe, and studded with watchtowers and garrisons.  Under the authoritarian  
  rule of the Kólumel (the Seal Emperor), peasants and villagers may not travel  
  beyond the area bounded by the nearest Sákbe without special reasons.  This is  
  reinforced by clan and caste restrictions.  Merchants may travel the Sákbe freely,  
  but even they are watched and quartered in special areas of their destination cities.   
  Occasionally whole peasant populations are moved from one region to another in  
  order to solve some economic problem or to separate dissidents.
  Open warfare has thus been replaced by a system of “champion warfare,”  
  equivalent to the gladiatorial games of ancient Rome.  At designated cities through-
  out the four Empires, champions come to do battle and win (or lose) great sums of  
  money, glory, and even their lives.  The Imperium itself supports its champions,  
  and noble patrons put up treasure and train their own champions.  Opponents come  
  from bordering lands to take up these challenges and win what they can for the glory  
  of their homelands.
  In order to participate in a Hirilákte battle, one must have a sponsor (cf. the  
  mission employment table below).  Citizens of the Empire (6th Level or above) may  
  train and sponsor their own fighters.  Opponents are evenly matched (a 4th level  
  warrior will be matched with another 4th level man).  Priests and magic users  
  cannot enter these combats.  Nonhumans may enter, if they are warriors, and will 
  be matched against a nonhuman of their own species and Level.  Occasionally a 
  nonhuman may be matched against a human having the same number of hit dice.
  22
  
  The amount of treasure to be wagered upon a given Hirilákte match is deter-
  mined by the fighter’s Level and percentile dice.  For each Level the fighter has, 
  multiply the sum of two percentile dice by the following numbers:
  LEVEL
  MULTIPLIER
  1
  2
  3
  4
  5
  6
  7
  8
  9 and up
  0
  2
  5
  10
  20
  30
  50
  100
  200
  Players may also wager their own fortunes upon these matches.  Odds are 
  determined by the number of Hirilákte matches previously won by the fighter:  
  even for two inexperienced fighters, 2 to 1 for winning one match, 3 to 1 for winning  
  two matches, etc.  There is a 50 percent chance that a nonplayer champion may  
  also have won previous matches; if so, roll a 6-sided die to determine the number  
  he has won.  Odds may thus favour him, rather than the player character.
  Hirilákte battles may be fought using the combat rules given above, or they may 
  be fought on the basis of “Rules for Wargames: Gladiatorial Combat” (by Trev  
  Halsall and Phil Hamer (Leicester, Micro Models, Bristol, England).  All battles  
  are to the death (or to zero hit dice exactly, at which time the loser is carried off  
  the field).  All of his arms and armour goes to the victor.  The body may also be  
  claimed by the victor -- and then ransomed off to the loser’s friends for cash  
  (percentile dice times 10), if the latter wish to try to revivify the loser.
  600.  STARTING THE GAME.
  Once a player has established his character (and see below for further spells 
  possibly for priests and magic users), the game can begin.
  For convenience’ sake, it is assumed that all player characters arrive in a  
  small boat at the great Tsolyáni port city of Jakálla.  It is assumed also that every-
  one speaks understandable, though non-native, Tsolyáni and can read the modern 
  language.  [for a possible knowledge of other languages, see Secs. 420 and 432.]
  Each player will have with him a small sum of money.  The Tsolyáni them-
  selves do not use money much, employing instead a system of cross-clan obliga-
  tions and favours), but foreigners will need coin! The unit of currency is the  
  Imperial gold Káitar (approx.  3 grammes avoirdupois).  This is divided into 20 
  silver Hlásh, and each Hlásh is divided into 20 copper Qirgál.  Coins of other  
  nations differ, of course, but will be ignored for game purposes.
  The amount of money possessed by each player is determined by percentile  
  dice:  one’s roll determines the number of gold Káitars one has when arriving in 
  Jakálla.  If a 00 is rolled, treat this as 100 K.  -- and as a bonus then roll again  
  and add the new figure to 100.  Players may also attempt to sell their small boat  
  for a sum up to 150 K.  Note that the Tsolyáni are ferocious bargainers, however.
  All travellers and castaways are housed in special quarters in the foreigners’  
  area of the city at a cost of 10 K. per person per day.  [The food is abominable --  
  stomach complaints and diarrhea are common.] Strangers are not permitted to  
  enter Jakálla proper, since most peoples of this world are quite xenophobic.  It is  
  advisable for beginning players to remain within the foreigners’ quarter until con-
  tacted by some nonplayer Tsolyáni character, who will provide them with a mission, 
  of which more will be said below.
  23
  
  Players who do attempt to enter Jakálla at this stage run the risk of making 
  errors in speaking Tsolyáni or in the intricate rules of Imperial etiquette.  Each  
  turn a 6-sided die must be rolled, and a roll of 6 indicates that some such act has  
  been committed.  Reactions of the Tsolyáni will be determined by the nonplayer  
  character reaction table (cf. below), and punishments may range from derision and  
  laughter to a quick trip to the impalement stake.  Duels are common, but most  
  Imperials of higher rank will not bother with a low-level foreigner but simply  
  call the city guards.  Crimes within the Empire are almost invariably punished by  
  death, and prisons are reserved for those who may be needed later by the Empire,  
  or whose crimes merit more unpleasant punishments before they are allowed to die.
  Upon reaching the third Level of Experience, a player character may travel  
  freely within the Empire.  Upon attaining 6th Level, he is granted Imperial  
  citizenship: he may act as a Tsolyáni and “recruit” new players for adventures  
  or expeditions from the foreigners’ areas; he may sponsor champions in the  
  Hirilákte arenas; he may hold rank in the Imperial government (military or  
  civil), etc.  Nonhumans, however, are granted Imperial citizenship only rarely  
  (roll percentile dice for a 6th level nonhuman character; a roll of 80 or above  
  indicates that he is granted citizenship).
  Players will usually move up through the ranks of Tsolyáni society.  If they have  
  the funds for ship passage or are of sufficient status to travel overland, they  
  may choose to travel to some other country.  Knowledge of the language of that  
  nation is necessary, and a nonplayer character from that country is useful as a  
  companion, since all foreign lands are not as friendly to strangers as the Tsolyáni.
  610.  Equipment.
  Within the foreigners’ quarter itself there are shops and markets where one  
  may purchase accoutrements necessary for life in the Empire.  The only “inns”  
  or “taverns” are the hostels set up by the Imperial government for strangers.   
  Most Tsolyáni prefer to do any drinking of alcohol (or chewing of Hnéqu weed,  
  which is more jollifying and less addictive) in the privacy of their own clan  
  house, or occasionally in the public room of the winemakers’ clan.  Note that  
  although iron and steel arms and armour may be available at armourer’s shops  
  within the foreigners’ quarter, no magical weapons or devices may be found there.   
  Such weapons may be available at the Temple of Karakán, the War God, although  
  possibilities are not very large (it is easier to acquire one’s own weapons in the  
  Underworld, etc.).  Magical items and “Eyes” are to be found at the Temples of  
  Thúmis, Lord of Wisdom, although the Priests are quite miserly about them.   
  There is thus a 10 percent chance of any magical weapon or an available magical  
  device or “Eye,” and prices will be prohibitive.
  Ordinary equipment is to be found at the following prices:
  Item:
  Cost:
  Item:
  Cost:
  sword (Chlén-hide)
  dagger   “ “
  scimitar   “ “
  battleaxe   “ “
  flail           “ “
  morning star “ “
  mace         “ “
  spear         “ “
  pike  “ “ (10 ft.  long)
  halberd “ “ (8 ft.  long)
  poleax  “ “
  two-handed sword  “ “
  10 K.
  5 K.
  9 K.
  10 K.
  7 K.
  7 K.
  7 K. 
  5 K. 
  8 K. 
  7 K. 
  8 K.
  15 K.
  plate armour (Chlén-hide)
  leather “  (Vringálu-hide)
  chainmail (Chlén-hide)
  helmet (Chlén-hide)
  shield (Chlén-hide)
  rope (50 feet)
  pole (10 feet long)
  20 Chlén-hide spikes and mallet
  small sack (1500 K. capacity)
  large sack (6000 K. capacity)
  backpack (6000 K. capacity)
  waterskin 
  50 K.
  30 K.
  40 K.
  13 K.
  10 K.
  8 K.
  1 K.
  4 K.
  1 K.
  3 K.
  4 K.
  1 K.
  24
  
  Item:
  Cost: Item:
  Cost:
  javelin
  longbow
  composite bow
  light crossbow
  heavy crossbow
  quiver with 30 quarrels
  quiver with 20 arrows
  fresh garments: tunic, kilt, and 
  sandals
  warm cloak
  sling
  leaden pellets for sling (20)
  Bola
  Chlén beast to pull cart
  small cart
  large cart
  small boat
  small merchant ship
  large merchant ship
  small warship (bireme)
  large warship (trireme)
  3 K.
  30 K.
  50 K.
  20 K.
  30 K.
  20 K.
  20 K.
  30 K.
  15 K.
  3 K.
  1 K.
  2 K.
  100 K.
  60 K.
  120 K.
  150 K.
  6,000 K.
  30,000 K.
  15,000 K.
  40,000 K.
  10 resin torches
  lantern
  flask of oil
  flint, steel, and tinder
  compass
  charting paper, pens, ink
  heavy outdoor boots
  mallet and 5 wooden stakes
  tsúral buds (bunch)
  Ngálu wine (battle)
  rations for Underworld: 1 person 
  one week
  rations for outdoors (1 person one 
  week)
  ballista
  onager or mangonel
  trebuchet (wheeled)
  2 K.
  5 K.
  1 K.
  3 K.
  50 K.
  3 K.
  15 K.
  2 K.
  3 K.
  1 K.
  10 K.
  15 K.
  70 K.
  200 K.
  300 K.
  The costs of other items will be adjudicated by the referee as needed.
  620.  Encumberances.
  Encumberance is the weight which a person can carry.  Weights for various 
  items are given below, expressed in Káitars (one gold Káitar = approx.  3 grammes 
  avoirdupois).
  Encumberance:
  Weight in Káitars
  Man (150 lbs.)
  22,700
  Man (180 lbs.)
  27,240
  Man (200 lbs.)
  30,300
  Load in Káitars equivalent to light foot 
  movement (12”)
  13,000
  Load in K.  equivalent to heavy foot mvt.  (9”) 17,300
  Load in K.  equivalent to armoured foot 
  movement (6”) 
  26,000
  Leather armour 
  4,324
  Chainmail armour (iron or steel) 
  8,650
  Plate armour (iron or steel) 
  13,000
  Chainmail armour (Chlén-hide) 
  6,500
  Plate armour (Chlén-hide) 
  9,750
  Helmet (iron or steel)
  865
  Helmet (Chlén-hide) 
  650
  Shield (iron or steel)
  2,600
  Shield (Chlén-hide) 
  2,000
  Poleax, halberd, pike, two-handed sword (iron 
  or steel)
  2,600
  Poleaxe, etc.  (Chlén-hide) 
  2,000
  Morning star, flail, battleaxe (iron or steel) 
  1,750
  Sword (iron or steel) 
  900
  Sword (Chlén-hide) 
  675
  25
  
  Encumberance:
  Weight in Káitars
  Dagger (iron or steel) 
  350
  Dagger (Chlén-hide) 
  250
  Miscellaneous equipment (ropes, poles, 
  spikes, etc.) 
  1,500
  Coin (one, whether gold, copper, or  
  silver)
  1
  Wineskin
  500
  Gem
  1
  Piece of jewellery
  350
  A Chlén-pulled cart (small) can hold about the weight of ten heavy men: 
  303,000 K.  A large cart, pulled by two or more Chlén can carry the weight of  
  30 men: 909,000 K.
  Intelligent nonhuman races carry encumberances roughly proportionate to their 
  differences in hit dice from mankind: a one-die creature carries about the same 
  (slightly weaker or slightly stronger beings will be adjusted accordingly); a two-dice 
  creature will carry approximately double a human’s load, and a three-dice being  
  will carry three times what a man can carry.
  As stated above, Priests can wear any sort of armour, but they may not use  
  any edged weapon (including missile weapons).  They may use any non-edged  
  items a mace, a flail, a club, etc.  Magic users, on the other hand, may wear  
  NO armour at all, and they are limited to a dagger (no maces, flails, etc., and  
  certainly no other edged or missile weapons).  This makes it possible for Priests  
  and magic users to carry somewhat heavier loads than mailed warriors.  Most  
  magical weapons (the “Eyes” being the commonest) weigh only an ounce or two  
  each and hence add little to the magic user’s burden.  Miscellaneous magical  
  items are of different sizes and weights, to be determined by the referee.
  700.  N O N - P L A Y E R  C H A R A C T E R S .
  Non-player characters (acted by the referee) will be met frequently in a variety 
  of rôles:  as casual encounters, as employers, as fellow adventurers, etc., and  
  non-player characters may also be hired or purchased as slaves.
  Imperial slave markets usually contain those miserable persons who have 
  somehow lost face with their clans, debtors and indigents, minor criminals (who have  
  received unusual leniency from some whimsical judge), miscellaneous foreigners, 
  and a few nonhumans.  Prices for slaves vary a good deal from city to city, but the 
  following is a rough guide:
  Untrained labour: torchbearers, burden-bearers, etc.
  150 K.
  Plebeian occupations (Sec. 420, Group I)
  2,000 K. 
  Skilled occupations (Sec. 420, Group II)
  5,000 K. 
  Noble occupations (Sec. 420, Group III)
  10,000 K. 
  Overseer, majordomo for estate
  8,000 K.
  Trainable man-at-arms (1st Level warrior)
  4,000 K.
  Servant boy or girl
  100 K.
  Trained dancing girl, courtesan, etc.
  20,000 K.
  Nonhuman (friendly races)
  10,000 K.
  The purchase or hire of unskilled torchbearers is of prime importance for 
  Underworld adventures, since someone must shed light in the inky blackness of the 
  underground passages.  Each group of five persons requires one torch, and if no 
  torchbearer is there to carry it, the referee may be forced to penalise the party by 
  having them fight at half-strength in darkness -- or having some player character
  26
  
  drop out of a melee to carry a torch so his fellows can see.  Such slaves will accomp-
  any the party but cannot fight (unless one specifically purchases a warrior).  They 
  will remain with the party without trying to flee (since the penalty for an escaped 
  slave is unmentionable in civilised company).  However, if the party is forced to  
  flee or loses its morale, there is a 40 percent chance that slaves will try to run  
  away.  On a roll of 60 percent or better on percentile dice the party manages to  
  stop them, setting them back to their tasks again.
  Priests and magic users are not normally found as slaves.  There is only a 5 
  percent chance that one of these professions will be encountered even in the biggest 
  slave markets, since priests are usually bought by the temple of the God or Cohort 
  they serve, and magic users are purchased by colleagues in their clan or guild.
  710.  HIRING OF NON-PLAYER CHARACTERS.
  Non-player characters may be employed, rather than bought as slaves.  The 
  usual method is to seek personnel at the great employment marts provided by the 
  Imperial offices, the Four Palaces of the Empire.  These four government bureaus 
  will be found in most large cities.  They are:
  (a) The Palace of the Realm: here all domestic affairs, taxes, works, 
  justice and the police, the economy, labour, etc.  are handled by a 
  maze of imperial bureaucrats.  All manner of craftsmen come to this 
  department to seek employment.
  (b) The Palace of Ever-glorious War: here the military affairs of the 
  Empire are governed, garrisons appointed, troops recruited to the 
  Seal’s Legions, baggage, equipment, and accoutrements provided by 
  suppliers, and expeditions arranged.
  (c) The Palace of the Priesthood of the Gods: here priests and magicians 
  may be found.  This department rules the organisation of the temples, 
  collects taxes and tithes from temple lands, organises religious festivals 
  and sacrifices, etc.  It is divided into two sections: that of the Priests of 
  the Five Good Gods and their Cohorts, and that of the servants of the 
  Five Evil Gods and their Cohorts.
  (d) The Palace of Foreign Lands: here come representatives of foreign 
  nations, ambassadors and merchants and mercenaries, etc.  Trade with 
  outside nations is dealt with here, as well as shipping, relations with 
  the nonhuman races, and other matters of diplomacy.
  Availability of craftsmen for employment is sometimes a problem.  The 
  percentile dice must be rolled to determine whether desired craftsmen are found at 
  any Palace of the Realm:
  TYPE OF 
  CRAFTSMAN
  NUMBER AVAILABLE AND THROW NEEDED:
  0
  1
  2-6
  7-20
  Plebeian
  1-30
  31-60 61-90
  91-100
  Skilled
  1-50
  51-90 91-100 ---
  Noble
  1-70
  71-95 96-100 ---
  Warriors are found at any Palace of Ever-glorious War according their 
  professional specialties (cf. Sec. 430 and 431).
  TYPE OF  
  FIGHTER
   NUMBER AVAILABLE AND THROW NEEDED
  0
  1
  2-6
  7-12
  13-20
  21-50
  Spearman, 
  mace/flail user, 
  axeman
  1-30
  31-50
  51-70
  71-85
  86-95
  96-100
  Swordsman
  1-40
  41-60
  61-80
  81-95
  96-100
  ---
  27
  
  TYPE OF FIGHTER
   NUMBER AVAILABLE AND THROW NEEDED
  0
  1
  2-6
  7-12
  13-20
  21-50
  Slinger, bola-user 
  1-50
  51-70
  71-85
  86-95
  96-100
  ---
  Crossbowman, archer 
  1-60
  61-80
  81-95
  96-100
  ---
  ---
  Broadsword and 
  dagger-man, sapper
  1-70
  71-85
  86-95
  96-100
  ---
  ---
  Strategists are never found for hire,
  Priests and magic users may be found for hire at the Palace of the Priesthood of 
  the Gods.  Both may be checked by the same table:
  LEVEL OF PRIEST  
  OR MAGIC USER:
  NUMBER AVAILABLE AND THROW NEEDED: 
  0
  1
  2-6
    7-12 (never more than 12)
  Level I
  1-60
  61-80
  81-95
  96-100
  Level II
  1-70
  71-90
  91-100
  ---
  Level III
  1-80
  81-95
  96-100
  ---
  Level IV
  1-90
  91-100
  ---
  ---
  Level V
  1-95
  96-100
  ---
  ---
  If a Priest or magic user is found, it is necessary to roll at once for his  
  sect i.e. the God or Cohort he serves), and then for his spells, etc.  Note that  
  characters aligned with good cannot employ a priest or magic user aligned with  
  evil and vice-versa.
  Foreign mercenaries and occasionally nonhumans (mostly friendly, but occasion-
  ally neutral) may be employed at the Palace of Foreign Lands.  Roll as above for 
  warriors, if mercenaries are being checked.  For nonhumans, use the following:
  ROLL
  NUMBER AND TYPE OF NONHUMAN FOUND
  1-40
  41-50
  51-60
  61-70
  71-80
  81-85
  86-90
  91-95
  96-100
  none
  1-6 Pé Chói
  1-6 Pygmy Folk
  1-6 Tinalíya
  1-4 Swamp Folk
  1-3 Páchi Léi
  1-3 Shén
  1-3 Ahoggyá
  1-2 Hláka
  711.  Salaries of Non-player Characters.
  Salaries for non-player characters are listed in the following table.  Upon 
  obtaining such an employee, the player should roll for his salary and note it down.  
  Each month (game month) he must be sure to pay his employees their wages, or they 
  either defect or revolt and attempt to slay him.
  TYPE OF EMPLOYEE:
  MONTHLY SALARY IN KÁITARS:
  Plebeian craftsman
  amount shown by percentile dice 
  Skilled craftsman
  percentile dice times two
  Noble craftsman
  percentile dice times five
  28
  
  TYPE OF EMPLOYEE:
  MONTHLY SALARY IN KÁITARS:
  Spearman, mace/flail user,  
  axeman
  amount shown by percentile dice
  Swordsman
  percentile dice times two
  Slinger, bola-user
  percentile dice times three
  Crossbowman, archer
  percentile dice times four
  Broadsword and dagger-man, 
  sapper
  percentile dice times five
  1st Level Priest or magic user
  percentile dice amount
  2nd Level Priest or magic 
  user
  percentile dice times three
  3rd Level Priest or magic 
  user
  percentile dice times five
  4th Level Priest or magic 
  user
  percentile dice times seven
  5th Level Priest or magic 
  user
  percentile dice times ten
  Pé Chói, Pygmy Folk,  
  Tinalíya, Swamp Folk
  percentile dice times four
  Páchi Léi, Shén
  percentile dice times six
  Ahoggyá, Hláka
  percentile dice times eight
  Foreign mercenaries will serve for the amounts shown for warriors above, but 
  with a bonus of 50 Káitars per man, or an agreed upon share of any treasure found.
  720.  NON-PLAYER CHARACTER REACTIONS.
  Whenever a player character comes into contact with a non-player character 
  and some reaction is required of the latter, it can be determined randomly from 
  the following table.  This may apply to animals, creatures of the Underworld, 
  nonhumans, etc., as well, providing that they are not automatically hostile to men.
  ROLL:
  REACTION:
  0-10
  11-20
  21-30
  31-60
  61-70
  71-90
  91-100
  Violent hostility: attacks, takes umbrage, offers a duel, etc.
  Hostile, though not violent.  Deceptive: appears friendly but plans 
  treachery.
  Mildly hostile, unhappy about request, dissatisfied
  Neutral to offer, wants more information, further terms
  Agrees to offer
  Enthusiastic agreement
  Very enthusiastic agreement, offers aid, will be loyal to the death!
  This table is also to be used to check the loyalty of non-player characters hired 
  by players.  The score is noted by the referee who then uses it to determine further 
  actions of these characters.  Good treatment, generous pay, gifts, etc.  will alter  
  the loyalty score positively (+5 to loyalty roll per adventure, or per generous act).  
  Poor treatment, lack of pay, deception, or too great a danger will lower a loyalty 
  score by -5 percent per occurrence.
  29
  
  800.  ENCOUNTERS.
  Under this heading come various sorts of meetings between player characters 
  and non-player characters, nonhumans, beings of the Underworld, etc.
  810.  INITIAL ENCOUNTERS IN JAKÁLLA.
  While players are still dwelling in the foreigners’ compound in Jakálla, they 
  may be visited by various Tsolyáni seeking their services.  This form of employ-
  ment is often advantageous since such “employers” may offer help, money, further 
  personnel, etc.  By undertaking such tasks, players form contacts within the  
  Empire and begin to establish a place for themselves.
  Each day a 6-sided die is rolled: a score of 5 or 6 indicates that an encounter 
  takes place.  If such a meeting does occur, roll percentile dice to determine who  
  has come to visit the foreigners’ compound, and then roll again (below) to determine 
  his mission.
  ROLL:
  IDENTITY OF VISITOR[S]:
  0-10
  11-20
  21-30
  31-40
  41-50
  51-60
  61-70
  71-80
  81-90
  91-100
  Evil Priest/Priestess: 70 percent chance male;  + 1-12 guards
  General or senior officer (+ 2-24 soldiers)
  Merchant (1-12, plus 2-24 guards)
  Magician (roll for Level, plus 1-6 guards of Levels above 2nd)
  Good Priest/Priestess (70 percent chance male): + 1-12 guards
  Nobleman/-woman (60 percent chance male); + 2-24 guards
  Nonhuman (roll 1-12 for race, 1-12 in number)
  Foreigner/spy for other nation (alone)
  Scholar (alone)
  Imperial Agent, member of Omnipotent Azure Legion, etc.   
  (+ 2-24 guards)
  The mission or employment offered by these visitors is given on the following 
  Table:
  ROLL:
  NATURE OF MISSION:
  0-10
  11-20
  21-30
  31-40
  41-50
  51-60
  61-70
  71-80
  81-90
  91-100
  Join trading party (destination from random direction table)
  Go upon a quest
  Help in quarrel, assassinate enemy, fight for or someone in duel, etc.
  Join visitor’s army or bodyguard
  Join a raiding party to outlying area of Empire (random)
  Join expedition to Underworld
  Become the visitor’s champion in Hirilákte arena
  Visit visitor’s home (purpose decided by referee)
  Join sea voyage on military or trading ship
  Join hunting expedition (random, or decided by referee)
  Naturally, this requires the referee’s utmost help and logic: a merchant or a 
  scholar, for example, would hardly have a part in organising raiding parties.  In  
  such cases roll again! A priest or magician, however, might wish to organise a  
  raid in order to capture a rival’s castle, find a certain piece of magical equipment,  
  etc.  It is up to the referee to construct the scenario and up to the players to fit 
  themselves in as best they can.  Players may, of course, refuse any offer that  
  does not suit their interests.
  Terms of employment of player-characters in this fashion may be settled by 
  logic (e.g. the priest gets the item he seeks, while the players get the rest of any 
  treasure found), or they can be determined by the players making an offer, with the 
  prospective employer’s reaction being checked on the Reaction Table above.
  30
  
  820.  ENCOUNTERS OUTDOORS.
  Each hexagon of the two large world maps is equal to 133.333 kilometers or 
  82.8533 miles (this is due to the use of an Imperial unit of measurement in making 
  the maps which does not correspond to any easy English equivalent).  Each large 
  terrain map is thus 4,533.33 by 8,133.33 kilometers, or 2,817.0133 by 5,054.0533 
  miles.  These large maps display various kinds of terrains: clear (actually farms, 
  fields, copses, villages, local roads, etc.), forest-jungle, swamps, palmetto-like 
  jungle swamps, mangrove-like swamps, mountains, high mountain crags and peaks, 
  deep water, and shallow water tidal flats.  These are all indicated by conventional 
  cartographic symbols.  Roads are also marked on all manner of terrain except  
  peaks and water.  These are the Sákbe highways; smaller roads on other types of 
  terrain are not marked.
  If players wish to explore any given hexagon, it will be necessary for the  
  referee to draw up a further map.  This will be done on the basis of some system  
  like that of “Warplan 5/5” mentioned above.  It would be possible, of course, to  
  use the Avalon Hill game “Outdoor Survival,” but while this would indeed be good  
  for deserted areas, it would not serve for the inhabited lands of the Empire.
  821.  The Move Outdoors.
  Moves on the large terrain maps are as follows:
  Sákbe roads
  Clear
  Forest-jungle
  Desert
  Swamps
  Palmetto jungle
  Mangrove swamps
  Mountains
  Mountain peaks
  Open water
  Shallow water
  2 days per hex (2 turns)
  3 days per hex (3 turns)
  4 days per hex (4 turns)
  3 days per hex (3 turns)
  4 days per hex (4 turns)
  3 days per hex (3 turns)
  5 days per hex (5 turns)
  3 days per hex (3 turns)
  5 days per hex (5 turns)
  1-2 days per hex (1-2 turns; cf. below)
  1-2 days per hex (1-2 turns; with danger of  
  going aground)
  Each turn requires the rolling of a 6-sided die to determine whether any 
  encounter occurs.  Encounter possibilities vary with the terrain.
  822.  Encounters on the Sákbe Roads.
  The great network of Imperial highways, the Sákbe, have been mentioned before.   
  These are actually huge stone walls, many feet thick, crenellated at their tops, with  
  various levels for different kinds of traffic.  The highest of these levels is about 10 feet  
  wide and is reserved for Imperial officials and messengers.  The next lowest level  
  is for troops and the nobility (about 20 feet wide).  The third and lowest level is 30  
  feet wide and is used by merchants, travelers, etc.  of lower station.  There are  
  regular way-stations, with resthouses, guard towers, garrisons, etc.  In the 2,000  
  years that the Imperium has been building these roads, there has been much oppor-
  tunity to increase their defensive potential, and now an invading army would simply  
  find itself in a large cul-de-sac surrounded by these high walled roads.  Similar  
  networks run through Salarvyá, Mu’ugalavyá, and Livyánu.  Smaller nations have  
  ordinary brick, stone, or packed earth roads.
  Percentile dice are rolled for encounters on the Sákbe, if an encounter is indi-
  cated by the 6-sided die.  A roll of 5 or 6 on this latter denotes an encounter.  Most 
  Sákbe encounters will be harmless for the traveller, but there is a chance that beings 
  met thereon will want to help or hinder the travellers’ party somehow (cf. Sec. 720).  
  Rolls are interpreted as follows:
  31
  
  ROLL:
  TYPE OF ENCOUNTER:
  1-10
  11-30
  31-40
  41-45
  46-48
  49-50
  51-55
  56-72
  73-75
  76-80
  81-85
  86-90
  91-95
  96-98
  99-100
  Priests: roll 1-12 for number, and 1-10 for God or Cohort served.
  Workgang of peasants or artisans (1-100)
  Troop of soldiers (10-1,000)
  Caffle of slaves (1-100: 50 percent chance they are for sale)
  Group of prisoners (1-20; guarded by 1-100 soldiers)
  Imperial messenger
  Tax-collector (+ 1-100 troops, 2-24 clerks and officials)
  Caravan of merchants (2-24)
  Troop of 1-6 Courtesans with their entourage (21-24 guards)
  Non-player adventurers (1-20: roll for Levels: 3rd through 10th)
  Nonhumans (friendly or neutral, 1-10; roll 1-8 for race)
  Imperial official with entourage (1-100 guards, etc.)
  Lord/lady (60 percent chance male), with 1-100 guards
  Magician (+ 1-6 colleagues); roll for Level: 3rd through 9th
  Member of the Omnipotent Azure Legion, the Emperor’s deaf- 
  mute eunuchs who travel constantly throughout the Empire 
  on Imperial missions.
  823.  Encounters in other Types of Land Terrain.
  Once off the Sákbe roads, a party has the possibility of various types of 
  encounters.  There is also a chance that the group may become lost (there is no such 
  possibility on the Sákbe).  If an encounter does occur, there is then the hope that the 
  party may be able to evade the creature[s] encountered.
  Lost: depending upon the rolls for various terrain types given below, a party 
  may become lost.  If the group becomes lost on the LAST move in a given hex (note 
  that most hexes take at least two moves to pass through), then the next move must 
  be made in the direction indicated by a random direction table: roll an 8-sided die 
  (or two 6-sided dice disregarding numbers from 9-12):
  North = 1
  Northwest = 8
  Northeast = 2
  West = 7
  East = 3
  Southwest = 6
  Southeast = 4
  South = 5
  If the party is lost on some non-final move within a hex, it must remain in the 
  hex for one more move segment (i.e. goes around and around within the same 88 
  mile hexagon).  This may be repeated as long as the die indicates the party is lost.
  Surprise: when an encounter does occur, a roll of 1 or 2 on a 6-sided die shows 
  that the party has been surprised: the being encountered gets to act first.  Similarly, 
  if the party obtains a 1 or 2, then the encountered being is itself surprised.  If both 
  parties surprise each other, or if neither party surprises the other, then both parties 
  roll a 6-sided die.  The higher score gets to act first (“reaction-time”).  In case of 
  a tie, both parties roll again.  Under normal circumstances, parties of beings sight 
  each other at distances of 30-240 yards (10 yards = one inch).  Beings which have 
  surprised the party are sighted at from 10 to 30 yards, and any being within 10 
  yards can attack on the next move-segment: i.e. at once.
  Evasion: this depends upon the type of terrain and the size of the party.  The 
  only evasion possible on the Sákbe roads is to turn and flee -- with a 50 percent possi-
  bility that the opposing party will then pursue. Evasion possibilities are:
  32
  
  NUMBER IN 
  PARTY:
  TYPE OF TERRAIN: PERCENTILE DICE CHANCES OF EVASION:
  Clear:
  Forest- 
  Jungle:
  Desert:
  Mountains:
  Swamp:
  All Other:
  1-3
  30
  50
  40
  50
  60
  70
  4-9
  20
  40
  30
  40
  50
  60
  10-24
  10
  30
  20
  30
  40
  50
  25 and up
   5
  20
  10
  20
  30
  40
  Add +10 percent to the above figures if the encounter takes place at night.
  Evasion at sea will be described below.
  824.  Encounter Tables.
  The following table indicates the possibility of an encounter off the Sákbe roads 
  and also the chances of being lost.  A 6-sided die is rolled
  TYPE OF TERRAIN:
  Clear:
  Forest- 
  Jungle:
  Desert:
  Mountains:
  Swamp:
  All Other:
  Lost:
  1
  1-2
  1-2
  1-2
  1-3
  1-3
  Encounter:
  6
  5-6
  5-6
  5-6
  5-6
  4-6
  Note that “All Other” includes Palmetto Jungle, Mangrove Swamps, and 
  Mountain Peaks.  Water encounters are described further on.
  If an encounter is indicated, the following table describes the type of beings 
  met.  Roll an 8-sided die, or two 4-sided dice.
  DIE  
  ROLL:
  TYPE OF TERRAIN:
  Clear:
  Forest- 
  Jungle:
  Desert: Mountains:
  Swamp:
  All Other:
  1
  men
  men
  men
  men
  men
  men
  2
  flyer
  flyer
  flyer
  flyer
  flyer
  flyer
  3
  animal
  animal
  animal
  animal
  animal
  animal
  4
  nonh.
  nonh.
  nonh.
  nonh.
  nonh.
  nonh.
  5
  men
  animal
  animal
  animal
  swimm.
  swimm.
  6
  men
  animal
  nonh.
  animal
  swimm.
  swimm.
  7
  animal
  men
  men
  nonh.
  animal
  swimm.
  8
  Sérudla
  Sérudla
  Sérudla Sérudla
  nonh.
  nonh.
  [“nonh.”  = “nonhuman intelligent race.”  “Swimm.”  = “swimming or water 
  animal.”] Since both mountain peaks and such watery terrain as mangrove swamps 
  are included under “All Other,” it may be necessary to re-roll for an encounter in  
  the former, if the original roll is a 5, 6, or 7.
  The following table indicates the types of men encountered (i.e. if a result  
  of “men” is obtained on the preceding table):
  33
  
  DIE  
  ROLL:
  TYPE OF TERRAIN
  Clear:
  Forest- 
  Jungle:
  Desert:
  Mountains:
  Swamp:
  All Other:
  1
  soldiers
  soldiers
  soldiers
  soldiers
  soldiers
  soldiers
  2
  bandits
  bandits
  bandits
  bandits
  pirates
  bandits/pirates
  3
  g.  p.
  g.  p.
  nomads
  bandits
  pirates
  pirates/bandits
  4
  scholar
  adven.
  e.  lord
  e.  lord
  e.  lord
  e.  lord
  5
  e.  p.
  e.  p.
  e.  p.
  e.  p.
  e.  p.
  e.  p.
  6
  e.  lord
  e.  lord
  g.  lord
  g.  lord
  g.  lord
  g.  lord
  7
  merch.
  merch.
  merch.
  merch.
  merch.
  adven.
  8
  adven.
  adven.
  nomads
  adven.
  adven.
  nomads
  9
  slaver
  g.  lord
  slaver
  g.  p.
  g.  p.
  g.  p.
  10
  g.  lord
  slaver
  g.  p.
  slaver
  pirates
  adven.
  11
  g.  m.
  g.  m.
  g.  m.
  g.  m. 
  g.  m.
  g.  m.
  12
  e.  m.
  e.  m. 
  e.  m. 
  e.  m.
  e.  m.
  e.  m.
  [“g.  p.”  = “good priest”, “adven.”  = “band of adventurers”; “e.  lord” =  
  “evil lord”;  “e.  p.”  = “evil priest”; “g.  lord” = “good lord”;  “merch.”  = “party 
  of merchants”; “g.  m.”  = “good magician”; “e.  m.”  = “evil magician”]
  The following table is used to determine the nature of encounters with flyers, 
  nonhumans, animals, and swimming creatures.
  DIE  
  ROLL:
  FLYERS:
  NONHUMANS:
  ANIMALS:
  SWIMMERS:
  1
  Kýni
  Ssú
  Chnél
  Sró
  2
  Shánu’u
  Páchi Léi
  Dnélu
  Ghár
  3
  Vringálu
  Shén
  Tsi’íl
  Qáqtla
  4
  Gerednyá
  Hlutrgú
  Chlén
  Chashkéri
  5
  Khéshchal
  Swamp Folk
  Zrné
  Mu’ágh
  6
  Vorodlá
  Tinalíya
  Sérudla
  Haqél
  7
  Káyi
  Hlýss
  Mnór
  Nenyélu
  8
  Teqéqmu
  Ahoggyá
  Dzór
  Kruá
  9
  Gíriku
  Pé Chói
  Rényu
  Ngrútha
  10
  Lrí
  Pygmy Folk
  Hyahyú’u
  Akhó
  11
  Chólokh
  Hláka
  Feshénga
  Tletlákha
  12
  Dlákolel
  Shunned Ones
  Kurukú
  Tsóggu
  All of these beings are detailed in the following Sections.
  825.  Descriptions of Men Encountered.
  (1) Soldiers: number: 10-1,000 (percentile dice times ten).  95 percent chance  
  that they are troops of the country in which they are encountered.  In jungle or moun-
  tainous country within two hexes of a national border there is a 60-40 percent chance  
  of their being troops of the country in which they are met.  70 percent of their number
  34
  
  will be ordinary footmen (Changadésha), and 30 percent will be 2nd Level Heavy 
  Infantry (Kuruthúni).  Every 50 will have one Captain (Kási, 3rd Level), and every 
  500 will have one Commander (Molkár, 4th Level), There is a 15 percent chance  
  that still higher Level officers are accompanying ANY party: if indicated, roll a  
  6-sided die to determine their rank (Molkár through Mríngu, Levels 4 through 9).  
  Then roll a 6-sided die again to determine the number of these officers.  There is  
  a possibility that officers of 4th Level or above will have some supernormal weapon 
  and/or armour; cf. below.  There is also a 50 percent chance that troops will be 
  transporting treasure: Type A for parties of 50 or less, Type C for parties of  
  50-100, and Type E for parties over 100.  Attacking troops of the Empire is, of 
  course, an act which will be avenged by Imperial forces! Troops of other lands 
  within the Empire can be attacked, if met.
  (2) Bandits/Pirates: Bandits are found in land areas, while pirates are met  
  with on waters, otherwise there is no difference in their composition.  Number:  
  6-600 (percentile dice times six).  Every 50 will have a 6th Level fighter; every  
  100 will have one 8th Level fighting man.  Every 200 will have one magic user  
  (roll 1-9 for rank, and then determine his spells).  A magic user above Level 3  
  has a 50 percent chance of having 1-6 “Eyes” and a 25 percent chance of having  
  some item of miscellaneous magical equipment (cf. below).  There is a 30 percent  
  chance of finding some Evil Priest in a band of 100 or more bandits or pirates (roll  
  1-10 for the deity he serves, then roll for his spells and magical accoutrements as  
  described for magic users).  In clear terrain there is a 20 percent chance that the  
  bandits are encountered in their lair, and if so they will have Type D treasure.   
  In more difficult terrain (swamps, mountains, etc.), there is a 30 percent chance of  
  finding the bandits’ (or pirates’) lair.  Bandits or pirates met with outside their lair  
  will have Type B treasure.  See below for the possibilities of possessing supernormal  
  weapons and/or armour.
  (3) Good or Evil Priest: Number: 1-6.  A priest may be accompanied by 1-12  
  followers.  There is a 30 percent chance of 50 percent of these being fighting men  
  of Levels 4-9.  There is a 50 percent chance that a priest of Level 3 or above will  
  have 1-6 “Eyes” and a 25 percent chance of his having one miscellaneous magical  
  item.  There is a 30 percent chance that he may have Type C treasure with him.   
  Roll as indicated above to determine the priest’s spells, the possibility and type of  
  weapons and armour possessed by his fighting men, etc.  If an Evil Priest is indi-
  cated, roll 1-10 to determine the deity he serves, and similarly for a Good Priest  
  roll 1-10 for his deity.
  (4) Nomads: Number: 1-100.  As for bandits, except that there is a 50 percent  
  chance that 50 percent of them are bowmen.  Every 50 will have one 6th Level fighter.   
  There will be no priests or magic users with a nomad party.  Nomads always attack  
  and never check morale.  In mountainous, swampy, etc. terrain there is a 30 percent  
  chance of finding them in their lair.  In desert terrain there is only a 20 percent  
  chance of this.  If encountered outside their lair, they will have at most 10 K. per  
  man, while in their lair they have Type C treasure.
  (5) Scholar: Number: 1-3.  Roll for his Level (1-9) since he will be a Priest  
  of some God or Cohort (roll 1-20 to determine which one).  If he is Level 4 or above,  
  there is a 40 percent chance of his having 1-6 “Eyes,” and a 20 percent chance of  
  some one miscellaneous magical item.  There is a 10 percent chance of his having  
  a scroll of spells, and a 5 percent chance of his having a book of magical nature.
  (6) Adventurers: Number: 1-20.  Roll a 6-sided die to determine their align-
  ment (50 percent chance of being good or evil), There is a 30 percent chance of  
  20 percent of any party of adventurers being magic users (if so, roll for their Levels, 
  spells, etc.  as shown under (3) above).  Roll for the Levels of fighting man in the 
  party, and check again for supernormal weaponry or armour.  There is a 30 percent 
  {chance}
  35
  
  of the party having Type D treasure.  If not, there is still a 30 percent chance that  
  each adventurer may have 1-100 Káitars on his person.
  (7) Good or Evil Lord/Lady: Number: 1, accompanied by 1-100 guards.   
  60 percent chance of a Lord, and 40 percent chance of a Lady.  Roll for accom-
  panying soldiers as for (1) above.  The Lord will be Level 7 through 12 and will  
  be a fighting man.  There is a 60 percent chance that a Lady will be herself an 
  Aridáni fighter and will have the same abilities as a Lord of that level.  If not a  
  fighter, the Lady will be a Level 7 through 12 magic user and will have spells,  
  “Eyes” (1-6: 70 percent), and miscellaneous magical items (1-3: 40 percent)  
  accordingly.  Check for supernormal arms and armour; cf. below.  A Lord or  
  Lady will always have Type G treasure.
  (8) Merchants: Number: 1-100, plus 1-100 guards (cf. under (1) above).   
  There is a 70 percent chance of the merchant party being from the country in which  
  it is met, and a 30 percent chance of its being foreign.  Merchants have Type B  
  treasure.  Good characters may never attack merchant caravans since merchants  
  are assumed to be lawful.  [Note, however, that if the merchants attack the players’  
  party, using the Non-player Character Reaction Table (Sec. 720), then they may  
  be defeated and looted.]
  (9) Slaver: Number: 1, accompanied by a caffle of 6-600 slaves, and 2-200  
  guards.  Guards are composed similarly to soldiers above.  A slaver may attempt  
  to enslave a small party of player characters (cf. Non-player Character Reaction  
  Table).  Since slavery is legal within the Empire, it is unlawful to attack a slaver  
  party unless attacked by it first.  Slavers carry only 1-100 Káitars upon their  
  persons, but captured slaves can be freed or sold according to the players’ wishes.  
  Freed slaves will serve the players if so indicated by the Non-player Character  
  Reaction Table, or they may be hired.  Most slaves will be unskilled labour, but  
  there is a ten percent chance of there being higher level persons in the caffle;  
  roll a 6-sided die, if indicated, to determine whether there are 1-6 such persons,  
  and then roll a 6-sided die again to check whether they are (1) skilled workers,  
  (2) noble-craft persons, (3) an Overseer, (4) man-at-arms, (5) dancing girl or  
  courtesan, or (6) nonhuman.  Some of these will then require further rolls to  
  specify their exact nature.
  (10) Good or Evil Magician: Number: 1-3.  60 percent chance of this person  
  being a man, and 40 percent chance that it is a female magic user.  Roll for his or  
  her Level: a 6-sided die for Levels 4 through 9.  Roll again to check for spells,  
  and again for deity served.  There is a 70 percent chance of a magician from Levels  
  4 through 7 having 1-6 “Eyes” and a 90 percent chance of this for Levels 8 and 9.   
  There is similarly a 50 percent chance of 1-3 items of miscellaneous magic for  
  Levels 4-7, and a 70 percent chance of this for Levels 8 and 9.  There is a 10  
  percent chance of his having a scroll of spells, and a 5 percent chance of his having  
  a book of magical nature.  There is a 20 percent chance of his having Type C  
  treasure.
  826.  Descriptions of Flying Beings Encountered.
  The following is a detailed list of the flying creatures listed in Sec. 824.  Note 
  these abbreviations: “NA” = “number appearing”; “AC” = “armour class”; “M” = 
  “move distance”; “HD” = “hit dice”; “T” = “treasure type”; “L” = “number of  
  this species found in a lair and percentage possibilities of finding a lair.”  These 
  terms need further elucidation:
  (1) Number Appearing: If an encounter with the species is indicated by the  
  tables in Sec. 824, the referee rolls again to determine the number of this species 
  appearing.  Minimum and maximum numbers are thus listed in the species description.
  36
  
  (2) Armour Class: cf. Sec. 520.
  (3) Move Distance: this is given in inches.  Two numbers separated by a  
  slash indicate that the creature can move on land and in the air, on land and in the  
  water, etc.
  (4) Hit Dice: see Secs.  510 and 520.  Each creature has a standard hit dice  
  base.  A few creatures have more or less hit dice than this base, depending upon  
  such factors as size.  Such multiple hit dice possibilities are indicated by numerals  
  divided by slashes: e.g. 4/5/6 = basic figure is 4 dice, but there may be larger  
  varieties of the species with five dice, and very large specimens with six.
  (5) Treasure: Some species may possess treasure.  The treasure type is  
  indicated by a letter e.g. “G”), and the possibility of the encountered beings 
  possessing it is indicated after this letter by a percentage.  Thus, a creature for  
  which treasure Type G Is indicated has, let us say, 50 percent chance of having  
  this treasure upon its person.  The referee rolls then to determine whether the  
  encountered creature[s] do indeed have treasure.
  (5 {6}) Lair: many creatures have lairs: caves, nests, etc.  For each encounter 
  the referee will roll to determine whether the beings are met in their lair or else-
  where.  This possibility in indicated by a percentage number.  If the encounter does 
  take place in or at the lair, then the referee must determine the number of creatures 
  found (usually higher than if met elsewhere).  There is also a larger possibility of 
  treasure and a greater chance of creatures having it in their lair: this is indicated 
  again by a “T” and a percentage figure.
  The following are the flying creatures to be encountered: they are listed in 
  alphabetical order.
  (1) Chólokh
  “Flying Octopoid Creature”
  NA
  1-20
  AC
  3
  M
  6/18”
  HD
  1+1
  T
  nil
  L
  50: 2-40
  The Chólokh is a six-legged, chitin-covered creature with long gauzy wings 
  hidden beneath a shell-cover.  In front, near its powerful mandibles, it has 
  eight small tentacles with which it hurls sharp fragments of rock.  It thus 
  attacks from a distance of 10-60 feet with its missiles, doing one 6-sided die 
  of damage if a hit is made, and it then closes in to do another die’s damage 
  on the same combat round to the same or to another victim.  It always attacks 
  and never checks morale.
   (2) Dlákolel
  “Flying Beetle-like Creature”
  NA
  1
  AC
  2
  M
  6/12”
  HD
  6
  T
  nil
  L
  20: 1-6; T in L: A: 40
  This armoured titan (10-15 feet long) is somewhat intelligent and may be 
  friendly or neutral (cf. Non-player Character Reaction Table).  If attacked, or 
  if it attacks, it will fight to the death.  Its jagged mandibles do great damage 
  in a melee.  Its gleaming black chitin armour given it the nickname of the 
  “Steed of Sárku.” 
  37
  
  (3) Gerednyá
  “Flying Worm”
  NA
  6-36
  AC
  4
  M
  3/18”
  HD
  2
  T
  nil
  L
  40: 12-72
  These unpleasant creatures are like long, slender worms with thin mem-
  mem-
  braneous wings.  They bear a sting in their prehensile tails, and a saving  
  throw against poison is necessary.  They can be driven off by fire (60 per-
  cent chance of driving off 1-6 per combat round).  If slain, their wing cases  
  are worth 100 K. each to makers of Chlén armour, since they contain a 
  substance used in the molding of Chlén armour, etc.
  (4) Gíriku
  “Flying Reptile”
  NA
  2-12
  AC
  9
  M
  6/24”
  HD
  2
  T
  nil
  L
  20: 4-24
  These scaly, nocturnal flying creatures have long beaks set with three rows  
  of needle-like teeth.  Their six eyes see in the dark, and they thus have a  
  +1 chance of hitting their victim at night.  They have a peculiar musty odour 
  which is repellent to man.
  (5) Káyi
  “the Eye”
  NA
  1-4
  AC
  8
  M
  15”
  HD
  4
  T
  A: 40
  L
  20: 6-36; T in L: G: 50
  These creatures consist of a large gas bag and a huge single bulging eye.   
  They prefer to hang in the air in high, dark corners and drop thin, fibrous  
  nets of tentacles down upon passersby.  Those nets have a 75 percent chance  
  of hitting a victim and then drain away one life level per melee round (i.e.  
  a 3rd Level man is reduced to 2nd Level, etc.).  If cut away on the first  
  turn, however, (50 percent chance), they do 2 dice damage without draining  
  a life Level, They can be brought down by flaming arrows.
  (6) Khéshchal
  “Plumed Bird-like Creature”
  NA
  1-20
  AC
  8
  M
  6/30”
  HD
  1-1
  T
  A: 10
  L
  10: 2-40: T in L: B: 20
  These semi-intelligent bird-like beings are covered with brilliant plumage  
  used for feather capes, helmet crests, etc.  Their feathers are thus worth  
  one 20-sided die times 100.  They will normally attempt to flee (70 percent  
  chance), but if cornered they may be subdued, rather than killed, if their
  38
  
  hit dice points are brought either to exactly one or to exactly zero.  More  
  hit damage than this will kill the bird.  A subdued Khéshchal is worth one  
  20-sided die times 200.
  (7) Kýni
  “Falcon-like Bird”
  NA
  1-5
  AC
  8
  M
  6/30”
  HD
  1-3 (i.e. 1/2: round fractions upwards)
  T
  nil
  L
  10: 1-12
  These brownish bird-like creatures have limited intelligence, plus the ability  
  to speak if trained by a bird trainer.  They are thus useful as hunters and as  
  spies, since they can report back to their master on such things as the  
  disposition of enemies, terrain, etc.  They can be trapped (lured down  
  with aromatic Tsúral buds), or shot down with blunt arrows smeared with some  
  sticky substance.  To determine trapping, roll one 6-sided dial on a roll  
  of 1 or 2, it escapes; on a roll of 6 it is accidentally killed.
  (8) Lrí
  “Flying Stinging Creature”
  NA
  1-6
  AC
  3
  M
  6/24”
  HD
  4
  T
  nil
  L
  20: 2-12
  These stilt-like insectoid creatures are relatives of the hideous Hlýss.   
  They sting with their long, segmented tails, paralysing their victims (roll  
  a saving throw against poison).  If a victim is paralysed, they will try to  
  fly off with him (60 percent chance of success).  It then travels in a random  
  direction to its lair, where it feeds its victim to its young.  Players then  
  have a 50 percent chance of finding the Lrí’s lair (where there may be more  
  Lrí).  If not rescued within three moves, the victim is eaten completely and  
  has no chance of revivification since no recogniseable fragment remains.   
  A paralysed victim may be cured by a powerful healing spell or by an Eye of  
  Healing.  He then takes two days to recover before he can fight again.
  (9) Shánu’u
  “Flying Carnivore”
  NA
  2-12
  AC
  3
  M
  15/24”
  HD
  3+1
  T
  nil
  L
  30: 4-24
  These winged killers are warmblooded and covered with greyish fur.  They are  
  relatives of the Hláka, and a Hláka in the party has a 60 percent chance of  
  controlling 1-6 of them.  This control lasts three turns.  They are 20-30 feet  
  in length, including their long, tufted tail.  They have a 50 percent chance  
  of attacking; otherwise they will ignore humans and try to evade them.
  39
  
  (10) Teqéqmu
  “Flying Fungoid Creature”
  NA
  1
  AC
  4
  M
  6/12”
  HD
  6/8/10
  T
  nil
  L
  10: 1-6
  This spongy, shapeless bag of noxious gases floats on the wind in heavily  
  forested, swampy, etc.  areas.  Upon seeing a victim, it drops down and  
  exudes poisonous gas over the party (affecting 1-6 persons; roll saving throw  
  against poison).  If struck down, this creature regenerates within three  
  moves.  Teqéqmu vary in size.  40 percent ordinary; 40 percent large;  
  20 percent extra-large.
  (11) Vorodlá
  “Flying Undead”
  NA
  1-6
  AC
  5
  M
  6/24”
  HD
  4
  T
  A: 10
  L
  25: 2-12; T in L: B: 20
  These creatures tend to hover near ancient tombs, ruins, and lonely areas.   
  They are the revivified and restructured bodies of ancient warriors, set  
  originally to fight as defenders of the cities of the Old Ones.  They possess  
  huge, leathery wings and dwell in cave lairs.  They fight like zombies,  
  never checking morale and battling until they are cut apart.  It is best to  
  burn the body of a Vorodlá, since it will regenerate within two moves.   
  Any hit by a Vorodlá MAY also lower the victim’s life Levels by one Level.   
  20 percent chance of this.
  (12) Vringálu
  “Flying Snake”
  NA
  1-12
  AC
  5
  M
  6/20”
  HD
  4+1
  T
  nil
  L
  10: 2-12
  These ropy, feathered, snake-like creatures attack viciously whenever met.   
  Their teeth contain poison which produces a hideous, rotting gangrene, and  
  the victims of a hit by one of these creatures must apply Tsúral buds or use  
  a spell or Eye of Healing within three turns.  Otherwise the victim dies.   
  The leathery wings of these creatures are used by tanners to make an excellent  
  leather for armour, boots, etc.  A tanner will pay 50 K. per wing.
  827.  Descriptions of Nonhuman Races Encountered.
  The following list describes the twelve nonhuman intelligent species.  Note that  
  players may start the game as a nonhuman although there are some disadvantages  
  to this: for example, there is only a 20 percent chance that a nonhuman will be  
  granted citizenship within any human Empire (cf. Sec. 600); there is also the fact  
  that most nonhuman species care very little for the affairs of men, and although they  
  may be friendly or hostile to mankind, they have no interest in territorial conquest.   
  Even the powerful Shén conclaves and tribes are interested mainly in repelling the
  40
  
  encroachments of their human neighbours, rather than expanding into Livyánu.  
  Thus, while nonhumans may have extra strength and some other useful powers,  
  there is an increasing chance that a nonhuman character will wish to leave his  
  human companions and return to his own kind.  Very powerful nonhumans (7th  
  Level onwards) will emerge from their territories only for special missions, re-
  turning there upon their completion.  Naturally there are some racial variations:  
  the “friendly” races have a greater desire to remain in the lands of men, while  
  the “neutrals” have less wish to do so.  The hostile races are, of course, only  
  out of their territories for raids and missions into human nations.
  It is also possible to encounter nonhumans on ships of their own, and it is thus  
  necessary to add another abbreviation to those given in Sec. 826, “S” = “Ship.”   
  This is followed by the number of beings per ship, the treasure Type possible for  
  a ship of that race, and the percentage figure for the possibility of treasure there.
  Nonhuman races are:
  (1) Ahoggyá
  “the Knobbed Ones”
  NA
  10-120
  AC
  4
  M
  9”
  HD
  3
  T
  F: 40
  L
  40 [near own territory]; 20-240; T in L: G: 50
  S
  10-60; D: 30
  This ancient race was once a proud interstellar species.  Now they remain  
  close to their swampy colonies in southern Salarvyá or across the Straits  
  in Háida Pakála.  They are knobbly, brownish, furry creatures of some  
  4-5 feet in height, though tremendously broad and strong.  Their upper  
  “chest” is surmounted by four powerful arms, and their eyes and eating  
  apparatus lies below these beneath a horny protective ring.  They have  
  four legs.  They are highly intelligent and speak (with a horrible accent),  
  although they are generally neutral and prefer to be left alone.  They will  
  attack or ignore men, as determined by the Non-player Character Reaction  
  Table, but they will NEVER help gladly (i.e. ignore all rolls of 71-100  
  and roll again).  They fight with all ordinary and magical weapons, as men do.
  (2) Hláka
  “Furred Ones”
  NA
  10-60
  AC
  6
  M
  15/30”
  HD
  2
  T
  B: 40
  L
  30 [near own territory]; 50-100; T in L: F: 30
  The Hláka dwell in the mountains to the east of Tsolyánu.  They are flying  
  creatures with leathery wings and greyish fur, similar in appearance to  
  the larger and heavier Shánu’u (Sec. 826, (9)).  They have flattish heads,  
  three eyes deep-set in a bony crest, and a sort of furred ruff which conceals  
  their hearing organs.  Two arms and two legs are supplemented by a powerful  
  tail which is fitted with a poisoned rapier-like blade.  Each Hláka thus has  
  two hits per combat round, and a character stung with the tail-blade must  
  roll a saving throw against poison.  They are generally neutral to men and  
  will not help or hinder (cf. Ahoggyá above), although they are occasionally  
  friendly (a roll of 71-100 on the non-player Reaction Table dice must be  
  “confirmed” by another roll of 1-50.).  The Hláka are great magicians, and  
  in every group of 10 there will be one with 1-6 priestly or magic-user spells  
  (Secs.  432 and 433: roll to determine which ones).
  41
  
  (3) Hlutrgú
  “Swamp Frogs”
  NA
  10-60
  AC
  7
  M
  12”
  HD
  2
  T
  C: 30
  L
  40 [near own territory]; 100-500; T in L: D: 60
  S
  12-72: C: 40
  This swamp species hates all humans indiscriminately and attacks without  
  ever checking morale.  They are rubbery, four-legged creatures, with  
  huge skull-like heads and wide mouths filled with narrow fangs.  They  
  carry darts for spearing or throwing, using their four long arms. The  
  Tsolyáni have been trying to eliminate them for some 2,000 years and have  
  finally managed to hold them mainly in their own territory, except for  
  secret raiding parties and pirate vessels.  They have a particularly ugly  
  reputation for torture and atrocities upon human beings.
  (4) Hlýss
  “Spawn of the Old Ones”
  NA
  10-60
  AC
  5
  M
  9”
  HD
  2
  T
  H: 40
  L
  50 [near own territory]; T in L: H: 30
  S
  20-120; G: 30
  These remnants of the ancient prehuman world are vaguely insectoid in  
  form: they have six legs and a row of armour-plated eyes, beneath which  
  there are razor sharp mandibles.  Their short, powerful tails are tipped  
  with a sting which paralyses a victim (roll a saving throw against poison).   
  A captive is then carried off to the Isle of Hlýss for food for the Great  
  Hlýss Mother.  A Hlýss as thus has two hit possibilities per melee turn: one  
  for its hand weapons (usually a sword) and one for its paralysing sting.   
  Their habitat is either upon their island or upon their hive-like ships, made  
  of a stony bodily secretion.  They collect gems and gewgaws of all sorts and  
  also have magical items and weapons.  They are friendly to the Ssú and  
  sometimes to the Hláka (if not themselves friendly to men).  The horror of  
  their appearance causes all fighters up to and including the 4th Level to lose  
  one point from their hit possibilities (cf. Sec. 520) when fighting them.
  (5) Páchi Léi
  “the Forest Dwellers”
  NA
  1-100
  AC
  4
  M
  12”
  HD
  1
  T
  A: 30
  L
  30: 60-360: T in L: C: 50
  S
  12-72; B: 30
  These creatures dwell along the forested coasts of Tsolyánu and Mu’ugalavyá.   
  They are doughy in appearance, and have eight limbs, of which they may use  
  the first four to fight.  They use all weapons and magical items with facility.   
  They normally ignore humans, but will attack on a roll of 6 on a 6-sided die. 
  42
  
  Conversely, on a roll of 1 on the 6-sided die, they will want to join the  
  human party and help for one adventure.  They can detect secret doors and  
  passages as they pass by them (1-4 on a 6-sided die).  If hired or bought as  
  slaves, they will serve loyally but will always yearn for their forests and  
  jungles.
  (6) Pé Chói
  “the Listeners”
  NA
  2-12
  AC
  2
  M
  12”
  HD
  1+3
  T
  A: 10
  L
  70 [near own territory]; 100-600; T in L: C: 40
  S
  4-24; B: 30
  These slender, stick-like creatures of black chitin are friendly to humans,  
  and they can use their different ranges of hearing and vision to detect  
  invisible or inaudible creatures at a distance of 200 feet.  They are approxi-
  mately seven feet tall, six limbed, with powerful prognathous mandible-jaws.   
  They fight with jag-edged spears and swords, and with maces, and 40 percent  
  of any group can use a bow.  They perceive secret doors and traps automati-
  cally if they stop to search, and there is a chance of seeing the secret door  
  even as they pass by it (roll of 1 or 2 on a 6-sided die).  On a roll of 6 on a  
  6-sided die they can ESP a neighbouring room or chamber.  They must not  
  be attacked, unless they themselves attack first, since the Pé Chói have a  
  sort of racial telepathy which lets them know when one of their species is  
  slain -- and they are unforgiving and implacable enemies thereafter.
  (7) Pygmy Folk
  [Tsolyáni cannot pronounce their name]
  NA
  1-100
  AC
  6
  M
  6”
  HD
  1-1
  T
  A: 20
  L
  60 [near own territory]; T in L: C: 40
  These little creatures stand only about three feet in height.  They are  
  rodent-like In appearance, with sharp little faces, large round ears (they  
  can hear beings on the other side of doors and walls automatically), and  
  they have three-fingered hands.  Otherwise they are rather humanoid.   
  Their true home is far to the north of Tsolyánu, but they trade and travel  
  a good deal.  Although they are capricious, they must be counted as friends of  
  mankind.  They can use all ordinary and magical weapons (-1 on the former,  
  however, because of their size and short reach).  Once attacked, they are  
  ferocious and never check morale.
  (8) Shén
  “the Demon Warriors”
  NA
  10-120
  AC
  2
  M
  9”
  HD
  3
  T
  D: 30
  L
  80 [near own territory]; T in L: H: 70
  S
  2-200; D: 40
  The Shén are another imported interstellar race.  They have an enclave of  
  their own to the south of Livyánu, and to the north of this there are numerous  
  Shén tribes, each with its own territory.  They dislike cold and prefer the
  43
  
  heat of their tropical, volcanic region.  Their gleaming black scales make  
  them appear like tall demonic human warriors in plate armour.  They have  
  long snouts and a glittering crest of slender spines, often covered with  
  metal.  They walk on two legs and have two arms, as men do, but they also  
  have a muscular tail with a mace-like horny appendage at the end.  They are  
  generally neutral or slightly hostile to men, but occasionally they will help a 
  human party for a consideration.
  (9) Shunned Ones
  [Name Unpronounceable]
  NA
  2-200
  AC
  2
  M
  12”
  HD
  2
  T
  D: 30
  L
  40 [near own territory]; T in L: E: 50; N in L: 4-400
  These inimical beings are rarely seen outside their sealed cities in the  
  Yán Koryáni foothills.  They are tall, ragged-looking, spectral beings,  
  and they have a terrible and repellent stench which drives off humans.   
  Human odours in turn are repugnant to this species, and they will thus  
  attempt to attack on sight.  They are fearsome magic users (60 percent  
  chance of a magic user of Levels 5-9 with any party).  They also use  
  ordinary weapons, of course.
  (10) Ssú
  “Enemies of Man”
  NA
  10-120
  AC
  2
  M
  12”
  HD
  2+3
  T
  A: 30
  L
  50 [near own territory]; T in L: H: 50 N in L: 20-240
  This ancient race occupies an area to the north of Salarvyá.  The Ssú are  
  deadly enemies of man, hating humankind for destroying the prehuman world  
  as it was.  They are tall, slender, six-limbed beings wrapped in what looks  
  like greyish shrouds (actually a loose integument).  They smell like musty  
  cinnamon and make a high, sweet, chiming sound.  They do speak the tongues  
  of men, of course, and can communicate with other races as well.  They are  
  friendly to the Hlýss, and occasionally to the Hláka and the Shunned Ones.   
  They are fearful sorcerers (EVERY Ssú will have one priestly spell and one  
  magic users’ spell (roll for which ones), and in every party of 10 or more  
  there will be one magician of Level 4 or above (roll 6-sided die to determine  
  which)).  They also have hypnotic powers: there is a 15 percent chance of 
  hypnotising 1-3 persons per Ssú.  If indicated, roll a saving throw for each  
  victim; if this fails, the victim will fight as the Ssú directs, and he can be  
  freed only by the death of the Ssú commanding him.  Each Ssú may attempt  
  hypnotic control only once per day (effectively once per melee), The present  
  Ssú capital is at Ssuyál, but they yearn to retake their ancient stronghold of  
  Ssuganár.
  (11) Swamp Folk
  [Name Unpronounceable]
  NA
  2-200
  AC
  5
  M
  9”
  44
  
  HD
  1+1
  T
  D: 20
  L
  20: 4-400; T in L: E: 40 [near own territory]
  S
  4-80; D: 30
  The home of the Swamp Folk lies in the miasmal swamps along the lower  
  Putuhénu River in southern Mu’ugalavyá.  They are squat, rotund, rubbery  
  white creatures of some 4-6 feet in stature, with long slanted foreheads,  
  a bony crest rising from he forehead and sloping backwards to a point, with  
  a flexible drapery of skin falling from this crest to cover the shoulders and  
  upper back.  They have six limbs and use the first two to eat, fight, etc.   
  Their general attitude is friendly (ignore rolls of 0-20 on Non-player Charac-
  ter Reaction Table dice).  They use no magic and cannot master spells.   
  They do have the ability to detect sloping passages, traps, and dimensional  
  nexuses.  This they do automatically.
  (12) Tinalíya
  “the Gnome-like Ones”
  NA
  1-100
  AC
  7
  M
  9”
  HD
  1
  T
  D: 40
  L
  40 [near own territory]; 100-600; T in L: E: 40
  S
  1-100; C: 30
  These tiny humanoids are only some two feet tall, covered with horny  
  integument, and have a pair of long bony arms and four legs.  They are  
  scholars, and their lairs will contain at least one book of magical nature,  
  1-3 scrolls, etc.  They are generally friendly to humans (ignore a roll of  
  0-20 on the Non-player Character Reaction Table dice), although they do  
  not generally care to join human expeditions.  On a roll of 12 on two 6-sided  
  dice they will freely give a human party some scroll or book of spells, how-
  ever.
  Finally, as stated in Sec. 510, nonhuman parties may contain warriors at various  
  Levels.  Treat nonhuman war parties like parties of human soldiers, with every 50  
  having a 3rd Level officer, every 500 having a 4th level commander, and with a 15  
  percent chance of 1-6 officers of Levels 4-9.  Nonhumans may also have magical  
  arms and armour, if relevant to the species.
  828.  Descriptions of Animals Encountered.
  Among the animals of Tékumel the following are included in the game:
  (1) Chlén
  “Armour-Beasts”
  NA
  1-20
  AC
  2
  M
  9”
  HD
  2
  T
  nil
  L
  30: 3-60
  These six-legged, slow moving beasts have flattish horned heads with three  
  horns projecting forwards.  These beasts will fight only if attacked, and if  
  they are reduced to 1 or to zero hit points, they become subdued.  They may
  45
  
  then be tamed by an animal trainer and used to pull carts, etc.  Their  
  horny integument is the universal substance for armour and weapons,  
  once treated with a secret substance to mold it and then with another  
  series of processes to harden it.  Pieces of Chlén-hide can be taken from  
  a living animal, and it then takes 5 turns to regenerate this integument.   
  The lack of iron on Tékumel makes this a vital source of material.
  (2) Chnélh
  “Ape-like Mutants”
  NA
  20-400
  AC
  7
  M
  6”
  HD
  1-1
  T
  nil [10 percent chance of 1 K. per Chnélh]
  L
  30: 40-800
  These are mutants made from the ancient ape-stock of earth by the priests  
  of Ksárul.  They are roughly humanoid in form, with long, sharp jaws,  
  a rudimentary nose, and huge platter-like eyes beneath beetling brow-ridges.   
  They will attack parties they outnumber but will flee from larger groups.   
  Their weapons are the club and spear.
  (3) Dnélu
  “the Concealed Leaper”
  NA
  1-2
  AC
  4
  M
  15”
  HD
  4+1
  T
  nil
  L
  40: 1-6; T in L: B: 10
  These hairy, six-legged creatures build underground dens covered with a  
  thin layer of sod.  From these they leap out upon passing travelers.  They  
  have slender rod-like antenna and a barbed prehensile tongue with which  
  they attempt to carry off their victim into their lair to feed upon him at  
  leisure.  There is only a 15 percent chance that they will attack parties  
  larger than six persons.  Occasionally they collect bright and glittering  
  objects and thus may have some treasure in their lair.
  (4) Dzór
  “Forest Giant”
  NA
  2-12
  AC
  4
  M
  15”
  HD
  6+3
  T
  C: 40
  L
  40: 4-24; T in L: D: 40
  These huge forest dwellers are shambling hairy giants (10-12 feet tall).   
  They have a beak of horny substance and three round eyes with nictating  
  eyelids.  They have acute night vision but cannot see at all in the daylight,  
  which gives them a +1 for hitting an opponent at night and a -1 if the melee  
  occurs during the day.  They are neutral to men and will ignore human  
  parties unless attacked.  They will check morale, if their number is reduced  
  (cf. Sec. 540).  They fight with clubs and maces and dislike edged weapons.   
  Add +2 to their damage dice in view of their size and power.
  46
  
  (5) Feshénga
  “Many-Legged Serpent Creature”
  NA
  1-6
  AC
  4
  M
  12”
  HD
  5
  T
  nil
  L
  30: 2-12
  These smooth-skinned, oily beasts run on 60 tiny legs and attack anything  
  they see without ever checking morale.  Their bite is likely to be poisonous  
  (25 percent chance that the player must roll a saving throw against poison),  
  and if so, the bite will require a spell of healing or the application of the  
  Eye of Healing within five moves; otherwise he dies.
  (6) Hyahyú’u
  “the Whooper”
  NA
  6-24
  AC
  5
  M
  12”
  HD
  3+3
  T
  nil
  L
  20: 12-48
  These animals run in packs and make a weird “hyaa-hyuu” sound which  
  gives them their name.  They are six-limbed, covered with ragged black  
  fur, and have three eyes beneath a crest of sticky, spiny excrescences  
  on the top of their elongated skull.  They will fight humans only if they  
  outnumber the party by several beings.  Otherwise they will flee.  They  
  will always flee if there is a Páchi Léi in the party, for they have a special  
  fear of this nonhuman species.
  (7) Kurukú
  “the Small Giggler”
  NA
  1-12
  AC
  9
  M
  15”
  HD
  1-1
  T
  nil
  L
  40: 10-100; T in L: A: 20
  These little creatures have six legs, like so many of the fauna of Tékumel,  
  but they also have a pair of small hands just beneath their blunt snouts.   
  They never attack humans and will always flee if approached.  They often try  
  to snatch bright objects from passing travellers, however, and ran off with  
  it giggling and tittering in a very human fashion.  There is a 50 percent  
  chance of their attempting to snatch something, and if so, there is a 60 percent  
  chance of success.  Choose the victim and the object by random means from  
  persons nearest the Kurukú.  There to a 20 percent chance that the object[s]  
  will be thrown down as the Kurukú run away; otherwise it is lost forever  
  unless the Kurukú can be cornered.  This is possible in mountainous terrain  
  but is difficult in the open or in the forest.
  (8) Mnór
  “Shaggy Insect Creature”
  NA
  1-12
  AC
  2
  M
  9”
  HD
  3
  T
  nil
  L
  40: 2-24; T in L: C: 10
  47
  
  These hairy, twenty-legged creatures will normally attempt to flee (60  
  percent chance), but if attacking or attacked, they will fight to the death.   
  They fight with clubs in semi-intelligent fashion, although they cannot  
  communicate.  Their huge faceted eyes are their most vulnerable spot,  
  and if a blow shatters an eye (30 percent chance on any given blow doing  
  4 or more hit points of damage), the Mnór will turn and flee.  They gather  
  all sorts of glittering objects in their lairs, and there is thus a chance of a  
  Type C treasure there.
  (9) Rényu
  “the Loyal Follower
  NA
  1-6
  AC
  4
  M
  12”
  HD
  2
  T
  nil [possibly 1-6 K.  on being’s person]
  L
  20: 6-36; T in L: C: 20
  These man-like humanoids are found mainly in forested and mountainous  
  areas, although they may be encountered elsewhere as well.  They have  
  long, pointed snouts and upcurved sharp ears covered with blackish or  
  brownish fur.  They can speak in a simple fashion and can use ordinary  
  weapons (though no spells or magical weapons).  If subdued (brought to  
  zero or only one hit point left -- more than zero kills the creature), they  
  can be trained as servants of their captor by an animal trainer.  They will  
  then fight loyally for him.  They perceive secret doors and traps on a roll  
  of 1-4 on a 6-sided die, and they can see in the dark.  They require three  
  months to train.
  (10) Sérudla
  “the Pale Murderer”
  NA
  1-4
  AC
  2
  M
  15”
  HD
  5/8/12
  T
  G: 20
  L
  20: 2-8; T in L: H: 50
  These huge creatures appear like armoured dragons, covered over with  
  iridescent gleaming scales.  They have six limbs, with a small pair of  
  arms as well just below their massive bony head.  There are ordinary  
  Sérudla (5 dice creatures) of 15 feet in length, large ones (8 dice creatures)  
  of some 25 feet, and very large ones of 35 feet (12 dice creatures).  These  
  are indicated by rolls of 1-2, 3-4, and 5-6 on a 6-sided die.  The Sérudla  
  is semi-intelligent and fights with ordinary weapons, but on the same combat  
  round it may also spew forth a terrible acid spittle.  This may be used only  
  three times per day, and there is a 40 percent chance that it will use this  
  weapon on any given combat round.  It can spit to a distance of 12 inches  
  and hits anything within a ten-foot area.  A saving throw against poison is  
  thrown for any victim struck by the spittle.  If the throw is successful,  
  he takes only one die of damage; if he does not succeed, a 12-sided die is  
  rolled, and the resultant number determines the number of hit dice of damage  
  done: e.g. a roll of two indicates that two dice of damage are done, a roll  
  of 12 denotes twelve damage dice, etc.  The Sérudla is not always hostile,  
  however, and the Non-player Character Reaction Table may be used.  It may
  48
  
  thus decide to be friendly, attack, etc.
  (11) Tsi’íl
  “Giant Herbivore”
  NA
  1-4
  AC
  2
  M
  9”
  HD
  6
  T
  nil
  L
  30: 4-8
  These passive, gentle creatures do not harm men unless attacked.  They  
  will instead attempt to lumber away.  Their bodies do contain a gland, how—
  ever, which is 80 percent effective as a repellent for marine creatures (it  
  lasts three turns if employed), and thus these huge vegetable-eaters are  
  always being hunted.  They have horny carapaces, with spiked crests and  
  rows of jagged spiky growths upon their backs, elbows and tails.
  (12) Zrné
  “the Barbed One”
  NA
  4-24
  AC
  6
  M
  15”
  HD
  6
  T
  nil
  L
  40: 8-48
  These beasts have six legs, a tough hide impervious to ordinary missiles,  
  and a monstrous head with rows of needle-pointed barbed teeth.  These  
  come out and remain fixed in a victim’s flesh, taking one combat turn to  
  remove.  If not removed, the victim must throw a saving throw against  
  poison, since on the next turn he will be poisoned by the venom these teeth  
  contain.  The Zrné uses its back pair of legs to leap high over obstacles  
  to attack its prey.  They are about eight feet in length and never check for  
  morale.
  829.  Descriptions of Water Creatures Encountered.
  The following beings are limited to watery environments:
  (1) Akhó
  “Embracer of Ships”
  NA
  1
  AC
  2
  M
  9”
  HD
  6/10/14
  T
  nil
  L
  50: 1-6 [at bottom of sea or large body of water]
  These monstrous, sinewy creatures have twenty steel-hard tentacles with  
  which they seize their victims. There is a 50 percent chance of a small  
  Akhó, a 30 percent chance of a large one, and a 20 percent chance of an  
  extra large specimen.  They will attack the hull of a ship 60 percent of the  
  time -- and 40 percent of the time they will try to snatch the defending  
  crew from its decks with their tentacles.  There is a 15 percent chance that  
  the monster may have swallowed some glittering object of treasure (Type C).   
  Otherwise it has no treasure.  If the creature attacks the ship’s hull, the  
  referee must arbitrarily determine how many hit dice the hull can take before  
  it is crushed, and then subtract the damage dice done accordingly.  This  
  will depend upon the size of the ship and its construction (wood, Chlén-hide, etc.)
  49
  
  (2) Chashkéri
  “Water Maiden”
  NA
  1-12
  AC
  7
  M
  12”
  HD
  1
  T
  nil
  L
  10: 2-24; T in L [at bottom of river, etc.]: C: 20
  These creatures have the appearance of a lovely dark-haired maiden.  They  
  are masters of hypnosis, however, and can bring 1-6 persons under their  
  control per combat round [hypnosis has no affect upon Ahoggyá, Shén, or  
  Tinalíya].  A saving throw is required: 60 percent or better for all Levels.   
  If successful in hypnotising a victim, the Chashkéri will attempt to take the  
  victim beneath the water, but the victim’s friends have a chance to save  
  him or her by slaying or subduing the creature at the beginning of the  
  following combat round.  If the Chashkéri succeeds in making off with its  
  victim[s], they will be dead within one turn.  Their bodies can be revivified,  
  if they float up to the surface, however, through the use of the proper spells  
  or Eyes.  Victims of Chashkéri hypnosis saved by friends will return to  
  normal within two turns.  Although easily slain, these creatures can escape  
  easily by swimming to their underwater lairs.
  (3) Ghár
  “Armoured River Monster”
  NA
  1
  AC
  2
  M
  4”
  HD
  8
  T
  nil
  L
  50: 1-6
  These heavily armoured beasts are mostly river or seashore dwellers.  They  
  have three powerful sets of jaws set in protected cavities beneath their three  
  eyes, and they can extrude these jaws to distances of 10 fact.  They thus can  
  do damage three times per combat round.  They also have a spiked tail  
  which they will wield upon any victim to their rear.  They always attack and  
  never check morale.
  (4) Haqél
  “the Toothed Dweller Beneath
  NA
  1
  AC
  3
  M
  9”
  HD
  5/9/13
  T
  nil
  L
  90: 1-12 [at bottom of sea or lake]
  This scaly creature dwells just below the surface of a calm lake or  
  tidal pool.  It lies with its vast horn-rimmed maw open, waiting for victims  
  to step inside or swim past.  Once seized, a victim is dragged under the  
  water (roll a saving throw of 60 or better for all Levels).  It fights with its  
  serried rows of razor-sharp horn “teeth” and may also use its mighty tail  
  (40 percent chance of doing the latter).  This marine being comes in three  
  sizes: 50 percent for the ordinary size, 40 percent for the large variety,  
  and 10 percent chance that it will be a very large specimen,
  50
  
  (5) Kruá
  “Slasher of the Deep”
  NA
  1
  AC
  2
  M
  12”
  HD
  3/8/13
  T
  nil
  L
  50: 1-6 [at bottom of sea or lake]
  The Kruá is a platter-shaped, shelled creature, basically crustacean in  
  form, though it has six long spidery legs and two sawtoothed fighting arms  
  tipped with massive pincers.  It comes in three sizes: there is a 60 percent  
  chance that it will be of ordinary size (10 feet across), a 30 percent chance  
  that it will be large (15-20 feet in diametre), and a 10 percent chance that it  
  will be very large (30-40 feet across).  The Kruá can only be turned away  
  by blood, and it will stay until it has killed at least one victim or has received  
  some sort of bloody carcass (a sacrificed slave -- or even a large freshly  
  killed fish).  Thus, if it does slay a crewman or member of the party, it  
  will then retreat backwards, defending itself, until it can scuttle out of  
  range of the human party.  Missiles bounce harmlessly off its armour plate,  
  even magic arrows failing to penetrate.
  (6) Mu’ágh
  “the Jellyfish”
  NA
  1-6
  AC
  8
  M
  2”
  HD
  3/6/12
  T
  Nil [but 10 percent chance it has swallowed a gem 
  and still has it inside its body]
  This acid-secreting gelatinous creature ranges from one foot to ten feet in  
  diametre (60 percent chance of a small one, 30 percent chance of a big one,  
  and 10 percent chance of a very large specimen).  They tend to hide in  
  damp, dark places, in crannies in river-side cliffs and banks, etc.  Damage  
  done by a Mu’ágh is incurable: determine the part of the victim’s body  
  touched by random means and note that it is permanently incapacitated by  
  the acid secretion.  The acid cannot immediately penetrate Chlén-hide or  
  steel armour, of course, and a victim wearing such armour has one combat  
  round to rip off the piece touched by the Mu’ágh acid.  Cloth or leather do  
  NOT stop the acid, however.  A Mu’ágh can best be slain by fire and by in-
  tense cold.
  (7) Nenyélu
  “Eel-fish”
  NA
  1-6
  AC
  6
  M
  15”
  HD
  2
  T
  nil
  L
  40: 6-36 [underwater]
  These long, slender eel-like swimming creatures have many tiny, sharp  
  fins along their sides which they use for propulsion.  They also have a pair  
  of rudimentary hands just behind their snake-like necks.  Their bite is poi-
  sonous, and the victim must roll a saving throw against poison.  Even if he  
  is saved by this, he still suffers one 6-sided die of hit damage, The Nenyélu  
  uses both its poison and a jagged weapon (stone, etc.) in its hands and thus  
  has two hit possibilities per combat round.
  51
  
  (8) Ngrútha
  “the Leech”
  NA
  1-20
  AC
  3
  M
  6”
  HD
  3
  T
  nil
  L
  20: 2-40
  These shelled, crab-like creatures are basically a type of crustacean, but  
  they fasten onto a victim with their sucker-tipped eight legs and then insert  
  a thin proboscis tube into his body through any opening in his armour.  In  
  one turn (10 combat rounds) the Ngrútha will suck all the blood and soft parts  
  out of a victim, leaving him an empty shell.  At the same time they can fight  
  off other attackers with their needle-tipped claws.  No saving throw is  
  possible: a victim’s friends must save him within 10 combat rounds by  
  killing the Ngrútha -- otherwise he dies a hideous death.  Note that the  
  Ngrútha surprises its victims on a roll of 1-4 on a 6-sided die, while it  
  is NEVER surprised itself.
  (9) Qáqtla
  “Swamp Snake”
  NA
  1
  AC
  3
  M
  12”
  HD
  5
  T
  nil
  L
  20: 1-6 [in riverbanks, seashore]
  These snake-like creatures are covered with strong scale armour.  They  
  range up to 10 feet in length and fight with a slashing whip of poisoned  
  tentacles (roll saving throw against poison if struck).  They always attack  
  and never check morale.
  (10) Sró
  “the Dragon
  NA
  1-3
  AC
  3
  M
  9/12/20”
  HD
  5/7/9
  T
  A: 20
  L
  40 [in swamp, shore only]: 2-6; T in L: E: 40
  These mutants from some ancient reptilian form can walk, swim, and  
  fly.  Like so many of Tékumel’s fauna, they are six-legged, with a pair  
  of small arms in front.  In each hand they can wield a sword, and they are  
  intelligent enough to use it.  They also can bite with their jagged-toothed  
  beaks (75 percent chance the Sró will strike with its two swords, and 25 percent  
  chance it will attempt to bite on any one combat round).  There are three  
  sizes: 40 percent chance of a small one, 40 percent chance of a large one,  
  and a 20 percent chance of a very large one.  The Sró is intelligent enough  
  to gather treasure, and it may often be dissuaded from attacking by offering  
  it one or more pieces of jewellery.
  (11) Tletlákha
  “the Mouth With Eyes”
  NA
  2-24
  AC
  5
  M
  12”
  HD
  2+3
  T
  nil
  52
  
  L
  40: 10-120
  These are little more than a fanged mouth completely surrounded by six  
  eyes, with an expandable stomach and a brief tail attached behind! The  
  ridge protecting the creature’s eyes is covered with tiny barbed spines  
  which adhere to a victim and cannot be dislodged by him.  There is a 60  
  percent chance that the Tletlákha will succeed in adhering to a randomly  
  chosen victim; there is a 40 percent chance per combat round that a friend  
  of the victim will be able to pull the creature loose and hurl it back into  
  the water.  In order to hit and kill the beast, one requires the usual  
  successful hit throw against Armour Class 5, but note that the Tletlákha  
  ALWAYS hits while it is attached to a victim and needs no special throw!  
  Ordinary steel or Chlén-hide armour give no protection against such a  
  hit, although magical armour does give a 40 percent chance of avoiding the  
  creature’s ravening fangs.
  (12) Tsóggu
  “the Drowned One”
  NA
  1-3
  AC
  6
  M
  6”
  HD
  2
  T
  nil
  L
  40: 2-6; T in L: D: 40
  This vaguely humanoid creature is termed “the Drowned One” because of  
  its resemblance, both in appearance and in odour, to a corpse which has  
  lain for several days in water.  Its pale whitish eyes have the power of  
  “freezing” the victim in a state of paralysis, so that it may come to feed  
  on his agonised body to its content.  One must avoid looking into its eyes,  
  thus, and there is a greater chance of missing while hitting with the eyes  
  closed or averted: roll 4, 5, or 6 on a 6-sided die to see whether the blow  
  has any chance of hitting the Tsóggu; if successful, then roll for the usual  
  hit possibility against Armour Class 6.  A paralysed victim can be healed  
  with a spell or Eye of healing.  [Note that the Tsóggu will not paralyse  
  itself if shown its reflection in a mirror or shiny surface!]
  830.  ENCOUNTERS ON THE SEAS.
  Encounters on the high seas require further comment.  The move on water was 
  given in Sec. 821, but some special movement features must be noticed.  The normal 
  movement to one day per hex, but observe the following table:
  DIE ROLL:
  MOVEMENT:
  EVASION POSSIBILITIES:
  1
  Becalmed: no movement
  no possibility
  2
  Light breeze: one hex
  10 percent
  3-4
  Moderate “  :   “    “
  20    “
  5
  Strong Wind:   “    “
  30    “
  6
  Gale Wind: two hexes
  50    “
  Add 20 percent to evasion possibility if encounter takes place at night.  Since 
  there is normally only one move (and hence one encounter roll) per day at sea, the 
  referee must roll to determine whether an indicated encounter takes place during  
  the night or during the daylight hours (50 percent chance of either).
  53
  
  Wind direction is determined by the random direction table given in Sec. 823.   
  In the event of a strong wind or a gale, the ship must travel in the direction indi-
  cated.  Less violent winds do not require a roll on this table, since it is assumed  
  that the ship can tack in the direction she wishes to go.
  Storm damage is also a possibility during gale-force winds.  For every roll  
  of gale winds, there is a 15 percent chance of storm damage of 25 percent to the  
  vessel.  After four such results, thus, the ship founders and sinks.  Saving throws  
  against drowning then depend upon the character’s dexterity: (cf. Sec. 415):
  Dexterity:
  Saving Throw Required on a 20-sided die:
    1-20
  14 or above
  21-40
  13 or above
  41-60
  12 or above
  61 and above
  11 or above
  Shallow waters and tidal flats require a further saving throw against the possi-
  bility of a wreck each turn that the ship is in a hex containing such waters.  If the  
  captain is familiar with the region (e.g. a Tsolyáni ship in Tsolyáni coastal waters),  
  there is only a 5 percent chance of going aground.  In regularly travelled, charted  
  waters (around the coasts of Mu’ugalavyá, Salarvyá, and Livyánu), there is a ten  
  percent chance of running aground.  In unknown waters there is a 15 percent chance  
  of a wreck.  If the ship does go aground, a saving throw of 12 or above must be  
  rolled on a 20-sided die; otherwise she is wrecked, and the party must then roll  
  saving throws against drowning on the table given above.  If the saving throw is  
  successful, the character is cast ashore on the nearest land hex, island, or coast.
  No rules are given here for sea battles.  Players wishing to engage in such  
  combat may use the combat tables given previously in these rules, but for manoeu-
  manoeu-
  vring at sea they may use the rules given in “Dungeons and Dragons,” or they may
   at sea they may use the rules given in “Dungeons and Dragons,” or they may  
  wish to utilise such games as “Trireme,” or other wargame rules (the “Ancient  
  Naval Rules,” etc.).
  831.  Encounters at Sea: Tables.
  Each turn (day) at sea a 6-sided die is rolled, and the following table is used:
  TYPE OF TERRAIN: (die roll)
  Open Water:
  Shallows and Tidal Flats:
  Lost:
  1-2
  1
  Encounter:
  6
  5-6
  If the ship is lost, the random direction table is used (Sec. 823).
  If an encounter is indicated, roll a 6-sided die to determine the number of  
  vessels met.  1-4 = one ship; 5 = two ships; 6 = 3-7 ships.  Note that this will not  
  be necessary, if the encounter is with sea-animals (cf. below).
  If an encounter is to occur, roll and consult the following table to determine the 
  nature of the encounter:
  DIE  
  ROLL:
  TYPE OF TERRAIN:
  Open Waters
  Shallows and Tidal Flats
  1
  men
  men
  2
  animals
  animals
  3
  nonhumans
  nonhumans
  4
  men
  animals
  54
  
  DIE  
  ROLL:
  TYPE OF TERRAIN:
  Open Waters
  Shallows and Tidal Flats
  5
  nonhumans
  men
  6
  animals
  nonhumans
  7
  men
  men
  8
  animals
  men
  The exact nature of each of the above categories is determined by the following.
  DIE  
  ROLL:
  SHIP IS MANNED BY:
  ANIMALS:
  Men:
  Nonhumans:
  Swimmers:
  1
  Soldiers
  Ahoggyá
  Sró
  2
  Soldiers
  Páchi Léi
  Ghár
  3
  Merchants
  Hlutrgú
  Qáqtla
  4
  Merchants
  Shén
  Akhó
  5
  Priests
  Pé Chói
  Mu’ágh
  6
  Magician[s]
  Hlýss
  Haqél
  7
  Castaway[s]
  Swamp Folk
  Nenyélu
  8
  Lord/Lady
  Tinalíya
  Kruá
  9
  Pirates
  Hlýss
  Ngrútha
  10
  Pirates
  Ahoggyá
  Akhó
  11
  Adventurers
  Shén
  Tletlákha
  12
  Merchants
  Hlutrgú
  Tsóggu
  832.  Descriptions of Men Encountered on the Seas.
  (1) Military ships come in three sizes: the small Séshcha (roughly like the  
  Greek Pentekonter), the bireme-type Srygánta, and the trireme-sized Qél.  The  
  first of these will have about 50 rowers and 20 fighting men; the second has some  
  60-70 rowers and 30 marines; and the third has 170 rowers and 50 marines.  Even  
  larger ships are built, of course, and occasionally one may come across one of the  
  huge quinqueremes (Zírunel) with 300 oarsmen and nearly 100 marines.  A roll of  
  1-3 on a 12-sided die indicates a Séshcha; 4-8 = a Srygánta; 9-11 = a Qél; and 12  
  indicates a Zírunel.  Each ship is captained by a 3rd-7th Level fighting man, and  
  there is a 30 percent chance that 1-6 of any group of fighting man will be 2nd-4th  
  level men.  Possible treasure: B: 30 percent chance.
  (2) Merchantmen come in roughly two sizes: the Hrú (small sailed vessel), and  
  the Tnék (larger ship).  The former is crewed by some 20 sailors, with 6-12 fighting  
  guards (no higher than 2nd Level).  The latter type is crewed by 40 sailors with 12- 
  24 guards (1-6 of whom may be as high as 3rd Level).  These are sailed vessels, and  
  oars are not used.  Treasure will be Type C on Hrú-class vessels (90 percent), and  
  Type D on Tnék-class, ships (90 percent).
  (3) Priestly ships are usually of the Srygánta class and contain 1-20 priests  
  (roll for deity served, spells, and Level: 1-3), captained by a priest of Levels  
  4-9.  There are always 6-36 guards (1-6 of Levels 2-4).  Treasure: D: 40 percent.
  (4) A magician’s ship will usually be of the Srygánta class as well, and the owner  
  will be of Levels 7-12, with 50 percent chance of 1-3 companions of Levels 2-7.  He
  55
  
  may also have 1-6 fighting men of Levels 2-7.  He will have no other guards, and  
  instead of rowers his ship may be powered by magic (40 percent chance).  He will  
  have treasure of Type G: 60 percent.
  (5) Castaways are found on small rafts or floating debris occasionally.  There  
  will be 1-6 such persons (roll for alignment, sex (60 percent likely to be men and 40  
  percent likely to be women), and profession (60 percent likely to be sailors or ordi-
  nary fighters, 10 percent likely to be priests, 10 percent likely to be nobility, 5  
  percent likely to be magic users, and 5 percent likely to be nonhumans).  Castaways  
  have no treasure but may wish to serve their rescuers out of gratitude.
  (6) A Lord or Lady (7-12th Level: 60 percent chance of being a man and 40  
  percent chance of being a woman) travels in a Séshcha-class ship.  He or she will  
  have 1-20 guards (1-6 of Levels 2-7).  Treasures: Type D: 50 percent.
  (7) Pirates also use Séshcha-class ships, which are very fast, and they will  
  all be fighting men (20-70 men).  Their leader will be of Level 4 through Level 9,  
  and he may have 1-6 fighters with him of Levels 2-7.  Treasure: C: 70 percent.
  (8) Adventurers usually travel in Séshcha-class ships (80 percent likelihood)  
  but may occasionally be able to afford a Srygánta.  There will be 1 -20 persons,  
  of whom some may be priests and some magic users (60 percent will be fighting  
  men of Levels 2-7; 30 percent MAY be priests or magic users (roll of 1-2 on a  
  6-sided die); and all the rest are first Level fighting men).  If no priests or magic  
  users are indicated, then all the rest are ordinary fighters.  If priests or magicians  
  are indeed found, then roll for their Levels (1-9), spells, deity served, etc.   
  Treasure: C: 40 percent.
  The nationality of ships crewed by soldiers, merchants, priests, magicians,  
  a Lord or Lady, and that of any castaways is determined by the following table.
  DIE ROLL:
  NATIONALITY:
  1-7
  Tsolyáni
  8-11
  Mu‘ugalángi {Mu‘ugalavyáni}
  12-15
  Salarvyáni
  16-18
  Livyáni
  19-20
  Other [determined by referee]
  Pirates and adventurers may also have nationalities, but this is not especially  
  relevant in view of their alms and objects! Note that the above table applies to  
  Tsolyáni waters (within three boxes of the Tsolyáni coast).  In the coastal waters  
  of other nations, substitute the nationality of that nation for “Tsolyáni” in the above  
  table, and place “Tsolyáni” in that nation’s original place.  The table may also be  
  adjusted for open sea away from any coast, although most sailors of Tékumel fear  
  to be out of sight of land.
  833.  Descriptions of Nonhumans and Animals Encountered on the Seas.
  Only eight of the twelve nonhuman races build and use ships.  Their ships  
  are generally of the Srygánta type, with modifications according to species.  Their  
  ships are generally warships, and their crew composition has already been given  
  in Sec. 827.  The captain and 1-6 of the crew of any nonhuman ship will be fighting  
  men of Levels 2-7.
  Descriptions of marine creatures encountered have been given in Sec. 829.   
  These need no further elaboration.
  56
  
  900.  THE UNDERWORLD.
  Scattered over Tékumel are innumerable half-buried, half-forgotten ruins.   
  There are fragments dating back to pre-human eras when the mighty Ssú and their  
  cousins the Hlýss vied with each other for control; there are tunnels and passages  
  of melted rock and of steel dating from the high technology of the days of man’s  
  first coming after Tékumel had been terraformed; there are jumbled heaps destroyed  
  by the cataclysms which occurred when Tékumel was cast forever into its present  
  outer dimension; and there are catacombs and subterranean labyrinths dating from  
  more recent empires, ruined cities and temples dedicated to the lost and unremem-
  bered gods of half a hundred kingdoms. For the last ten thousand years there has  
  also been the custom of Ditlána: the ceremonial “renewing” of certain cities every  
  500 years by walling up the cellars and foundations of older buildings, razing the  
  upper floors, and then building new and more splendid edifices upon this foundation.   
  These earlier ruins are now honeycombed with burrows and tunnels built by many,  
  many human, half-human, and nonhuman beings, the parasites and the predators,  
  those who live on man’s leavings.
  Within Jakálla herself there are many entrances to “the Underworld” beneath  
  the city, for this is “the city half as old as the world.”  Beyond Jakálla’s boundaries  
  there is the City of the Dead, where the kings of the Bednállja Dynasty, the First  
  Imperium, and other dynasties sleep in the Long Black Sleep.  There are treasures  
  there, men say, and there are also a variety of hideous deaths at the hands of the  
  ancient guardians of these tombs.  “Sweet is the harbour, but Death is the ferryman,”  
  as the old Tsolyáni proverb puts it.
  There are other ruined cities and temples throughout the Empire.  Just on the  
  large terrain map including Tsolyánu alone there are the following to be explored:  
  hex 2713: the Fortress of Hrúgga, Mighty Warrior of the Gods; hex 2813: the  
  City of Ngála, where alluring Hriháyal lies waiting herself for her demon lover;  
  hex 2831: the timeworn ruins of Ssuganár, first capital of the dreaded Ssú; hex  
  2106: the half-submerged city of Éngsvan hlá Gánga, City of Wizards and Capital  
  of the Golden Ages; hex 3607: the curious city of Hnakyál, where dwells He Who  
  Has No Tail, the subject of many ancient legends of terrors; hex 3503: the temple  
  of the Fire-God, Vimúhla; hex 4113: the temple of the Lord of Worms, hideous  
  Sárku; hex 5532: the City Beneath the Lake, capital of the extinct Webbed Ones;  
  hex 3530: the haunted capital of the Hláka kings, which now no Hláka dares enter;  
  and hex 6029: the walled ruins of the Mad City of Du’ún.  Aside from these, there  
  are labyrinths beneath many other cities of the Empire as well: below the City of  
  Chiming Skulls, Fasíltum, red oasis of the desert; beneath corrupt and secret  
  Purdimál, lost in its half-human rituals of evil; and beneath mighty Béy Sý herself,  
  capital of the Empire, even though she was builded {built} only some 2,000 years 
  past.  Other lands have their comparable Underworlds, and there are many smaller  
  caches and ruins here and there across the face of the land.  These will be mentioned  
  as they become relevant to the game.
  910.  THE MOVE IN THE UNDERWORLD.
  Distances in the Underworld are in feet; convert inches to tens of feet.
  Movement distances (given in inches) are in segments of approximately ten  
  minutes.  It thus takes ten minutes to move two moves -- 120 feet for a fully  
  armoured man.  Two moves thus constitute a turn in the Underworld, except in  
  flight and pursuit situations where the move/turn is doubled, and no mapping is  
  permitted.
  Rest must be taken for one turn every hour.  Double rest is required after a  
  flight or pursuit has occurred.
  57
  
  Time spent performing various actions will be adjudged by the referee: e.g.  
  searching for secret passageways, ESP’ing, opening a chest, exploring a room,  
  listening for pursuit or for sounds behind a door, etc.  etc.  Some activities will  
  take a portion of a turn, while others (such as searching a ten-foot section of wall  
  for a door hidden in the carvings) will require a full turn.
  Secret passages will be found on a roll of 1 or 2 on a 6-sided die.  Note that  
  Páchi Léi, Pé Chói, Swamp Folk, and Rényu have special abilities in detecting  
  secret doors, traps, etc.  Cf. Secs.  827 and 828.
  Doors open automatically and easily on a roll of 1 on a 6-sided die.  Doors are  
  forced by strength on a roll of 2, but this negates any possibility of surprising a  
  being or beings on the other side.  Smaller characters (e.g. Tinalíya) can open a  
  door only on a roll of 1.  Most doors automatically close and must be reopened if  
  one wishes to return through them.  As many as three beings may try to open a  
  door at once, and doors then open on a roll of 1, 2, or 3.  This, however, causes  
  them to lose the possibility of rapid reaction, and they cannot surprise anything on  
  the other side of the door -- although that being may surprise them! Doors open  
  automatically for creatures of the Underworld, unless the door is held or spiked  
  shut -- and a roll of 5 or 6 indicates that the door opens anyway or goes shut in  
  spite of spikes or the players’ efforts.
  Traps and pits open on a roll of 1 or 2 on a 6-sided die when a character goes  
  over or by them.
  Listening at a door takes one move segment.  Note the special racial charac-
  teristics mentioned above for certain nonhuman species.
  Light or some form of magical illumination MUST be present in the Underworld.   
  Torchbearing slaves or hired men must be available at all times, or else some  
  player character must be penalised by being made to fight one-handed while holding  
  up a torch.  Certain Eyes and spells will provide illumination, and the priest or  
  magic user holding them must keep one hand free to carry them at all times.
  The party will see monsters as they appear at a distance of 20-80 feet (roll a  
  pair of 4-sided dice to determine distance), unless they are surprised.
  A roll of 1 or 2 on a 6-sided die indicates that the party -- or the Underworld  
  creature[s] -- is surprised.  Surprise gives the advantage of the first move segment:  
  the power to move first, attack, run, cast a spell, etc.  ESP, light, and noise  
  negate surprise, although ordinary light cast by torches and Eyes does not. 
  Hostile beings in the Underworld will attack and pursue any character[s] they  
  “see.”  If the being[s] has surprised the party and is within 20 feet, it cannot be  
  avoided, unless it itself has been surprised.  If the party chooses to flee, the creature  
  will pursue so long as there is not more than 90 feet between the two.  When the  
  party turns a corner or passes through a door or secret door, or goes up or down a  
  stairway or ladder, the being will only follow on a roll of 1 or 2 on a 6-sided die.   
  Distance between the two depends upon the relative speeds of the two groups, men  
  according to their encumbrances, and beings according to their speeds (given with  
  their descriptions).  Encumbrances may be discarded in order to increase speed.
  Flaming oil will deter many beings from pursuit.  Similarly, food may deter  
  the hungrier types, while a piece of jewellery or a gem may stop some of the more  
  intelligent -- and avaricious -- species (though not the intelligent nonhuman races;  
  they are too smart to be put off with a single item when they can slay the party and  
  have it all!).
  At the end of every, turn the referee will roll a 6-sided die, and a roll of 6 indi-
  cates that the party has encountered one or more wandering creatures in the Under-
  58
  
  world.  Depending upon possible directions from which the creature[s] could come,  
  the referee then randomly determines their direction and distance from the party.   
  Surprise in decided as indicated above.
  920.  DETERMINATION OF CREATURES IN THE UNDERWORLD.
  The Underworld is divided into “levels,” roughly one on top of the other.  A  
  given “Underworld” may range from just one level to as many as the referee can  
  construct.  The further one descends, the more difficult and dangerous these laby-
  rinths become -- and the richer their treasures.  The following tables indicate  
  the type of beings met as “wandering beings” on each level.  These do not include  
  the “Saturday Night Specials,” which are unique creatures dwelling here and there  
  in the Underworld guarding specific treasures or other items.
  LEVEL BENEATH 
  THE SURFACE:
  CONSULT TABLE NUMBER:
  1
  2
  3
  4
  5
  6
    1
  DIE ROLL:
  1-2
  3-4
  5
  6
  -
  -
    2
  “  “
  1
  2
  3-4
  5
  6
  -
    3
  “  “
  -
  1
  2
  3-4
  5
  6
    4-5
  “  “
  -
  -
  1
  2-3
  4-5
  6
    6-7
  “  “
  -
  -
  -
  1
  2-4
  5-6
    8-9
  “  “
  -
  -
  -
  -
  1-2
  3-6
  10-12
  “  “
  -
  -
  -
  -
  1
  2-6
  13-up
  “  “
  -
  -
  -
  -
  -
  1-6
  The following six tables are those just referred to above:
  DIE 
  ROLL:
  TABLE I: 
  BEINGS ENCOUNTERED
  DIE 
  ROLL:
  TABLE II: 
  BEINGS ENCOUNTERED:
  1
  Chnélh
  1
  1-6 Shén [1-2]
  2
  Mrúr
  2
  1-3 Ssú [2]
  3
  Shédra
  3
  1-3 Hlýss [2]
  4
  Qól
  4
  1-3 Hláka [2]
  5
  Hurú’u
  5
  1-3 Hlutrgú [1]
  6
  Kúrgha
  6
  1-6 warriors [2]
  7
  1-3 Pé Chói [1]
  7
  1 Priest [4]
  8
  1-6 warriors [1]
  8
  Mu’ágh
  9
  1-3 Priests [2]
  9
  Magic User [3]
  10
  1-3 Shunned Ones [1]
  10
  Dlaqó
  11
  Magic User [2]
  11
  1-12 Bandits [2]
  12
  1-3 Ahoggyá [1]
  12
  1-20 Tinalíya [3]
  DIE 
  ROLL:
  TABLE III: 
  BEINGS ENCOUNTERED
  DIE 
  ROLL:
  TABLE IV: 
  BEINGS ENCOUNTERED:
  1
  1-12 Pygmy Folk [3]
  1
  Yéleth
  2
  Ngáyu
  2
  1 Warrior [7]
  3
  Biridlú
  3
  1 Priest [7]
  4
  Káyi
  4
  Tsú’uru
  5
  Tsú’uru
  5
  1-2 Magic Users [5]
  6
  Marashyálu
  6
  Hrá
  59
  
  DIE 
  ROLL:
  TABLE III (cont.): 
  BEINGS ENCOUNTERED
  DIE 
  ROLL:
  TABLE IV (cont.): 
  BEINGS ENCOUNTERED:
  7
  Thúnru’u
  7
  Lord/Lady [9]
  8
  1 Warrior [5]
  8
  Káyi
  9
  1 Priest [5]
  9
  Thúnru’u
  10
  1 Magic User [5]
  10
  Biridlú
  11
  1-6 Warriors [6]
  11
  Sró
  12
  1 Warrior [7]
  12
  1-6 Warriors [7]
  DIE  
  ROLL:
  TABLE V: 
  BEINGS ENCOUNTERED
  DIE  
  ROLL:
  TABLE VI: 
  BEINGS ENCOUNTERED:
  1
  Hrá
  1
  Ru’ún
  2
  Qumqúm
  2
  Ngóro
  3
  Sró
  3
  Aqáà
  4
  Ru’ún
  4
  1 Lord/Lady [10]
  5
  Hli’ír
  5
  1 Priest [9]
  6
  1-3 Warriors [7]
  6
  1 Magic User [9]
  7
  10-60 Kúrgha
  7
  1-3 Shén [8]
  8
  1-3 Magic Users [8]
  8
  1-3 Ssú [8]
  9
  1-6 Ssú [5th]
  9
  1-6 Shunned Ones [8]
  10
  2-20 Qól
  10
  1-3 Pé Chói [9]
  11
  1-6 Hlýss [7]
  11
  Qumqúm
  12
  1-3 Ahoggyá [8]
  12
  Hrá
  The figure in square brackets after certain of the above names indicates  
  the Level of the beings met: e.g. 1-3 Warriors [7] denotes one to three fighting men  
  of Level VII (cf. Sec. 443).  Humans and nonhumans may achieve these Levels of  
  Experience, but other creatures are as described below.
  921.  Descriptions of Beings Encountered in the Underworld.
  Humans and nonhumans are as described in preceding Sections.  Once the  
  being’s Level is known, his alignment, weapons, spells, etc.  can be determined  
  from foregoing tables.
  Descriptions of other Underworld creatures are as follows: [See Sec. 826 for  
  abbreviations.]
  (1) Aqáà
  “Worm of the Catacombs”
  NA
  1
  AC
  2
  M
  9”
  HD
  6/9/12
  T
  nil
  L
  40: 1-3; T in L: E: 60
  This huge accordion-shaped worm-creature ranges from 20 to 40 feet in  
  length (cf. three sizes above).  It is covered with ragged brown bristles  
  and has a maw the size of a man set with tiny barbed teeth.  A victim  
  swallowed by the Aqáà has a 30 percent chance of cutting his way out through  
  the beast’s horny sides (2 turns) before its digestive juices reduce him to  
  mush.  Revivification is possible for a person so slain, but he will be unable  
  to do any fighting for two weeks.  Note that the Aqáà carries no treasure but,  
  if found in its lair, it may be guarding a Type E treasure.
  60
  
  (2) Biridlú
  “the Mantle”
  NA
  2-8
  AC
  3
  M
  6/15”
  HD
  4+1
  T
  nil
  L
  20: 4-16; T in L: D: 40
  These ancient guardians of treasure are cape-like, black flying creatures.   
  They cling to ceilings and drop on the unwary.  They then suffocate their  
  victim, gibbering and shrieking, in their powerfully muscled folds.  They  
  cannot be cut by Chlén-hide weapons but can be slit open by steel.  There is  
  a 50 percent chance that the victim inside can cut his way out before he is  
  suffocated.  They fight maniacally until all life is gone from them.  It is  
  best to burn them, since they renew themselves in three turns.
  (3) Chnélh
  “Ape-like Mutants”
  See Sec. 828 (2).
  (4) Dlaqó
  “the Beetle”
  NA
  2-16
  AC
  2
  M
  6”
  HD
  3
  T
  nil
  L
  20: 4-24
  These armoured creatures have a gleaming green carapace, six legs, and  
  powerful mandibles.  They will attack if surprised, or if the party is a  
  relatively small one; otherwise they prefer to flee.  They appear near  
  carrion (referee will roll an extra “wandering being dice” throw to see if  
  there are Dlaqó whenever the party enters a chamber in which there is some  
  recently slain being).  They range up to ten feet in length.
  (5) Hli’ír
  “It of the Unbearable Face”
  NA
  1-4
  AC
  2
  M
  12”
  HD
  8
  T
  nil
  L
  30: 2-8; T in L: E: 70
  These mad creatures are unendurable to look upon, and any person who does  
  so is driven insane and may attack his fellows (60 percent chance).  There is  
  a 30 percent chance that the Hli’ír will insanely rush right by or through a  
  party without stopping to melee.  If it does melee, it must be slain by steel  
  weapons or better.  Any mace, however, may imobilise {immobilise} it for one 
  turn, if it does 4-6 damage dice points.  During this time the party may flee or  
  choose to strike again.  If the Hli’ír surprises the party, there is a 60 percent  
  chance that some member will look at it; if it does not surprise the group,  
  then each character must roll a saving throw of 12 or more on a 20-sided die  
  to avoid looking upon it.  A victim driven mad by this creature can be restored  
  by a spell or Eye of Healing.
  61
  
  (6) Hrá
  “the Bloodsucker”
  NA
  1-6
  AC
  4
  M
  12”
  HD
  7
  T
  B: 80
  L
  20: 2-12; T in L: F: 60
  These creatures are creations of the ancient priests of Ksárul.  They are  
  undead which have been reanimated.  They can only be slain by touching  
  them with an Amulet of the Great God, after they have first been reduced  
  to zero hit points or less.  Otherwise they will reanimate in two turns and  
  will pursue (90 percent chance; roll each move to see if they continue to  
  do so).  They drain their victims of all blood and body fluids and leave  
  nothing but a shrivelled husk.
  (7) Hurú’u
  “the Howler”
  NA
  3-30
  AC
  7
  M
  9”
  HD
  1+3
  T
  nil
  L
  30: 6-60; T in L: B: 90
  These spectral beings wander howling through the Underworld.  They can  
  be heard at a distance of 200 feet, and they will perceive a party from this  
  same distance.  They pursue interminably until they are slain (only a roll  
  of 6 on a 6-sided die will cause them to desist; this is rolled each move).   
  They can be driven off, however, by fire or magic.  Chlén-hide weapons  
  do -1 against them.  Their howling will deafen all those within ten feet of  
  them for two turns.
  (8) Káyi
  “the Eye”
  See Sec. 826 (5).
  (9) Kúrgha
  “Eaters of Carrion”
  NA
  6-120
  AC
  6
  M
  12”
  HD
  1
  T
  nil
  L
  10: 12-240
  These scuttling six-limbed furry creatures range up to some four feet in  
  length.  They have sharp, horny beaks and three eyes.  They live on  
  carrion and refuse and will attack only when they outnumber their opponents.   
  If the party enters a room in which there are dead bodies, roll a special  
  throw of a 6-sided die to see if there are Kúrgha there: a roll of 5 or 6  
  indicates that there are.  Their terrible stench warns of their presence  
  even through doors for some 50 feet.
  (10) Marashyálu
  “the Whimperer
  NA
  1
  AC
  3
  62
  
  M
  12”
  HD
  4
  T
  nil
  L
  40: 1-3; T in L: C: 40
  These supernatural creations of the ancients are meant to guard treasure.   
  They are masters of illusion, appearing as children, lost women, wounded  
  friends, etc., and they weep and implore help.  A saving throw against  
  hypnotism is necessary, for the Marashyálu can captivate 1-6 persons per  
  combat round.  They are able to command their victims to fight against  
  their own party, and if a victim is finally carried off, the Marashyálu  
  sucks all the soft organs out of his or her body by inserting a long proboscis  
  into the victim’s mouth or other opening.  These hideous creatures can be  
  driven off by spells against undead, by certain Eyes (cf. below), etc.
  (11) Mrúr
  “the Undead”
  NA
  3-36
  AC
  7
  M
  6”
  HD
  1+3
  T
  nil
  L
  20: 10-100; T in L: B: 30
  These are the corpses of ancient warriors who perished in the catacombs  
  and who have been reanimated by the priests of Ksárul for their own evil  
  purposes.  They always attack and never check morale.  If killed, they  
  regenerate in two turns unless burned by fire.
  (12) Mu’ágh
  “the Jellyfish”
  See Sec. 829 (6).
  (13) Ngáyu
  “Eater of Swords”
  NA
  1-4
  AC
  4
  M
  12”
  HD
  3
  T
  nil
  L
  20: 4-8
  These flattish, crustacean creatures have powerful claws and six legs.  
  Their main weapon, however, is a secretion which they can squirt some 20  
  feet.  This liquid affects only metal, destroying it completely, There is a  
  50 percent chance that the Ngáyu will use this weapon on any combat round  
  rather than its claws.  If the liquid hits, roll a 6-sided die to determine  
  how much of the victim’s arms or armour are destroyed by it.  A roll of  
  one denotes 1/6, a roll of 2 = 1/3, a roll of 3 = 1/2, etc.  Add up the number  
  of the victim’s metal items (sword = 1, suit of armour = 1, shield = 1,  
  helmet = 1, amulet = 1, etc.) and randomly determine which of these has been  
  affected.  E.g. if a victim has six metal items, and one third have been hit,  
  roll a 6-sided die twice to determine the numbers destroyed: if his helmet  
  is arbitrarily numbered “1”, his sword “2”, his shield “3”, his armour “4”,  
  his mace “5”, and a metal amulet “6”, and if the numbers “2” and “5” come  
  up, this indicates that his sword and mace have been reduced to jelly.  This  
  liquid affects magical weapons in the same way that it affects nonmagical  
  ones.  Chlén-hide armour and weapons are, of course, immune, since they  
  are organic.
  63
  
  (14) Ngóro
  “the Whelk”
  NA
  1
  AC
  6
  M
  6”
  HD
  16
  T
  D: 20
  L
  50: 1-2; T in L: E: 80
  These huge (30 feet in length) creatures lie flat upon the floor of a room  
  and appear much like the rough stone flooring of the Underworld, although  
  they do feel somewhat springy to walk upon.  They are intelligent and use  
  their millions of tiny cilia to hold miniature weapons (Eyes).  They may also  
  close up on unwary travellers, crushing them to death in their powerful  
  folds.  A saving throw of 12 is required for any person so trapped to jump  
  free before the creature can close itself upon him.  There is a 50 percent  
  chance that the Ngóro win try to use magical weapons and a 50 percent  
  chance that it will attempt to close up upon its opponents.  A person trapped  
  in an Ngóro suffers 2 damage dice per combat round until (and unless) his  
  companions can free him by killing the creature.  If subdued (brought down  
  to exactly one or zero hit points), the Ngóro will offer one of its magical  
  weapons in exchange for its life.
  (15) Qól
  “the Serpent-headed One”
  NA
  3-30
  AC
  2
  M
  9”
  HD
  1+1
  T
  maximum 2 K.  each
  L
  40: 6-60; T in L: D: 40
  These are mutants from human stock created by the priests of Ksárul.   
  They are roughly humanoid except for a slender reptilian neck and a flat,  
  diamond-shaped head.  They see well in darkness and fear the light.  They  
  fight with poisoned weapons and can also bite with deadly venomous effect.   
  A saving throw against poison is necessary, if a character is struck or bitten.   
  They will not attack, however, unless they outnumber the party almost two  
  to one; otherwise there is a 70 percent chance that they will try to flee.
  (16) Qumqúm
  “the Thunderer”
  NA
  1
  AC
  6
  M
  12”
  HD
  9
  T
  A: 40
  L
  30: 2-4; T in L: F: 70
  This spectral creature is invisible to humans, but not to a Pé Chói.  It can  
  be heard coming, however, at a distance of 500 feet, since it makes a  
  terrible roaring noise as it moves through the Underworld.  It can be driven  
  off with an “Eye of Detestation” or even controlled with the “Incomparable  
  Eye of Command.”  Otherwise the Qumqúm will attack, fighting invisibly  
  like a whirlwind with a sort of heavy, invisible poleax forged long ago by  
  the Brethren of the Scarlet Nail, a branch of the priesthood of Sárku.   
  The Qumqúm is repelled by fire (60 percent chance of driving it off).
  64
  
  (17) Ru’ún
  “the Demon of Bronze”
  NA
  1-6
  AC
  2
  M
  15”
  HD
  11
  T
  A: 80
  L
  20: 1-6; T in L: F: 80
  These are animated manlike bronze automatons some seven feet tall.  They  
  were set long ago to guard certain dimensional nexus points in the Under-
  world, and also to guard various treasures.  They are thus highly intelligent,  
  although they will not communicate with men.  Their bodies are covered with  
  a fine network of hair-thin wires which impart a powerful electrical shock  
  to anyone touching them (2 dice damage).  They fight with a +1 sword in one  
  hand-like appendage and a kind of throwing device attached to the other,  
  which casts steel daggers some 30 feet.  They thus have three hitting possi-
  bilities per melee round: the sword, the dagger, and their electrically  
  charged bodies (roll for a hit, just as for a blow by the sword or dagger).   
  The Ru’ún obeys only the “Incomparable Eye of Command.”  1-3 Ru’ún can  
  be controlled with one of these devices.
  (18) Shédra
  “Eater of the Dead”
  NA
  2-24
  AC
  6
  M
  9”
  HD
  2
  T
  B: 40
  L
  20: 4-48; T in L: C: 70
  These are flesh-eating undead.  Grey and shrivelled almost beyond human  
  form, they move ceaselessly through the Underworld seeking food.  They  
  fight with steel swords, and a person slain by one of them will himself be-
  come one unless a spell of dispelling magic is put upon him within two turns.
  (19) Sró
  “the Dragon”
  See Sec. 829 (10).
  (20) Thúnru’u
  “the Eater of Eyes”
  NA
  2-12
  AC
  4
  M
  12”
  HD
  5
  T
  nil
  L
  20: 4-24; T in L: D: 40
  This archaic life form now dwells in the Underworld out of the sight of men.   
  The Thúnru’u is vaguely manlike, doughy and blubbery looking, with two  
  saucer-like eyes, a greyish beak, and rolls of skin which hang about it like  
  a robe.  They prefer to slay Káyi (q v.) but will attack men in order to eat  
  the eyes, relishing these to any other type of food.  They can be repelled,  
  however, by the odour of the aphrodisiac Tsúral buds.  Otherwise they will  
  always attack human parties.  They can be controlled by various Eyes and 
  65
  
  are sometimes found as loyal servants of magicians, evil priests, and  
  even evil fighters.
  (21) Tsú’uru
  “the Illusion-Master”
  NA
  1-6
  AC
  3
  M
  6”
  HD
  5+1
  T
  D: 10
  L
  30: 2-12; T in L: D: 90
  These are also treasure guardians created by the ancients.  They appear as  
  anything they wish (they use ESP to determine what would be of greatest  
  interest to the party), and they can maintain this illusion until they are  
  defeated and killed, whereupon they regain their own forms -- a bundle of  
  ropy, lumpy tentacles with a central brain-sac nucleus.  They may thus  
  appear as a friendly character, as a Ru’ún, etc., and only after the party  
  has managed to defeat them will they appear as they really are.  In a melee,  
  of course, the Tsú’uru has its own hit dice, not those of the being it is imi-
  tating.  This creature is immune to spells, though not to “Eyes.”  It may  
  dissimulate for a time, pretending to be a friendly character or being and  
  accompany the party until it sees a chance to attack with greatest effect.
  (22) Yéleth
  “the Angel of Doom”
  NA
  1-4
  AC
  7
  M
  9”
  HD
  3
  T
  B: 30
  L
  30: 2-8; T in L: C: 40
  These androids are created to look like beautiful maidens and handsome  
  youths.  They have paper-white skins and hair the colour of polished ebony.   
  Their main weapon is the ability to hypnotise 1-3 beings per combat round,  
  and a saving throw against hypnosis is needed.  The paralysis created by  
  the Yéleth’s hypnosis lasts forever unless a spell or Eye of Healing is applied.
  1000.  SPECIFICATIONS OF ALL NONHUMANS AND BEINGS ON TÉKUMEL.
  The following is a complete listing of the specifications of creatures found on 
  Tékumel (those used in the game).  It will be useful to recapitulate the abbreviations 
  and code figures employed.  There are twelve columns:
  Column One: Serial number of the being: 1-66.
  Column Two: Tsolyáni name of the being in English alphabetical order.
  Column Three: Type of creature: “N” = “nonhuman”; “A” = “animal”; “F”  
  = “flying animal”; “W” = “water animal”; and “U” = “creature of the Underworld.
  Column Four: “NA” = “number appearing” when the creature to met as a 
  wandering being.  The referee rolls the appropriate dice to determine this.
  Column Five: “AC” = “armour class.”  These 9 classes are given in Sec. 520.
  Column Six: “M” = “move.”  This is given in inches.  Certain beings have two
  66
  
  movement speeds, one for land and the other for flying, or one for land and the 
  other for their swimming speed, etc.  A few beings have three movement speeds,  
  one for the small size of the species, one for a medium sized specimen, and the  
  third for a large one.
  Column Seven: “HD” = “hit dice.”  This is explained in Sec. 510.
  Column Eight: “T” = “treasure.”  This denotes the type of treasure kept by  
  the being when it is met as a “wandering creature” and NOT In its lair.  In most  
  cases this column contains a letter (the treasure Type; cf. below) and a percentage  
  figure (the percentage of possibility that a specific creature HAS the treasure  
  mentioned).  Thus, “D: 20” = “there is a twenty percent chance that this being has  
  a Type D treasure upon its person.”  A few beings have small treasures only, indi-
  cated in gold Káitars.
  Column Nine: “L” = “lair.”  There is a possibility that the party will meet the  
  creature in its lair, rather than just a casual encounter in the forest, the water, etc.   
  There are more creatures in a lair than outside of it.  There are thus two figures  
  separated by a colon: the first is a percentage of possibility that the adventurers  
  have found the lair of the species, and the second is the number of beings met in  
  the lair.  Thus, “30: 2-4” = “there is a thirty percent chance that the party has  
  stumbled upon the lair of this species, and, if so, there are two to four of the crea-
  tures in it.
  Column Ten: “TL” = “treasure in the lair.”  As for Column Eight above, this  
  indicates the type of treasure possible in a given species’ lair, together with the  
  percentage of possibility that a particular lair does indeed have this treasure.
  Column Eleven: “S” = “ship.”  Certain species of nonhumans make and use  
  their own ships.  This column determines the number of beings aboard a given ship.   
  It is thus similar to the “NA” column above.
  Column Twelve: “TS” = “treasure aboard ship.”  This indicates the treasure  
  type possible for a given ship of the species, together with the percentage of possi-
  bility that the ship has this treasure aboard.  This is similar to Column Ten above.
  For reasons of space, the table of beings begins on the following page.
  67
  
  No.
  NAME
  TYPE NA
  AC
  M
  HD
  T
  L
  TL
  S
  TS
  1.
  Ahoggyá
  N
  10-120
  4
  9
  3
  F:40
  40: 20-240
  G: 50
  10-60
  D: 30
  2.
  Akhó
  W
  1
  2
  9
  6/10/14
  --
  50: 1-6
  --
  --
  --
  3.
  Aqáà
  U
  1
  2
  9
  6/9/12
  --
  40: 1-3
  E: 60
  --
  --
  4.
  Biridlú
  U
  2-8
  3
  6/15
  4+1
  --
  20: 4-16
  D: 40
  --
  --
  5.
  Chashkéri
  W
  1-12
  7
  12
  1
  --
  30: 3-60
  C: 20
  --
  --
  6.
  Chlén
  A
  1-20
  2
  9
  3
  --
  30: 3-60
  --
  --
  --
  7.
  Chnélh
  A/U
  20-400
  7
  6
  1-1
  10: 1 K.
  30: 40-800
  --
  --
  --
  8.
  Chólokh
  F
  1-20
  3
  6/18
  1+1
  --
  50: 2-40
  --
  --
  --
  9.
  Dlákolel
  F
  1
  2
  6/12
  6
  --
  20: 1-6
  A: 40
  --
  --
  10.
  Dlaqó
  U
  2-16
  2
  6
  3
  --
  20: 4-24
  --
  --
  --
  11.
  Dnélu
  A
  1-2
  4
  15
  4+1
  --
  40: 1-6
  B: 10
  --
  --
  12.
  Dzór
  A
  2-12
  4
  15
  6+3
  C: 40
  40: 4-24
  D: 40
  --
  --
  13.
  Feshénga
  A
  1-6
  4
  12
  5
  --
  30: 21-12
  --
  --
  --
  14.
  Gerednyá
  F
  6-36
  4
  3/18
  2
  --
  40: 12-72
  --
  --
  --
  15.
  Ghár
  W
  1
  2
  4
  8
  --
  50: 1-6
  --
  --
  --
  16.
  Gíriku
  F
  2-12
  9
  6/24
  2
  --
  20: 4-24
  --
  --
  --
  17.
  Haqél
  W
  1
  3
  9
  5/9/13
  --
  90: 1-12
  --
  --
  --
  18.
  Hláka
  N
  10-60
  6
  15/30
  2
  B: 40
  30: 50-100
  F: 30
  --
  --
  19.
  Hli’ír
  U
  1-4
  2
  12
  8
  B: 30
  30: 2-8
  E: 70
  --
  --
  20.
  Hlutrgú
  N
  10-60
  7
  12
  2
  C: 30
  40: 100-500
  D: 60
  12-72
  C: 40
  21.
  Hlýss
  N
  10-60
  5
  9
  2
  H: 40
  50: 60-360
  H: 30
  20-120
  G: 30
  22.
  Hrá
  U
  1-6
  4
  12
  7
  B: 80
  20: 2-12
  F: 60
  --
  --
  23.
  Hurú’u
  U
  3-30
  7
  9
  1+3
  --
  30: 6-60
  B: 90
  --
  --
  24.
  Hyahyú’u
  A
  6-24
  5
  12
  3+3
  --
  20: 12-48
  --
  --
  --
  25.
  Káyi
  F/U
  1-4
  8
  15
  4
  A: 40
  20: 6-36
  G: 50
  --
  --
  68
  
  No.
  NAME
  TYPE NA
  AC
  M
  HD
  T
  L
  TL
  S
  TS
  26.
  Khéshchal
  F
  1-20
  8
  6/30
  1-1
  A: 10
  10: 2-40
  B: 20
  --
  --
  27.
  Kruá
  W
  1
  2
  12
  3/8/13
  --
  50: 1-6
  --
  --
  --
  28.
  Kúrgha
  U
  6-120
  6
  12
  1
  --
  10: 12-240
  --
  --
  --
  29.
  Kurukú
  A
  1-12
  9
  15
  1-1
  --
  40: 10-100
  A: 20
  --
  --
  30.
  Kýni
  F
  1-5
  8
  6/30
  1-3
  --
  10: 1-12
  --
  --
  --
  31.
  Lrí
  F
  1-6
  3
  6/24
  4
  --
  10: 2-12
  --
  --
  --
  32.
  Marashyálu
  U
  1
  3
  12
  4
  --
  40: 1-3
  C: 40
  --
  --
  33.
  Mnór
  A
  1-12
  2
  9
  3
  --
  40: 2-24
  C: 10
  --
  --
  34.
  Mrúr
  U
  3-36
  7
  6
  1+3
  --
  20: 10-100
  B: 30
  --
  --
  35.
  Mu’ágh
  W/U
  1-6
  8
  2
  3/6/12
  --
  --
  --
  --
  --
  36.
  Nenyélu
  W
  1-6
  6
  15
  2
  --
  40:6-36
  --
  --
  --
  37.
  Ngáyu
  U
  1-4
  4
  12
  3
  --
  20: 4-8
  --
  --
  --
  38.
  Ngóro
  U
  1
  6
  6
  16
  D: 20
  50: 1-2
  E: 80
  --
  --
  39.
  Ngrútha
  W
  1-20
  3
  6
  3
  --
  20: 2-4
  --
  --
  --
  40.
  Páchi Léi
  N
  1-100
  4
  12
  1
  A: 30
  30: 6-360
  C: 50
  12-72
  B: 30
  41.
  Pé Chói
  N
  2-12
  2
  12
  1+3
  A: 10
  70: 100-600
  C: 40
  4-24
  B: 30
  42.
  Pygmy Folk
  N
  1-100
  6
  6
  1-1
  A: 20
  60:60-360
  C: 40
  --
  --
  43.
  Qáqtla
  W
  1
  3
  12
  5
  --
  20: 1-6
  --
  --
  --
  44.
  Qól
  U
  3-30
  2
  9
  1+1
  2 K.
  40: 6-60
  D: 40
  --
  --
  45.
  Qumqúm
  U
  1
  6
  12
  9
  A: 40
  30: 2-4
  F: 70
  --
  --
  46.
  Rényu
  A
  1-6
  4
  12
  2
  1-6 K.
  20: 6-36
  C: 20
  --
  --
  47.
  Ru’ún
  U
  1-6
  2
  15
  11
  A: 80
  20: 1-6
  F: 80
  --
  --
  48.
  Sérudla
  A
  1-4
  2
  15
  5/8/12
  G: 20
  20: 2-8
  H: 50
  --
  --
  49.
  Shánu’u
  F
  2-12
  3
  15/24
  3+1
  --
  30: 4-24
  --
  --
  --
  50.
  Shédra
  U
  2-24
  6
  9
  2
  B: 40
  20: 4-48
  C: 70
  --
  --
  69
  
  No.
  NAME
  TYPE NA
  AC
  M
  HD
  T
  L
  TL
  S
  TS
  51.
  Shén
  N
  10-120
  2
  9
  3
  D: 30
  80: 20-240
  H: 70
  2-200
  D: 40
  52.
  Shunned OnesN
  2-200
  2
  12
  2
  D: 30
  40: 4-400
  E: 50
  --
  --
  53.
  Sró
  W/U
  1-3
  3
  9/12/205/7/9
  A: 20
  40: 2-6
  E: 40
  --
  --
  54.
  Ssú
  N
  10-120
  2
  12
  2+3
  A: 30
  50: 20-240
  H: 50
  --
  --
  55.
  Swamp Folk
  N
  2-200
  5
  9
  1+1
  D: 20
  20: 4-400
  E: 40
  4-80
  D: 30
  56.
  Teqéqmu
  F
  1
  4
  6/12
  6/8/10
  --
  10: 1-6
  --
  --
  --
  57.
  Thúnru’u
  U
  2-12
  5
  12
  5
  --
  20: 4-24
  D: 40
  --
  --
  58.
  Tinalíya
  N
  1-100
  7
  9
  1
  D: 40
  40: 100-600
  E: 40
  1-100
  C: 30
  59.
  Tletlákha
  W
  2-24
  5
  12
  2+3
  --
  40: 10-120
  --
  --
  --
  60.
  Tsi’íl
  A
  1-4
  2
  9
  6
  --
  30: 4-8
  --
  --
  --
  61.
  Tsóggu
  W
  1-3
  6
  6
  2
  --
  40: 2-6
  D: 40
  --
  --
  62.
  Tsú’uru
  U
  1-6
  3
  6
  5+1
  D: 10
  30: 2-12
  D: 90
  --
  --
  63.
  Vorodlá
  F
  1-6
  5
  6/24
  4
  A: 10
  25: 2-12
  B: 20
  --
  --
  64.
  Vringálu
  F
  1-12
  5
  6/20
  4+1
  --
  10: 4-48
  --
  --
  --
  65.
  Yéleth
  U
  1-4
  7
  9
  3
  B: 30
  30: 2-8
  C: 40
  --
  --
  66.
  Zrné
  A
  4-24
  6
  15
  6
  --
  40: 8-48
  --
  --
  --
  70
  
  1100.  BONUS SPELLS:
  Both priests and magic users have an opportunity to obtain further spells in  
  addition to those listed in Secs.  432 and 433.  Whenever a priest or a magician  
  attains a new Level of Experience, he or she must roll percentile dice to see whether  
  an extra spell (or spells) has been obtained.  A person may roll only ONCE for this  
  privilege, immediately after the conclusion of an adventure in which a now Level was  
  achieved.  A bonus spell cannot be changed or substituted, once chosen.  Like most  
  priestly and magic users’ spells, these may be used only once a day and are auto-
  matically renewed the following morning.
  The following table gives the percentile dice rolls necessary to obtain bonus  
  spells upon achieving various Experience Levels.
  LEVEL OF EXPERIENCE AND PERCENTILE DICE SCORE NEEDED.
  2
  3
  4
  5
  6
  7
  8
  9
  10
  up
  ONE SPELL of 
  GROUP I:
  80
  70
  60
  50
  40
  30
  20
  10
  5
  0
  ONE SPELL of 
  GROUP II:
  90
  80
  70
  60
  50
  40
  30
  20
  10
  5
  ONE GROUP 
  I and ONE 
  GROUP II 
  SPELL:
  --
  90
  80
  70
  60
  50
  40
  30
  20
  10
  ONE SPELL of 
  GROUP III:
  --
  --
  90
  80
  70
  60
  50
  40
  30
  20
  ONE GROUP 
  II and ONE 
  GROUP III 
  SPELL:
  --
  --
  --
  90
  80
  70
  60
  30
  40
  30
  1110.  DESCRIPTIONS OF BONUS SPELLS
  Bonus spells are divided into three Groups of increasing complexity and importance.
  Group I:
  1.
  Circle of Protection: A 4” circle of protection from evil/good is  
  created around the user.  It protects him (and any companions in the 
  circle) from undead, magical evil/good weapons, and spells.  Ordinary 
  weapons, however, will penetrate this circle.
  2.
  Create Food and Drink: Rations for 1-10 persons can be created by the  
  user.
  3.
  Curse/Bless: This spell raises morale by +1 and adds +1 to the  
  attack dice for a friends it may also be used to subtract -1 from  
  morale and attack dice for an enemy.
  4.
  Detect Invisible Objects: Invisible objects and beings are detected by  
  this spell, which lasts three turns.  It has a range of ten square feet.
  5.
  Dispel Evil/Good: This spell allows the user to dispel any evil/good  
  spell for three turns.  It may only be used to dispel the same type of  
  evil/good spell, however, and not against three different types of spells.
  71
  
  6.
  Door Control: a door may be opened or closed and held in that position 
  for three turns.  This spell may only be broken by another Door  
  Control spell.
  7.
  Heal Minor Wounds: Wounds may be cured up to a maximum of 6 lost  
  hit points (a 6-sided die is thrown).  A person may never be healed  
  to a greater number of hit dice points than he originally had.
  8.
  Levitate: This spell allows the user to levitate into the air and remain  
  there for a period of three turns.  He moves six inches upwards per  
  turn to a maximum of eighteen inches, followed by a soft landing at  
  the end of the third turn.  He does NOT fly in any horizontal direc-
  tion, but only moves in the vertical plane.
  9.
  Light: The user can create a powerful light, equivalent to daylight, 
  which illumines a thirty foot area and lasts ten turns.  This powerful 
  illumination negates the possibility of the party’s surprising any 
  creature, however.
  10.
  Locate Gold and Gems: This spell permits the user to “feel” the  
  presence of gems or gold within a radius of ten feet.  He will sense 
  these treasures even if they have been made invisible, hidden under  
  or within a wall or floor, etc.
  11.
  Locate Objects: The user can automatically locate a given object at  
  a distance of up to thirty inches.  The object must be one which the  
  user has seen (physically or magically) or handled.  The path to the  
  object will be automatically guided by the referee.
  12.
  Sleep: This spell affects 1-12 beings of Levels 1-3 (roll dice to deter-
  mine how many, and if there are more than twelve beings, roll to  
  discover which once are put to sleep).  It affects 1-6 beings of Levels  
  4-5, and does NOT affect any creature over Level five.  Its range  
  is 24”.  Beings put to sleep will remain asleep until physically  
  shaken awake by their comrades, or for a period of eight hours.
  Group II:
  1.
  Charm Creatures: Any animal, nonhuman, or creature of the Under-
  world may be charmed and made to perform any action within its 
  powers for a period of six turns.  Range.  24”.
  2.
  Cure Disease: This spell cures any disease completely and instantly.  It 
  has no effect upon wounds or bruises.  It can be used on only one  
  person, however.  Note that it has only a 75 percent chance of curing  
  a nonhuman or animal struck with a disease.
  3.
  Dispel Magic: This spell terminates most charms, spells, and enchant-
  ments (referee’s option).  Duration: one turn.  Range: 12”.  Note  
  that this spell also removes the magical powers of weapons, armour, 
  etc.  for one turn.
  4.
  Extra-Vision: The user can project his vision through solid substances, 
  water, etc.  to a distance of 24 inches for a period of three turns.  He  
  can thus see what is taking place at a distance.
  5.
  Fly: The user can fly at a speed of 12” per turn for three turns.  He  
  may rise vertically to a distance of 18”, and he can carry a weight of  
  up to 250 pounds while flying.
  72
  
  6.
  Heal Serious Wounds: Wounds may be healed up to a maximum of 12 
  lost hit points (two 6-sided dice are rolled).  Cf. no.  7 in Group I.
  7.
  lnvisibility: The user becomes invisible for six turns.  He may be 
  detected by those able to perceive invisible objects, however, and 
  while invisible he is prohibited from fighting (he immediately be-
  comes visible if he strikes a blow or utters a spell, etc.).
  8.
  Invulnerability: This spell permits the user (or some other person upon  
  whom it is projected) to become impervious to all Chlén-hide and  
  ordinary steel weapons (i.e. steel which has no extra magical powers).   
  It is not proof against magical weapons, Eyes, and spells.  It lasts  
  12 turns.
  9.
  Neutralise Poison: This is equivalent to a successful saving throw  
  against poison.  It dispels the effects of poisons, stings, bites, etc.   
  instantly without weakening the character.
  10.
  Phantasmal Illusion: This spell creates the illusion of nearly any  
  thing the user can think of.  The illusion will last for six turns and  
  can be projected up to 24”.  Use the Non-player Character Reaction  
  Table to determine whether the opponent[s] believe the illusion or not.   
  0-30 indicates that the being does NOT believe the illusion.  31-60 =  
  dubious and undecided about the illusion.  61-100 = believes the illu-
  sion.  If the opponent does not believe in the illusion, no harm is done  
  him by the illusion.  If the opponent is dubious about the illusion,  
  there is a 40 percent chance that the illusion will be able to harm him.   
  If he does believe in the illusion, any damage inflicted by the illusion 
  is real and harms the victim.
  11.
  Slow/Haste: This spell causes 1-24 beings within 6 inches to slow their 
  movement to one half their normal speed, or to speed up their 
  movement to twice their normal speed.  This is at the discretion of 
  the caster of the spell.  Duration: three turns.
  12.
  Transmutation: This spell will transmute water into stone, stone into 
  water or mud, mud into water or stone, etc.  It affects up to 20 square  
  inches.  Creatures moving through mud so created lose 90 percent of 
  their movement potential.  The effects last twelve turns, and the spell 
  can be cast up to a distance of 24”.
  Group III:
  1.
  Change Self or Others: This spell permits the user to change himself  
  and 1-6 others (as rolled on a 6-sided die) into any animal, insect,  
  nonhuman, or human form.  [Note that one cannot change onself 
  {oneself} into a specific person!] The charmed being, of course, retains 
  his own personality and hit dice, etc.  The spell is permanent unless 
  reversed by a Dispel Magic charm.
  2.
  Control Terrain: This spell can create tunnels, doors, obstacles (such  
  as hills, walls, etc.).  It affects up to 12” of terrain in length, and  
  a 10” high and wide area.  The obstacle, etc.  will last 6 turns.
  3.
  Doom-Kill: This spell creates a powerful explosion at a range of up to  
  24”.  A roll of 7, 8, or 9 on two 6-sided dice indicates that the explo-
  sion has hit its target; less than this denotes that it has exploded short,  
  and more than this indicates that it has gone past its target.  Note that  
  the explosion requires THREE INCHES in which to burst.  Anything
  73
  
  within this radius is blown to bits.  Revivification of victims of Doom-
  Kill is possible, but requires three weeks to recover to normal.   
  Be warned that a roll of 2 (“snake eyes”) on the two 6-sided dice indi-
  cates that the caster himself is within the radius of the explosion!
  4.
  Enchant Weapons: This spell permits the user to enchant any iron or  
  steel weapon to up to +3.  A roll of 1-3 on a 6-sided die indicates that  
  a given weapon can be enchanted to +1 power; a roll of 4-5 shows an  
  enchantment of +2, and a roll of 6 indicates a +3 addition to the weapon’s  
  power.  Helmets, shields, and armour may also be enchanted by this  
  spell.  The enchantment is permanent.  It does not work on weapons  
  which already have some enchantment (i.e. one cannot add +3 to a  
  sword which is already +1).
  5.
  Mind-Bar: This spell will cause the recipient to perform a certain  
  action without fail, or to refrain from a certain action similarly.   
  It affects only one being and lasts twelve turns.  It can cause a creature 
  to serve loyally, to kill itself, or to refrain from attacking the party, for 
  example.  Note that it affects creatures of Levels I-V only and has no 
  effect upon beings of higher Experience Levels.
  6.
  Quest: This spell will send 1-12 beings (roll two 6-sided dice) upon a  
  quest of the sender’s devising, It must be completed according to  
  the sender’s wishes before the affected beings are free from compul-
  sion.
  7.
  Raise the Dead: The user can reanimate dead beings (not revivify or  
  reincarnate them).  It affects 2-12 beings and lasts twelve turns.   
  Such beings function as “zombies” and perform the user’s will literally  
  and completely.  They can be slain again, of course, having their  
  usual and normal number of hit dice points.
  8.
  Reincarnation: A deceased character can be reincarnated as some other  
  life form (i.e. not revivified or “raised” as above).  This creature  
  will have the original being’s hit dice potential, etc.  and not that of  
  the being it is reincarnated as.  This spell is permanent and can only  
  be released by a Dispel Magic spell, at which time the being is again  
  dead (and can then be revivified).
  9.
  Sending of Evil: This spell permits the user to send disease, plague,  
  and other afflictions upon 1-12 beings (roll two 6-sided dice).  It has  
  a range of up to 24” and kills within two turns unless a Cure Disease  
  spell is cast upon the victim[s].
  10.
  Teleportation: The user can teleport himself and up to ten beings  
  (or equivalent weight) from one location to another.  He must have  
  personal previous knowledge of the location to which he wishes to  
  travel, however.  Range: 24”.
  11.
  Weather Control: The user can create rain, storms, snow, baking  
  sunshine, etc.  with this spell.  It lasts six turns.  It can be terminated  
  otherwise by a Dispel Magic spell.
  12.
  Wish: Within limits set by the referee, the user can wish for many  
  things: food, drink, transportation, services, buildings, objects, etc.   
  It cannot be used to unbalance the game (referee’s option) or to disturb  
  the cosmic structure.  The smaller the wish, the more likely the  
  referee is to grant it!
  74
  
  1200.  THE “EYES.”
  Aside from spells, usable only by priests and magicians, there are also  
  devices of ancient technology known as the “Eyes.”  These are like small, dull  
  gems in shape, with an eye-like aperture on one side (whence the common name  
  for these objects), while on the other there is a small protruding stud which acti-
  vates the device.  These are to be found in ancient ruins from before the Time of  
  Darkness, although a few may be purchased now and again from the priests of  
  Thúmis.  Many fakes are made, of course, and the players should beware of fraud.
  There is also the possibility that an Eye may be defective, deteriorated from  
  long centuries of disuse.  There is a 5 percent chance of this.  If this result is  
  obtained by the referee upon the party’s finding an “Eye,” he will roll again as  
  follows: using percentile dice, 1-50 = the Eye in now completely inactive and  
  useless; 51-80 = the Eye has only half its usual charges; 81-90 = the device has  
  an effect opposite to its normal use, or distorted in some other way (referee’s  
  option): 91-100 = the Eye explodes, doing two 6-sided dice of damage to the user  
  and also to any character within ten feet of him.
  Whenever an Eye is found, its powers must be ascertained.  Some 50 percent  
  of all Eyes have a tiny inscription in one of the ancient languages (readable only to  
  priests), while the remainder must be determined by experiment.  Once the function  
  of the Eye has been ascertained, the referee will roll percentile dice, and the result  
  is the number of “charges” remaining in the device: i.e. the number of times it  
  may be used before becoming inactive.  Again, some 50 percent of all Eyes have  
  a number indicating their remaining charges just beneath the control stud: this  
  changes each time the device is used.  Others do not, and the referee must keep track  
  of his original secret roll and the subsequent times the mechanism was used.
  1210.  Description of the Eyes.
  The following list is not exhaustive, and the referee may from time to time 
  insert other types into the game.
  1.
  The Abominable Eye of Detestation: this causes 1-12 beings to flee in  
  utter revulsion from the user.  It is especially useful against undead crea-
  tures of the Underworld.  Range: 12”.  Duration: one turn.
  2.
  The Excellent Ruby Eye: This is a fairly common type.  It gives the user  
  the power to “freeze” 1-6 beings.  A saving throw against paralysis is  
  necessary.  If this saving throw is not successful, the victim is frozen  
  forever at the exact moment of time (for him) when he was struck.  Another  
  charge of the same Eye must be used to release him; no spell, etc.  will  
  work.  This Eye has a range of 12”.
  3.
  The Eye of Advancing Through Portals: This Eye projects a force which  
  opens any door, blasts down a wall of rock (up to 6” thick), and can create  
  a tunnel 3” long per firing.
  4.
  The Eye of Aerial Excellence: This permits the user and up to twelve beings  
  (or equivalent weight) to fly up to 30” per turn for a maximum of four turns  
  per charge.
  5.
  The Eye of Allseeing Wonder: This projects a beam which reveals all invisi-
  ble objects, dimensional doors, beings of other planes, etc.  It also allows  
  for sight in the dark.  Each charge lasts four turns and, has a vision length  
  of 24”.
  75
  
  6.
  The Eye of Being an Unimpeachable Shield Against Foes: This device 
  provides immunity from all edged and blunt weapons, (magical or not).   
  Its effects last six turns and affect as many as four creatures (roll one  
  4-sided die).  It has no effect against magical weapons, spells, etc.
  7.
  The Eye of Bestowing Life: This Eye immediately revivifies any being  
  slain within the last three weeks.  Any small fragment of the body is  
  enough for this device to act upon.  No rest is necessary before returning  
  to normal activities.
  8.
  The Eye of Calling Forth an Unconquerable Army: This device contains  
  a force of up to 100 automaton fighters within it in another dimensional  
  plane.  These beings are all of armour class 2 and have 3+1 hit dice.   
  They move as men do and fight with sword and shield (no bows).  They  
  may remain on this plane for a maximum of ten turns and then must return  
  to the Eye.  The number of automatons called forth on any given turn is  
  determined by rolling percentile dice: whenever a charge is used, the  
  referee rolls percentile dice, and the resultant number of automatons  
  respond.  There is always a maximum of 100 of these beings, even if  
  some are slain previously.
  9.
  The Eye of the Creeping Fog of Doom: This device produces a cloud of  
  any gaseous element the user requires.  Its settings, however, were known  
  to the ancients alone, and most of these devices now produce only certain  
  poisonous, gases (50 percent chance of nerve gas, 40 percent chance of  
  contact gas and 10 percent chance of nonharmful element, such as oxygen).   
  The cloud is blown out at a speed of 12” per turn and covers an area one  
  hundred feet square.  It lasts four turns.  Beware of wind direction, since  
  these gases will back up and slay their user! The Eye must not be used  
  in a confined space, also, since this may result in the user’s death.
  10.
  The Eye of Departing in Safety: This device instantly transports 1-12  
  beings (or equivalent weight) to a predetermined place.  It is necessary to  
  focus the Eye first upon the place to which one wishes to return.  After  
  this, it automatically carries its load back to that place: range 30”.  If  
  used without first determining the place, it transports the user into  
  illimitable darkness from which there is no returning.
  11.
  The Eye of Exquisite Power over Maidens: This Eye will charm any being  
  of the opposite sex (if used by a woman, it will charm males).  This victim  
  will adore the user until released by another charge from this Eye.  It has a 
  range of 6” and affects only one person.
  12.
  The Eye of Frigid Breath: This device projects a beam of intense cold a  
  distance of 24”.  A saving throw (use the paralysis saving throw column) is  
  necessary: if not successful, a victim dies.  This device may be used  
  in an area smaller than 24” with no harm to the user.
  13.
  The Eye of Hastening Destiny: This Eye causes the user (and 1-6 com-
  rades) to move at three a times their usual rate.  It has a range of 6” and 
  lasts four turns.
  14.
  The Eye of Illuminating Glory: This Eye creates a soft radiance around  
  its user.  It lasts for one week and can be capped and reopened at will.   
  The range of this light is 12” and it does not negate the possibility of  
  surprise.
  15.
  The Eye of Incomparable Understanding: This Eye translates any human  
  or nonhuman language into the user’s speech telepathically.  The user can  
  similarly communicate with any being in that being’s language.  Each charge  
  lasts four turns, and it has a maximum distance range of 12”.
  76
  
  16.
  The Eye of Indefinable Apprehension: This device causes 1-100 beings  
  (roll percentile dice for number) to panic and attempt to flee.  It has a  
  range of 12” and lasts four turns.
  17.
  The Eye of Insubstantial Visioning: This Eye creates hideous illusions  
  which will frighten off most humans (of Levels I-VII), nonhumans (Levels  
  I-V), and all animals and creatures of the Underworld.  There is a 70  
  percent chance that humans will believe these illusions, a 50 percent chance  
  that nonhumans will believe them, and a 90 percent chance that non-intelli-
  gent creatures will believe them.  Damage done by one of these illusions  
  to a creature believing it is treated as real damage.  Range: 12” and  
  duration: four turns.
  18.
  The Eye of Joyful Sitting Among Friends: This Eye turns enemies (human  
  and nonhuman intelligent races only) into friends for a duration of ten turns.   
  It has a range of 12” and a duration of twelve turns.
  19.
  The Eye of Madness: This device causes humans, nonhumans, and animals 
  (i.e. not undead or automatons) to fall into fits of gibbering insanity.  It  
  has a range of 12” and affects 1-12 beings.  The effect is permanent unless  
  the victim is touched with a Heal Serious Wounds spell, or the Eye of  
  Healing.  There is no saving throw against this Eye.
  20.
  The Eye of Non-Seeing: This Eye renders 1-6 beings invisible for ten  
  turns.  It has a range of 6”.  Note that beings made invisible by this device  
  may fight without becoming visible again.
  21.
  The Eye of Opening the Way: This Eye automatically finds and opens  
  secret doors.  It also buzzes when the user approaches a trap.  One charge  
  lasts two turns and has a range of 6”.
  22.
  The Eye of Raising Infernal Barriers: This device creates a wall of flame  
  20 feet in front of the user which lasts four turns.  This wall is 10’ high  
  and 10-30’ in width (adjusting to the room size).  Do not use it unless there  
  is a distance of at least twenty feet in front of the Eye! Otherwise the user  
  is himself incinerated.
  23.
  The Eye of Regeneration: This device causes a lost limb or organ to  
  regenerate completely within two turns.  It does NOT restore a dead being  
  to life, however.  Each limb or organ regenerated requires one charge.
  24.
  The Eye of Retaining All Things: This Eye opens a door into a vacant  
  dimension in which the user may store up to 100,000 Káitars in weight.   
  It does not require another charge to return stored objects to this plane.   
  Note that there in no oxygen on the plane of this Eye, and thus living beings  
  will die if stored there.
  25.
  The Eye of Retarding Destiny: This Eye permits the user to slow his rate  
  of motion (and that of 10-20 other beings as well) to one third of normal.   
  It has a range of 12” and lasts four turns.  [Cf. no.  13 above.]
  26.
  The Eye of Rising Above All: This Eye negates gravity and allows the user  
  to rise up to 24”.  He can also use it to degravitise up to two tons of weight,  
  and then simply pull the load along behind him effortlessly.  Each charge  
  lasts ten turns and a range of 12” is permitted.
  27.
  The Eye of Ruling as a King in Glory: This device causes 1-1,000 beings  
  (roll dice for number) to follow the user loyally and follow his commands.   
  It has a range of 24” and each charge lasts ten turns.
  77
  
  28.
  The Eye of Strengthening the Majesty of Weapons: This device adds +1  
  each time used upon an edged weapon up to a maximum of +3.  It may  
  be used similarly upon blunt weapons, armour, shields, etc., but its  
  maximum on these is +2.  Its effects are permanent.
  29.
  The Incomparable Eye of Commands: This Eye gives the user control  
  over 1-12 beings (roll two 6-sided dice to determine number).  It has a  
  duration of four turns and a range of 12”.  No saving throw is possible,  
  and the victim obeys the user’s orders with no volition of his own.
  30.
  The Ineluctable Eye of Healing: This Eye cures all diseases and cures  
  serious wounds up to two 6-sided dice of lost hit points per charge.  It  
  may also be used to take the place of a successful saving throw against  
  poison (it must be used first -- not after an attempted saying throw has  
  failed, however!).  It has a range of 6” and each charge heals one being  
  only.
  31.
  The Splendid Eye of Krá the Mighty: This rare device can be used as a  
  grapple to pull objects up to two tons of weight toward the user, or to push  
  this much weight away from the user.  It can thus push or pull down walls  
  of up to ten feet in thickness.  It may also be used as a weapon doing four  
  6-sided dice of damage per usage, if used to hurl an opponent against a  
  wall, etc.  It has a range of 12”.
  32.
  The Terrible Eye of Raging Power: This mechanism fires a charge of  
  electricity to a distance of 30” and has a radius of ton feet.  It does four  
  dice of damage.  Note that it requires a full 30” of room: otherwise it will  
  rebound upon its user.
  33.
  The Thoroughly Useful Eye: This Eye has the power to recharge exhausted  
  Eyes.  One charge is restored per day to any of the above Eyes, and this  
  Eye itself requires no recharging.
  As a final note, let it be clear that fighting men, as well as priests and magic 
  users, are able to utilise the Eyes and miscellaneous magical items, providing the 
  character’s intelligence is high enough.
  1300.  MISCELLANEOUS MAGICAL ITEMS.
  Aside from the Eyes, magical weapons and armour, etc., a large number of 
  individual magical items are to be found.  The following list is not exhaustive, and 
  the referee may at any time subdivide certain categories and insert other items.
  Upon the finding of a miscellaneous magical item, the referee will roll percentile  
  dice.  A roll of 0-80 = an amulet (0-10 = the first amulet type listed below, 11-20 =  
  the second type, etc.).  81-100 indicates a special magical item.  The referee will  
  then roll a 20-sided die to determine which of the twenty items has been found.   
  Note that amulets and miscellaneous magical items are all useable by warriors,  
  priests, and magic users alike.
  1310.  AMULETS.
  The following are the eight amulet-types.
  1.
  The Amulet of Finding Treasure In the Underworld: This amulet can be used  
  only once; it infallibly guide& the user to the nearest treasure hoard in the 
  Underworld.
  2.
  The Amulet of the Good God: This amulet gives protection from certain 
  undead beings, particularly the Hrá.  It has a 50 percent chance of driving 
  off other types of undead beings.
  78
  
  3.
  The Amulet of Invincible Steel: This amulet gives protection against the 
  steel-destroying secretions of the Ngáyu.
  4.
  The Amulet of Mastery of Rényu: This amulet gives the wearer the power 
  to control 1-3 Rényu creatures and bring them into his service.  They then 
  require no animal trainer.
  5.
  The Amulet of Power Over the Undead: This amulet given the wearer and 
  1-6 comrades protection from any undead creature.  Undead beings simply 
  flee or ignore persons protected by this amulet.
  6.
  The Amulet of Protection Against the Grey Hand: This amulet protects the 
  wearer against the Grey Hand (cf. Sec. 433).  This spell simply refuses to 
  work against the wearer of this amulet.
  7.
  The Amulet of Ruling the Ru’ún: This amulet gives the wearer power to 
  control the bronze demons of the Underworld, the terrible Ru’ún.  It lasts 
  only four turns, however, and controls 1-4 of these beings.
  8.
  The Amulet of Warding Off Thúnru’u: This amulet causes the evil 
  Thúnru’u creatures to flee.
  Aside from the first amulet above, all of the rest can be used over and over 
  without recharging.
  1320.  MISCELLANEOUS MAGICAL ITEMS.
  The following are the twenty miscellaneous items which players may find.  As 
  these are found, the referee will add others to the list.
  1.
  The Alluring Maiden of Ngá: This android is shaped like a beautiful girl and 
  has the paper-white skin and ebon hair common to all androids of the 
  ancients.  The particular mission of this creation is to assassinate  
  enemies of her owner.  She fights as Armour Class 2 and has six hit dice.   
  She is an accomplished stalker and moves without sound.  She also may  
  have 1-6 Eyes (roll 6-sided die and then roll for which Eyes she has).   
  She never requires recharging.
  2.
  The Boots of Changéla: The long-dead wizard, Changéla of Kettuláno,  
  created a pair to which allow the user to walk upon water.  These  
  never require recharging and have no distance limitations.  The wearer 
  can also carry a maximum weight of 250 pounds without sinking beneath 
  the water.
  3.
  The Chariot of the Gods: This is a flying vehicle, actually an ancient air  
  car.  It carries 1-6 persons and flies 30” per turn.  Roll percentile dice  
  to see how many turns (charges) the car still has.  It may be recharged,  
  of course, by the Thoroughly Useful Eye.  The bottom and sides of the car  
  are proof against missiles smaller than a catapult stone.
  4.
  The Clockwork Automaton of Qiyór: This is a fighting robot of armour class  
  2 and having 8 hit dice.  It fights for ten melee rounds and then requires one  
  round to rewind.  Its weapons are two huge broadswords: shake twice for  
  hits and damage per round.
  5.
  The Crystal Claw of Kúrusesh: This device provides communication and  
  control over all animals, including  flyers and water beasts, though not  
  intelligent or semi-intelligent creatures, and not over the artificial crea-
  tures of the Underworld.  Control lasts ten turns, and beasts may be  
  controlled at a distance of up to 12”.
  79
  
  6.
  The Cup of Súbadim the Sorcerer: This device emits a stream of any  
  liquid the users wishes.  It has a range of 6” and the stream of liquid  
  lasts one turn per charge.  It can thus be used to provide water, create  
  oil or inflammable chemicals which can be set on fire -- or to throw acid  
  upon an enemy.  Check the number of its charges with percentile dice.
  7.
  The Emerald of Hagárr of Paránta: Constructed by a wizard for this  
  famous buccaneer, this gem gives power over any water being for four  
  turns per charge.  Its charges must be checked with percentile dice.   
  It has a range of 12”.
  8.
  The Glorious Cloak of Many Eyes: This richly brocaded cloak, patterned  
  with designs in the many tiny eyes, gives the wearer the power to  
  project his invisible image up to 30” and see and hear all that goes on  
  there.  He cannot take any part in actions that are going on at his target  
  location, of course.  This garment never needs recharging.
  9.
  The Gloves of Chirené: This mythological demon-warrior of ancient N’lýss  
  possessed gloves which enhanced his strength: add +3 to all hit dice, and  
  multiply damage dice scores by three.  These gloves never require re-
  charging.
  10.
  The Hammer of Pendárte of Khéiris: This terrible warhammer is +3 and  
  automatically returns to the user’s hand after a throw.  Double the damage  
  dice done by this weapon.
  11.
  The Helmet of the Three-Pointed Star: This helmet restores life at once  
  to any being who has died within the past 24 hours.  It never requires re-
  charging, and a being thus revivified may return to normal activity at once.
  12.
  The Ladder of Mríddu the Magician: This device can be folded up until it  
  is less than the size one’s hand, and its weight is only some six ounces.   
  Yet it unfolds into a ladder over 150 feet long.  It will hold six men at a  
  time and at its top there are tiny claws which retain it securely in place  
  until its user wishes to remove it.
  13.
  The Lightning Bringer: Actually this is a piece of ancient artillery.   
  Shaped like a large tube and projector on wheels (and self-propelled), it  
  smashes through a six-foot wall with each charge.  It has a range of 24”.  
  If fired at a being, it does 10 6-sided dice damage.  Its charges must be  
  checked by percentile dice, and it can be recharged by the Thoroughly  
  Useful Eye.  Its propulsion system allows for 12” movement per turn with  
  no charge expenditure.
  14.
  The Magical Chest of the Topaz God: So ancient that the origin of its name  
  is now lost, this small, common-looking chest will hold any amount of  
  treasure, weapons, etc., providing that they are capable of being inserted  
  into its six-inch square opening.  It never requires charging.
  15.
  The Mighty Wall of Thúmis: This device creates a wall of bronze ten feet  
  high and thirty toot wide and six feet thick per charge.  It may be used  
  in smaller areas as well without harm to the user.  Check its charges with  
  percentile dice.
  16.
  The Music Box of Nekkutháne: This device has a sweet and compelling  
  melody which gives control over the fearsome Ngóro creature for ten turns.   
  Its charges must be checked with percentile dice.
  17.
  The Silver Serpent of Nayári of the Silken Thighs: This device was used by
  80
  
  this ancient queen of the Bednállja Dynasty to slay ex-lovers.  It is a  
  tiny silver serpent, some 6 inches in length, which bites with deadly  
  effect (-1 on saving throws against poison for all beings).  It can crawl  
  12” per turn, and there is a 75 percent chance that a character will not  
  see it.  Check its charges with percentile dice.
  18.
  The Speaker to Heaven: This mechanism provides communication with  
  the Gods and their Cohorts.  Add +10 to the percentage chances of Divine  
  Intervention (cf. below).  Check its charges with percentile dice.  In form  
  this device to a small golden image of Keténgku, the Sage of Many Eyes  
  and Cohort of Thúmis.
  19.
  The Trumpet of Metállja: This mighty horn belonged to the ancient hero  
  Metállja of Salarvyá.  With it, one can summon any android or automaton  
  within 12” to do the bidding of the user for four turns.  Check its charges  
  with percentile dice.
  20.
  The Wondrous Enhancer of Jewels: This device is an automatic gem  
  cutter and polisher which adds to the value of any jewel placed inside it.   
  Multiply the assessed value of the gem by 10 to determine its worth when  
  acted upon by this device.  Its charges must be checked by percentile dice.
  1400.  SAVING THROWS.
  A character struck by poison, hypnosis, paralysis, hostile spells, or Eyes  
  still has a chance to save himself.  Although bites, stings, etc.  usually require  
  a successful throw of the hit dice, spells, some kinds of hypnosis, and the possi-
  bility of being struck by an Eye do not -- they are automatic hits, and the only 
  defense against them is a successful saving throw.  These depend upon the Exper-
  ience Level of the Character, and also upon his profession (fighting man, or  
  priest/magic user).
  A successful saving throw against spells, paralysis, and hypnosis means that 
  the character suffers NO damage whatsoever.  Successful saving throws against 
  poison and Eyes still require that the character suffer ONE HALF of the damage 
  dice normally inflicted.  Although some spells, Eyes, etc.  have special and specific 
  damage dice, most do not, and the damage done by these weapons is ascertained 
  from Sec. 530, just as are blows from other types of weapons.
  In the following table “F” = “fighting man”; “M/P” = “magician or priest”; and 
  the number following these abbreviations indicates the Experience Levels covered.
  LEVEL AND 
  PROFESSION:
  TYPE OF ATTACK AND SUCCESSFUL SAVING THROW NEEDED:
  Poison
  Spells
  Paralysis/Hypnosis
  Eyes
  F 1-3
  12
  16
  13
  15
  M/P 1-4
  13
  15
  14
  14
  F 4-6
  10
  14
  12
  13
  M/P 5-7
  11
  12
  13
  12
  F 7-9
  8
  11
  10
  11
  M/P 8-10
  9
  8
  11
  9
  F 10-up
  6
  9
  8
  9
  M/P 11-up
  7
  5
  9
  6
  81
  
  1500.  THE GODS AND DIVINE INTERVENTION.
  All classes of characters may serve one of the Gods or one of their Cohorts.  
  Priests, of course, have special access to these deities, but other professions may 
  obtain assistance and advice from them as well.  Characters may serve only ONE 
  God or Cohort and are allowed to change their allegiance only between adventures.  
  There are five Good Gods (the Tlomítlanyal -- “yal” is the Tsolyáni plural suffix) 
  and five Evil Gods (the Tlokiriqáluyal).  There are five Good Cohorts and five Evil 
  Cohorts, one serving each God (the ten being called Hlimékluyal).  A character 
  serving any of the five Good Gods or their Cohorts is aligned with Good, and a being 
  serving any of the five Evil Gods or their Cohorts is aligned with Evil.  Characters 
  of opposite alignment may not participate together in adventures in view of the 
  hostilities involved.
  The Tlomítlanyal are:
  1.
  Hnálla, the Supreme Principle of Good, the Lord Whose True Name  
  May Not Be Known, Master of Light and Opponent of Evil.  Priests  
  of Hnálla wear white robes and a silver skullcap.
  2.
  Karakán, the Lord of War, Master of Men and Ultimate Hero.  Priests  
  of Karakán wear red robes and a golden helmet with a high scarlet 
  crest.
  3.
  Thúmis, Lord of Wisdom, Knower of Arts and Crafts, Hidden Seeker  
  of Eternal Knowledge, Sage of the Gods.  Priests of Thúmis wear  
  grey robes and a simple black skullcap.
  4.
  Avánthe, Mistress of Heaven, Maiden of Beauty, Mother of Devotion,  
  Wife of Hnálla.  Priestesses of Avánthe wear blue robes and a circlet of 
  gold.
  5.
  Belkhánu, Lord of the Dead, Master of the Paradises of Teretáne,  
  Opener of the Gates of Heaven.  Priests of Belkhánu wear yellow  
  robes and a tall yellow headdress with a coif which masks their faces.
  The Tlokiriqáluyal are:
  1.
  Hry’ý, the Supreme Principle of Evil, Master of Negation and Non-Being, 
  Opponent of Good and Dispenser of Calamities.  Priests of Hry’ý wear 
  purple robes and go masked in velvet.
  2.
  Vimúhla, Lord of Fire, the Power of Destruction and Red Ruin.  Maker  
  of Thunders.  Priests of Vimúhla wear flame-orange robes and a  
  tall headdress in the shape of a stylised flame.
  3.
  Ksárul, the Ancient Lord of Secrets, Doomed Prince of the Blue Room, 
  Master of Magics and Grammarie.  Priests of Ksárul wear black  
  robes and a square, mortarboard-shaped black headdress.
  4.
  Sárku, the Five-Headed Lord of Worms, Master of the Undead, Guide  
  into Darkness, the Demon of Decay.  Priests of Sárku wear brown  
  robes and paint their faces to resemble skulls.
  5.
  Dlamélish, Green-Eyed Lady of Sins, Mistress of Demons, Obsidian  
  Princess of the Damned.  Priestesses of Dlamélish wear glittering  
  green robes and a tiara of silver.
  The five Cohorts of the five Good Gods are:
  82
  
  1.
  Drá the Uncaring, Cohort of Hnálla, Singer of the Hymns of the Gods.  
  Priests of Drá wear particoloured white and tan robes and a round 
  turban-like headdress.
  2.
  Chegárra, the Hero-King, Swordsman of Glory, Cohort of Karakán.   
  Priests of Chegárra wear chequered red and white robes and a helmet 
  of bronze.
  3.
  Keténgku the Many-Eyed, Cohort of Thúmis, the Knower of All,  
  Scribe of the Gods.  Priests of Keténgku wear grey and white robes  
  and a skullcap of cerulean blue.
  4.
  Dilinála, the Lovely Maiden of the Emerald Crown, Handmaiden of  
  Avánthe, Aid of Lovers, Daughter of Hnálla.  Priestesses of Dilinála 
  wear blue and white robes and a small tiara of emeralds.
  5.
  Qón, the Ancient One of Pleasures, Guardian of the Gates of Hell  
  Against Those Who Would Come Forth, Cohort of Belkhánu.  Priests 
  of Qón wear yellow and white robes and a thin veil which masks their 
  faces.
  The five Hlimékluyal (Cohorts) serving the Evil Gods are:
  1.
  Wurú the Unnameable, He Who Appears Where Evil Dwells, the Many-
  Legged Serpent of Gloom, Cohort of Hry’ý.  Priests of Wurú wear 
  particoloured purple and mauve robes and a hood of black velvet.
  2.
  Chiténg, Lord of Red Spouting Flame, Drinker of Blood, Cohort of 
  Vimúhla.  Priests of Chiténg wear orange and purple robes and a 
  helmet of iron.
  3.
  Grugánu, the Knower of Spells, Black Sword of Doom, Servant of  
  Ksárul.  Priests of Grugánu wear black and purple robes and a  
  tall hat of soft black felt.
  4.
  Durritlámish, the Black Angel of the Putrescent Hand, He of the  
  Rotted Face, Cohort of Sárku.  Priests of Durritlámish wear brown  
  and purple robes and paint their faces grey.
  5.
  Hriháyal, the Dancing Maiden of Temptation, Whore of the Five  
  Worlds, Handmaiden of Dlamélish.  Priestesses of Hriháyal wear  
  diaphanous green and purple robes and a headdress of silver in the  
  form of a serpent.
  1510.  DIVINE INTERVENTION.
  The Gods and their Cohorts will upon occasion assist their devotees.  There is  
  a chance of angering the deity, however, and also a large possibility that he or she  
  will not take an interest in mortal affairs.  The seeker may thus suffer harm or  
  receive no response at all.  Divine intervention is possible only ONCE A DAY --  
  more than this bringing on immediate retribution.  Player characters only may seek  
  this assistance: i.e. non-player characters have no possibility of Divine aid.
  A player asking for divine intervention rolls percentile dice and compares his  
  score with the following tables.  The first is for intervention from the Gods, and the  
  second is for intervention from the Cohorts.  A successful throw denotes that the  
  character has achieved assistance from his God or Cohort, and the referee then  
  considers the nature of the request and responds accordingly (but not to the extent 
  that the structure of the game is unbalanced: the option is the referee’s).  A  
  throw of no effect means that the God or Cohort makes no response.  A throw of  
  retribution denotes that the character suffers hit dice damage of one 6-sided die  
  for each Level of his Experience (e.g. a 7th Level character takes seven dice
  83
  
  damage!).  Divine intervention is more difficult to obtain from one of the Gods,  
  of course, but its effects are greater.  Intervention by a Cohort is correspondingly 
  less (this being up to the referee).
  THE GODS:
  LEVEL OF CHARACTER AND SCORES:
  1
  2
  3
  4
  5
  6
  7
  8
  9 and up
  RETRIBUTION:
  1-60
  1-50
  1-40
  1-30
  1-20
  1-10
  1-5
  1-5
  --
  NO EFFECT:
  61-100 51-90
  41-85
  31-75
  21-65
  11-55
  6-45
  6-40
  0-35
  INTERVENTION:
  --
  91-100 86-100 76-100 66-100 56-100 46-100 41-100
  36-100
  Divine intervention from the Cohorts is as follows:
  THE COHORTS:
  LEVEL OF CHARACTER AND SCORES:
  1
  2
  3
  4
  5
  6
  7
  8
  9 and up
  RETRIBUTION:
  1-50
  1-40
  1-30
  1-20
  1-10
  1-5
  1-5
  --
  --
  NO EFFECT:
  51-100
  41-90
  31-80
  21-70
  11-60
  6-50
  6-40
  1-40
  1-30
  INTERVENTION:
  --
  91- 
  100
  81- 
  100
  71- 
  100
  61- 
  100
  51- 
  100
  41- 
  100
  41- 
  100
  31- 
  100
  Important note: add +10 to the score of a priest, and add +5 to the score of 
  a magic user when using the above tables.  This reflects the fact that those two 
  professions are more in contact with the Gods and their Cohorts than are fighting 
  men.
  It is also possible to increase one’s chances of divine intervention by making 
  offerings to one’s God or Cohort.  These increases are determined by the number 
  and nature of valuables offered up.  Note that the character must make his offering 
  BEFORE he rolls for divine intervention -- i.e. he cannot roll and THEN add an 
  offering in order to get his score up to a successful level.  Offerings and their 
  increases are as follows:
  For each 1,000 Káitars offered, add +5.
  For each Eye offered, add +15.
  For each magical weapon, item of armour, or shield, add +10.
  For each item of miscellaneous magic, add +20.
  For each scroll of spells offered, add +10.
  For each book of magic offered, add +20.
  Note also that in most cases players will not be able to carry their fortunes 
  about with them, being too heavy and likely to detract from movement.  Therefore, 
  the referee mast take care to see that the player actually has the amount to be 
  offered in his physical possession at the time that the player wishes to offer it.
  1600.  MAGICAL WEAPONS AND ARMOUR.
  Iron and steel weapons and armour may be “strengthened” by magic.  This is  
  never true of Chlén-hide arms, nor is it possible for weapons made of other metals.   
  Magically strengthened weapons and armour may be found outdoors, in the Under-
  world, in the possession of non-player characters, etc.  It is also possible for  
  player characters to strengthen a weapon or piece of armour by the Enchant 
  Weapons spell (Sec. 1110, Group III, no.  4) and by the Eye of Strengthening the 
  Majesty of Weapons (Sec. 1210, no.  28).  A player-priest or magic user can charge 
  84
  
  whatever he wishes for this service, but a non-player character (priest or magic- 
  user) using this spell will charge percentile dice times 50 gold Káitars.
  Magical strengthening for armour, shields, and helmets denotes that the listed  
  number (e.g. +1) is added to the number required to hit a being of that armour  
  class.  Cf. Sec. 520.  Thus, a 3rd Level being attempting to hit a being of Armour  
  Class 2 normally needs a score of 18 on a 20-sided die.  Yet if the latter had a suit  
  of +1 armour, the attacker would require a score of 18 + 1 = 19.  There is no  
  effect on the damage dice, however, if the attacker does manage to score a hit.
  Note that a magically strengthened shield must be got up into position in time to  
  deflect a blow.  This is done successfully on a roll of 5 or 6 on a 6-sided die.  Other-
  wise the blow strikes the character’s armour.
  Maces, flails, war hammers, and clubs (iron or steel only), and all such blunt  
  weapons, may have a maximum of +3 added to their hitting powers.  Edged weapons,  
  such as swords, scimitars, axes, and daggers may have +3 also, although a very few  
  will be found with +4 capabilities.  Arrows, slings, spears, and bolas may have a  
  maximum of +3.  Again, this strengthening applies to the hitting power of the weapon  
  only and not to the damage dice.  In a few instances weapons will indeed be found  
  which specifically add a bonus to the damage dice done by a blow.
  Certain swords, scimitars, and axes may have further powers:
  1.
  Alignment: A number of these edged weapons have alignments with Good or  
  Evil.  A percentile dice score of 1-50 = a weapon aligned with Good; 51- 
  85 = no alignment; 86-100 = a weapon aligned with Evil.  These dice are  
  thrown secretly by the referee.  A character who picks up (or, in the case  
  of swords, unsheaths) a weapon of opposite alignment to himself takes two  
  6-sided dice damage automatically (e.g. if a “Good” character unsheaths  
  a sword aligned with Evil).  Non-player characters ordered to pick up and  
  test a weapon’s alignment may take one 6-sided die only.  Note that a priest  
  can alter a weapon’s alignment by applying a Remove Curse spell. 
  2.
  Intelligence: Certain weapons have intelligence and can communicate with t 
  their and at times with others.  Again, a roll of 1-50 by the referee  
  = no intelligence, an ordinary weapon; 51-60 = low intelligence, and the  
  owner can only achieve a sort of empathy (like/dislike and other simple  
  emotions) with his weapon; 61-70 = Intelligence enough to communicate  
  with the owner verbally, but telepathically and inaudibly to others; 71-80  
  = a weapon which can communicate aloud; 81-90 = the weapon is very  
  intelligent and can speak one other modern language in addition to Tsolyáni;  
  91-100 = the sword is extremely intelligent and can speak two languages;  
  it can also offer advice (in reality from the referee) to its owner.
  3.
  Ego: An edged weapon may also have an ego of its own, and if this is power-
  ful, it may attempt to dominate its owner.  A roll of 1-50 by the referee  
  = no perceptible ego; 51-60 = weak ego: can control a 1st Level character;  
  61-70 = average ego: can control an owner up to Level 3; 71-80 = strong  
  ego: can control an owner up to Level 5; 81-90 = very strong ego: can  
  control an owner up to Level 7; 91-100 = extremely egotistic: can control  
  owner up to Level 8 and also force 1-3 persons of Levels 1-4 to do its  
  bidding.  An egotistical sword may dominate its owner and force him into  
  an undesired attack upon some specific enemy (cf. below), or even force  
  him to change alignment while he has the weapon unsheathed! In a situation  
  in which a weapon might dominate its owner, the latter must roll a saving  
  throw (14 on a 20-sided die or better); if he achieves this, then the weapon  
  does not dominate him on this occasion; if not, the weapon takes over (and
  85
  
  the referee determines the ensuing action).
  4.
  Specific Enemies: Only edged weapons of an intelligence of 81-100 (cf. 2 
  above) may have this sinister feature.  If the weapon’s intelligence does 
  fall into this category, then the referee will roll percentile dice and 
  compare the score with the following table:
  1-60
  No specific enemies
  61-64
  Hates Undead creatures and does +1 against them.
  65-68
  Hates priests of opposite alignment to itself, doing +1 
  against them.
  69-72
  Hates nonhumans of opposite alignment (i.e.  either the 
  “friendly” or “hostile” races, ignoring neutrals), 
  doing +2 against them.
  73-76
  Hates magic users of opposite alignment to itself, doing 
  +1 against them.
  77-80
  Hates all flying creatures, doing +2 against them.
  81-84
  Hates all Underworld creatures, doing +1 against them.
  85-88
  Hates all fighting men and women, doing +2 against any 
  such opponent.
  89-92
  Hates all forest animals, doing +1 against them.
  93-96
  Hates all water animals, doing +1 against them.
  97-100
  Hates the Sérudla, doing +3 against them.
  If the weapon has a high ego and can dominate its owner, he or she may 
  expect to find that there will be battles willy-nilly with the weapon’s specific 
  enemies!
  5.
  Spells: Certain weapons may also have their own magical spells and powers.  
  These may be used as needed by their owner (assuming the sword or weapon  
  does not dominate him -- and refuse to use its spell!).  These spells will 
  be listed in Sec. 1620.
  1610.  NON-PLAYER CHARACTERS AND MAGICAL WEAPONS AND ARMOUR.
  Aside from finding a weapon or article of armour in a treasure cache, in a  
  shop, etc., there is the likelihood of encountering a non-player character possessing  
  these items. First Level non-player characters never have such magical arms and  
  armour; for the higher levels, the following table is used:
  MAGICAL ARMS 
  AND ARMOUR  
  FOUND:
  LEVEL OF NON-PLAYER CHARACTER ENCOUNTERED, 
  AND PERCENTILE SCORES REQUIRED TO HAVE THE ITEM[S]:
  2-3
  4-5
  6-7
  8-9
  10-up
  Shield
  60-70
  50-55
  40-45
  30-35
  20-25
  Armour
  71-75
  56-60
  46-50
  36-41
  26-30
  Helmet
  76-80
  61-65
  51-55
  41-45
  31-35
  Armour and Shield
  81-85
  66-70
  56-60
  46-50
  36-40
  Armour and Helmet
  86-90
  71-75
  61-65
  51-55
  41-45
  Helmet and Shield
  91
  76-86
  66-70
  56-60
  46-50
  Sword
  92
  81-85
  71-75
  61-65
  51-55
  Sword and Dagger
  93
  86-90
  16-80
  66-70
  56-60
  Sword and Armour
  94
  91-92
  61-90
  71-80
  61-70
  86
  
  MAGICAL ARMS 
  AND ARMOUR  
  FOUND:            
  LEVEL OF NON-PLAYER CHARACTER ENCOUNTERED, 
  AND PERCENTILE SCORES REQUIRED TO HAVE THE ITEM[S]:
  2-3
  4-5
  6-7
  8-9
  10-up
  Sword and Shield
  95
  93-94
  91-92
  81-85
  71-75
  Sword and Helmet
  96
  95-96
  93-94
  86-90
  76-80
  Miscellaneous 
  Weapon
  97
  97
  95-96
  91-94
  81-85
  Miscellaneous 
  Weapon, Armour, 
  and Sword
  99
  99
  99
  97-98
  91-95
  One of Each Item
  100
  100
  100
  99-100
  96-100
  1620.  DETERMINATION OF MAGICAL ARMS AND ARMOUR.
  Aside from various “Saturday Night Specials, “ which the referee will devise and  
  “plant” here and there among the treasures and caches of Tékumel, the determina-
  tion of the powers of magical arms and armour found with non-player characters,  
  etc.  is done as follows:
  1. If the item is a shield, a helmet, or a suit of armour, percentile dice are  
  rolled to determine its magical strengthening, and this table is used:
  1-50
  +1
  51-85
  +2
  86-100
  +3
  2. If the Item is a sword, roll for the capabilities listed in Sec. 1600 and also  
  for the item’s magical strengthening as follows:
  1-50
  +1
  51-80
  +2
  81-90
  +3
  91-92
  +1, and +1 on damage dice
  93-94
  +2, and +1 on damage dice
  95-96
  +2, and +2 on damage dice
  97-98
  +3, and +2 on damage dice
  99
  +3, and +3 on damage dice
  100
  +4, and +3 on damage dice
  3. If the item is a miscellaneous weapon, use the table below.  If the weapon  
  is an axe or a scimitar, roll for its intelligence, etc.  as detailed in Sec.  
  1600.
  1-5
  Warhammer +1
  6-10
  Warhammer +2
  11-15
  Warhammer + 3, and +1 on damage dice
  16-20
  Bow +1
  21-25
  10 arrows +1
  26-30
  10 arrows +2
  31-35
  Sling +1
  36-40
  Sling +2
  87
  
  41-45
  Bola +1
  46-50
  Bola +2
  51-55
  Spear +1
  56-60
  Spear +2
  61-65
  Spear +3, and +1 on damage dice
  66-70
  Dagger +1
  71-75
  Dagger +2
  76-80
  Dagger + 3
  81
  Scimitar +1
  82
  Scimitar +2
  83
  Scimitar +3
  84
  Scimitar +1, and +1 on damage dice
  85
  Scimitar +2, and +1 an damage dice
  86
  Scimitar +3, and +2 on damage dice
  87
  Scimitar +3, and +3 on damage dice
  88
  Scimitar +4, and +3 on damage dice
  89
  Scimitar +2, and each hit drains one Experience Level
  90
  Scimitar +3, and each hit drains one Experience Level
  91
  Battle-axe +1 
  92
  Battle-axe +2
  93
  Battle-axe +3
  94
  Battle-axe +1, and +1 on damage dice
  95
  Battle-axe +2, and +1 on damage dice
  96
  Battle-axe +3, and +2 on damage dice
  97
  Battle-axe +3, and +3 on damage dice
  98
  Battle-axe +4, and +3 on damage dice
  99
  Battle-axe +2, and each hit drains one Experience Level
  100
  Battle-axe +4, and +3 on damage dice, and each hit drains  
  one Experience Level
  4. 
  If the weapon is a sword, an axe, or a scimitar, there is a possibility that  
  it will have spells of its own, as stated above.  To determine whether a  
  given weapon has spells -- and if so, how many -- use the following table:
  WEAPON’S 
  MAGICAL 
  POWER:
  PERCENTILE DICE SCORES TO DETERMINE  
  NUMBER OF SPELLS POSSESSED BY WEAPON
  One Spell
  Two Spells
  Three Spells
  +1
  60
  70
  80
  +2
  50
  60
  70
  +3
  40
  50
  60
  +4
  30
  40
  50
  Once the number of spells has been determined, roll a six-aided die to  
  determine which Group of Bonus Spells (Sec. 1110) each spell belongs to,  
  using the following table.  Once the spell Group has been found, roll a  
  12-sided die to determine which of the group it is.
  WEAPON’S 
  MAGICAL 
  POWER:
  GROUP TO WHICH SPELL BELONGS AND SIX- 
  SIDED DIE ROLL REQUIRED
  Group I
  Group II
  Group III
  +1
  1-3
  4-5
  6
  88
  
  WEAPON’S 
  MAGICAL 
  POWER:
  GROUP TO WHICH SPELL BELONGS AND SIX- 
  SIDED DIE ROLL REQUIRED
  Group I
  Group II
  Group III
  +2
  1-2
  3-4
  5-6
  +3
  1
  2-4
  5-6
  +4
  -
  1-3
  4-6
  1700.  TREASURE.
  Much of the treasure to be found in the Underworld, in various outdoor locations, 
  caches, etc.  will have been arbitrarily determined by the referee and recorded by  
  him.  Once these treasures are found, they are depleted, and the next party will  
  find only smashed chests and empty coffers.  Other treasures, however, require  
  determination as the game proceeds.  Nine Treasure Types (A through I) have  
  been established, therefore, and these contain varying amounts of copper Qirgál,  
  silver Hlásh, gold Káitars [players will not be bothered with the many many ancient  
  coins of odd sizes and denominations actually found in buried treasures], and such  
  further prizes as gems, pieces of jewellry, Eyes, magical arms and armour,  
  magical and priestly books, and scrolls of spells.  As usual, there are also many  
  “Saturday Night Specials,” which will not be discussed until they are found.
  As previously stated, one copper Qirgál = 1/20 of a silver Hlásh, and twenty 
  Hlásh = one gold Káitar.
  Values for gems are determined by percentile dice.  Base values for gems are 
  obtained from the following table:
  PERCENTILE 
  DICE SCORE:
  BASE VALUE IN KÁITARS:
   1-10
  20
  11-25
  50
  26-75
  100
  76-90
  500
  91-99
  1,000
   100
  2,000
  A 6-sided die is rolled for every gem (or group of five or ten gems where many 
  gems are involved); if a score of 1 is obtained, the gem[s] belong to the next higher 
  category.  Categories above 2,000 are:
  5,000
  10,000
  25,000
  50,000
  100,000
  500,000
  The value of jewellery is similarly determined by percentile dice as follows:
  PERCENTILE SCORE:
  VALUE IN GOLD KÁITARS:
  1-20
  3 6-sided dice times 100 Káitars
  21-70
  1 6-sided die times 1,000 Káitars
  71-90
  1 8-sided die times 1,000 Káitars
  91-99
  1 12-sided die times 1,000 Káitars
  100
  1 6-sided die times 10,000 Káitars
  The following table lists the Treasure Types, items, and percentile scores needed 
  to find each item in any particular treasure hoard.
  89
  
  TREASURE  
  TYPE:
   
  1,000’s  
  of  
  Copper
   
  1,000’s  
  of  
  Silver
   
  1,000’s 
   of  
  Gold
   
  Gems
   
  Jewellery
   
  Eyes
   
  Arms and  
  Armour
   
  Books and 
  Scrolls
  A
  1-6: 40
  1-6: 30
  1-6: 20
  1-6: 20
  --
  1-3: 10
  --
  --
  B
  1-6: 50
  1-6: 40
  1-6: 30
  1-6: 30
  1-6: 10
  1-3: 30
  --
  1: 10
  C
  2-12: 20
  1-6: 50
  1-6: 40
  2-12: 20
  2-12: 20
  1-3: 40
  1: 30
  1: 20
  D
  2-12: 30
  2-12: 40
  2-12: 30
  2-12: 40
  2-12: 30
  1-3: 50
  1: 50
  1: 30
  E
  2-12: 40
  2-12: 50
  2-12: 40
  2-12: 50
  2-12: 40
  1-6: 20
  2: 30
  2: 20
  F
  --
  4-24: 20
  2-12: 50
  4-24: 20
  2-12: 50
  1-6: 30
  2: 40
  2: 30
  G
  --
  1-100: 30
  10-40: 75
  4-24: 40
  4-24: 30
  1-6: 40
  2: 50
  2: 40
  H
  --
  --
  10-60: 75
  1-100: 40
  4-24: 40
  2-12: 30
  3: 30
  3: 20
  I
  --
  --
  1-100: 50
  1-100: 50
  1-100: 30
  2-12: 40
  3: 40
  3: 30
  90
  
   The nature of an item of arms or armour is determined by rolling a 20-sided die 
  and comparing the score with the following table:
  1-5
  Shield
  6-8
  Helmet
  9-11
  Armour
  12-17
  Sword
  18-20
  Miscellaneous Weapon
  The exact nature of the item can then be discovered by employing the tables in 
  Secs. 1600 and 1620.
  If a book or scroll is indicated, there is an 85 percent chance that the item is  
  a scroll and a 15 percent chance that it is a book.  If the item is a scroll, roll 
  percentile dice and determine its type: then consult Sec. 1810 where these are 
  described.  Percentile dice rolls required for various types of scrolls are:
  1-30
  Type I
  31-40
  Type II
  41-50
  Type III
  51-55
  Type IV
  56-60
  Type V
  61-65
  Type VI
  66-70
  Type VII
  71-75
  Type VIII
  76-80
  Type IX
  81-85
  Type X
  86-90
  Type XI
  91-95
  Type XII
  96-100
  Type XIII
  If the item is a book, roll a 20-sided die and consult the table in Sec. 1820.
  1800.  BOOKS AND SCROLLS.
  Scrolls and books are primarily of use to priests and magic users, although  
  there area few usable by fighting men.  Scrolls contain magical spells which can  
  normally be used only ONCE.  After use, they disappear.  There is a 10 percent  
  chance that a spell will remain for another use, however, and players must request  
  the referee to roll for this possibility.  There is also a 50 percent chance that a  
  given scroll will fade to illegibility if some character does NOT attempt to read it.   
  If the player[s] do not know the language of the scroll, they must take it to some  
  person who does know that tongue and request him to read it.  Non-player characters  
  who perform this service will charge percentile dice times 10 per spell on the scroll.
  1810.  DTERMINATION {DETERMINATION} OF SCROLLS,
  There is a 70 percent chance that a scroll of spells will be written in one of the 
  modern languages of Tékumel, and a 30 percent chance that it will be in one of the 
  ancient tongues (cf. Sec. 432).  If the scroll is in a modern language, roll a 20-sided 
  die and consult the following table
  1-5
  Tsolyáni
  6-8
  Salarvyáni
  9-11
  Mu’ugalavyáni
  12-14
  Livyáni
  15-16
  Yán Koryáni
  17-18
  Saá Allaqiyáni
  19
  Milumanayáni
  20
  Pecháni
  91
  
  If the scroll is in an ancient language, roll a 20-sided die and use the following 
  table:
  1-5
  Classical Tsolyáni
  6-9
  Engsvanyáli
  10-14
  the Ancient Salarvyáni of the Bednállja Dynasty
  15-16
  the Tongue of the Priests of Ksárul
  17-18
  Llyáni
  19-20
  Mihálli
  Scrolls are divided into thirteen types, according to the type and number of 
  spells they contain.  Unless otherwise indicated, spells found on scrolls are those 
  listed under Bonus Spells in Sec. 1110; hence the “Group I,” “Group II,“ and “Group 
  III” notation.  The referee will roll to determine which spells of these Groups are 
  contained in any given scroll.  Scroll Types are as follows
  Type I
  One spell of Group I
  Type II
  Two spells of Group I
  Type III
  One spell of Group I and one spell of Group II
  Type IV
  Two spells of Group I and one of Group II
  Type V
  Two spells of Group II
  Type VI
  Two spells of Group II and one of Group I
  Type VII
  One spell of Group III
  Type VIII
  Two spells of Group III
  Type IX
  Two spells of Group III and one of Group II
  Type X
  ESP and Revivify [cf. Sec. 432]
  Type XI
  Necromancy and the Grey Hand [cf. Sec. 433]
  Type XII
  Remove Curse, Monster Control, and Cure Serious Wounds  
  [Secs. 432 and 433]
  Type XIII
  Cursed Scroll
  The curse contained in a Cursed Scroll takes effect immediately upon all within 
  a ten foot radius of the reader.  It does this regardless of which language it is  
  written in.  The effects of the curse are determined by rolling a 20-sided die and 
  consulting the following table.
  1-6
  All affected take 2 6-sided dice damage
  7-10
  An Underworld being of the referee’s choice appears
  11-13
  All affected are struck with the rotting plague (fatal within three 
  turns if Eye of Healing or healing spell not applied)
  14-16
  All affected are transformed into creatures of the referee’s choice
  17-18
  All affected are transported to a randomly chosen hex of the  
  large terrain map
  19
  All affected are paralysed (roll saving throws)
  20
  All affected are slain (revivification possible, however).
  1820.  BOOKS.
  Books may contain spells, incantations to the Gods and the Cohorts, instructions 
  of many sorts, manuals for the use of Eyes, etc., and many other topics.  For 
  simplicity’s sake, these have been reduced to some twenty items, plus a number of 
  “Specials” scattered here and there throughout Tékumel.  If a book is found, a 20-
  sided, die is rolled and the following table is consulted.
  1.
  Korúnkoi hiQiyór: “The Book of Qiyór”.  The ancient wizard Qiyór left 
  a book of spells and incantations which are effective for magic users.  A 
  good magic user will go up one Experience Level upon reading the book; 
  and evil magic user goes up one Level as well, but takes two 6-sided dice
  92
  
  damage.  A fighting man cannot comprehend this book, even though it in 
  written in modern Tsolyáni; it thus has no effect upon fighting men.
  2.
  Korúnkoi hiSsánu hiMissúma: “The Book of the Dance of Death.”  This 
  treatise is usable only by magicians.  Since it is dedicated to Hry’ý, the 
  Principle of Evil, an evil magician who reads it will advance one Level of 
  Experience.  A good magician will LOSE one Level.  A fighting man takes 
  one 6-sided die of damage by just opening the cover! Nonhumans can make  
  no use of it at all and cannot even identify it.
  3.
  Korúnkoi hiKhéshdu hiMrúrgayal: “The Book of Sending Forth the Hated Dead.”   
  This volume can be read only by an evil priest of Level 5 or more.  It is  
  written in modern Tsolyáni and to dedicated to hideous Ksárul, the Doomed  
  Prince of the Blue Room.  It gives an evil priest two powers: it adds one  
  six-aided die of damage to any successful hit he makes upon an opponent  
  for four turns after reading it [it can be read only once a day, and doing this  
  requires one full turn].  It also gives him control over any undead being  
  for ten turns, immediately after reading it.  A magic user of either align-
  ment, or a good priest, or an evil priest of less than Level 5, take two  
  6-sided dice damage.  A fighting man is instantly slain by just a glance  
  inside this book and will require revivification.
  4.
  Korúnkoi hi Ssyússayal: “The Book of Mighty Swords.”  This volume is  
  written in modern Tsolyáni and is of use to warriors: a 3rd Level (or  
  greater) fighting man will advance one Level upon reading this book.  This  
  can only be done once, of course.  It has no effect upon either priests or  
  magic users, although it will indeed advance a nonhuman fighter.
  5.
  Timándhalikh hitùplanMítlandalisayal: “The Understanding of the Beloved,  
  Great, and Powerful Gods.”  This book, in modern Tsolyáni, will raise  
  a good priest of Level 4 or higher one Level.  An evil priest of any Level  
  takes two 6-sided dice damage, while magic users and fighters are not  
  affected at all by this book.  It is dedicated to the Lord of Wisdom, Thúmis.
  6.
  Chégudalikh hiQón: “The Mighty Grace of Qón.”  This treatise in dedicated  
  to Qón, the Guardian of the Gates of Hell.  A priest of Qón (of any Level)  
  advances TWO Levels upon reading this book.  Any other type of good priest  
  or magic user advances one Level.  Evil priests or magicians are slain at  
  once by this book, while fighting men of any race are not affected.  It is 
  written in modern Tsolyáni.
  7.
  Chánisayal hiHayá: “Powerful Maps of Glory.”  This is a book of treasure  
  maps in modern Tsolyáni.  Any character of Level 3 or more can use them.   
  The referee will determine bow many maps there are by rolling a 6-sided  
  die (1-6).  He will then use the list in Sec. 900 to determine in which city  
  the treasure[s] lie, whether the treasure[s] are in the Underworld or some-
  where else, etc.
  8.
  Korúnkoi hiKérdusayal: “The Book of Powerful Generals.”  This book, in  
  modern Tsolyáni, is readable only by fighters of Level 3 and up.  It adds  
  any two skills from Sec. 430 for the profession of Warrior, and it also  
  advances any warrior one Experience Level.  It has no effect upon priests  
  or magic users.  It is also usable by nonhuman fighters.
  9.
  Dímlalikh tlaSsúgayal: “The Striking of the Hated Ssú.”  This book is  
  usable any character who can fight with weapons (i.e. warriors and
  93
  
  priests; magic users are excluded, even though they do have daggers).   
  It adds +5 damage dice points to any successful blow struck against a Ssú 
  opponent.  It has no effect against other beings.  This book, in modern 
  Tsolyáni, is dedicated to Karakán, the Lord of War.
  10.
  Hénganikh hiZhálmigan: “The Splendour of Decay.”  This book, in modern  
  Tsolyáni, dedicated to Sárku, the Five-Headed Lord of Worms. It adds  
  +1 to any blow and +2 on damage dice permanently to the combat scores of  
  evil priests or magic users of Level 5 or higher.  Good priests or magic  
  users must roll a saving throw of 12 or higher if they even open this book, 
  while even a glance inside slays a fighting man.  It a good priest or magic 
  user does make his saving throw, the book has no effect upon him, but he 
  does not gain the bonus hit and damage dice.  Nonhumans cannot read the 
  book at all and are not affected by it.
  11.
  Chnéshaq khyChnéshayalu: “The Mystery of Mysteries.”  This book, in  
  archaic classical Tsolyáni, adds +10 to the character’s possibility of  
  Divine Intervention (Sec. 1510).  It is usable by all professional types,  
  all races, and both &ligaments.  Once used, the book disappears, however,
  12.
  Kishága Dlittlúmri: “The Book of Five Fingers.”  This tract, in Pécháni,  
  is usable by any priest or magic user (and has no effect upon fighting men).   
  It contains the following five powers: (a) the ability to fly 30” per turn for  
  one turn; (b) the power of paralysing 1-6 hostile beings (saving throw  
  possible, however); (c) the power of regeneration of one limb or organ  
  (requiring one turn); (d) the power to cast three 24” fireballs of one inch  
  diametre; and (e) the power to choose one permanent bonus spell from  
  Groups II or III in Sec. 1110.  Once one of these powers is used, however,  
  that item disappears from the book.  Aside from (e), therefore, these  
  powers can only be employed once, and then the book reverts to blank paper.
  13.
  Guppíshsha Hrákkuq Mazhzhátl: “The Book of the Fragrant Garden.”  This  
  manuscript, in modern Salarvyáni, is of use only to magic users or priests  
  of Level 3 or greater.  Warriors take an automatic 6-sided die of damage.   
  A magic user or priest of the requisite Level must roll a 12-sided die and  
  undergo the following results: a roll of 1-3 = the character is slain by a  
  hideous fungus disease (requiring a Cure Disease spell); 4-6 = the charac-
  ter is raised one Level of Experience; 7-9 = the character receives the  
  power of ESP, the ability to detect secret doors and traps, and the power  
  to grow or shrink to any size he wishes for one turn (these powers are  
  permanent); 10-11 a the character receives the power to detect good/evil;  
  the power to detect shifting walls and passageways, and the power to trans-
  port himself and 1-6 beings 30” (the first two powers are permanent; the  
  last can only be used once); a roll of 12 = the power to revivify good or  
  evil characters (50 percent chance he can revivify good beings, and 50  
  percent chance that he can revivify only evil beings -- never both).
  14.
  Jurrúmra Miye’éklun Tlakotáni: “The Scroll of the Scarlet Brotherhood.”   
  This ancient text, in Engsvanyáli, has the power to change the alignment of  
  any character (magic user, priest, or fighting man) who reads it, IF he or  
  she is lose than 6th Level.  A good character thus becomes evil, and vice-
  versa -- and secretly, unbeknownst to the rest of his party or friends.  If  
  a 6th Level (or higher) character reads this book, this does not occur, and 
  that character receives the ability to enchant weapons up to +3 and armour 
  up to +2.  This requires one day to do, however.  This ability can then be 
  used once a week.  A nonhuman attempting to read this book, however, gets 
  no benefit therefrom and takes an immediate one 6-sided die damage.
  94
  
  15.
  Hlórash Zhdadáwi Migún: “The Book of Eyes.”  This book is in Mihálli,  
  the language of one of the nonhuman races of Tékumel, rarely encountered  
  outside their own territory and mostly extinct.  This book describes the  
  construction of 1-6 Eyes (roll for number, and then choose randomly from  
  Sec. 1210).  These take 1-4 months to construct (each), and the costs of  
  materials (and the availability of materials!) may be a problem for the  
  builder (referee’s option).  This volume is usable only by priests or magic  
  users of Level 6 or higher.  Fighters cannot use it and are unaffected by it.
  16.
  Mó’om Téep Srásy: “The Excellent Codicil of Sra.”  This book is written  
  in ancient Llyáni and is usable only by priests or magic users of Level 5  
  or higher.  It contains instructions for the building of one Ru’ún and the  
  construction of 1-6 Qól (cf. Sec. 921, nos.  (15) and (17)).  These beings  
  will serve their maker loyally and permanently.  Once used, however,  
  the book’s writing fades, and it cannot be utilised again.  The book has no  
  effect upon fighters.
  17.
  Barukán Lli Fèsdrubal-chrén: “The Labyrinth of Mutable Destiny.”  This  
  text is in modern Yán Koryáni and is usable by good priests or magic users  
  of Level 4 or greater.  Evil priests or magic users receive two 6-sided dice  
  damage, while fighters are totally unaffected and unable to read this book.  
  For the proper reader, thus, this text is of great use, since it contains  
  2-12 wishes (of rather minor nature).  There is a 30 percent chance that  
  a given wish will be the OPPOSITE of the wisher’s desire, and a 70 percent  
  chance that the wish will come true.  The book is dedicated to the Yán  
  Koryáni deity Fnér-Khmíshu, a form of Tsolyáni Belkhánu.
  18.
  Du’ón Duqála Torúna: “The Scroll of Bringing Forth the Unnamed.”  This  
  text is written in flickering blue flame upon pages of brass in the tongue of  
  the priests of Ksárul.  It slays good magic users or priests instantly, and  
  fighting men will find that they cannot even open this book! Evil priests  
  are raised one Level and are given the power of creating 1-6 Mrúr (Undead)  
  (Sec. 921, no.  (11)).  Evil magic users can create 1-6 Yéleth (Sec. 921, no.   
  (22)), although they do not achieve a new Level.  The making of these beings  
  requires a number of good characters to be sacrificed equal to the number 
  of Mrúr or Yéleth to be created; these may be of any Level.  Once created, 
  these beings serve the evil priest or magic user permanently and loyally.
  19.
  Mi’ithúrish Hrshenga Mmeghusané: “The Treatise of Hŕsh, the Highest  
  Lord.”  This volume is written in modern Mu’ugalavyáni and is readable  
  by any character, although only priests and magic users (of either align-
  ment) may make use of the knowledge contained therein, and they must be  
  of Level 5 or higher.  A 12-sided die is rolled by the referee, and the  
  score takes effect as follows: 1-2 = the reader is slain instantly; 3-4 =  
  the reader is sent upon a quest to seek the lost Idol of Hŕsh in the Jungles  
  to the southwest of Mu’ugalavyá; 5-6 = the leader receives a parcel  
  magically containing the Glorious Cloak of Many Eyes (Sec. 1320.  no.  (8));  
  7-8 = the reader obtains a permanent +1 on any saving throw against spells;  
  9-10 = the reader receives a permanent +1 on blows against animals and  
  other nonhumans (though not against humans) (Sec. 520); 11 = the reader  
  is transported instantly to the 9th level of any Underworld area the referee  
  chooses; 12 = the reader receives 1-6 extra hit dice points as a permanent  
  bonus always to be added to his hit dice possibilities (Sec. 510).
  95
  
  20.
  Púrohlan Znamríshsha Kagékte: “The Book of the Unnamed God.”  This  
  text is written in the ancient Salarvyáni of the Bednállja Dynasty.  It is  
  usable by any character who can read it and who is of 5th Level status or  
  higher.  It calls forth a God or Cohort himself (or herself) to aid the charac-
  ter.  A 20-sided die in rolled, and scores are read as follows: 1 = Hnálla,  
  2 = Karakán, 3 = Thúmis, 4 = Avánthe, 5 Belkhánu, 6 = Drá, 7 = Chegárra,  
  8 = Keténgku, 9 = Dilinála, 10 = Qón, 11 = Hry’ý, 12 = Vimúhla, 13 =  
  Ksárul, 14 = Sárku, 15 = Dlamélish, 16 = Wurú, 17 = Chiténg, 18 = Grugánu,  
  19 = Durritlámish, and 20 = Hriháyal.  An evil God or Cohort may thus be  
  forced to serve a good character, and vice-versa.  This service lasts only  
  two turns, however, and then the deity is free to return whence He or She  
  came.  The referee will decide on the nature of the Deity called and the  
  type of service which he or she can render -- and act accordingly.  Once  
  used, however, the book vanishes in a puff of smoke.
  As a final clarification, it must be clearly noted that a character attempting to 
  read a given book receives the effects of that book if he or she knows the language in  
  which it is written, with the exception of certain volumes described above.  It is  
  not possible to just read the title and thus hope to escape the effects of the book!  
  If the character does not know the language of the book, there is usually no effect upon  
  the character (exceptions noted above).  Indeed, he or she will not be able to identify  
  the language of the book unless the language is already known -- it will simply appear  
  as a mass of squiggles upon a page, since scripts differ widely in Tékumel.  Most  
  books can be kept until successfully identified (70 percent chance), but some (30  
  percent chance) will simply vanish unless someone can read them at once.  It is  
  thus to the players’ benefit (and sometimes to their harm) to try to read a book at 
  once.  Once opened, however, the book’s effects take place at once, if the character 
  knows the language.  Unidentified books can be taken to the Temple of Thúmis (by a  
  good character) or to the Temple of Ksárul  (by an evil character) to be identified.  
  The priests will charge a fee for this (percentile dice times ten), and they may wish  
  to buy the book (percentile dice times 50 or 100, at the referee’s option, as their 
  offered price).  A non-player character ordered to read a book may also be des-
  troyed by it, but since this is really an action designed to evade possible damage to  
  the players themselves, the referee may dupe the non-player character (and hence  
  the players) by having the book appear as something else!
  1900.  BUILDING AND BUYING.
  Costs and time needed to erect an edifice of one’s own are adjudged by the  
  referee.  The availability of workers and materials, the location (city, rural,  
  wilderness.  etc.), the willingness of the Imperium to have such a building con-
  structed in that location, etc.  must all be taken into consideration.  An engineer-
  architect is required for any building project, and permission to build must be 
  obtained at the Palace of the Realm nearest the site (a cost of 1,000-12,000 Káitars 
  is assessed for this).  If slums, homes, or older buildings are to be torn down to  
  make way for the new construction, this requires the permission of the Imperium  
  in Béy Sý -- a cost of 10,000-20,000 Káitars, plus 1,000-100,000 in bribes!
  As an example, a smallish palace could be constructed in a vacant area of Jakálla  
  for about 100,000 Káitars.  A fortified mansion would cost 150,000-200,000 in the 
  same spot.  The same building outside Jakálla in the rural areas around the city 
  would cost 75,000 Káitars for the palace, and 125,000 for the fortified mansion.   
  In the wilderness these edifices would be correspondingly more expensive, however,  
  depending upon the nearness of stone quarries and villages from which labour would  
  be drawn.  One might construct a small castle in the mountains north of Béy Sý for  
  about 250,000 Káitars, while one in the jungles of Dó Cháka would cost double this,  
  due to the lack of stone nearby and the paucity of labourers.  Permission must be  
  obtained from the Imperium for the erection of any fortified building, of course. 
  96
  
  This is granted if a roll of 61-100 is made on the Non-player Character Reaction  
  Table (Sec. 720).  A large fortress would require, first, a roll of 71-100 on the  
  same table, plus a bribe to the Kólumel’s representatives of 10,000-100,000  
  Káitars -- over and above the costs of the building itself! These might run as high as 
  half a million Káitars.  If the Imperium is permitted to use the fortress, however,  
  quarter troops there, or otherwise link it into the Empire’s defensive system, the  
  builder may receive aid from the Imperial treasury itself.
  Buying an existing mansion, palace, fortress, etc.  is somewhat cheaper and  
  easier to do.  The referee rolls a 6-sided die (once per week is permitted), and  
  on a roll of 6 a vacant building is found.  Rentals vary from 1,000 Káitars to  
  12,000 Káitars per month, while outright sale may cost anywhere from 75,000  
  (for the little palace mentioned at the beginning of the preceding paragraph) to  
  half a million Káitars, depending upon size, fortifications, richness of fittings,  
  nearness to central areas, etc.  If a suitable building is found outside Jakálla in  
  the rural areas, this may be rented for less, and if the edifice is found in a remote 
  area, it may be rented for still less, purchased outright, etc.  Ruined buildings  
  may be restored, once the land is purchased or rented from the present owners.   
  In areas where central government is weak -- e.g. Milumanayá, Kilalámmu, the  
  Chaigári Protectorate, or the Protectorates of Pán Cháka or Dó Cháka -- certain  
  ruined fortresses and other buildings may be found which can simply be taken and  
  held by force.  Costs, rentals, etc.  must be judged by the referee in most cases,  
  and it is impossible to give a hard and fast rule.
  Money may also be borrowed from the moneylenders to be found at the Palace  
  of the Realm in any large city.  The Non-player Character Reaction Table will  
  govern the lender’s willingness to loan the money, and the interest rate is deter-
  mined by rolling a 12-sided die (e.g. 5 = five percent, 12 = twelve percent).  Such  
  loans must be repaid within three months (the usual time); otherwise the debtor  
  is seized and sold as a slave.  A 6-sided die is rolled to determine the number of  
  moneylenders available at the Palace of the Realm each week.
  2000.  ADVERTISING.
  It is possible to have notices of one’s needs posted at the various Palaces  
  where such employees, goods, or services are likely to be obtained.  Cf. Sec. 710.   
  For posting in one city, the Overseer of the Palace will charge 1-100 Káitars for  
  one week.  This amount to multiplied by the number of cities in which the character  
  wishes to have notices placed.  There is a maximum of ten times the amount shown  
  on percentile dice, however.
  The results of advertising are checked each week: a 6-sided die is rolled, and  
  on a roll of 1 some response is obtained.  This is done for each city in which a  
  notice is posted, up to a maximum of ten cities.  Positive responses are then  
  checked against Sec. 710.  The referee will adjudge the relative difficulties of  
  hiring different types of personnel, and salaries will be arranged as described in  
  Sec. 711.
  It is also possible to advertise for magical arms and armour, scrolls, Eyes,  
  etc.  at the Temple of Thúmis (for a good character) and at the Temple of Ksárul   
  (for an evil person).  A roll of 19-20 is required on a 20-sided die, however, before  
  any required item in these categories is found.  The costs for this advertising are  
  1-100 Káitars per week per city, as above, with a maximum of ten cities.  The  
  prices of items found in this way will be rather prohibitive, of course, and will be  
  set by the referee.  There is no hope of obtaining miscellaneous magical items  
  or books through advertisement --these being too rare and precious for any owner  
  to wish to part with them!
  97
  
  2100.  TIME.
  The referee will establish a table with the names of regular players and  
  divisions into weeks and months.  As a player character embarks upon adventures,  
  spends time resting in Jakálla, etc.  etc., the referee will mark off passing weeks  
  and months against his name.  Players are not permitted to participate in adventures 
  together unless they are at the same time in the game: i.e. a player at  
  Week 11 cannot join a party now passing through Week 21, for example.  In order  
  to join the latter party, the player at Week 11 would be required to sit in Jakálla  
  for ten weeks -- or go on adventures alone or with other players of the same time  
  frame.
  In general, it may be said that an adventure into the Underworld requires one  
  week, while an outdoor adventure requires one turn per day (cf. Sec. 821).  Time  
  spent waiting in Jakálla, in one’s fortress, etc., is adjudged by the referee in  
  consultation with the player involved.
  Imperial months are of 30 days each, with five feast days inserted at the end  
  of the twelfth month.  Tékumel thus has a rotation around its sun quite similar to  
  that of earth’s (a result of the Ancient terraforming process).  Every fourth year  
  an extra day, dedicated to the Emperor, is inserted to balance out certain irregu-
  larities of orbit.  The first month, Hasanpór, begins on approximately March 2nd.   
  The year is now 2,354 A.S.  (After the Seal of the Imperium).  The months are:  
  Hasanpór, Shápru, Didóm, Langála, Fésru, Dréngar, Firasúl, Pardán, Halír,  
  Trantór, Lésdrim, and Dohála.  Each month contains five “weeks” of six days  
  each.
  2200.  A NOTE ON PRONUNCIATION
  Tsolyáni is a member of the Khíshan family of languages, related to Mu’uga-
  lavyáni and Salarvyáni, and more distantly to Livyáni and Pecháni, etc.  All of  
  these are descended from Engsvanyáli, the language of the Golden Age.  It is  
  difficult to trace the ancestors of Tsolyáni back much further than the period of  
  the Lords of the Triangle because of a lack of written records, although it is now  
  clear that there is a genetic connection with the mixture of Tamil, Arabic, and  
  Mayan which had become the main language of humanspace at the time Tékumel 
  was settled.
  Tsolyáni has the following sounds:
  /p/ spelled here as “p”: the English [p] of “spin” -- i.e. a bilabial  
  voiceless stop with little aspiration. 
  /t/ spelled here as “t”: French or Spanish dental [t] with no aspiration:  
  a voiceless dental stop. 
  /č/ spelled here as “ch”: a voiceless alveopalatal affricate, similar to  
  English “ch” as in “church.”
  /k/ spelled here as “k”: the English [k] of “skin”: a voiceless mid-velar  
  stop with no aspiration.
  /q/ spelled here as “q”: a back-velar voiceless stop: the [q] of Arabic,  
  Eskimo, and some other non-European languages.
  /ˀ/ spelled here as “‘“: the glottal stop: the “t” as pronounced in  
  Cockney English “bottle,” or the hiatus between two carefully pro-
  nounced English words, the first ending in a vowel and the second 
  beginning with one: e.g. “the elephant.”
  /b/ spelled here as “b”: a bilabial voiced stop.  English “b.”
  98
  
  /d/ spelled here as “d”: French or Spanish dental [d], a voiced dental 
  stop.
  /ǰ/spelled here as “j”: a voiced alveopalatal affricate.  similar to English 
  “j” in “judge.”
  /g/ spelled here an “g”: a voiced mid-velar stop: the English “g” of 
  “gun.”
  /c/ spelled here as“ts” a voiceless dental affricate: the “ts” of English 
  “fits.”  Note that this may occur word-initially in Tsolyáni.
  /tɬ/ spelled here as “tl”: a voiceless lateral alveolar affricate: the “tl”  
  of Aztec “atlatl.”
  /f/ spelled here as “f”: a voiceless labiodental fricative, the “f” of 
  English “fish.”
  /v/ spelled here as “v”: a voiced labiodental fricative, the “v” of  
  English “vine.”
  /Ɵ/ spelled here as “th”: a voiceless interdental fricative, the “th” of 
  English “thigh.”
  /ð/ spelled here as “dh”: a voiced interdental fricative, the “th” of 
  English “thy”
  /s/ spelled here as “s”: a voiceless grooved alveolar fricative: 
  approximately the “s” of English “sing.”
  /z/ spelled here as “z”: a voiced grooved alveolar fricative: 
  approximately the “all of English “zoo.”
  /š/ spelled here as “sh”: a voiceless grooved alveopalatal fricatives, 
  approximately the “sh” of English “ship.”
  /ž/ spelled here as “zh”: a voiced grooved alveopalatal fricative.  
  approximately the “z” of English “azure,” or the “s” in “pleasure”.
  /ȿ/ spelled here as “ss”: a voiceless grooved retroflex fricative, 
  pronounced with the tongue-tip turned upwards to touch the back of 
  the alveolar ridge, a sound found in certain languages of India, etc.
  /h/ spelled here as “h”: a voiceless glottal fricative, the “h” of English 
  “hat.”
  /ƚ/ spelled here as “hl”: a voiceless lateral fricative.  the “ll” in Welsh 
  “Llewellyn.”
  /l/ spelled here as “l”: a light dental [l] as in Spanish (i.e. not the dark 
  “l” of English “cull”).
  /r/ spelled here as “r”: a voiced dental single-tap vibrant: the “r” in 
  Spanish “pero”.  When doubled, this phoneme becomes a trill, as in 
  Spanish “perro.”
  /x/ spelled here as “kh”: a voiceless velar fricative, as in Scots, “loch” 
  or German “ach.”  In some Tsolyáni dialects there is a contrast with 
  an aspirated “kh” (as in English “Key” but stronger).  Mostly the 
  difference is dialectal.  however.  with /x/ found in the south.  and 
  /kh/ in northern pronunciations.  A few minimal pairs do occur, 
  however.
  /γ/ spelled here an “gh”: a voiced velar fricative: Arabic /ghain/, 
  sometimes rather like the “r” In a Parisian pronunciation of “Paris.  
  This sound is rare in Tsolyáni itself.  occurring mostly in loanwords.
  /m/ spelled here as “m”:  a voiced bilabial nasal: English “m” as in “my.”
  /n/ spelled here an “n”:  a voiced dental nasal: an in Spanish “no.”
  /ṉ/ spelled here as “ng”: a voiced velar nasal: the “ng” of English 
  “singing.”  Note that the “ng” of English “finger” is represented as 
  “ngg” in this orthography.
  /w/ spelled here as “w”: a voiced bilabial continuants the “w” of English 
  “wine.”
  99
  
  /y/ spelled here as “y”: a voiced palatal continuant, the “y” in English  
  “you,” or “yes.”
  Still other consonant phones might be considered unit phonemes, The Tsolyáni 
  themselves identify only the above-listed items as phonemes, however, and write all 
  other groups as clusters of two consonantal letters.  Thus, there is a single  
  letter in the Tsolyáni alphabet for /tl/, but for /dl/ the Tsolyáni scribe writes /d/ +  
  /l/.  There is a single letter for /ƚ/ (“hl”), but /hr/ (a voiceless preaspirated [R]),  
  /hn/ (a voiceless preaspirated dental nasal), /hm/ (a voiceless preaspirated bilabial  
  nasal), etc. are written with the letter “h” + another letter.  In view of the frequency  
  of occurrence and permitted positional combinations, it seems best, theoretically,  
  to write ALL of these combinations as clusters of two phonemes.  The conventions of 
  the Tsolyáni alphabet are followed here, however, for convenience’ sake.
  There are six Tsolyáni vowel phonemes:
  /i/ spelled here as “i”: a high front unrounded vowel: Spanish “i” in  
  “si,” similar to English “i” in “machine” but without the final  
  y-like offglide.
  /e/ spelled here as “e”: a mid front unrounded vowel: Spanish “e” in  
  “se,” similar to English “a” in “face” but without the final y-like  
  offglide.
  /a/ spelled here as “a”: a low central unrounded vowel: Spanish “a”  
  in “padre,” similar to midwestern American English pronunciations  
  of the “a” in “father.”
  /u/ spelled here as “u”: a high back rounded vowel: Spanish “u” in  
  “tu,” similar to English “u” in “flute” but without the final w-like  
  offglide.
  /o/ spelled here as “o”: a mid back rounded vowel: Spanish “o” in  
  “no,”  similar to English “o” in “note” but without the final w-like  
  offglide.
  /ü/ spelled here as “y” for convenience’ sake; in the West (the dividing  
  line being the north-south course of the Missúma River) this is pro-
  nounced like the “umlaut ü” of German.  In the East this vowel is 
  pronounced like Turkish /i/: a high central unrounded vowel, Some 
  American dialects have this vowel, although it is usually unstressed.  
  Various Western American dialects may indeed have it in contrasts  
  like the “just” of “he’s just [spelled “jist” in novels, etc.] comin’”  
  and the “just” of “he’s a just man” -- contrasting always with the  
  vowel of “gist.”  The Imperial court at Béy Sý prefers this latter  
  pronunciation.
  Note that Tsolyáni has no [ə] or [ᴧ] as in English “above,” no [æ] as in English 
  “cat,” no [ɔ] as in English “law,” no [į] as in English “pin,” no [ԑ] as in English 
  “pen,” etc.  Some of these vowels do occur in other languages of Tékumel, however.
  There is a primary stress (“word accent”), written here as /´/ but not indicated 
  in Tsolyáni script.  A secondary stress / `/) in found in longer words as well,
  The script of Tsolyáni is derived from the cursive script of Engsvanyáli.  It is  
  divided into two forms “monumental” and “scribal.”  In both forms only the consonants  
  are written on the line, and vowels are inserted as diacritics above and below the 
  letter which they follow in speech.
  For further information on Tsolyáni, the reader should consult Messíliu 
  Badárian’s Kryshátldàlidhàlikh hiTsolyánisa” (“A Great and Beauteous Grammar of 
  Mighty Tsolyáni”), a copy of which is to be found in most libraries of the priesthood 
  of Thúmis.  Although a translation from the Mu’ugalavyáni, this work is useful for 
  beginners.
  100
  
  N O T E S
  P.  9.  Basic skill for priests is intelligence.  For magic users it is psychic ability,  
  and for fighters it is strength.
  P.  11.  Tanners make raw Chlén hide into usable material, but only an armourer- 
  smith can make weapons and armour of it.  The armourer-smith also can make  
  steel armour and weapons, if raw steel or iron is found.
  P.  11.  An alchemist has a possibility of recognising chemical compounds (such as  
  poisons, elixirs, etc.).  He can also make chemical substances, if they are  
  deemed possible by the referee.  His success is governed by his Level of  
  Experience: use the Chances of Spells Working table on p. 14 for all such attempts.
  P.  11.  Similarly, a geologist can recognise minerals in their raw state.  His  
  success is governed by the same table.
  P.  11.  An assassin-spy-tracker can hide in the shadows and pass unseen.  This,  
  too, depends upon his Level, and the same table is used as above.  Tracking  
  also depends upon this table for its success.  The assassin skills will depend  
  partially upon his dexterity (sec. 415), and partially upon his knowledge (e.g.  
  does he also have alchemist skills so that he can recognise and construct  
  poisons?).
  P.  11.  The engineer-architect is required if one is to build fortifications, palaces,  
  etc.  This skill is important, thus, for players who would build their own  
  castles or houses at a later date.
  P.  11.  The Interpreter can use any modern or ancient language (cf. Sec. 1810 for a  
  list of these).  He gets only one of these languages, however, but is assumed to  
  be totally fluent in it.  Note that if he is also a priest, he may have as many as  
  five languages to start the game! This proves very useful in the reading of  
  scrolls, recognition of “Eyes,” etc.
  P.  11.  A physician can cure up to 2 hit dice points a day by himself.  If he is also  
  a priest, he can add these two points to his throw when using a Cure Light  
  Wounds or Cure Serious Wounds spell.  He may, of course, use his skills on  
  himself, as well as upon others.  Note that these extra points are NOT added  
  if the physician effects a cure by means of an Eye of Healing or some other  
  technological device.
  P.  11 and also p.  71 (Sec. 1110): note that a priest or magic user can choose TWO  
  or more of the SAME spells.  E.g. he may choose to take two Control Person  
  spells instead of one Control Person spell and some other spell, when he reaches  
  the proper Level.  Similarly, for his Bonus Spell, he may choose to add another  
  Sleep spell to his repertoire, even if he already has one of these spells from some 
  previous roll.
  P.  86 (Sec. 1610).  The following table is used to determine whether a priest, magic- 
  user, nonhuman, scholar, etc.  met during the game has one or more Eyes,  
  miscellaneous magical devices, amulets, scrolls, or books.  This applies to  
  nonplayer characters only, of course.
  MAGICAL ITEM 
  FOUND:
  LEVEL OF NON-PLAYER CHARACTER AND PERCENTILE  
  SCORES REQUIRED TO HAVE THE ITEM[S]:
  2-3
  4-5
  6-7
  8-9
  10-up
  1 Eye
  60-70
  50-55
  40-45
  30-35
  20-25
  1-3 Eyes
  71-75
  56-60
  46-50
  36-40
  26-30
  1-6 Eyes
  76-80
  61-65
  51-55
  41-45
  31-35
  101
  
  Notes -- 2 
  MAGICAL ITEM 
  FOUND:
  LEVEL OF NON-PLAYER CHARACTER AND PERCEN-
  TILE SCORES REQUIRED TO HAVE THE ITEM[S]:
  2-3
  4-5
  6-7
  8-9
  10-up
  1 Amulet
  81-85
  66-70
  56-60
  46-50
  36-40
  1 Amulet and 
  1-3 Eyes
  86-90
  71-75
  61-65
  51-55
  41-45
  1-3 Eyes and 
  1 scroll
  91-95
  76-80
  66-70
  56-60
  46-50
  1-3 Eyes and 
  1 misc. magic item
  96-99
  81-85
  71-75
  61-65
  51-55
  1-3 Eyes and 
  1 book
  100
  86-90
  76-80
  66-70
  56-60
  1-3 Eyes 1 amulet,  
  and 1 scroll
  --
  91-95
  81-85
  71-75
  61-65
  1-3 Eyes, 1 scroll,  
  and 1 misc. magic  
  item
  --
  96-99
  86-90
  76-80
  66-70
  1-3 Eyes, 1 amulet,  
  1 scroll, and 1 book
  --
  100
  91-95
  81-85
  71-75
  1-3 Eyes, 1 amulet,  
  1 scroll, and 1  
  misc. magic item
  --
  --
  96-99
  86-90
  76-80
  1-6 Eyes, 1-3 
  amulets,  
  2 scrolls, and 1 misc.  
  magical item
  --
  --
  100
  91-95
  81-85
  Any combination  
  of items (referee’s  
  choice)
  --
  --
  --
  91-100
  86-100
  102
  
  N O T E S  - -  I I
  P.  10:
  From time to time various players have requested some means of determining  
  their relative “beauty” or “handsomeness” vis-a-vis other players or non-
  player characters.  This is also a factor, of course, in the purchase of  
  slaves, the hiring of non-player characters, and the taking in marriage of  
  a non-player character.  In “Dungeons and Dragons” there is the separate  
  basic quality of “charisma” which is often used to determine beauty or  
  handsomeness, as well as to give a rough idea of the character’s power of  
  persuasiveness, leadership abilities, etc.  In actual play, however, these  
  latter qualities are rarely considered, since the player (or the player  
  acting for his/her non-player character) almost always acts as he or she  
  wishes without regard to an originally-determined dice roll.  It seems  
  more practicable to allow this leeway in the present game, rather than to  
  try to limit the players to some kind of dice-determined behaviour.  It  
  is useful, however, to indicate relative “beauty” or “handsomeness” for  
  non-player characters at least (and optionally also for player characters),  
  since physical comeliness may play a part in the situations mentioned  
  above.  Therefore, the following Section is added:
  416.  Physical Comeliness.
  In order to determine the physical ‘“beauty” or “handsomeness” of a character 
  (manditorily {mandatorily} whenever relevant for non-player characters, and 
  optionally for player-characters), percentile dice are rolled, and the results are inter-
  preted as follows:
  1-10
  The character is so ugly as to frighten his own mother, if  
  met unexpectedly.
  11-20
  The character is ugly, though not hideously so.
  21-50
  The character is average in comeliness.
  51-70
  The character is good looking.
  71-80
  The character is very good looking, according to prevailing 
  Tsolyáni standards (which do differ somewhat from those of  
  other nations on Tékumel -- and certainly from those of 
  modern American society).
  81-90
  The character is considered handsome or beautiful (depending  
  upon his or her sex).
  91-95
  The character is outstandingly comely.
  96-100
  The character is so handsome/beautiful that one must take 
  care that he or she is not stolen by slavers, carried off  
  by various religious groups for forced participation in  
  orgies, etc.
  103
  
  N O T E S  I I I
  Once players have established themselves in the Tsolyáni Imperium and have 
  passed beyond the stage of being newcomers, they will find themselves face to face 
  with the complex sociopolitical realities of the Empire, They will thus need the 
  following brief characterisation of the various forces at work within the Imperium --  
  and with some at work from outside as well.
  The Emperor rules, as stated, from the impregnable fortress of Avanthár.   
  He never emerges from this citadel, nor are persons permitted to see him.  His  
  “eyes and ears” are the Omnipotent Azure Legion, which contains the best assassins, 
  spies, informers, telepaths, strategicians, etc.  This structure, held together by  
  the forces of hoary tradition, holds the reins of the Empire in a firm grip.
  There are, however, several large power groups within the Imperium: (a)  
  the Military, (b) the Priestly Party, (c) the Royalist Party, and (d) the Imperialists.
  (a) The Military Party was until recently ruled by the great general Kéttukal  
  whose service and loyalty to the Emperor are undoubted and whose prowess is now  
  legendary.  He defeated the Yán Koryáni three times in the rugged mountains of  
  Thénu Thendráya; his route of the Mu’ugalavyáni at Butrís was a masterpiece of  
  tactics; and his victory over the Salarvyáni at Rý in Kerunán was considered a  
  minor miracle.  Still, upon the heels of his triumphs he found himself exiled to  
  Chéne Hó in Dó Cháka because of the machinations of the Royalists, who feared  
  his power in the Capital.  This was done through a series of delicately staged  
  intrigues which provided the Emperor with reason to believe that Kéttukal was  
  Interested in power of his own -- perhaps not anything so drastic as a take-over of  
  the Petal Throne (which has proved quite Impossible over the centuries), but rather  
  some hegemony over the two Cháka Protectorates which would amount to semi- 
  independence.  Kéttukal’s military party has never been interested in foreign  
  conquest, however, since this would mean the automatic ascendancy to power of  
  their arch-rivals, the Royalists, to whom all administrative posts would probably  
  fall.  Occasional raids into Yán Kór, Milumanayá, and Kilalámmu have provided  
  sufficient loot and exercise for the troops, and without a commitment to total war,  
  the Military Party can hope to gain little from incursions into other lands.  Thus,  
  Kéttukal and his colleagues (e.g. the great admiral, Hagárr of Paránta, named  
  after the ancient hero of the same name, Miriktáni the General of the 7th Imperial  
  Legion, Tlanénu the Steersman, Gúsha the Khirgári, etc.) have never lusted after  
  foreign spoils but have instead been satisfied with raiding and with internal political  
  manouevring.  The Military Party is now furiously working to see that Kéttukal is  
  cleared of accusations of greed for power and returned to Béy Sý, where his influence  
  will be of much value in Tsolyáni politics. 
  (b) The Priests are of course divided between those who serve the Good Gods  
  and their Cohorts and those who serve the Evil Ones.  But they share a common  
  interest in expanding the power of the Temples.  They are well organised and as  
  structured as any army, with corps of warriors (mercenaries mostly) and special  
  ability people ready at all times.  Their communications system within the Empire  
  is considered marvelous, using both telepaths and telekinecists to transport messages  
  and items throughout the land.  They are suspected to be in league with the priesthoods  
  of Mu’ugalavyá and Salarvyá -- and even with the dark priest-kings of Livyánu -- and  
  there is thus a good deal of suspicion about them in the minds of the Emperor and  
  the Imperialists.  The acknowledged grand master of the Priestly Party is Akhállu,  
  Priest of Hnálla in the region of Béy Sý.  In spite of differences with the Priests of  
  Evil, Akhállu does not hesitate to cooperate with Miriggá, Priest of Hry’ý his  
  counterpart, whenever there is mutual profit involved.  Their immediate goal is the  
  ending of Military Party power and the expansion of Tsolyáni rule into the rich and  
  easily taxable areas of neighbouring lands.  They are thus willing to use the Military
  104
  
  as a tool but are not eager to see them given any lasting administrative powers  
  They wish to see that Kéttukal stays put in his polite but undoubted exile in Chéne  
  Hó -- or, if necessary, to see to his permanent disgrace.
  (c) The Royalist Party is named so because of their hereditary descent from  
  the ancient royal family of the Bednállja Dynasty.  In reality, these are the noble  
  clans, intermarried and interrelated by many ties, and from them come the main  
  corps of officials, scribes, administrators, tax collectors, and other civil officers,  
  They are led by Jijékmu, Governor of Béy Sý, whose power is now mainly gone  
  because of his age and senility.  His nephew, Lord Khámiyal, is now the principle  
  representative of this group in the capital, and he is allied by blood and by interests  
  to his counterparts in the other major cities: e.g. Lord Srýqu in Púrdimal, Lord  
  Chiringgá in Jakálla, etc.  This group now cooperates with the Priestly Party,  
  though their interests are not quite the same.  They desire to maintain their ancient  
  power and see themselves and the priests as instruments to that end -- the power of  
  ancient and honourable stability.  Their money (and the riches of the Priesthoods)  
  give them much power and many prerogatives, and their uneasy alliance with the  
  Priests gives them access to the latter’s communications network.  Their hatred  
  for Kéttukal and his party knows no bounds, since his slighting of their authority in  
  demanding troops and supplies directly from the Emperor before the Battle of Rý.   
  Their fondest desire is to see Kéttukal given the “High Ride” upon the impalement  
  stake.  Their own candidate for Kéttukal’s crack First Legion is Wesséku hiTánkolel,  
  a rather indifferent warrior of paranoid disposition, who now cools his heels in  
  Béy Sý awaiting promotion -- which the Emperor has steadfastly refused to give, 
  even though he did give in to the demand to send Kéttukal into exile in Chéne Hó and  
  placed the First Legion at Sokátis clear across the Empire.  Wesséku now spends  
  his time in dalliance, seeking out “plots” against himself and his group, and sending  
  his “enemies” to the hideous Tólek Kána Pits outside of Béy Sý.  The Royalists are  
  now almost resigned to giving up any idea of a promotion for Wesséku, and their  
  remaining option is to seek the dissolution of the First Legion into units which can  
  be sent hither and yon across the Empire.
  (d) The Imperialist Party consists of the High Princeps of the Omnipotent  
  Azure Legion.  Qorumá hiRi’inyússa, together with a number of nobles, officials  
  of the Court at Avanthár, etc.  These are the Emperor’s most staunch loyalists,  
  committed to him by their isolation at the Citadel and their common interest in  
  maintaining the ancient Tsolyáni tradition of Imperial power.  The power balance  
  has indeed shifted one way and then another over the centuries, but the result has  
  always been that any group carried into power has had to centre itself at Avanthár,  
  and this has meant the formation of a new Imperial Party, which then becomes much  
  like the previous one! Personnel may change, thus, but the structure remains the  
  same.  The Imperial Party now wishes to see that Kéttukal is kept alive and ready  
  for emergency service, but that he be kept from establishing himself as a semi-auto-
  nomous power in the Cháka Protectorates or anywhere else.  They are also eager  
  to maintain a balance between the various groups in Béy Sý.
  Complications are introduced by the fact that the present Emperor, the 61st  
  Seal Emperor, Hirkáne Tlakotáni, is almost seventy years of age, and this presages  
  a power struggle.  According to custom, the sons of the Emperor are kept apart  
  during their childhood by members of the Omnipotent Azure Legion, being “farmed  
  out” to various ancient clans, to noble families, to military outposts, to priestly  
  monasteries, etc.  Upon the death of the old Emperor, such young men as are willing  
  are brought to the Temple of Hnálla, where there is a contest of sorts between them,  
  with the winner chosen by some mysterious ritual method by the God Himself.  Those  
  who are unwilling must needs flee for their lives -- or else publicly renounce their  
  claims forever.  Losers in the contest are ceremonially sacrificed.  The present
  Notes --- III - 2
  105
  
  most likely candidates include Eselné, a young protege of the family of Kéttukal!  
  Others are Dhich’uné, who has been living with the Priests of Sárku since his  
  childhood and is a 9th Level adept in that sect; Rereshqála, protege of the Clan of  
  Sea Blue, the clan most powerful in the Royalist Party; and Mridóbu, protege of  
  the Priest-Lord (= Chamberlain) of Avanthár itself.  The possibilities are thus  
  quite explosive, more so than at any, time within past memory.  One daughter of  
  the Emperor has also declared Aridáni status (i.e. declared herself equal to a  
  man and with the same rights), and her claim is supported by the priestesses of  
  Avánthe.  This has precedents in Imperial history, but only one Empress ever  
  ruled Tsolyánu before: the 12th Seal Emperor (or rather Empress).
  Thus stands the situation in the Empire as of this writing.  Outside the Imperium,  
  there are rumblings to the north in Yán Kór, ever an enemy of the Seal Emperor.   
  The Baron (a rough translation of the title he prefers) Áld, once a mountain chieftain  
  from Saá Allaqí has good reason to hate all Tsolyáni: eight times the Tsolyáni  
  have assaulted Yán Kór during the reign of the present Emperor, and eight times  
  they have been repulsed.  During one such raid, however, a striking force under  
  Qeqélmu, Kéttukal’s lieutenant, managed to push through to the northern citadel of  
  Ke’ér, unprotected and well to the Yán Koryáni rear.  Baron Áld was elsewhere  
  when this occurred and in spite of his concerted attempts to return to Ke’ér, he was  
  unable to prevent its capture by Bazhán (the officer appointed by Qeqélmu when the 
  latter was wounded upon Srígash field.  Bazhán requested surrender from the  
  Baron’s mistress.  Yilrána, but she was led to believe that the Baron was close at  
  hand with a relief column.  When Ke’ér fell, thus, she was captured and was impaled.  
  The Tsolyáni troops retreated after looting the city, and the Baron was thus confronted  
  with the spectacle of his beloved’s body impaled before his own gates -and the  
  devastated ruins of his favoured citadel! He managed to have Bazhán assassinated  
  by a party of Pygmy Folk subsequently, but Qeqélmu died before his men could  
  reach him.  He now seeks bitter revenge upon all Tsolyáni, and it is rumoured that  
  he has leagued himself with certain dark and nonhuman powers.  There is talk of a  
  secret weapon given to him by these inimical beings in return for a fearful price  
  a secret weapon which can circumvent the network of Sákbe roads in some fashion.
  To the West the Mu’ugalavyáni watch Kéttukal’s problems with much interest,  
  hoping that something will be stirred Lip enough to give them the chance to regain  
  the two Cháka Protectorates at least.  Their first choice would be to have him  
  disgraced, since this would surely lead to more turmoil in Tsolyánu, and they could  
  thus exploit the situation somehow.  Other theorists have presented the Four Palaces  
  of the Square in Ssa’átis with the idea of having certain fanatic priests slay Kéttukal  
  outright, since this would then be a means to humble the Priestly Party in the Empire  
  -- though others have pointed out the dangers in this, the Priestly Party is already  
  suspect by the Emperor and such an act might lead at once to a confrontation with  
  Mu’ugalavyá since the Priestly Party’s power stretches into the nations on all sides  
  of the Empire, and Mu’ugalavyá would be sure to be blamed.  A revolt in the Chákas  
  would surely bring about some sort of immediate response from the red-clad troops  
  of Mu’ugalavyá no matter who started it.  The middle-of-the-road group in Mu’uga-
  lavyá wishes only to see that no opportunity be missed, and there is thus considerable  
  disagreement about the proper course of action there.
  To the east the Salarvyáni are also interested in the developments within the 
  Empire of the Seal.  Their goals are clears regain Kerunán and parts of Kaijá.   
  How this is to managed is not clear, since the Tsolyáni are aware of their objectives  
  and have exploited the continual Salarvyáni problems With the little nation of Pecháno  
  to the north -- and with the inimical Ssú -- in various ways.  The Imperial Legions  
  are also on guard along the Tsolyáni borders, and the only hope of a Salarvyáni  
  victory here would be for such weakness to develop elsewhere that the better legions  
  would be withdrawn., They are thus interested in the Royalists’ plan to disband the
  Notes -- III - 3
  106
  
  First Legion.  They have secretly supported this with gold and some pressure from  
  Royalist Party members who recall that their ancestors -- the Bednállja Dynasty --  
  were Salarvyáni in origin.  The Baron of Yán Kór has also been in contact with  
  Griggatsétsa, the Salarvyáni Overlord, and this has resulted in some plan, but to  
  immediate promises.  The Tsolyáni are well aware of this correspondence, since  
  a Yán Koryáni messenger was seized by the Pecháni and interrogated.  The Pecháni   
  then reported their findings to the Seal Emperor, who in turn supplied Pecháno with  
  certain steel weapons and -- it is rumoured -- some magical equipment of note.
  Among the nonhumans, only the Pé Chói are involved in the present problem  
  Their strongholds lie deep within the forests of Dó Cháka, and their relations with  
  the Tsolyáni ruling clan of the Protectorate, the Íto Family, have always been good,  
  They are thus not eager to see a war in the midst of their ancient lands, and they are  
  satisfied that some human ruler or other rule them -- so long as it be in peace.   
  The Pé Chói are not great fighters, but their psychical powers are undoubted, and  
  their immediate interests are to see that Kéttukal is either allowed to live amongst  
  them in peace -- or is slain somewhere outside Dó Cháka.  The present Pé Chói  
  rulers (if such an insectoid society can be said to have rulers) are thus easier to  
  stop anything which might lead to warfare in Dó Cháka.  The human population  of  
  this area, however, is traditionally a forest-dwelling people speaking a variety of  
  bastardised Tsolyáni interested in some sort of local autonomy and freedom from  
  the rapacious Tsolyáni tax collector.  These groups are busy in their continual clan  
  quarrels and feuds and have never taken much part in the politics of the two great  
  empires which lie on either side of their jungles.  They can be stirred to take interest,  
  perhaps, by a threat to their way of life.
  Kéttukal himself is something of an enigma.  His stern, hawk-featured  visage  
  is to be seen on a thousand stelae erected to his victories, and the common  people  
  of Tsolyánu burn paper cones with his name on them in honour of the War-God  
  Karakán.  Yet he has been tight-lipped and taciturn throughout his career, a rough  
  and ready soldier on the surface, yet displaying depths of great cunning and sophisti-
  cated diplomacy.  His clan membership and ancestors are impeccable, and his  
  marriage to a noble maiden of the time-hallowed dynasty of Vrá provided him  
  with wealth and with nobility.  Yet he makes no overt claims to power and takes his  
  polite exile in Chéne Hó with good grace.  In spite of his forty years, his body is  
  that of a young man, and his skill with weapons is still considered proverbial among  
  the Military Party.  Indeed, when he was ordered to Chéne Hó, both his First Legion  
  and his fellow commanders offered to resist and ride with him to Avanthár to lay his  
  case before the Emperor; Kéttukal sternly rebuked them and ordered one of his  
  common troopers to pick up a blazing coal from the fire.  The man did so without  
  hesitation; whereupon Kéttukal said, “When the true soldier is ordered, he obeys.   
  Forthwith he arose and made his arrangements for departure.
  The above, will give a brief picture of the events and men now involved in  
  the politics of the Empire.  There are still many further depths to be plumbed.   
  For example, whence comes the mighty sum of money which now finances the  
  Yán Koryáni troop build-up? What holds the priesthood, of Good and Evil so solidly  
  together -- and what holds them in coordination even across national boundaries?  
  There is a great deal more to be learned...
  Notes -- III - 4
  107
  
  NOTES - IV
  Players should know that two of the Miscellaneous Magical Items (Sec. 1320) 
  have now been found: no. 4, the Clockwork Automaton of Qiyór, was found -- and  
  was destroyed in a battle north of the town of Tsi’íl in Milumanayáni territory.   
  No. 7, the Emerald of Hagárr of Paránta, was also discovered.  There are rumours  
  of certain other items being found as well.
  The ancient sorcerer, Qiyór, did indeed make more than one automaton, but  
  this is said to be located very far from Tsolyánu.  For practical purposes, thus,  
  it will be replaced by another item on the Miscellaneous Magic Items list.  Similarly,  
  the Emerald of Hagárr of Paránta, a one of a kind device, will now be replaced.
  Players now hear of the following:
  4.
  The Skullcap of Girigámish: This device is the invention of an ancient  
  Salarvyáni sorcerer of the Bednállja Dynasty.  It is a simple brass cap  
  with a small box-like protuberance at the back, which conveys immunity  
  from having one’s thoughts read by any telepath.  It must be charged,  
  like an Eye, and has a counter and a button to operate it.  Each charge  
  lasts for one day.  The counter is in the ancient Salarvyáni script.  
  One of these items is known to exist, and there is a possibility of  
  two or even more, since Girigámish prepared several of these for the  
  Brotherhood of the Priests of Ksárul.
  7.
  The Mallet of Inimitable Fealty: This device dates from the ancient  
  Éngsvan hla Gánga Empire.  It is a small, silvery, mallet-shaped Machine  
  with a handle covered with leather.  When taken out of its sheath and  
  gently touched to any uncovered portion of a person’s body, it creates  
  a mind-bar according to the wishes of the user.  Using this, a person  
  can thus cause another to be intensely loyal, to forgot something, to  
  perform a certain quest or action, etc., etc.  This is an immensely  
  powerful device, and all experience levels are affected by it.  A saving  
  throw is possible,, however, but this must be 17 or better on a 20-sided  
  die.  Like an Eye, this machine has charges and a counter (written in  
  Engsvanyálu {Engsvanyáli}).  Each charge lasts for one month of game 
  time.  If a saving throw is not successful, there is no way to remove 
  this mind-bar until its expiration.  There are several of these devices, 
  and players will hear that at least one is in the possession of the Priests 
  of Vimúhla, while another is said to belong to belong to one of the 
  senior nobles of the Royal Party.
  Players may also hear rumours of a similar device in the form of an archway of 
  greenish-blue stone in the possession of the Omnipotent Azure Legion, probably kept 
  at Avanthár.  Anyone passing through this archway will be permanently loyal to  
  the user of the device.  In this way, it is said, members of the Emperor’s closest 
  servitor corps, the Azure Legion, etc.  have been made loyal throughout Tsolyáni 
  history.  There is said to be an antidote -- a negating device -- for this machine,  
  but this is kept a closely guarded secret by the Legion.
  108
  
SOURCE: textdata/thevault/Empire of the Petal Throne/Empire of the Petal Throne Original Manuscript (Retyped Pages only).pdf