TEXT:  
   
   
  
   
   
   
  THE PETAL HACK 
  v1.1 
   
  Copyright 2016 by Brett Slocum.  
  Released under the Open Game License (OGL v1.0a) 
   
   
   
  Author: Brett Slocum 
  Editor: pookie 
  Additional Material: George Hammond, Sean Summers 
  Playtesters: David Ackerman, David Johnston, Jarrett Crader, Corey Ryan 
  Walden, Jeremy Duncan, John Marron, Greg Skrivan, Mark Siefert, Scott 
  Kellogg, Tony Tucker, Michael Pfaff, and Nigel Clarke. 
   
  Cover art: part of Tékumel Montage by Mark J. Allen 
  Cartography: Map near Penóm (p. 46) by Mark J. Allen and Ruins of the 
  Gorgon (p. 52) by Dyson Logos (www.dysonlogos.com). 
  Interior art: Ahoggyá (p. 7), Hláka (p. 8), Páchi Léi (p. 9), Pé Chói (p. 10), 
  Pygmy Folk (p. 11), Shén (p. 12), Swamp Folk (p. 13), and Tinalíya (p. 14) by 
  Jeremy Babicz; Sorceress of Avánthe (p. 30) by Mark J. Allen. 
  All maps and art used with permission. 
   
  Dedication 
  This book is dedicated to Professor M.A.R. Barker. He created a unique world 
  that has been so enjoyable to inhabit over the four decades since its publication. 
  It is also dedicated to Gary and Dave; your creativity set us free. Free to make 
  our own worlds, our own rules.   
  Acknowledgements 
  I'd like to thank Craig Smith and Tim Cox, who refereed my first Tékumel 
  experience in an offshoot of the Professor's game with humor and sadism, a 
  campaign lasting over a year. Thanks to Jeff Berry for service to the Petal 
  Throne and interesting discussions of Tekumeláni trivia. Thanks go to David 
  Black for creating The Black Hack and making it so simple to hack.  
   
   
  In accordance with the policies of The Tékumel Foundation: This work is a Fan Publication, an 
  unofficial work not approved for Tékumel. Tékumel, the Empire of the Petal Throne, and all related 
  products and materials are protected by national and international intellectual property law. For 
  additional information, please visit www.tekumelfoundation.org. 
   
   
  Weird Realm Games 
  
   
   
   
   
  Table of Contents 
  What’s This? ...................................... 1 
  The Core Mechanic ........................ 1 
  Tekumel Introduction ......................... 1 
  Characters .......................................... 5 
  Races .................................................. 6 
  Human ............................................ 6 
  Ahoggyá ......................................... 7 
  Hláka .............................................. 8 
  Páchi Léi ........................................ 9 
  Pé Chói ......................................... 10 
  Pygmy Folk .................................. 11 
  Shén ............................................. 12 
  Swamp Folk ................................. 13 
  Tinalíya ........................................ 14 
  Classes ............................................. 15 
  Agent ............................................ 15 
  Barbarian ...................................... 16 
  Dilettante ...................................... 17 
  Priest ............................................ 18 
  Shaman......................................... 19 
  Sorcerer ........................................ 20 
  Warrior ......................................... 21 
  Clans ................................................ 22 
  Equipment ........................................ 23 
  Usage Die ..................................... 23 
  Names .............................................. 26 
  Spell Lists ........................................ 29 
  Rules Of The Game ......................... 33 
  Armor Points ................................ 33 
  Encumbrance ............................... 33 
  Time & Turns ............................... 33 
  Movement & Distance ................. 33 
  Player's Turn ................................ 34 
  Surprise ........................................ 34 
  Initiative ....................................... 34 
  Monster Hd .................................. 34 
  Attacking, Defending & Damage 34 
  Critical Damage ........................... 35 
  Death & Dying ............................. 35 
  Powerful Opponents .................... 35 
  Morale .......................................... 36 
  Healing ......................................... 36 
  Resting ......................................... 36 
  Divine Intervention ...................... 36 
  Experience ................................... 36 
  Spellcasting .................................. 37 
  Example Of Play .......................... 38 
  Referee Section ................................ 39 
  Random Encounters ..................... 39 
  Creature Reactions ....................... 39 
  Magic Items ................................. 39 
  Converting Saves ......................... 39 
  Bestiary ........................................ 40 
      Legions ........................................ 45 
  Magic Items ................................. 47 
  Map Of Southwestern Tsolyánu ... 52 
  Tekumel Adventures ........................ 53 
     Patrons & Missions ....................... 55 
  Encounter Charts.......................... 56 
  Avánthe's Ample Bosom .............. 57 
  Random Tubeway Stations .......... 60 
  Pronunciation Guide ........................ 62 
  Character Sheet ................................ 64 
  
   
   
  1 
  WHAT’S THIS? 
  The Petal Hack (TPH) is a roleplaying 
  game set on Tékumel, M.A.R. Barker's 
  fantastical sword and planet world that 
  was first published as Empire of the 
  Petal Throne in 1975. It is a hack of 
  The Black Hack, a streamlined, rules-
  light roleplaying game based on the 
  Original Fantasy Roleplaying Game. 
  THE CORE MECHANIC 
  Everything a character might possibly 
  attempt that could result in failure is 
  resolved by testing attribute stats. In 
  order to successfully test a stat, a 
  player must roll below it on a d20. 
  Monsters don’t make tests – a 
  character must avoid their attacks by 
  making a test. The only time a monster 
  would roll is for damage. 
  ADVANTAGE & 
  DISADVANTAGE¶ 
  If a particular course of action or task 
  has a higher or lower chance of 
  success, the Referee may ask a player 
  to roll an additional d20 when making 
  a test - with Advantage the lower 
  result is used and with Disadvantage, 
  the higher. 
  TEKUMEL INTRODUCTION 
  60 millennia in our future, the vast 
  Humanspace Empire discovered the 
  planet Tékumel and its two hostile 
  technological races, the Ssú and the 
  Hlǘss. After defeating these races and 
  placing them on reservations defended 
  by force fields, Humanity extensively 
  terraformed Tékumel to reduce the 
  hostile nature of the world. Tékumel 
  became a hub of trade and a resort for 
  the rich and powerful. Humankind's 
  nonhuman allies came to the 
  reengineered world, as secretly did 
  their enemies. 
   
  After a millennium of prosperity, a 
  great cataclysm occurred, ripping 
  Tékumel's star system out of space and 
  plunging it into the darkness of a 
  pocket dimension. Was this caused by 
  some alien weapon, was it a side effect 
  of the Empire's faster-than-light drive, 
  or was this the scheme of some 
  immensely powerful inter-dimensional 
  being? From the global stresses of this 
  event, earthquakes, volcanoes, tidal 
  waves, and other disasters befell 
  Tékumel, and without supplies from 
  the Humanspace Empire, civilization 
  fell hard. The Ssú and the Hlǘss 
  rejoiced as the force fields keeping 
  them prisoner eventually failed. 
   
  In the intervening 30 millennia since 
  the Time of Darkness, many empires 
  have risen and fallen, and civilization 
  has returned to a medieval level of 
  technology. Examples of ancient 
  technology can still be found, such as 
  Eyes and the supersonic tubeways that 
  run deep beneath the surface of the 
  planet, but both these and other 
  examples of ancient technology are 
  still regarded as magical. 
  THE CLIMATE IS HOT 
  Tékumel is a hot planet. Temperatures 
  in the northern regions where most 
  campaigns are set are similar to Earth's 
  equatorial zone. Daytime temperatures 
  in the summer can reach 125° F; 
  nighttime temperatures in the winter 
  go as low as 70° F. It is much hotter at 
  
   
   
  2 
  Tékumel's equator. Public nudity is 
  common.  
  NOT MUCH IRON 
  The density of the planet is low, 
  making iron in short supply. Iron has 
  been replaced by chlén hide, an animal 
  hide chemically treated to form a 
  lightweight substance with the 
  hardness of bronze similar to 
  fiberglass. 
  NO CAVALRY 
  No riding beasts are known on 
  Tékumel and the only draft animal is 
  the ponderously slow chlén. Most 
  merchant caravans use slave bearers, 
  trained to carry large loads on their 
  backs. Armies have no cavalry. 
  MAGIC EXISTS 
  The veil between universes is thinner, 
  allowing the mind to unleash power 
  from between planes.  
  THE GODS EXIST 
  Over the millennia, humans contacted 
  powerful interdimensional beings that 
  have long since been worshipped as 
  Gods. The pantheon of Tsolyánu 
  consists of the Five Stability Gods and 
  their Cohorts and the Five Change 
  Gods and their Cohorts. The Cohorts 
  are slightly less powerful than their 
  God counterpart, acting as assistant 
  gods, but also embodying what each 
  god stands for. Stability and Change 
  are roughly equal to Law and Chaos. 
  STABILITY GODS  
  Hnálla: Supreme Lord of Stability, 
  Master of Light, maintainer of the 
  order of things. Drá: Hnálla's Cohort, 
  Singer of the Hymns of the Gods, 
  apathy.                                                                                                               
  Karakán: Lord of War, Master of 
  Heroes, violence for the sake of 
  society, courage. Chegárra: Karakán's 
  Cohort, Hero-King, Swordsman of 
  Glory. 
  Thúmis: Lord of Wisdom, Sage of the 
  Gods, Knower of Arts, knowledge for 
  society's benefit, healing. Keténgku: 
  Thúmis' Cohort, Many-Eyed, Knower 
  of All, Master of Scrolls. 
  Avánthe: Mistress of Heaven, Maiden 
  of Beauty, family, fertility, and nature. 
  Dilinála: Avánthe's Cohort, Lovely 
  Maiden of the Emerald Crown, Aid of 
  Lovers, Solace to the Weary. 
  Belkhánu: Lord of the Excellent 
  Dead, Master of the Paradises of 
  Teretané, and the afterlife. Qón: 
  Belkhánu's Cohort, Guardian of the 
  Gates of Hell against Those Who 
  Would Come Forth. 
  CHANGE GODS 
  Hrü'ǘ: Supreme Lord of Change, 
  Dispenser of Calamities, darkness. 
  Wurú: Hrü'ǘ's Cohort, He Who 
  Appears Where Evil Dwells, the 
  Many-Legged Serpent of Gloom. 
  Vimúhla: Lord of Fire, Power of 
  Destruction and Red Ruin, war for the 
  sake of self or Change. Chiténg: 
  Vimúhla's Cohort, Lord of Red 
  Spouting  Flame, Reaper of Cities. 
  Ksárul: Ancient Lord of Secrets, 
  Doomed Prince of the Blue Room, 
  knowledge for selfish uses.  
  Grugánu: Ksárul's Cohort, Knower of 
  Spells, Black Sword of Doom. 
  Sárku: Five-Headed Lord of Worms, 
  Master of the Undead, survival of the 
  intellect after Death, tombs. 
  Durritlámish: Sárku's Cohort, Black 
  Angel of the Putrescent Hand, He of 
  the Rotted Face. 
  Dlamélish: Green-Eyed Lady of Sins, 
  Mistress of Demons, hedonism. 
  
   
   
  3 
  Hriháyal: Dlamélish's Cohort, Dancing 
  Maiden of Temptation, Whore of the 
  Five Worlds. 
   
  Other countries have other deities. 
  Three Pariah Gods also exist: The One 
  Who Is, The One Other, and The 
  Goddess of the Pale Bone. The 
  worship of these entities has been 
  banned throughout the Five Empires.  
   
  The Concordat, a treaty between the 
  temples signed millennia ago during a 
  period of extreme religious strife, 
  imposes peace above ground to 
  prevent a recurrence of violence. In the 
  Underworlds though, anything goes. 
  THE FIVE EMPIRES 
  The Five Empires are similar to the 
  Roman Empire or Imperial China in 
  size and bureaucratic complexity. 
  Tsolyánu, the default starting point for 
  most campaigns, is a 2500-year old 
  empire with an emperor who rules 
  from his palace, never leaving it. To 
  the southeast of Tsolyánu, Salarvyá 
  spans the eastern half of the southern 
  coast of the continent. It is a feudal 
  monarchy and the current king is as 
  mad as they come. To the north lies 
  Yán Kór, once a loose collection of 
  city-states. They have recently been 
  united by Baron Áld, a former 
  mercenary, whose wife was killed in a 
  siege by Tsolyáni forces. He swore 
  revenge. To the west, Mu'ugalavyá is 
  divided into four sections, ruled by a 
  quadrumvirate of hereditary lords. 
  Livyánu to the southwest worships a 
  completely different set of deities, the 
  mysterious Shadow Gods.  
  ALIENS EXIST 
  The insectoid Pé Chói and the asexual 
  Páchi Léi live in the western forests of 
  Tsolyánu, the reptilian Shén live south 
  of Livyánu, the tiny Tinalíya live in 
  northern Livyánu, the water-loving 
  Swamp Folk live in southern 
  Mu'ugalavyá, the barrel-shaped 
  Ahoggyá live in the swamps of 
  Salarvyá, the flying Hláka live in the 
  mountains to the east of Tsolyánu, and 
  the diminutive Pygmy Folk live in 
  northern Yán Kór. 
  CLAN IS EVERYTHING 
  The clans are the major unit of social 
  organization in Tsolyánu and other 
  empires of Tékumel to which nearly 
  all citizens belong. Clans are large 
  extended family groups. Clans are 
  organized by status. To be without a 
  clan is to be lower than a member of 
  the lowest latrine-cleaning clan.  
  WOMEN 
  Women can choose to be a ‘good clan 
  girl’ and let their clan take care of 
  them in all things, or they may go the 
  local government office and declare 
  themselves the legal equivalent of a 
  male. These women are called 
  'Aridáni'. 
  SEX & MARRIAGE 
  In general, sex in Tsolyánu society is 
  not exclusively between spouses, and 
  sex before marriage is encouraged. 
  Homosexuality and bisexuality are 
  completely accepted. Polygyny and 
  polyandry are both practiced. Some 
  areas and countries are more 
  conservative about these topics.  
  ETHICS 
  Ethics in Tsolyánu comes down to 
  knowing one's place in society and 
  'noble' and 'ignoble' actions informed 
  by that knowledge. This is best 
  
   
   
  4 
  explained by an excerpt from The 
  Book of Ebon Bindings, a Tsolyáni 
  manual about dealings with demons:  
  When a man acts 'nobly,' he behaves in 
  accordance with his Skein of Destiny, 
  as he perceives it. He serves his God; 
  he is loyal to those who think as he 
  does; he is staunch in his courage; and 
  he is forthright in his deeds. 
  Conversely, a man acts 'ignobly' when 
  he ignores his own avowed principles, 
  when he abandons his clan or his 
  comrades, when he vacillates or is 
  false or lazy, and when his deeds are 
  small and niggling. The priestess of 
  Lady Avánthe is 'noble' when she feeds 
  the poor, assuages the pain of the aged 
  and the sick, and supports the 
  strictures of society. So also is the 
  priest of Lord Vimúhla 'noble' when he 
  goes forth to bloody battle, sacrifices 
  the daily victims upon the altar of the 
  Flame, and burns the cities of his 
  enemies. The same is true of the 
  devotee of Lord Sárku when he 
  establishes the cities of the dead (the 
  great graveyards and catacombs 
  outside of most Tsolyáni cities), gives 
  his offerings to the mouths of the 
  Questing Worm, and strives ever to 
  draw the living down into the eternal 
  watchfulness of Death. 
  POLITICS 
  In recent years, a war with Yán Kór to 
  the north ended when Prince 
  Dhich'uné killed his father the 
  Emperor and took the throne, while the 
  other princes and princesses were 
  away from the palace. A long civil war 
  broke out between Dhich'uné and the 
  other princes. Prince Mirusíya 
  overthrew Dhich'uné and now sits on 
  the Petal Throne. Salarvyá and 
  Mu'ugalavyá took advantage of the 
  turmoil to mount invasions, but they 
  have been mostly pushed back. 
  Relative peace has lasted several years. 
  THE UNDERWORLD 
  Ditlána is an ancient practice where 
  every 500 to 1000 years, cities are 
  systematically demolished and rebuilt. 
  This leaves cities sitting on a mound of 
  the basements and sub-basements of 
  the clan houses, temples, and other 
  buildings. The oldest shrines of the 
  temples are down in the layers, and the 
  priests dig back down to reconnect 
  with these shrines. Thus many 
  underworlds of Tékumel are beneath 
  the cities, and you might find a strange 
  stairway down in your basement. 
  ADVENTURING 
  Most adventurers are average citizens 
  called upon by their clan, temple, 
  legion, or government to perform some 
  task. Temple guards, bureaucrats, 
  priests, soldiers, agents of the Empire, 
  and simple clansmen may all be sent 
  on special missions. Foreigners may 
  also be hired for dangerous tasks since 
  they are expendable. 
  RESOURCES 
  The best introduction to Tékumel is 
  Empire of the Petal Throne. You can 
  find more details of the world, society, 
  magic, and creatures there. For an 
  extensive summary of the background, 
  An Introduction to Tékumel by Don 
  Kaiser is a good start. The official 
  Tékumel website has wonderful 
  graphics and an extensive archive of 
  materials. My blog, The Eye of Joyful 
  Sitting Amongst Friends, is where I 
  discuss Tékumel and other Old School 
  games. The Tékumel mailing list, the 
  Facebook community, and the 
  Google+ community are your social 
  media choices.
  
   
   
  5 
  CHARACTERS 
  ROLLING STATS¶ 
  Stats are generated with 3d6 in the 
  following order: Strength (STR), 
  Dexterity (DEX), Constitution 
  (CON), Intelligence (INT), Psychic 
  Ability (PSY), and Charisma (CHA). 
  If a stat of 15+ is rolled, the next must 
  be rolled with 2d6 + 2, then continue 
  with 3d6 until the end or another 15+ 
  is rolled. Once all stats are generated 
  two may be swapped around. 
  CHOOSE A RACE 
  There are nine choices: 1. Ahoggyá,  
  2. Hláka, 3. Páchi Léi, 4. Pé Chói,  
  5. Pygmy Folk, 6. Shén, 7. Swamp 
  Folk, 8. Tinalíya, and 9. Human.  
  ROLL A CLAN 
  If you are human, you roll on the Clan 
  Table. Your clan gives you a 
  background ability that may come in 
  handy.  
  CHOOSE A DEITY 
  Or roll randomly. There are the 20 
  choices: (Gods in Bold, and Cohorts in 
  Italics. See The Gods Exist, p. 2).   
   
  1. Hnálla 
  11. Drá 
  2. Karakán 
  12. Chegárra 
  3. Thúmis 
  13. Keténgku 
  4. Belkhánu 
  14. Qón 
  5. Avánthe 
  15. Dilinála 
  6. Hrü'ǘ 
  16. Wurú 
  7. Vimúhla 
  17. Chiténg 
  8. Ksárul 
  18. Grugánu 
  9. Sárku 
  19. Durritlámish 
  10. Dlamélish 
  20. Hriháyal 
  CHOOSE A CLASS 
  There are seven choices: Agent, 
  Barbarian, Dilettante, Priest, Shaman, 
  Sorcerer, and Warrior. Your Class 
  determines how much damage you do, 
  your Hit Points, and unique abilities. 
  ROLL LANGUAGES 
  Everyone starts with their native 
  language. Test INT, PSY, and CHA – 
  each pass grants an extra language to 
  the character. Languages are listed 
  under Human on the next page. Priests 
  roll twice for each stat, potentially 
  getting 6 languages. Only Priests can 
  take ancient languages at first level; 
  others must learn them during play. 
  BUY EQUIPMENT¶ 
  Every new character may take a one 
  preset pack of equipment: the military 
  pack, the overland pack, or the delving 
  pack. Alternatively, they may start with 
  a set of clothes and a one-handed 
  weapon as allowed by their class. In 
  additional, they have 3d6 x 10 káitars 
  with which to buy equipment. 1 gold 
  káitar = 20 silver hlásh = 400 copper 
  qirgál.  
  CHOOSE A NAME 
  Or roll randomly on the Name Table 
  for your gender or race. 
  REFEREE LIMITS 
  The Referee may limit the choices 
  available to players for Race, Clan, 
  Deity, or Class. For instance, in a game 
  where all players are from the same 
  clan, there is no roll on the Clan table. 
  
   
   
  6 
  RACES 
  HUMAN 
  The Humanspace Empire was descended from peoples of the southern 
  hemisphere of Earth who survived a nuclear war, so the humans of Tékumel are 
  predominately dark-skinned and dark-haired. Humans with fair skin and blue or 
  green eyes are not unknown, but are rare and considered to be unlucky. 
  RACIAL FEATURES 
   
  Luck: Can turn a failed test into a success once per day. 
   
  Language: Speaks native language. All modern and ancient languages listed for 
  reference.
   
  Country 
  Modern Language 
  Chayákku to 
  western 
  Mudállu 
  Aomórh 
  Ghatón 
  Ghatóni 
  Háida Pakála 
  Hijajái 
  Jánnu, 
  Kilalámmu, 
  Chaigári 
  Jannuyáni 
  Livyánu 
  Livyáni 
  Lorún 
  Lo'orúnankh 
  Mihállu 
  Tká Mihálli 
  Milumanayá 
  Milumanayáni 
  M'mórcha, 
  Nmartúsha 
  Quó 
  Mu'ugalavyá 
  Mu'ugalavyáni 
  N'lǘssa 
  N'lǘssan 
  Nyémesel Isles Pe'é 
  Pecháno 
  Pecháni 
  Pijéna 
  Pijénani  
  Rannálu 
  Rantiké 
  Saá Allaqí 
  Saá Allaqiyáni 
  Salarvyá 
  Salarvyáni 
  Tsoléi 
  Tsoléi'i 
  Tsolyánu 
  Tsolyáni 
  Yán Kór 
  Yán Koryáni 
   
  Empire 
  Ancient Language 
  Worship of The 
  One Other 
  Ai Ché 
  Dragon 
  Warriors 
  Ancient N'lǘssa 
  First Imperium 
  Bednálljan 
  Salarvyáni 
  Mu'ugalavyá 
  Classical 
  Mu'ugalavyáni 
  Tsolyánu 
  Classical Tsolyáni 
  Livyánu 
  Duruób 
  Éngsvan hlá 
  Gánga 
  Engsvanyáli 
  Llyán Empire 
  Llyáni 
  Mihálli 
  Mihálli 
  Temple of The 
  One Other 
  Sunúz 
  Stability temple 
  argot 
  Thu'úsa 
  Temples of 
  Sárku and 
  Durritlámish 
  Tongue of the Lord 
  of Worms 
  Temples of 
  Ksárul and 
  Grugánu 
  Tongue of the 
  Priests of Ksárul 
  Yán Kór 
  Tsáqw  
  
   
   
  7 
  AHOGGYÁ  
   
   
  "The Knobbed Ones" 
   
  The swamp-dwelling Ahoggyá look like a furry barrel that has sprouted four 
  arms and legs with eyes on four sides. They are gruff and rude by human 
  standards, and they aren't very careful about whom they eat. Ahoggyá warriors 
  and merchants can be found from Tsolyánu to points east. 
   
  RACIAL FEATURES 
   
  Barrel-Shaped Body: Because of their unusual body structure, Ahoggyá can 
  attack in four directions at once with up to three extra attacks/round (four total at 
  first level). Based on the situation, the Referee may limit how many of these 
  bonus attacks can be used. 
   
  Bony Carapace: Ahoggyá have 4 AP. Armor stacks on top of this protection. 
   
  Powerful: Ahoggyá start with 2 extra HD at first level.  
   
  Poor Spellcasters: Subtract 2 from PSY for tests involving spellcasting. 
   
  Language: Speaks Ahoggyá. 
   
   
   
  
   
   
  8 
   
  HLÁKA 
   
   
   
  "The Furred Flyers" 
   
  In their mountaintop eyries east of Tsolyánu are the skittish Hláka, flying 
  mammalians of roughly human size. They are cowardly, yet curious, and their 
  usefulness as military scouts is unsurpassed. Many an enemy has fled from their 
  javelins. 
   
  RACIAL FEATURES 
   
  Flying: Hláka fly on large leathery wings. They can carry rocks weighing up to 
  ten pounds to drop on enemies. 
   
  Tail Sword: Tail sword (d6) and if poisoned, CON test or OofA.  
   
  Skittish: Roll with Disadvantage on all Morale tests. 
   
  Language: Speaks Hláka. 
   
   
   
   
  
   
   
  9 
   
  PÁCHI LÉI  
   
   
  "The Forest Dwellers" 
   
  The Páchi Léi, four-legged forest dwellers, live in the coastal jungles of the Pán 
  Chákan forests. They fit well into Tsolyáni society, being somewhat passive and 
  friendly. 
   
  RACIAL FEATURES 
   
  Perceptive: Rolls with Advantage when searching for secret doors and traps.  
   
  Dark Vision: Can see Nearby in darkness. 
   
  Language: Speaks Páchi Léi. 
   
   
   
   
  
   
   
  10 
   
  PÉ CHÓI 
   
   
   
   
  "The Listeners" 
   
  To the north of the Páchi Léi in the forests of Dó Cháka live the Pé Chói, 
  beautiful insectoids with considerable magic talents. They easily join human 
  society, rising nearly as high as humans within the bureaucratic, military, and 
  temple hierarchies. 
   
  RACIAL FEATURES 
  Four Arms: Pé Chói have four arms and can make an extra attack/round (two at 
  1st level). 
   
  Perceptive: Rolls with Advantage when searching for secret doors and traps or 
  listening for noises. 
   
  Psychic: Once per hour, they can test PSY to use ESP. 
   
  Language: Speaks Pé Chói. 
   
   
   
  
   
   
  11 
   
  PYGMY FOLK 
   
  In mountain enclaves within Yán Kór live the Pygmy Folk in their subterranean 
  tunnels. These short, furry creatures have never been completely trusted for they 
  have a reputation for being sly and devious. They can be very dangerous if 
  cornered. 
   
  RACIAL FEATURES 
   
  Excellent Hearing: Rolls with Advantage when listening for noise. 
   
  Dark Vision: Can see Nearby in darkness. 
   
  Pack Attack: Never check morale if another Pygmy Folk is on their side. If they 
  are the only Pygmy Folk in a fight, they test morale with Disadvantage. 
   
  Small: Uses one lower size of HD and damage die for their class, minimum d4 
  (d8 becomes d6). 
   
  Language: Speaks Pygmy Folk. 
   
   
   
   
  
   
   
  12 
   
  SHÉN 
   
   
   
  "The Demon Warriors" 
   
  The Shén, a powerful reptilian race, live on the southernmost tip of the 
  continent, south of Livyánu, in a beastly hot mountainous region dotted with 
  volcanos. They work as mercenaries or ply the oceans as merchants. 
   
  RACIAL FEATURES 
   
  Tough Hide: Shén have 2 AP. 
   
  Powerful: Shén start with 2 extra HD at first level.  
   
  Clubbed Tail: Tail (d6) + DEX test to knock an opponent behind them to the 
  ground. 
   
  Poor Spellcasters: Subtract 2 from PSY for tests involving spellcasting. 
   
  Language: Speaks Shén. 
   
   
   
   
  
   
   
  13 
   
  SWAMP FOLK 
   
  Living in the low-lying swamps of Mu'ugalavyá, the Swamp Folk are natural 
  sailors. They ply the sea lanes, selling their wares. 
   
  RACIAL FEATURES 
   
  Awareness: Rolls with Advantage to detect traps, dimensional portals, and 
  changes in altitude or position.  
   
  Natural Sailor: Rolls with Advantage when boating, sailing, fishing, and 
  swimming. 
   
  Tough: Uses one larger size of HD (d6 becomes d8). 
   
  Non-Magical: Cannot be spellcasters. 
   
  Language: Speaks Swamp Folk. 
   
   
   
   
   
  
   
   
  14 
   
  TINALÍYA  
   
   
   
  "The Gnomes" 
   
  The Tinalíya are a tiny four-legged race of scholars and mages, who live in the 
  mountainous area in the north of Livyánu. They are totally literal-minded, not 
  understanding human idioms and humor.  
   
  RACIAL FEATURES 
   
  Excellent Spellcasters: Add 1 to PSY for tests involving spellcasting. 
   
  Pack Attack: Never check morale if another Tinalíya is on their side.  
   
  Poisoned Weapons: They often use poisoned melee and ranged weapons (d4) + 
  CON test or OofA.  
   
  Small: Uses one lower size of HD and damage die for their class, minimum d4 
  (d8 becomes d6). 
   
  Language: Speaks Tinalíya. 
   
   
   
   
  
   
   
  15 
  CLASSES 
  AGENT 
  This person might be an agent of the Tsolyáni Empire, a foreign power, a 
  temple, a political faction, a secret society, or the Pariah Gods. 
   
  Starting HP: d8 + 4 
  HP Per Level/Resting: 1d8 
  Weapons & Armor: All Swords, All Bows, Daggers, Cloth, Leather, Small 
  Shields 
  Attack Damage: 1d6 / 1d4 Unarmed or Improvising 
   
  SPECIAL FEATURES 
  Backstabbing: Rolls with Advantage when attacking from behind and deals 2d6 
  / 2d4 + the Agent's level damage. 
   
  Skills: Rolls with Advantage when performing delicate tasks, climbing, hearing 
  sounds, moving silently, understanding written languages, wearing disguises, 
  lying, and opening locks. 
   
  Pick One: 
   
  Imperial Authority: Can make orders in the name of the Emperor once per 
  day. Of course, these orders will be followed. Can only be taken by 
  members of the intelligence organizations of the Five Empires: the 
  Omnipotent Azure Legion in Tsolyánu, the Vrú'uneb in Livyánu, the 
  Company of the Mourners in Sable in Mu'ugalavyá, the Surgéth in Yán Kór, 
  or the intelligence network of the Chruggilléshmu family in Salarvyá. 
   
  Special Equipment: Has a piece of special equipment, a magic item, scroll, 
  weapon, armor, or device of the ancients.  
   
  Special Training: Has received special training in an area of expertise. 
  Rolls with Advantage when performing tasks related to this area of training. 
  The nature of the training is up to the GM and player to determine. 
   
  Martial Arts: Unarmed and Improvising damage is increased to d6. Once 
  per day, an Agent who succeeds on their Unarmed attack roll may deal 
  critical damage. Must be either a worshipper of Thúmis or Ksárul. 
   
  LEVELING UP 
  Roll to see if attributes increase, roll twice for DEX or INT. 
   
   
  
   
   
  16 
   
  BARBARIAN 
  Requirement: Foreigner 
   
  Barbarians come from a tribal group from outside the Five Empires. They are 
  toughened by hardships of living in the wild, but have no formal military 
  training. To create a random tribe, use the Tribal tables in the Referee Section. 
   
  Starting HP: d10 + 4 
  HP Per Level/Resting: 1d10 
  Weapons & Armor: Any and All 
  Attack Damage: 1d8 / 1d6 Unarmed or Improvising 
   
  SPECIAL FEATURES 
  Wilderness Survival: In a natural environment, rolls with Advantage when 
  tracking, moving silently, navigating, finding food, or calming or trapping wild 
  animals. 
   
  Fighting Machine: As part of their action a Barbarian can make 1 attack per 
  level. 
   
  Bare Toughness: If wearing no armor, rolls with Advantage when testing STR 
  to avoid damage from melee attacks. 
   
  No Clan: Barbarians have no clan affiliation.  
   
  LEVELING UP 
  Roll to see if attributes increase, roll twice for STR or CON. 
   
   
   
   
  
   
   
  17 
   
  DILETTANTE 
  Requirement: Clan of at least High Status. 
   
  Dilettantes are high status persons that can afford tutors to teach them anything 
  they desire. They can learn weapons and magic, though they aren't as good at 
  either as a Warrior or Sorcerer. 
   
  Starting HP: d6 + 4 
  HP Per Level/Resting: 1d6 
  Weapons & Armor: Any and All 
  Attack Damage: 1d6 / 1d4 Unarmed or Improvising 
   
  SPECIAL FEATURES 
  Spellcasting: Beginning at second level, Dilettantes can cast a number of Level 
  0 and 1 Spells per day, see the Spellcasting section. 
   
  Social Butterfly: Rolls with Advantage on seduction, diplomacy, bluffing, 
  schmoozing, etiquette, carousing, and cajoling. 
   
  Martial Training: As part of their action, a Dilettante can may make a number 
  of attacks equal to half their level (rounded up). 
   
  LEVELING UP 
  Roll to see if attributes increase, roll twice for CHA or STR or PSY. 
   
  SPELLBOOK¶ 
  Dilettantes start with a large spellbook containing a total of 1d4 spells from the 
  Level 0 and 1 Spell lists. 
   
   
   
   
  
   
   
  18 
   
  PRIEST 
  Priests are in the hierarchies of the temples. As they increase in level, they rise 
  in the ranks of the priesthood. 
   
  Starting HP: d6 + 4 
  HP Per Level/Resting: 1d6 
  Weapons & Armor: Dagger, Staff, Cloth 
  Attack Damage: 1d4 / 1 Unarmed or Improvising 
   
  SPECIAL FEATURES 
  Skills: Rolls with Advantage when dealing with ancient and modern languages 
  (verbal and written), and the mythology, rituals, doctrine, aspects, and history of 
  their religion. They may also choose an academic specialty: medicine, geology, 
  administration, history, architecture, alchemy, metallurgy, literature, 
  demonology, ancient devices, crop rotation, etc. 
   
  Languages: When rolling for languages at character creation, Priests roll twice 
  for each stat, potentially getting 6 languages. Only Priests can learn ancient 
  languages this way.  
   
  Spellcasting: Beginning at first level, Priests can cast a number of Spells per 
  day, see the Spellcasting section. 
   
  LEVELING UP¶ 
  Roll to see if attributes increase, roll twice for INT or PSY. 
   
  SPELLBOOK¶ 
  Priests start with a large spellbook containing a total of 1d4+2 spells from the 
  Level 0 and 1 Spell lists. 
   
   
   
  
   
   
  19 
   
  SHAMAN 
  Requirement: Foreigner. 
   
  Shamans are spellcasters from tribal groups outside of the Five Empires. To 
  create a random tribe, use the Tribal tables in the Referee Section. 
   
  Starting HP: d6 + 4 
  HP Per Level/Resting: 1d6 
  Weapons & Armor: Clubs, Daggers, Hand Axes, Slings, Sickles, Staffs, Cloth.  
  Attack Damage: 1d4 / 1 Unarmed or Improvising. 
   
  SPECIAL FEATURES 
  Wilderness Survival: In a natural environment, rolls with Advantage when 
  tracking, moving silently, navigating, finding food, or calming and trapping wild 
  animals. 
   
  Magic Resistance: Roll with Advantage when avoiding damage or effects from 
  spells or magical devices. 
   
  Spellcasting: Beginning at first level, Shamans can cast a number of Spells per 
  day; see the Spellcasting section. 
   
  No Clan: Shaman have no clan affiliation.  
   
  LEVELING UP 
  Roll to see if attributes increase, roll twice for PSY or CHA. 
   
  SPELLBOOK 
  Shamans start with a large spellbook containing a total of 1d4+2 spells from the 
  Level 0 and 1 Spell lists. 
   
   
  
   
   
  20 
   
  SORCERER¶ 
  Sorcerer is a priest that has left the temple hierarchy for some reason. They often 
  take employment with the rich and powerful or work for their clan. 
   
  Starting HP: d6 + 4 
  HP Per Level/Resting: 1d6 
  Weapons & Armor: Dagger, Staff, Cloth 
  Attack Damage: 1d4 / 1 Unarmed or Improvising 
   
  SPECIAL FEATURES¶ 
  Magic Resistance: Roll with Advantage when avoiding damage or effects from 
  spells or magical devices. 
   
  Spellcasting: Beginning at first level, Sorcerers can cast a number of Spells per 
  day, see the Spellcasting section. 
   
  LEVELING UP¶ 
  Roll to see if attributes increase, roll twice for INT or PSY. 
   
  SPELLBOOK¶ 
  Sorcerers start with a large spellbook containing a total of 1d4+2 spells from the 
  Level 0 and 1 Spell lists. 
   
   
   
  
   
   
  21 
   
  WARRIOR 
  A Warrior is a person skilled in the military arts. They could be a caravan guard, 
  a temple guard, a legionnaire, or other martial occupation. 
   
  Starting HP: d10 + 4 
  HP Per Level/Resting: 1d10 
  Weapons & Armor: Any and All 
  Attack Damage: 1d8 / 1d6 Unarmed or Improvising 
   
  SPECIAL FEATURES 
  Shrug It Off: Once per hour, while in combat, a Warrior can regain d8 lost HP. 
   
  Fighting Machine: As part of their action a Warrior can make 1 attack per level. 
   
  Splintered Shields: If a Warrior fails a STR or DEX test and would be dealt 
  damage from an attack, they can opt to destroy their shield - if they have one 
  equipped – and ignore the damage. 
   
  LEVELING UP¶ 
  Roll to see if attributes increase, roll twice for STR or DEX.
   
   
  
   
   
  22 
  CLANS 
  Humans from Tsolyánu roll on this table to get their clan. There are nearly a 
  thousand clans in Tsolyánu. Some clans are regional, some stretch into 
  neighboring empires. All listed here are found throughout the Tsolyánu. 
   
  Each clan has a Status (STA) of either Very Low, Low, Medium, High, Very 
  High, or Imperial, preferred deities worshiped in the clan, a usage die for the 
  clan's assistance to its members, and a Background, an area of expertise in 
  which the PC can roll with Advantage. The deities include the Cohorts of the 
  listed Gods. Use of 'Mostly' means other deities can be chosen. 
   
  The usage die for a PC's clan represents the clan's ability and desire to aid the 
  PC. Those in higher status clans get a larger usage die, but other factors can also 
  affect the usage die, like a wealthy clan that is also low status, such as the Collar 
  of Bronze clan. Each time the PC asks for assistance (e.g. lawyers, swords, 
  money), roll the usage die. When the d4 drops, they are no longer able to receive 
  help. PCs can recharge their clan usage die by doing favors, contributing 
  treasure, and gaining positive attention for the clan.  
   
  d20 CLAN 
  STA DEITIES 
  USAGE 
  DIE 
  BACKGROUND 
  1 
  Bright Sword 
  VL Any deity 
  d4 
  Seduction and performing arts 
  2 
  Collar of Bronze 
  VL Any deity 
  d6 
  Slavery 
  3 
  Flat Peak 
  L Any deity 
  d6 
  Carpentry, masonry, and 
  bricklaying 
  4 
  Open Hand 
  L Any deity 
  d6 
  Farming and animal husbandry 
  5 
  Open Sepulcher 
  L Belkhánu and Sárku 
  d6 
  Embalming and tomb guarding 
  6 
  Plume of White 
  L Mostly Stability 
  d6 
  Bureaucracy, accounting, and 
  calligraphy 
  7 
  Black Monolith 
  M Mostly Hrü'ǘ, Ksárul, Sárku 
  d10 
  Buying and selling goods 
  8 
  Blazoned Sail 
  M Any deity 
  d8 
  Sailing and maritime trade 
  9 
  Golden Lintel 
  M Any deity 
  d10 
  Moneylending 
  10 Iron Fist 
  M Karakán, Vimúhla 
  d8 
  Armory 
  11 Scroll of Wisdom 
  M Any deity 
  d8 
  The law and legal system 
  12 Silver Lightning 
  M Mostly Avánthe and Hnálla 
  d8 
  Jewelry and ornamental arts 
  13 Victorious Globe 
  M Mostly Thúmis and Hnálla 
  d8 
  Paper, ink, and paint 
  14 Weeping Stone 
  M Any deity 
  d8 
  Winemaking and liquors 
  15 Amber Cloak 
  H Belkhánu, Thúmis 
  d10 
  Medical arts and apothecary 
  16 Great Stone 
  H Mostly Ksárul and Hrü'ǘ 
  d10 
  Caravans and shipping 
  17 Purple Gem 
  H Any deity 
  d10 
  Government administration 
  18 Standing Stone 
  H Any deity 
  d10 
  Administering land and animal 
  breeding 
  19 Blade Raised High 
  VH Karakán 
  d12 
  Military and legions 
  20 Sea Blue 
  VH Any deity 
  d12 
  High court etiquette 
  
   
   
  23 
  EQUIPMENT 
  Take one Pack. Additional Packs cost 120 káitars or one favor from your clan. 
   
  The Military Pack 
  Armor up to chain mail 
  Two weapons 
  Shield or extra weapon 
  Preserved rations (d6) 
  Wineskin (d6) 
  Kévuk dice or Dénden board 
  Sack 
  3d6 káitars 
   
  The Overland Pack 
  Armor up to chain mail 
  Weapon 
  Shield or extra weapon 
  Tools 
  Lantern and oil (d6) 
  Bedroll and blanket 
  Preserved rations (d6) 
  Backpack (+2 items) 
  3d6 káitars 
  The Delving Pack 
  Armor up to chain mail 
  Weapon 
  Notebook, pen, ink (d8) 
  Tsúral buds (d4) 
  Torches (d6 
  Rope, 50' 
  Preserved rations (d6) 
  Bedroll, blanket 
  Backpack (+2 items) 
  3d6 káitars 
  USAGE DIE 
  Any item listed in the equipment section that has a Usage die is considered a 
  consumable, limited item. When that item is used, its Usage die is rolled the 
  next Turn (10 minutes). If the roll is 1-2 then the usage die is downgraded to the 
  next lower die in the following chain: 
   
  d30 > d20 > d12 > d10 > d8 > d6 > d4 
   
  When you roll a 1-2 on a d4 the item is expended and the character has no more 
  of it left or there are no more charges. 
   
  The d30 is used for Eyes and other devices with many charges.
   
  
   
   
  24 
   
  ITEM 
  COST USAGE 
  DIE 
  NOTES 
  Cloth armor 
  20 
  - 
  2 Armor points 
  Leather armor 
  30 
  - 
  4 Armor points 
  Chain Mail, chlén 
  40 
  - 
  5 Armor points 
  Chain Mail, steel 
  8,000 
  - 
  6 Armor points 
  Plate & Mail, chlén 
  50 
  - 
  7 Armor points 
  Plate & Mail, steel 
  10,000 
  - 
  8 Armor points 
  Shield, Small/Large 
  10/20 
  - 
  2/4 Armor points 
  Small weapon, chlén 
  5 
  - 
  Dagger, hatchet, baton 
  1-handed Weapon, chlén 
  10 
  - 
  - 
  2-handed Weapon, chlén 
  15 
  - 
  - 
  Small weapon, steel 
  1,000 
  - 
  Test STR with Disadvantage to 
  break a chlén-hide weapon 
  1-handed Weapon, steel 
  2,000 
  - 
  Test STR to break a chlén-hide 
  weapon 
  2-handed Weapon, steel 
  3,000 
  - 
  Test STR with Advantage to 
  break a chlén-hide weapon 
  Bow / Crossbow 
  40 
  - 
  - 
  Quiver of Arrows / Bolts 
  20 
  d10 
  - 
  Sling, spear, javelin 
  5 
  - 
  - 
  Backpack 
  5 
  - 
  Carry +2 extra items over CON 
  Flask of oil 
  1 
  d8 
  - 
  Chlén spikes 
  2 
  d8 
  - 
  Hammer 
  3 
  - 
  - 
  Lantern 
  5 
  - 
  - 
  50' Rope 
  3 
  - 
  - 
  Blanket and bed mat 
  5 
  - 
  - 
  Handheld mirror 
  5 
  - 
  - 
  Paper, pens, ink 
  3 
  d8 
  - 
  Paint box and brushes 
  3 
  d8 
  - 
  Preserved Rations 
  15 
  d8 
  - 
  Fresh Rations 
  5 
  d4 
  - 
  Water compass 
  50 
  - 
  Used for navigation. 
  Astrolabe 
  100 
  - 
  Used for navigation. 
  Ephemerides 
  200 
  - 
  Used for navigation. 
  Wooden chest 
  30 
  - 
  - 
  
   
   
  25 
  Sorcerer's bag 
  50 
  d12 
  Required if casting from a spell-
  book.  
  Spellbook 
  50 
  - 
  Has 100 pages. 
  Leather pouch 
  2 
  - 
  Holds 50 coins 
  Small Sack 
  1 
  - 
  - 
  Large Sack 
  3 
  - 
  - 
  Flint & Steel 
  5 
  - 
  - 
  Torches (6) 
  1 
  d6 
  Each torch has a usage die 
  Wineskin 
  1 
  d6 
  - 
  Wine 
  1 
  - 
  - 
  Tsúral buds 
  2 
  d4 
  Aphrodisiac that also repels or 
  attracts some creatures. 
  Lisútl root 
  4 
  d4 
  Birth control 
  10' Pole 
  1 
  - 
  - 
  Chlén 
  100 
  - 
  Huge draft animal 
  One-chlén cart 
  75 
  - 
  Holds 1 ton 
  Two-chlén cart 
  150 
  - 
  Holds 4 tons 
  Sailboat, 12' 
  150 
  - 
  1 crew, 3 tons cargo 
  Small merchant ship 
  15,000 
  - 
  10-40 crew, 15-70 tons cargo 
  Large merchant ship 
  30,000 
  - 
  45-90 crew, 200-600 tons cargo 
  War galley 
  15,000 
  - 
  50 oar, 20 marines, 3 crew 
  Bireme warship 
  20,000 
  - 
  75 oar, 30 marines, 5 crew 
  Trireme warship 
  40,000 
  - 
  150 oar, 60 marines, 8-10 crew 
  Quinquereme warship 
  80,000 
  - 
  300 oar, 150 marines, 10 crew 
  Ballista, scorpion 
  400 
  - 
  Bolt-throwing siege engine 
  Small catapult 
  1,000 
  - 
  Stone-throwing siege engine 
  Medium catapult 
  1,500 
  - 
  Stone-throwing siege engine 
  Trebuchet 
  2,000 
  - 
  Stone-throwing siege engine 
  Slave: servant boy or girl 
  150 
  - 
  - 
  Slave: unskilled labor 
  200 
  - 
  Torchbearer, porter 
  Slave: low-class skill 
  2000 
  - 
  - 
  Slave: middle-class skill 
  5000 
  - 
  - 
  Slave: upper-class skill 
  10,000 
  - 
  - 
  Slave: overseer 
  8000 
  - 
  - 
  Slave: trained courtesan / 
  dancing girl 
  20,000 
  - 
  High charisma. 
  Slave: nonhuman 
  15,000 
  - 
  Friendly races only 
   
  
   
   
  26 
  HUMAN NAMES 
  Male Given Names 
  1. Achán 
  16. Jijékmu 
  31. Omél 
  2. Adlár 
  17. Kágesh 
  32. Osumétlu 
  3. Arkháne 
  18. Kánkolu 
  33. Pí’ur 
  4. Bálesh 
  19. Kémuel 
  34. Qárras 
  5. Chúrisan 
  20. Kotáru 
  35. Réshmel 
  6. Dlamúz 
  21. Marján 
  36. Sánjesh 
  7. Drakóhl 
  22. Mígor 
  37. Shémek 
  8. Ekuné 
  23. Mízhotl 
  38. Tákodai 
  9. Fíru 
  24. Mnéktu 
  39. Treshélmu 
  10. Gámalu 
  25. Mórusai 
  40. Tsodlán 
  11. Gayán 
  26. Mottán 
  41. Túrisan 
  12. Hárisu 
  27. Mridók 
  42. Visán 
  13. Héttukeng 
  28. Nirún 
  43. Zagár 
  14. Hóru 
  29. No’ómu 
  44. Zhurák 
  15. Jesékh 
  30. Núromen 
  45. Znayáshu 
   
  Female Given Names 
  1. A’én 
  16. Ke’él 
  31. Sáyi 
  2. Arimái 
  17. Layéth 
  32. Senértha 
  3. Asháne 
  18. Linátla 
  33. Shánü 
  4. Atín 
  19. Liyása 
  34. Shekkára 
  5. Balané 
  20. Mára 
  35. Sherésa 
  6. Chaikúra 
  21. Mikúsa 
  36. Sídla 
  7. Chashána 
  22. Mísa 
  37. Srúdhal 
  8. Dijáya 
  23. Nélel 
  38. Ta’ána 
  9. Dirúla 
  24. Ngáya 
  39. Talía 
  10. Dzái 
  25. Osuré 
  40. Tálodel 
  11. Elulén 
  26. Paluél 
  41. Tlayésha 
  12. Halé 
  27. Qiláin 
  42. Umá 
  13. Háya 
  28. Raisákka 
  43. Visháya 
  14. Isúra 
  29. Rayána 
  44. Zhána 
  15. Jashána 
  30. Réluen 
  45. Ziyá 
   
   
   
  
   
   
  27 
  Lineage Names 
   
  1.  hiAmiyála 
  25. hiKarélsa 
  49. hiRi’inyússa 
  73. hiTlélsu 
  2.  hiArusá 
  26. hiKétkolel 
  50. hiSáika 
  74. hiTlénggeku 
  3.  hiBarrégga 
  27. hiKhanúma 
  51. hiSanyél 
  75. hiTsúnkai 
  4.  hiBeshyéne 
  28. hiKhorsán 
  52. hiSayúncha 
  76. hiTukéshmu 
  5.  hiBurusá 
  29. hiKoródu 
  53. hiSénkolum 
  77. hiTukkolén 
  6.  hiChagotlékka 
  30. hiKurúshma 
  54. hiShálane 
  78. hiTuplángte 
  7.  hiCháimira 
  31. hiKutonyál 
  55. hiShanátl 
  79. hiUséna 
  8.  hiChaishyáni 
  32. hiMaróda 
  56. hiSharítla 
  80. hiVáika 
  9.  hiChakrésa 
  33. hiMirkétme 
  57. hiShétla 
  81. hiVaisonér 
  10. hiChánkolel 
  34. hiMmórsa 
  58. hiSorúna 
  82. hiVaisúra 
  11. hiChársha 
  35. hiMraktiné 
  59. hiSráshar 
  83. hiValúro 
  12. hiChiggéne 
  36. hiMrékka 
  60. hiSrúnel 
  84. hiVárchal 
  13. hiChorúkka 
  37. hiMritlékka 
  61. hiSsáivra 
  85. hiVasháka 
  14. hiChunúr 
  38. hiMriyén 
  62. hiSsánkoral 
  86. hiVayéshtu 
  15. hiDelashái 
  39. hiNáshomai 
  63. hiSsánmirin 
  87. hiVessúma 
  16. hiDulumésa 
  40. hiNemuné 
  64. hiSsanyúsa 
  88. hiViridáme 
  17. hiFa’ásu 
  41. hiNezár 
  65. hiTáika 
  89. hiVíridu 
  18. hiFershéna 
  42. hiNrashkému 
  66. hiTánkolel 
  90. hiVoruséka 
  19. hiFesrengála 
  43. hiPagártra 
  67. hiTigál 
  91. hiVorússa 
  20. hiGaján 
  44. hiPakáillu 
  68. hiTikéshmu 
  92. hiVrázhimü 
  21. hiGurúma 
  45. hiQolyélmu 
  69. hiTishkólen 
  93. hiVriyón 
  22. hiHyáguru 
  46. hiQúrrodu 
  70. hiTlakán 
  94. hiZhayárvu 
  23. hiJalchéma 
  47. hiRánmiyel 
  71. hiTlanátl 
  95. hiZhnáyu 
  24. hiJarásh 
  48. hiReretlésa 
  72. hiTlekólmü 
  73. hiTlélsu 
  
   
   
  28 
  NONHUMAN NAMES 
  Ahoggyá Names 
  1. Barrel of Insults 
  2. Belly Beast 
  3. Fart-Blossom 
  4. Green-Spotted One 
  5. Scar-Face 
  6. Splotchy Pale One 
  7. Smelly One 
  8. Yellow-Eye 
  Hláka Names 
  1. Chráò Eyúo Máíi 
  2. Ewò-i-iyá 
  3. Iwáu Aé’eyá 
  4. Míyo-éya Hiómai 
  5. Náàiya-éya 
  6. Nà-éya Tió 
  7. Ssaeó 
  8. Súa-eyá 
  Páchi Léi Names 
  1. Diyéno 
  2. G-Gúm-Shóggu 
  3. Nneggáya 
  4. Peshkúnu 
  5. Teváa 
  6. Urugbáya 
  7. Vroggá 
  8. Wléllu 
   
  Pé Chói Names 
  1. Chtík p’Qwé 
  2. Dsík-Tè-Chí 
  3. Hétkw tè Ktêng 
  4. Ktò-típ-ssíù 
  5. Kt-t-r-Kí 
  6. Nchikp’q’ 
  7. Pkétk Tqú 
  8. Ptekw-Tlun-Tkik 
  Pygmy Folk Names 
  1. Hrágga-Da 
  2. Thpá Qrr-rh 
  3. Pak 
  4. Cha-latk-ku 
  5. Thu'n 
  6. Kir-Chu-La 
  7. Pomo-Tar 
  8. Kleet'un 
   
  Shén Names 
  1. A-Shg-Ssá 
  2. Chrâ-Ssé-Kk 
  3. Fr-Ssâ-Chì 
  4. Grg-Ssá 
  5. Hú-Shà-Gsh 
  6. Nkék 
  7. Shékw 
  8. Ss-Qâ-Hs 
  Swamp Folk Names 
  1. Purple Crest 
  2. Steel Fist 
  3. Fish Master 
  4. Shiny One 
  5. Club Foot 
  6. Keen Eye 
  7. True Aim 
  8. Hard Head 
  Tinalíya Names 
  1. Ané Tûvé 
  2. Ekká Qó 
  3. Hèsh Tá Ün 
  4. Mnéch Ó 
  5. Nmé Lü 
  6. Pá’ Hè 
  7. Pè’l Tí 
  8. Tí Sà Qó 
  
   
   
  29 
  SPELL LISTS 
  LEVEL 0 SPELLS 
  1. Clairvoyance: Can see and hear through walls into Nearby areas – 2 turns. 
  2. Control of Self: Can control caster's body: hold breath, stop heartbeat, 
  remember an event, maintain their hold on something, etc. Cannot perform 
  impossible acts. Lasts until released or broken by 9+ HD creature. 
  3. Detect Evil: Everything Nearby that is evil glows – 2 turns. 
  4. ESP: Can detect surface thoughts of Nearby living creatures – 2 turns. 
  5. Heal Minor Wounds: Heal 1d8 HP to a Nearby target. 
  6. Illusion: Create an illusion Nearby. Test INT to do harm – 3 turns. 
  7. Light: Create dim light from a Nearby spot or object – 2 hr. 
  8. Medium: Ask Nearby corpse 3 questions. Test CHA and get direct answers. 
  9. Telekinesis: Move Nearby objects, 1 ounce/level. Test DEX to stun – 1 
  round. 
  10. Telepathy: Can communicate telepathically to a Far Away person – 1 turn. 
  LEVEL 1 SPELLS 
  1. Calm: A wave of tranquility affects all Nearby. Storms, rioting mobs (levels 
  1-2), Walls of Water or Wind are calmed – 1 hr. 
  2. Create Food and Drink: Create food/water for 2d6 Nearby creatures. 
  3. Creatures I: Summon 3 HD of creatures (Max 1 HD), obeys caster – 3 turns. 
  4. Curse/Bless: 1d6 Nearby allies gain +1 to stats when making attacks, saves, 
  and morale. Can also be reversed on 1d6 Nearby enemies – 1 hr. 
  5. Detect Magic: Everything Nearby that is magic glows – 2 turns. 
  6. Dispel and Disbelieve: Dispels 1 Nearby illusion. 
  7. Dispel Evil: Removes a Nearby detrimental spell. 
  8. Door Control: A Nearby door or lock is held either open or closed – 3 turns. 
  9. Fear: Test PSY against a Nearby creatures, if a pass the target flees. 
  10. Heal Serious Wounds: Heal 3d8+3 HP to a Nearby target. 
  11. Levitate: Caster rises up to a maximum of 120 ft and returns safely – 2 turns. 
  12. Locate Gold and Gems: Sense direction to Nearby gold and gems – 2 turns. 
  13. Locate Object: Sense direction to a known object up to Distant – 5 turns. 
  14. Madness: Test PSY against a Nearby target, if a pass they become insane. 
  15. Plague: Test PSY for a Nearby target, if a pass they get a rotting disease that 
  will put them OofA in 2 rounds.  
  16. Protection from Evil: Creates a Close Zone around the caster and 1d6 allies 
  preventing undead, demons, illusions, and Control Person spells from 
  entering. They defend against Melee attacks with Advantage – 2 turns. 
  17. Seeing Other Planes: See invisible things, dimensional portals, astral or 
  ethereal beings – 2 turns. 
  18. Shadows: Creates darkness covering a Nearby area. Pass an PSY test and 
  enemies within are blinded. Dispelled by Light spell – 3 turns. 
  
   
   
  30 
  LEVEL 2 SPELLS 
  1. Charm Creatures: Test PSY to force a Nearby animal or monster to obey 
  commands. Test PSY each turn to see if the effect lasts. 
  2. Cold: Creates a blast of freezing cold in a line from the caster. On a passed 
  DEX test, up to 3 Nearby creatures Close to that line take 5d6 damage. A fail 
  causes half damage. 
  3. Control Person: Test PSY to force a Nearby person to obey commands. Test 
  PSY each turn to see if the effect lasts. 
  4. Creatures II: Summons 6 HD of creatures (Max. 3 HD) to serve the caster – 
  3 turns. 
  5. Cure Disease: Cures a Nearby target of all diseases. 
  6. Dispel Magic: Removes a Nearby spell. 
  7. Extra-Vision: Can move the caster's point of view through solid walls to see 
  events up to Far Away – 3 turns. 
  8. Invisibility: 1d6 Nearby creatures are made invisible; attacking negates – 3 
  turns. 
  9. Nature Control: Test PSY to control 2d6 Nearby animals and plants – 1 hr. 
  10. Necromancy: Control 2d6 Nearby undead (test PSY for 4+ HD undead) or 
  create one mrúr from a Nearby body – 1 hr. 
  11. Neutralize Poison: Remove poison from a Nearby target. 
  12. Paralysis: Test PSY to paralyze 1d4 Nearby targets. Test PSY each turn to 
  see if the effect lasts. 
  13. Petrifaction: Turns a Nearby target into stone (or vice versa). Test PSY and 
  target loses 1 HD permanently. 
  14. Remove Curse: Removes a detrimental enchantment from a Nearby target. 
  15. Sleep: Puts 5d6 HD of Nearby creatures (max. 5 HD) to sleep – 8 hrs. Does 
  not work on androids, automatons, undead, animals, or Ahoggyá. 
  16. Slow/Haste: 2d6 Nearby allies can act twice per round or 2d6 enemies can 
  be slowed to act every other turn – 3 turns. 
  17. The Hands of Krá the Mighty: Test DEX to squish a Nearby target with a 
  telekinetic hand for 4d6 damage. On a fail they take half damage. 
  18. Transmutation: Transmutes a Nearby area of rock or earth to mud 10 ft 
  deep. Reversible. 
  19. Vapor of Death: Fills a Nearby area with poison gas. Test CON to put all 
  within OofA. Otherwise they all take 1d6 damage – 1 turn. 
  20. Withering: Test PSY to permanently shrivel a Nearby target's limb, 
  randomly determined. A failed test still causes 2d6 damage. 
  21. Zoomorphy: Turn 1d6 Nearby targets into animals of the caster's choosing. 
  Test PSY for the effect to be permanent.  
   
   
   
  
   
   
  31 
  LEVEL 3 SPELLS 
  1. Apparitions: Creates an illusion out to Far Away of up to three creatures. 
  Test INT to deal damage (3d6) – 1 hr. 
  2. Change Self and Others: Test PSY to transform 1d6 Nearby creatures to 
  have the appearance of another creature until dispelled with Remove Curse. 
  3. Control Terrain: Digs a Nearby tunnel (10 ft x 10 ft x 10 ft) through solid 
  rock or creates a Nearby stone obstacle the same size. 
  4. Control Underworld Creatures: Control 1d6 Nearby underworld creatures 
  (test PSY for 4+ HD creatures) – 1 hr. 
  5. Creatures III: Summons 10 HD of creatures (Max. 5 HD) to serve the caster 
  – 3 turns. 
  6. Doomkill: Creates an explosion up to Far Away. Test DEX for 2d6 creatures 
  to be taken OofA. On a fail they take damage (2d6).  
  7. Enchant Weapons and Armor: Permanently enchants steel weapons or 
  armor. Test PSY to get a +2, on a fail get +1.  
  8. Energy Bolt: Creates a bolt of energy in a line out to Far Away. On a passed 
  DEX test, up to 2d6 creatures Close to that line are taken OofA. A fail causes 
  1d6 damage. 
  9. Fly: Allows 2 targets (or equivalent weight) to fly 60 ft/round - 3 turns. 
  10. Infernal Barrier: Creates a glittering bubble around caster. Advantage on 
  defending against Ranged attacks, test PSY to stop melee, cold, and water-
  based attacks - 3 turns. 
  11. Invulnerability: A Nearby target cannot be hurt by non-magical weapons 
  and Doomkill, Silver Halo of Soul-Stealing, and Telekinesis spells - 2 turns. 
  12. Mind-Bar: Test PSY to command a Nearby person completely - 2 hrs.   
  13. Quest: Test PSY to force 2d6 Nearby persons on a quest of the caster's 
  choice until completed or dispelled.  
  14. Raise the Dead: Raises 2d6 Nearby dead bodies as undead to serve the 
  caster – 2 hrs. 
  15. Reincarnation: Revive a Close dead soul into new body. Test PSY, if pass 
  caster chooses race or creature, if fail, random. They retain HD. Permanent 
  until dispelled.  
  16. Research: Can research new spells at the referee's discretion.  
  17. Revivify: Returns to life a Nearby target who has died within the last 7 days. 
  Can only be cast once per week. 
  18. Sending of Evil: Test PSY to inflict 2d6 creatures out to Far Away with a 
  horrible plague that takes them OofA in 2 turns.  
  19. Shield of Defense: Creates a Close Zone around the caster and 1d6 allies 
  protecting them from all missiles, Energy Bolt, The Hands of Krá the 
  Mighty, and Telekinesis. Creatures (3 HD or less) cannot pass - 2 turns. 
  20. Teleportation: Transports 2d6 Nearby targets to any place known to the 
  caster up to 300 ft away. If the distance is misjudged, test PSY. On a pass, 
  successful arrival. On a fail, group is lost somewhere on Tékumel or another 
  plane.  
  21. The Demon: Summons a Demon with 2 HD/level - 1 hr. Can only be cast 
  once per week. 
  
   
   
  32 
  22. The Grey Hand: Test DEX to touch a person or object and turn them into 
  dust. 
  23. The Silver Halo of Soul-Stealing: Test DEX to hit a Nearby person, 
  removing their soul. Can be stopped by Dispel Evil or Invulnerability, (which 
  might deflect the missile to someone Close). A soulless person can be 
  restored with a Remove Curse. 
  24. Wall of Fire/Ice/Swords: Wall covers Nearby area, test DEX to hit Close 
  targets (3d6) - 1 turn. (These are three different spells with similar effects.) 
  25. Wall of Stone: Wall covers Nearby area, making it impassable - 1 hr. 
  26. Wall of Tanglevines: Wall covers Nearby area, test DEX to entrap Close 
  targets - 1 turn. 
  27. Wall of Water: Wall covers Nearby area, test DEX to sweep Close targets 
  away - 1 turn. 
  28. Wall of Wind: Wall covers Nearby area, test DEX to knockdown Close 
  targets - 1 turn. 
  29. Weather Control: Control the weather up to Distant to all extremes - 1 hr. 
  30. Wish: Change reality in a limited way or time. Can be cast once per week. 
   
   
  
   
   
  33 
  RULES OF THE GAME 
  ARMOR POINTS 
  Armor provides protection by 
  reducing all incoming damage. Each 
  type will reduce damage by a limited 
  amount. Once the player or monster 
  has used armor to absorb its 
  maximum amount, they are too tired 
  or wounded to make effective use of 
  it again. They then begin taking full 
  damage. Armor Points are regained 
  after a character rests. 
   
  TYPE 
  POINTS 
  Cloth armor 
  2 
  Leather armor 
  4 
  Chain mail, chlén 
  5 
  Chain mail, steel 
  6 
  Plate & mail, chlén 
  7 
  Plate & mail, steel 
  8 
  Small shield 
  2 
  Large shield 
  4 
   
  Monsters have 1 point of armor for 
  every HD above 1, to figure this out 
  quickly simply subtract 1 from their 
  HD. Monsters with hands can also 
  carry shields to a maximum of 10 AP. 
  ARMOR PROFICIENCY 
  If a character wears armor that is not 
  listed in their class, they add their 
  total Armor points (despite how 
  many they have used) to any rolls to 
  Attack or Avoid Damage. 
  ENCUMBRANCE 
  A character can carry a number of 
  items equal to their STR with no 
  issues. Carrying over this amount 
  means they are encumbered and all 
  attribute tests are taken with 
  Disadvantage - you can also only 
  ever move to somewhere Nearby. 
  They simply cannot carry more than 
  double their STR. 
  TIME & TURNS 
  There are 2 important types of 
  tracked time - Rounds (1 minute) and 
  Turns (10 minutes). Rounds are used 
  during combat and fast paced scenes 
  of danger and Turns are used when 
  exploring and adventuring. A Referee 
  may advance the clock as they need 
  substituting Turns for Hours, Days, 
  or even Months should the adventure 
  require it. 
  MOVEMENT & 
  DISTANCE 
  Rather than track precise numbers, 
  TPH uses four abstract ranges for 
  measuring distances. Close, Nearby, 
  Far-Away and Distant. On their turn 
  every character can move somewhere 
  Nearby as part of an action, 
  performing that action at any stage of 
  the move. They can forgo their action 
  and move somewhere Far-Away 
  instead. Anything beyond Far-Away 
  can be classified as Distant and 
  would take 3 moves to get to. 
   
  This system is designed to support the 
  narrative ‘theatre of the mind’ style of 
  play, and is less concerned about 
  tracking squares and fiddly distances. 
  For converting existing movement 
  rates or measures (for spells or areas 
  of effect) use the following as a 
  guide: 
   
  
   
   
  34 
  CLOSE 
  NEARBY 
  FAR 
  AWAY 
  0 - 5ft 
  5 - 60ft 
  60 - 120ft 
  PLAYER'S TURN¶ 
  During a player’s turn a character 
  may move and perform an action. 
  They could attack, look for a clue, 
  talk with an NPC, or cast a spell - 
  interacting with the world is an 
  action. Often they will test their 
  attributes to determine the outcome. 
  SURPRISE 
  When two groups meet, there is a 
  chance that each will surprise the 
  other. If one side has surprise, they 
  get one round of action before the 
  other side can react. Test DEX to 
  surprise the other group and test INT 
  to avoid being surprised. If both 
  succeed, you surprise them; if both 
  fail, they surprise you. Otherwise, 
  proceed to Initiative.  
  INITIATIVE¶ 
  When combat breaks out, everyone 
  must be sorted into an order so they 
  each get to act and react in turn. 
  Every character tests their DEX, 
  those that succeed, take their turn 
  before their opponents, they must 
  then act as a group - deciding their 
  own order for actions. Those that fail 
  their DEX tests, go after their 
  opponents. 
  MONSTER HD 
  HD represents a monster's Level and 
  the number of d8 rolled to determine 
  its HP. To speed things up, the 
  Referee can use 4 as the average HP 
  per HD. 
  ATTACKING, 
  DEFENDING & 
  DAMAGE¶ 
  When a character attacks a creature 
  they must roll below their STR stat 
  for a Melee Attack or DEX for a 
  Ranged Attack. Likewise, when a 
  creature attacks, the character must 
  roll below their STR against a Melee 
  Attack and DEX against a Ranged 
  Attack to avoid taking damage.  
   
  The damage an attack deals is based 
  on the character’s Class or the 
  number of HD a monster has. 
   
  To make a Melee Attack an opponent 
  must be Close. Ranged Attacks 
  against Close opponents are possible, 
  but the attacker suffers a 
  Disadvantage. 
   
  Monsters deal damage based on their 
  HD - refer to the following table, but 
  if you would prefer to use the damage 
  stats listed in a module that you are 
  playing, you can certainly do that 
  instead. 
  MONSTER 
  HD 
  DAMAGE 
  1 
  d4 (2) 
  2 
  d6 (3) 
  3 
  2d4 (4) 
  4 
  d10 (5) 
  5 
  d12 (6) 
  6 
  d6 + d8 (7) 
  7 
  2d8 (8) 
  8 
  3d6 (9) 
  9 
  2d10 (10) 
  10 
  d10 + d12 (11) 
  
   
   
  35 
  CLASS WEAPONS¶ 
  When using a weapon not listed in 
  their class, combat tests have 
  Disadvantage. 
  BROKEN WEAPONS¶ 
  Broken weapons become 
  Improvised. Use the Improvising 
  damage listed for the Class.  
  TWO-HANDED 
  WEAPONS 
  Larger, more deadly weapons are 
  handled simply by adding +2 to any 
  dice rolled with them. They deal 
  additional damage, but are also harder 
  to hit with. 
  STEEL WEAPONS & 
  ARMOR 
  Chlén-hide weapons and armor are 
  about as hard as bronze and as light 
  as fiber glass. Steel armor is worth an 
  extra A.P. than chlén-hide. Steel 
  weapons are likely to break chlén-
  hide weapons.  
   
  When attacking, test STR to break a 
  chlén-hide weapon, giving Advantage 
  to two-handed weapons, and 
  Disadvantage to small weapons. 
  When defending against steel 
  weapons, test STR to resist the 
  breaking of the PC's chlén-hide 
  weapon, giving Disadvantage if 
  defending from a two-handed 
  weapon, and Advantage if defending 
  against a small weapon. 
  CRITICAL DAMAGE¶ 
  If a player making an attack rolls a 1, 
  they double the result of the damage 
  dice they roll. If they roll a 20 when 
  avoiding an attack, they take double 
  damage. Armor Points are used 
  normally. 
  DEATH & DYING¶ 
  When a character is reduced to zero 
  Hit Points (HP) they are taken Out 
  of Action (OofA) and are considered 
  unconscious and cannot take any 
  actions. When the fight is over or 
  they are out of danger, a character 
  who was taken OofA can roll on the 
  following table to see what happens 
  to them. If they survive, they gain 
  1d4 HP. 
   
  If the characters lose the fight or are 
  unable to recover the body of the 
  character, they are lost forever! 
  POWERFUL 
  OPPONENTS 
  For every HD above the character’s 
  level, add +1 to every roll the player 
  makes for any attribute test that 
  would determine the outcome of a 
  conflict between them and an NPC. - 
  A level 3 character defending against 
  a HD 5 monsters attack would add 
  +2 to their roll. 
  OUT OF ACTION 
  1 
  KO’d - Just knocked out. 
  2 
  Fat Head - Disadvantage on 
  all tests for the next hour. 
  3 
  Cracked Bones - STR, DEX 
  and CON are temporarily -2 
  for the next day. 
  4 
  Disfigured - CHA reduced 
  by 4. 
  5 
  Crippled - STR or DEX is 
  permanently reduced by 2. 
  6 
  Dead - Not alive anymore. 
  
   
   
  36 
  MORALE 
  If half of the enemies engaged in 
  combat with the players are OofA, 
  they are 'broken' and a Reaction roll 
  should be made to determine their 
  new attitude. 
   
  If a character can make a successful 
  CHA test the broken opponents will 
  attempt to flee the combat as quickly 
  as possible. If they have a leader 
  fighting amongst them, the CHA test 
  is taken with Disadvantage. If the 
  allies of the PCs lose morale, a CHA 
  test will rally them back into fighting. 
  HEALING¶ 
  Characters can gain Hit Points from 
  Spells, Potions, and Abilities. They 
  can never gain more than their 
  maximum - and can never go below 
  zero either. When healing a character 
  who is OofA, just start at zero and 
  count up. That character is now back 
  on their feet and no longer OofA. 
  RESTING 
  When characters rest for about an 
  hour, they regain the use of all their 
  Armor points. Also once per day, 
  after resting, they may roll a Hit Die 
  associated with their class and regain 
  that many HP, as well as 1 point of 
  stat damage. 
  DIVINE INTERVENTION 
  When in dire straits, a character may 
  call upon their deity to save them. 
  This requires that the character test 
  PSY with Disadvantage to get their 
  god's attention, then make their 
  supplication and test CHA. The 
  Cohorts are a little easier to contact, 
  so followers of Cohorts add 1 to their 
  PSY for Divine Intervention tests. 
  Priests add 1 to their PSY for this 
  purpose. Therefore, a Priest of a 
  Cohort adds 2 to their PSY. 
   
  The Referee decides what aid might 
  be given and what sacrifices might be 
  needed. A critical failure on either roll 
  may invoke Divine Retribution. Have 
  fun, Referees! 
  EXPERIENCE¶ 
  Adventurers learn through defeating 
  and overcoming obstacles. Killing 
  one Chnélh won’t bring a revelation 
  of learning to someone. Surviving an 
  underworld, completing a quest or 
  simply living to tell the tale are the 
  things that bring perspective and 
  growth. 
   
  Characters gain a level when they 
  have survived a number of sessions / 
  underworld levels / quests / major 
  events equal to their new level. A first 
  level character goes up a level after 
  surviving two major events. 
   
  The Referee will decide which events, 
  and it’s recommended that this 
  decision remains more or less a 
  constant throughout the campaign - 
  and a Referee should be clear and 
  upfront with the players so they know 
  where the ‘goalposts’ are. 
  GAINING LEVELS¶ 
  When a character levels up, their 
  maximum Hit Points increase by 
  rolling the Hit Die for the class. Also 
  a player should roll a d20 for each 
  Stat, if the result is higher - that Stat 
  increases by 1.
  
   
   
  37 
  SPELLCASTING¶ 
  Sorcerers, Priests, Shaman, and 
  Dilettantes have the ability to cast 
  spells that are chosen from the spell 
  lists starting on page 28. 
   
  They can cast any spell they know 
  from their spellbook, or they can 
  memorize a number of spells equal 
  to their Level and cast those without 
  it. A sorcerer's bag is needed to cast 
  from a spellbook. 
   
  They have a number of 'spell slots' 
  available each day - as shown in the 
  two tables opposite. These represent 
  a magic user's 'energy' and the 
  taxing nature of casting spells over a 
  long period. When they run out of 
  spell slots, they cannot cast spells. 
   
  Once a spell is cast the caster must 
  test PSY - adding the spell's level to 
  the roll. If they fail then they reduce 
  the number of spell slots 
  corresponding to the spell level just 
  cast by 1. When a memorized spell 
  is cast it is not forgotten, but a PSY 
  test must still be made to see if the 
  spell slot is retained. 
   
  After roughly 8 hours rest, the 
  number of 'spell slots' a character 
  has refreshes to its maximum. 
   
  Metal interferes with spellcasting. 
  Any spell attempted while carrying 
  more than 2 ounces of unenchanted 
  metal causes the spellcaster 3d6 
  damage plus anything else the 
  Referee wants to make happen. 
   
  Level 0 spells are learned first, and 
  are more likely able to be cast 
  multiple times in a day. 
  DAILY SORCERER, 
  PRIEST, and SHAMAN 
  SPELLS 
   
  PC 
  Level 
  Spell Slots by  
  Spell Level 
  0 
  1 
  2 
  3 
  1 
  1 
  - 
  - 
  - 
  2 
  2 
  - 
  - 
  - 
  3 
  3 
  1 
  - 
  - 
  4 
  3 
  2 
  - 
  - 
  5 
  4 
  2 
  1 
  - 
  6 
  4 
  3 
  2 
  - 
  7 
  5 
  3 
  2 
  1 
  8 
  5 
  3 
  3 
  2 
  9 
  6 
  4 
  3 
  2 
  10 
  6 
  5 
  4 
  3 
   
  DAILY DILETTANTE 
  SPELLS¶ 
   
  PC 
  Level 
  Spell Slots by  
  Spell Level 
  0 
  1 
  2 
  3 
  1 
  0 
  - 
  - 
  - 
  2 
  1 
  - 
  - 
  - 
  3 
  2 
  - 
  - 
  - 
  4 
  3 
  - 
  - 
  - 
  5 
  3 
  - 
  - 
  - 
  6 
  3 
  1 
  - 
  - 
  7 
  3 
  1 
  - 
  - 
  8 
  3 
  2 
  - 
  - 
  9 
  3 
  2 
  - 
  - 
  10 
  4 
  3 
  - 
  - 
   
  
   
   
  38 
  EXAMPLE OF PLAY 
   
  DM: So you're in the sewer, knee deep 
  in muck, it's dark and to the north 
  there's a portcullis, what do you want 
  to do? 
  Agent: Is the portcullis Nearby? 
  DM: Yeah. 
  Agent: I'll move to it and as my action 
  I’ll check it for traps. 
  Warrior: Assuming it's safe, I want to 
  bend the bars. 
  Sorcerer: And I want to cast light on 
  my staff. 
  DM: Ok, Agent, test your Wisdom by 
  rolling a d20 under your WIS score - 
  to check the portcullis for traps. 
  Agent: *rolls* Made it! 
  DM: You're confident it's free of 
  anything designed to do you harm, 
  Warrior, still want to bend the bars? If 
  so test your Strength! 
  Warrior: *rolls* Piece of cake! 
  DM: Good stuff, now Sorcerer, you 
  cast Light on your staff. That's a level 
  1 spell right? 
  Sorcerer: Yup. 
  DM: Ok, well test your Intelligence 
  and add one to your d20 roll, if you 
  fail you lose a level one spell slot for 
  the rest of the day. 
  Sorcerer: *rolls* I need to roll under, 
  not on it, right? 
  DM: That's right. 
  Sorcerer: Damn, I failed. 
  DM: Unlucky! Beyond the bent iron 
  bars is a long dark sewer tunnel 
  heading deep down. What do you want 
  to do? 
  Warrior: Explore down the tunnel..? 
  Agent: Agreed! I'll sneak ahead. 
  Sorcerer: And I’ll protect the rear! 
  DM: Ok Agent, you move down the 
  sewer, still Nearby to your friends, 
  please test your Dexterity to see how 
  quiet you are - remember you get 
  Advantage on tests when sneaking, roll 
  two d20's and choose the result you 
  like. 
  Agent: *rolls* despite rolling two dice 
  I’ve got a 17 and 19. What are the 
  odds? 
  DM: Ouch. You're making so much 
  noise being sneaky, a Yéleth hiding in 
  the darkness close to you leaps and 
  attacks! 
  Agent: Damn! 
  DM: Initiative time! Everyone test 
  their Dexterity, passing means you act 
  before the Yéleth, failing means you 
  go after. Agent you test with 
  Disadvantage. 
  Warrior: I go before. 
  Sorcerer: I'm after. 
  DM: Agent? 
  Agent: How long was it to roll up a 
  character again? I go after. 
  Warrior: I want to run down the 
  sewer and smash the Yéleth with my 
  Broadsword. 
  DM: Ok Warrior, you move Close to 
  the Yéleth. Test your Strength to see if 
  you hit it, you should add +2 to the 
  roll, as the Yéleth's a powerful 
  opponent. 
  Warrior: *rolls* Rolled a 7! *rolls 
  again* So that's 8HP damage. 
  DM: Good hit! Now the Yéleth's turn. 
  Agent test your Intelligence to try and 
  resist the Yéleth's hypnotic gaze. 
  Remember the +2. 
  Agent: *rolls* Ugh! 18. 
  DM: Oh dear. You feel a painful 
  numbing sensation run through your 
  body. The Yéleth paralyzes you. 
  DM: Yes. Sorcerer, you see the Agent 
  fall rigid to the floor, what do you do? 
  Sorcerer: I'll start backing away 
  slowly. 
  Agent: I'll get you in the next life you 
  git!  
  
   
   
  39 
  REFEREE SECTION 
  RANDOM 
  ENCOUNTERS¶ 
  The Referee should roll a d6 every 
  15 minutes of real world play (you 
  are paying attention, right?). A result 
  of 1-2 means the players will 
  encounter a randomly generated 
  creature or distraction in the 
  following turn (10 minutes). 
  CREATURE 
  REACTIONS¶ 
  Some monsters and NPCs will have 
  predetermined personalities and 
  goals that will guide a Referee when 
  choosing their actions and feelings 
  towards the characters. Those that 
  do not, such as randomly 
  encountered creatures, make a 
  Reaction roll on the following table. 
  MAGIC ITEMS¶ 
  Magic weapons typically add +1 to 
  any attribute being tested whilst 
  using the weapon and +1 to each 
  damage dice rolled. More powerful 
  weapons can be found if the Referee 
  includes them. 
   
  Magic Armor doubles the amount of 
  AP armor would normally have, for 
  example Magic Chain Mail has 12 
  Armor Points. They operate per the 
  normal Armor Points rules. 
  CONVERTING SAVES¶ 
  The Black Hack ignores saves and 
  instead asks the player to roll 
  attribute tests when any spell, trap or 
  effect would impact them - using the 
  following table as a guide. 
  Remember the advice in the 
  Powerful Opponents section. 
   
   
   
   
  ROLL 
  REACTION 
  1 
  Flee then roll again. 
  2 
  Avoid PCs entirely. 
  3 
  Trade with PCs. 
  4 
  Give the PCs aid. 
  5 
  Mistake the PCs for 
  friends. 
  6 
  Trick the PCs (roll 
  again). 
  7 
  Call for 
  Reinforcements. 
  8 
  Capture/Kill/Eat the 
  PCs. 
  STR 
  DEX 
  CON 
  Physical 
  Harm that 
  cannot be 
  dodged 
  Physical 
  Harm 
  that can 
  be 
  dodged 
  Poison, 
  Disease 
  or Death 
  INT 
  PSY 
  CHA 
  Deception 
  and 
  Illusions 
  Resisting 
  Spells 
  and 
  Magic 
  Charming 
  effects 
  
   
   
  40 
  BESTIARY 
  Creatures 
  HD 
  Actions and Specials 
  Chashkéri       
  1 
  This water creature looks like a woman in the water. 
  2d6 Nearby targets must pass PSY test or move 
  toward it. The creature will drown the victim in 3 
  rounds once in the water unless rescued. 
  Chnéhl           
  1 
  These white anthropoids with red crystalline eyes 
  check morale if outnumbered. Use d6 for HP. 
  Chólokh         
  1 
  These flying octopoids can throw stones at Nearby 
  targets. Uses d10 for HP. 
  Hláka             
  L 
  These intelligent flying mammalians use weapons, 
  poisoned tail sword (d6) + CON test or OofA. Can 
  drop 10 lbs. stones. They have Disadvantage on 
  Morale rolls. 
  Khéshchal      
  1 
  These colorful birds have plumage worth d20 x 100 
  káitars. Uses d3 for HP. 
  Kǘni               
  1 
  These small raptors are trainable as hunters and 
  spies. They speak and understand simple speech. 
  Uses d3 for HP. 
  Kúrgha           
  1 
  These furry carrion eaters can be smelled from 
  Nearby. They run away if outnumbered. Any room 
  with recent corpses may have them. 
  Kurukú           
  1 
  These small creatures try to steal items. Test INT or 
  lose an item. Ranged attacks on them are at 
  Disadvantage. They always flee if confronted. Uses 
  d6 for HP. 
  Qól                 
  1 
  These serpentmen have a poisoned bite and may use 
  poisoned weapons. Pass a CON test or OofA in 1 
  round. They have dark vision, Disadvantage in 
  daylight, and they flee if outnumbered. Uses d10 for 
  HP. 
  Páchi Léi        
  L 
  These intelligent four-armed, four-legged forest 
  dwellers have dark vision. 
  Pygmy Folk    
  L 
  These small intelligent mammalians have dark 
  vision, they give Disadvantage on stealth rolls, and 
  never check Morale if others of their kind are 
  standing. Uses d6 for HP. 
  Swamp Folk   
  L 
  These intelligent rubbery swamp dwellers use d10 
  for HD, and they cannot cast spells. 
  Tinalíya          
  L 
  These small intelligent four-legged nonhumans 
  never check morale. They may use poisoned 
  
   
   
  41 
  weapons (d4) + CON test or OofA and often have 
  magic items and spells. Uses d6 for HP. 
  Hlǘss              
  L+1 
  These large intelligent aquatic scorpioids use 
  weapons (d6), bite (d6), tail sting (d6) + CON test 
  or paralyzed. 2 attacks/round. Often have magic 
  items or a bejeweled carapace. 
  Hlutrgú           
  L+1 
  These small intelligent frog-like swamp dwellers 
  never check morale. They hate everything. 
  Mrúr               
  2 
  These undead warriors regenerate in 2 turns unless 
  burned. 
  Nenyélu         
  2 
  These eel-like aquatic creatures have 2 claws (d4), 
  Poisonous bite (d6) + CON test or OofA in 2 
  rounds. Can throw stones at Nearby targets. 
  Pé Chói          
  L+1 
  These tall intelligent insectoids have L + 1 
  attacks/round and dark vision. 
  Rényu            
  2 
  These canoids are very trainable as loyal 
  servants/hunters. They have dark vision and they 
  speak and understand simple speech. 
  Shédra            
  2 
  These ghoulish undead recover d8 HP by eating a 
  corpse. A person killed by a Shédra will become 
  one in 2 turns. 
  Shunned 
  Ones 
  L+1 
  These intelligent aliens have a repellent odor 
  detectable Far Away, causing a Morale test. They 
  often have magic items. 
  Ahoggyá         
  L+2 
  These intelligent barrel-shaped aliens can attack 
  four directions at once. They have up to L+3 attacks 
  /round, based on situation.  
  Chlén             
  3 
  These enormous triceratopoids are prodigiously 
  slow. They fight only if attacked. Uses d10 for HP. 
  Dlaqó             
  3/6/9 
  These large carrion-eating insects only attack if they 
  have surprise or outnumber targets. Any room with 
  recent corpses may have them. 
  Gerednyá       
  3 
  This flying worm has a poisonous tail striker (1d6) 
  + CON test or OofA. Wings worth 100 káitars each. 
  Gíriku             
  3 
  These flying reptiles have thick hide – 6 AP (+4 
  AP). 
  Hurú'u            
  3 
  These screaming undead can be heard from Far 
  Away. Deafens all Close targets. Flees from fire. 
  Chlén hide weapons do half damage. 
  Kruá               
  3/8/16 
  These giant crustaceans have 2 pincers (d8), if both 
  hit, bite (d8). They are immune to ordinary and +1 
  missiles. Dives to lair if it has grabbed a body. 
  
   
   
  42 
  Mnór              
  3 
  These semi-intelligent insectoids check morale, if 
  hit for 4+ HP. 
  Mu'ágh           
  3/6/15 
  This gelatinous creature has an acid attack that 
  makes a body area hit unusable. Metal objects that 
  touch it melt the next round.  
  Ngrútha          
  3 
  These giant arachnoids cannot be surprised and the 
  INT roll to avoid surprise is at Disadvantage. 8 
  sucker-legs can entrap, then drain d6 CON/round.  
  Shánu'u          
  3 
  These large flying mammalians are related to the 
  Hláka. A Hláka can control 1d6 Nearby Shánu'u for 
  3 rounds on a CHA test. 
  Shén               
  L+2 
  These tall intelligent reptilians use weapons, tail 
  club (d6) + DEX test or fall down. -2 on spells. 
  Ssú                 
  3 
  These intelligent aliens are innate magic users – 2 
  spells each. Can hypnotize 1d3 Nearby targets as 
  action; pass PSY test or obey their commands. 
  Tsóggu           
  3 
  These drowned undead can freeze 1d6 Nearby 
  targets, pass a CON test on eye contact or be 
  paralyzed. Disadvantage to attack them while 
  avoiding their eyes. Their power doesn't reflect. 
  Yéleth            
  3 
  These pale androids of the Ancients can hypnotize 
  1d6 Nearby targets; pass PSY test or obey 
  commands or be permanently paralyzed. 
  Biridlú            
  4 
  These muscular flying mantles cannot be hurt by 
  chlén-hide weapons. Suffocation damage is 1d6 the 
  1st round, then 2d6, then 3d6. Regenerates after 
  death in 3 turns unless burned. 
  Dnélu             
  4 
  These animals leap from concealment. They give 
  Disadvantage on the INT roll to avoid surprise. 
  Hyahyú'u       
  4 
  These spiked carnivores only fight if they 
  outnumber by 6+. They flee from Páchi Léi. 
  Káyi               
  4 
  These flying gas bags with a single large eye have 
  entangling tentacles. Drains a Level the round after 
  dealing damage. Vulnerable to fire: double damage. 
  Lrí                  
  4 
  These flying scorpioids are related to the Hlǘss. 
  CON test or paralyzed the round after dealing 
  damage. 
  Marashyálu    
  4 
  These shape-changing tomb guardians fool parties 
  and infiltrate them. 1d6 Nearby targets must pass 
  PSY test or obey commands. Can change form in a 
  round. 
  Ngáyu            
  4 
  These insectoids have 2 claws (d8), shoot acid at 
  Nearby metal objects, which melt the next round. 
  
   
   
  43 
  Tletlákha        
  4 
  These aquatic creatures are mostly mouth and teeth. 
  Pass a DEX test after its first successful attack to 
  keep it from attaching. Leaves d4 barbs that do d6 
  damage when removed, unless done by a physician. 
  Voródla          
  4 
  These flying undead drain a Level the round after 
  dealing damage. Regenerates after death in 2 turns 
  unless burned. Disadvantage in daylight. 
  Vringálu         
  4 
  These flying feathered serpents have a poisonous 
  bite (1d10) + CON test or OofA in 3 turns. Curable 
  with Tsúral buds or Cure Disease. Wings worth 100 
  káitars each. 
  Feshénga        
  5 
  These many-legged carnivores can bite with a 25% 
  chance of poison, CON test or OofA within 5 turns. 
  Haqél             
  5/10/15 
  This aquatic eel-like creature has a mouth full of 
  teeth. Bite (d12), tail (d6). Gives Disadvantage on 
  the INT test to avoid surprise. 
  Qáqtla 
  5 
  These swamp snakes have poisonous tentacles (d6) 
  + CON test or OofA in 5 turns. 
  Sérudla           
  5/12/18 
  These large semi-intelligent lizards can use 2 
  weapons, spit acid - d4+2 nearby targets (4d6) test 
  CON for 1d6 damage. d4 usage die daily for acid. 
  Sró                 
  5/9/13 These large semi-intelligent flying reptiles can use 2 
  weapons and bite.  
  Thúnru'u 
  5 
  These large rubbery bipeds are repelled by Tsúral 
  buds. Some sorcerers use them as guards. 
  Akhó              
  6/10/16 
  These huge water creatures have 20 tentacles (0) to 
  grapple to pull victim to maw. Test CON or +1d6 / 
  round acid damage in maw. Can attack ship hulls. 
  Aqáa              
  6/12/18 
  These giant burrowing worms swallow their prey 
  whole, 2 rounds to digest, Tail (3d6) - a DEX test or 
  fall down. 
  Dlákolel         
  6 
  These semi-intelligent insects have large powerful 
  mandibles, Advantage on damage rolls. 
  Teqéqmu        
  6/8/10 
  These flying fungoid creatures can exude poison 
  gas at d6 Nearby targets, requiring CON test or 
  OofA. 
  Tsi'íl               
  6 
  These large herbivorous saurians fight only if 
  attacked. They have a gland repellent to many water 
  creatures - d6 usage die. Worth 2d20 x 100 káitars. 
  Tsú'uru           
  6 
  These shape-changing tomb guardians fool parties 
  and infiltrate them. They are immune to magic 
  spells. Can change form in a round. 
  
   
   
  44 
  Zrné               
  6 
  The tough hide on these animals is immune to 
  ordinary missiles. Bite is poisonous - CON test or 
  OofA in 2 rounds. 
  Dzór               
  7 
  These gentle forest giants fight only if attacked. 
  Disadvantage in daylight.  
  Hrá                 
  7 
  These undead regenerate after death in 2 turns 
  unless touched by Amulet of the Good God. 
  Disadvantage in daylight. With an INT test, a 
  Ksárul priest can control d6 Nearby Hrá for 3 turns. 
  Ghár               
  8 
  These aquatic creatures can extend their three jaws 
  ten feet. 3 bites (2d6), tail (d6). Their shell is worth 
  1d20 x 100 káitars. 
  Hli'ír               
  8 
  These undead are so hideous that when seen test 
  INT (at Disadvantage if surprised) or become 
  insane. They cannot be hurt by chlén hide weapons.  
  Qumqúm        
  9 
  These tomb guardians are invisible, except to Pé 
  Chói. Heavy poleaxe (2d6). Their thundering roars 
  can be heard Far Away. Repelled by fire. 
  Nshé               
  10 
  These aqueous creatures can flow under doors. 
  While liquid, DEX test to avoid crushed feet and 
  ankles. They take a round to assume humanoid 
  form. Fire and the Calm spell can drive them away. 
  Sagún             
  10 
  These mobile plants have 2 claws (d8). Pass an INT 
  test to avoiding breathing their deadly spores, or 
  pass a CON test to avoid death in 2 rounds. 
  Ru'ún             
  11 
  These golden automatons perceive dimensional 
  portals and faint sounds, and cannot be surprised. 
  They can touch for 2d6 electric shock. They wield a 
  +1 steel sword (2d6) and bolt thrower (1d8).  
  Ngóro 
  16 
  These flat creatures mimic flooring. Pass a DEX 
  test or up to d20 Nearby targets can be rolled up 
  like a rug. Their muscular bodies can crush for 2d6 
  damage. They also can have small magic items. If 
  subdued, they will offer a magic item for its life. 
   
  All creatures with 3 HD values come in small, medium, and large sizes. If a 
  random size is needed, roll a d6: 1-2 = small, 3-5 = medium, 6 = large.  
   
  Intelligent creatures can use weapons and magic, unless otherwise specified. 
   
  L = Level, for nonhuman races.
  
   
   
  45 
  LEGIONS 
  Legions are sponsored by temples, clans, individuals, and the sponsor pays for 
  equipment and training. Heavy infantry has more status than Medium infantry 
  with support troops, like archers and artillery, having the lowest status. 
   
  HI = Heavy Infantry 
  MI = Medium Infantry 
  LI = Light Infantry 
  AR = Archers 
  XB = Crossbowmen 
  SL = Slingers 
  AT = Artillery 
  SA = Sappers 
  MA = Marines 
   
  LEGION 
  DESIG GENERAL AND NOTES 
  Legion of Ever-Present Glory 
  1st HI Devoted to Hnálla and Karakán; based at Sokátis 
  Legion of Potent Destiny 
  2nd HI Mostly devoted to Hnálla; based at Béy Sǘ 
  Legion of Hnálla, Master of Light 
  4th HI Old and traditional Hnálla Legion 
  Legion of the Mighty Prince 
  5th HI Mostly Hnálla and Karakán; based at Béy Sǘ 
  Legion of the Portals of Death 
  6th HI Mostly Ksárul and Hrü'ǘ; based at Béy Sǘ 
  Legion of Mirkitáni, Hero of Victories 7th HI No religious affiliation; from the Island of Vrá 
  Legion of the Givers of Sorrow 
  8th HI Based at Butrús; devoted to Chiténg 
  Legion of the Scales of Brown 
  9th HI Devoted to Sárku and Durritlámish 
  Legion of Searing Flame 
  10th HI Based at Fasíltum, mostly devoted to Vimúhla 
  Legion of the Sweet Singers of 
  Nakomé 
  12th HI Based at Fasíltum; devoted to Hrü'ǘ and Wurú; desert 
  fighters 
  Legion of Sérqu, Sword of the Empire 14th HI No religious affiliation, mostly Stability 
  Legion of the Ruby Hand 
  15th HI Based at Béy Sǘ; devoted to Hnálla 
  Legion of the Deep Purple Dark 
  16th HI Devoted to Hrü'ǘ and Wurú 
  Legion of Héketh of Púrdimal 
  17th HI Devoted to Ksárul and Grugánu 
  Legion of the Lord of Wisdom 
  22nd HI Devoted to Thúmis 
  Legion of the All-Consuming Flame 
  24th HI Devoted to Vimúhla; from Hekéllu 
  Legion of Kurukáa 
  25th HI Founded by the Governor of Úrmish 
  Legion of the Blue Peak 
  26th HI Based at Jakálla; mostly Avánthe and Dlamélish 
  Phalanx of Heretlékka of Sokátis 
  34th HI Mostly Hrü'ǘ, Ksárul, and some Sárku 
  Phalanx of Lord Durritlámish of the 
  Rotted Face 
  6th MI Devoted to Durritlámish, with some Sárku 
  Legion of Gúsha the Khirgári 
  7th MI No religious affiliation, largely Karakán 
  Legion of Lord Lángsha of Jaikalór  
  8th MI No religious affiliation 
  Battalions of the Seal of the Worm 
  9th MI Based at the City of Sárku; fanatics for the Worm-
  Lord! 
  Legion of Mnáshu of Thri'íl 
  10th MI Mostly devoted to Stability 
  Legion of the Golden Sunburst  
  11th MI Devoted to Karakán; old and wealthy high-clan 
  legion 
  Cohorts of Chegárra, the Hero-King 
  12th MI Devoted to Chegárra, with some worshippers of 
  Karakán 
  
   
   
  46 
  Legion of the Clan of the Golden 
  Sphere 
  13th MI Devoted to Belkhánu and Qón 
  Legion of the Lord of Red 
  Devastation 
  18th MI Two-handed swordsmen fanatically devoted to 
  Vimúhla and Chiténg; based at Tumíssa 
  Legion of Lady Mríssa 
  19th MI Aridáni women devoted to Avánthe and Dilinála 
  Legion of the Many-Legged Serpent 
  20th MI Devoted to Wurú; now based at Ferinára 
  Legion of the Storm of Fire 
  21st MI Devoted to Vimúhla; based at Hekéllu 
  Forces of Ga'ánish of Katalál 
  23rd MI Based at Katalál; no religious affiliation; 
  Legion of the Helm of Night 
  24th MI Devoted to Ksárul and Sárku; a new Legion  
  Regiment of Noble Ssiyór of Mrelú 
  25th MI No religious affiliation 
  Legion of Defense Against Evil  
  27th MI Devoted to Qón 
  Legion of the Armored Vision of 
  Death 
  29th MI Devoted to Sárku; recently founded; said to 
  have some secret Cohorts of Undead 
  Legion of the Prince of the Blue 
  Room  
  35th MI Devoted to Ksárul and Grugánu 
  Legion of Káikama of Béy Sǘ 
  36th MI Devoted to Dlamélish and Hriháyal; their barracks 
  parties are said to be fun! 
  Legion of the Sapphire Kirtle 
  12th LI Fanatic Aridáni javeliners of the temple of Dilinála 
  Legion of the Clan of the Inverted 
  Hand 
  27th LI From the Kúrt Hills; famous scouts; mostly 
  tribesmen devoted to Karakán 
  Legion of the Peaks of Kraá 
  12th AR From the City of Sárku; fanatic followers of Sárku; 
  uses poisoned arrows! 
  Legion of the Clan of the Broken 
  Bough 
  19th AR Fanatically devoted to Vimúhla and Chiténg 
  Legion of Giriktéshmu 
  23rd AR No religious affiliation 
  Legion of Eléchu of Usenánu 
  30th AR Archers devoted to Avánthe 
  Regiment of the Knower of Spells 
  5th XB Devoted to Grugánu 
  Legion of Glorious Destiny 
  9th XB Frontier unit devoted to Vimúhla 
  Legion of the Wind of Iron 
  10th XB Devoted to Chegárra 
  Legion of the Citadel of Glory 
  13th XB Devoted to Vimúhla and Chiténg 
  Legion of Lord Khariháya 
  14th XB No religious affiliation but many devoted to Vimúhla 
  and Chiténg 
  Legion of the Clan of the Standing 
  Stone  
  2nd SL Dependable missile troops; no religious affiliation 
  Legion of the Joyful Clan of Noble 
  Vráyani  
  3rd SL Famous Vráyani slingers; non-Vráyani are not 
  allowed to enlist 
  Legion of the Twelve Paths of 
  Avánthe  
  9th SL Aridáni women devoted to Avánthe; based on the Isle 
  of Gánga 
  Legion of Káingmra of Béy Sǘ 
  8th AT Artillery; no religious affiliation. 
  Legion of Mengáno the Jakállan 
  12th AT Based at Jakálla; no religious affiliation 
  Legion of Gagársha of Mmilláka 
  14th AT Based at Thráya; devoted to Qón 
  Battalions of Vrishtára the Mole 
  2nd SA Based at Khirgár; mostly Sárku, Hrü'ǘ, and Ksárul 
  Legion of the Slayers of Cities 
  5th SA Based at Katalál; mostly Hrü'ǘ and Wurú; some 
  Chiténg worshippers as well 
  Flotilla of Hagárr of Paránta 
  1st MA No religious affiliation 
  Squadrons of Tlanéno the Steersman 
  3rd MA No religious affiliation 
  
   
   
  47 
  MAGIC ITEMS 
  Eyes are small techno-magical devices about the size of a human eyeball with an 
  aperture on one side and a button on the other. Eyes and other magic items with 
  charges found in the Underworld start with a d30 usage die, while those owned 
  by the clans, temples, or individuals or otherwise have been in circulation start 
  with a lower usage die (d20 or less). The Thoroughly Useful Eye can recharge 
  Eyes and other charged magic items as described in the individual descriptions. 
   
  Magic Artifacts are usually unique items; the description tells how many exist. 
  When unique artifacts are discovered, they should be removed from the list of 
  possible treasure. New artifacts can be devised to replace those found. 
  EYES 
  1. Abominable Eye of Detestation: Test PSY to make 2d6 Nearby creatures 
  and flee in terror 1 turn. Test with Advantage against undead. 
  2. Excellent Ruby Eye: Test DEX to put 1d6 Nearby creatures into time 
  stasis. Another charge releases them. Those affected have a reddish glow. 
  3. Eye of Advancing through Portals: Blasts a 10 ft x 10 ft x 10 ft hole in a 
  Close wall of solid rock. Test DEX to put a Close creature OofA. 
  4. Eye of Aerial Excellence: Allows 2d6 Close allies to fly 120 ft every round 
  for 4 turns. 
  5. Eye of All-Seeing Wonder: Projects a beam in a line away from the user to 
  Far Away that reveals invisible and astral things as well as nexus points. It 
  also provides light - 1 turn. 
  6. Eye of Being an Unimpeachable Shield against Foes: Makes d4 Close 
  allies invulnerable to all weapons - 2 turns. Must remain Close to Eye. 
  7. Eye of Bestowing Life: Revivify a Close body that died within 3 weeks. 
  8. Eye of Calling Forth an Unconquerable Army: Summons d100 
  mechanical men to fight for the caster. These have 3 HD, one-handed 
  sword, and 10 AP - 2 turns.  
  9. Eye of the Creeping Fog of Doom: Fills a Nearby area with poison gas. 
  Test DEX to put all within OofA. 
  10. Eye of Departing in Safety: Transports 2d6 Close allies to a preset location 
  up to Distant. Half-pressing the stud sets the location. Twisting the stud 
  unsets the location. 
  11. Eye of Exquisite Power over Maidens: Test PSY to make a Nearby person 
  completely love and adore the user until released by another charge. 
  12. Eye of Frigid Breath: Creates a blast of freezing cold in a straight line. On 
  a DEX test, up to 2d6 Nearby creatures Close to that line are taken OofA. 
  13. Eye of Hastening Destiny: 3 Close allies can act twice per round - 2 turns.  
  14. Eye of Illuminating Glory: As torchlight; doesn't negate surprise - 2 hrs.  
  15. Eye of Incomparable Understanding: User can understand and speak to 
  all Nearby speakers - 4 turns. 
  16. Eye of Indefinable Apprehension: Test PSY to make 1d100 Nearby 1-3 
  HD, 1d6 4-7 HD, and 1 8+ HD persons or animals flee in terror - 3 turns. 
  
   
   
  48 
  17. Eye of Insubstantial Visioning: Creates hideous illusions. Does not affect 
  undead nor androids. Test WIS to attack Nearby creatures of 5 HD or less 
  (1d8 damage) – 2 turns. 
  18. Eye of Joyful Sitting Amongst Friends: Test PSY to make 1d4 enemies 
  into allies - 4 turns. 
  19. Eye of Madness: Test PSY to make 2d6 creatures permanently insane. 
  Curable with Heal Serious Wounds and Remove Curse spells or an 
  Ineluctable Eye of Healing. 
  20. Eye of Non-Seeing: Makes 1d6 Close creatures invisible. Can fight while 
  invisible - 3 turns.  
  21. Eye of Opening the Way: Opens all Nearby secret doors, and buzzes when 
  Close to a trap - 2 turns. 
  22. Eye of Raising an Infernal Barrier: Wall covers a Nearby area, test DEX 
  to attack Close creatures (3d6) - 2 turns. 
  23. Eye of Regeneration: Regenerates a limb on a Close person - 2 turns. 
  24. Eye of Retaining All Things: Pulls up to 300 lbs. of Close things into a 
  pocket dimension. Twisting the stud releases the contents. 
  25. Eye of Retarding Destiny: Test PSY so that up to 2d6 Nearby creatures 
  must act every other round - 2 turns.  
  26. Eye of Returning unto Darkness: Surrounds 1d6+1 Nearby creatures in 
  darkness. 
  27. Eye of Rising Above All: Allows the user and up to 1000 lbs. to float up to 
  180 ft straight up - 5 turns.  
  28. Eye of Ruling as a King in Glory: Test INT to command 10d100 persons 
  (2 HD or less) up to Far Away - 2 hrs. 
  29. Eye of Strengthening the Majesty of Weapons: Enchants a steel weapon 
  or armor with +1 per charge to a maximum of +3 for edged weapons and +2 
  for everything else. 
  30. Eye of Transformation: Permanently changes a Close person from a 
  follower of Change to Stability or vice versa. 
  31. Eye of Triumphant Passage through Infernos: Protects the user from all 
  fires and flame damage, including Wall of Fire, Infernal Barrier, and the Eye 
  of Raising an Infernal Barrier - 2 turns. 
  32. Incomparable Eye of Command: Test PSY to command 2d6 Nearby 
  creatures - 2 turns. 
  33. Ineluctable Eye of Healing: Heals 2d6 HP from a Close target. Can be 
  used to automatically pass a poison or disease CON test. 
  34. Splendid Eye of Krá the Mighty: Moves Close objects (up to 1000 lb.), 
  breaks walls and doors (up to 3 ft. thick), and on a DEX test can do 4d6 
  damage to a Close creature. 
  35. Terrible Eye of Raging Power: Creates a bolt of electricity in a line from 
  the caster out to Far Away. On a passed DEX test, up to 2d6 creatures Close 
  to that line take 4d6 damage.  
  36. Thoroughly Useful Eye: Can increase the usage die on any other Eye it 
  touches, once per day per Eye. It also works on some amulets and other 
  magic artifacts. Very rare; only 6 known specimens in the world. 
  
   
   
  49 
  AMULETS 
  Some amulets have charges and are rechargeable with the Thoroughly Useful 
  Eye. 
   
  1. Amulet against the Iniquitous Nshé: This bronze medallion in the shaped 
  of a heart with an inscription in Tsáqw. Once activated by reading the 
  inscription, an Nshé in liquid form cannot come Close to the user. 
  2. Amulet of Finding Treasure in the Underworld: When placed on the 
  floor and activated, this black volcanic glass beetle amulet will crawl to the 
  closest treasure trove up to Distant and then disintegrate. 
  3. Amulet of Invincible Steel: This rusty metal bar shields the wearer's metal 
  equipment from the corrosive spittle of the Ngáyu, Mu'ágh, and other acid. 
  Always on. 
  4. Amulet of Mastery over Rényu: Test PSY with this fuzzy pine cone 
  medallion and d3 Nearby Rényu will permanently serve the user loyally. 
  5. Amulet of Peace amongst the Servers of Ksárul: This small purple gem 
  causes Nearby Hrá, Mrúr, and Qól will stop fighting the user's allies. Test 
  INT for Biridlú, Marashyálu, and Tsú'uru to stop fighting - 3 turns. Has d30 
  usage die. 
  6. Amulet of Perceiving the Scintillation of Metals: When activated, this 
  base metal arrow pendant points toward the largest Nearby amount of metal 
  - 2 turns. Has d30 usage die. 
  7. Amulet of Power Over the Undead: This small blue terracotta mummy 
  inscribed in Bednálljan Salarvyáni allows the user to test PSY with 
  Advantage to make Nearby undead move away from the user - usable once 
  on any group. 
  8. Amulet of Protection against the Grey Hand: This small bronze circle set 
  with a red gem protects the user from The Grey Hand spell. Once worn, it 
  won't work for anyone else until the user dies.  
  9. Amulet of Ruling the Ru'ún: Speak the Llyáni inscription on this small 
  green metal disk pendant and test PSY to control d4 Nearby Ru'ún - 2 turns. 
  10. Amulet of Safety amidst Putrefaction: This carved ivory ball allows the 
  user and 1d6 allies to be unnoticed by Shunned Ones - 4 turns. Has a d30 
  usage die. 
  11. Amulet of the Good God: Test PSY with this blue stone amulet carved in 
  the oval symbol of Lord Hnálla to make Nearby undead retreat from the 
  user (Test with Advantage against the Hrá) - 4 turns. Also puts creatures that 
  regenerate to rest permanently. If touched by a follower of Change, they 
  take 4d6 damage. 
  12. Amulet of Warding off the Thunrú'u: This small copper cone, inscribed 
  in Ancient Mihálli, makes 1d6 Nearby Thunrú'u flee from the user. Usable 
  once on any group. Inscription does not need to be spoken. 
   
   
  
   
   
  50 
  MAGIC ARTIFACTS 
  Some magic artifacts have charges, and those that are marked 'Rechargeable' can 
  be recharged with the Thoroughly Useful Eye. 
   
  1. The Alluring Maiden of Ngá: This beautiful, feminine android assassin of 
  the ancients can silently stalk her owner's enemies and kill using garrote, 
  poison, or dagger as needed. 6 HD and 12 AP. May also have d3 Eyes. 
  Pursues target until dead. Cannot socially interact. Test INT with Advantage 
  to send on a mission; on a fail, she attacks the user. Has d8 usage die. Two 
  are known to exist. 
  2. The Boots of Changéla: These elaborate leather boots allow the wearer 
  (and up to 250 lbs.) to walk on water. This item is unique. 
  3. The Chariot of the Gods: These ancient air cars seat 7 and fly 250 
  ft/round. Impervious to normal Ranged weapons smaller than a catapult 
  stone. Has a d30 usage die. Rechargeable. Several are known, including a 
  stable of five under Tsámra, the capital of Livyánu. 
  4. The Clockwork Automaton of Qiyór: This combat automaton has 10 HD, 
  12 AP, and twin broadswords, usable every turn. Every turn of fighting 
  requires a round of rewinding. Ten were originally created.  
  5. The Crystal Claw of Kúrutesh: This crystalline four-taloned claw allows 
  the user to communicate with and control all animals out to Far Away - 3 
  turns. Has d30 usage die. Rechargeable. This item is unique. 
  6. The Cup of Súbadim the Sorcerer: This gem-covered silver cup shoots a 
  stream of any liquid desired on a Close target - 1 round. Has a d30 usage 
  die. This item is unique. 
  7. The Emerald of Hagárr of Paránta: This large green gem controls all 
  Nearby water creatures - 1 turn. Has d30 usage die. This item is unique. 
  8. The Glorious Cloak of Many Eyes: This fancy cloak with many 
  embroidered eyes can project the user's astral body to see and hear events in 
  a Distant location. Has a d30 usage die. Rechargeable. Rumors say there are 
  three of these cloaks. 
  9. The Gloves of Chirené: These embellished leather gloves enhance the 
  wearer's STR. Roll with Advantage on all STR rolls and all damage is 
  critical. Has d30 usage die. Rechargeable. This item is unique. 
  10. The Hammer of Pendárte of Khéiris: This ornate war hammer is +2 STR 
  in melee and +3 damage. Automatically returns to the user's hand when 
  thrown. The only known specimen was last seen in Yán Kór. 
  11. The Helmet of the Three-Pointed Star: This black and silver helm 
  restores life to any being killed within 1 day. Has d30 usage die. Ten are 
  rumored to exist. 
  12. The Jade Bowl of the God-King of Purdánim: This green stone bowl lets 
  the user test PSY to switch minds with a Far Away person – 24 hours. Has a 
  d30 usage die. Legend has it that two were made.  
  13. The Ladder of Mríddu the Magician: This palm-sized device extends into 
  a 50 ft. ladder that holds 6 persons (or 1500 lbs.). Attaches firmly at user's 
  mental command. Three are rumored to exist. 
  
   
   
  51 
  14. The Lightning Bringer: This ancient wheeled energy cannon the size of a 
  wagon can shoot targets 500 ft away and does 10d6 damage. Can destroy a 
  20 ft section of wall six feet thick. Moves at human walking speed. Has d30 
  usage die. Rechargeable. Fifteen are known. 
  15. The Little House of Tranquil Dwelling: If the stud on this strange 
  mirrored cube is pressed, the user is drawn inside, safe from anything 
  outside. Inside can be stocked with food to last a lifetime. A similar stud on 
  the inside will return the occupant to the current location of the cube. It was 
  found in a glass crater with a skeleton inside. The occupant had spent their 
  life inside rather than die in the atomic wasteland outside. 
  16. The Magical Chest of the Topaz God: This ordinary-looking bronze chest 
  will hold anything that a corner of which can be fit into the 6 inch opening. 
  The contents can be emptied by opening and shaking the box. At least five 
  or six exist. 
  17. The Mallet of Inimitable Fealty: This small shiny hammer can cast a 
  Mind-Bar when touched to a target. Test PSY with Advantage to make them 
  go on a quest, become completely loyal, forget something, etc. – 1 month. 
  Has a d30 usage die. Rechargeable. At least 15 are known. 
  18. The Mighty Wall of Thúmis: When activated, this bronze plaque creates a 
  bronze wall that covers a Nearby area, making it impassable – 2 turns. Has 
  a d30 usage die. Rechargeable. Seven or eight exist. 
  19. The Music Box of Nekkutháne: This bejeweled box plays a melody. Test 
  PSY to command a Nearby Ngoro – 1 turn. Has d30 usage die. 
  Rechargeable. This item is unique 
  20. The Silver Serpent of Nayári of the Silken Thighs: The user specifies a 
  place and this small shiny snake will move there and bite any creatures 
  there. Test PSY with Advantage and the targets never see it. Test DEX to 
  take the targets OofA. If fought, it has 2 HD, 10 AP, and attacks against it 
  have Disadvantage because of its speed and size. Returns to owner. Has a 
  d30 usage die. This artifact is unique. 
  21. The Skullcap of Girigámish: This brass cap makes the wearer immune to 
  ESP and telepathy of any kind – 1 day. Has a d30 usage die. Rechargeable. 
  Several are rumored to exist. 
  22. The Speaker to Heaven: This small ruby-encrusted gold statue to an 
  unknown deity gives Advantage (thus canceling the normal Disadvantage 
  for this roll) when testing PSY for Divine Intervention. Has a d30 usage die. 
  23. The Trumpet of Mettálja: This shiny bronze horn summons any Nearby 
  automaton or android to serve the user – 2 turns. Has a d30 usage die. 
  24. The Wondrous Enhancer of Jewels: This decorated box is a gem cutter 
  and polisher that multiplies by ten the value of jewels placed inside. Has a 
  d30 usage die. Rechargeable. At least ten of these exist.  
   
   
   
   
   
  
   
   
  52 
  MAP OF SOUTHWESTERN TSOLYÁNU 
   
  Gazetteer 
  Butrús – This small city is capital of 
  Pan Chaka protectorate.  
  First Temple of Vimúhla – This 
  temple exists on two planes at once.  
  Isle of Vrá – Violently conquered 
  1200 years ago, now loyal, but has a 
  strong separatist movement. 
  Katalál – This large town is capital of 
  Ketvíru province. Stolid and pompous. 
  Ngéshtu Head – Rugged mountains 
  and dangerous coastal waters. 
  Pán Cháka – Jungle region, home of 
  the arboreal tree villages of the Páchi 
  Léi. Mu'ugalavyáni invaded recently.  
  Penóm – This large town is capital of 
  Tsechélnu province. Extremely damp; 
  mold and bugs everywhere.  
  Ssámris Isle – Free market. Wild and 
  unruly. Held by the Mu'ugalavyáni.  
  Tsechélnu Flats – A 900-mile jungle 
  wetlands that stretches from Jakálla. 
  Úrmish – This small city is capital of 
  Urudái province. 
  
   
   
  53 
  TEKUMEL ADVENTURES 
  STARTING PLACES 
  CLAN 
  All of the characters are from the same 
  clan. The Referee picks the clan, so no 
  need to roll clan. Missions revolve 
  around clan business or clan members.  
  TEMPLE 
  All of the characters work for the same 
  temple. The Referee picks the temple, 
  so if the rolled temple isn't on the list 
  of clan deities, reroll. Missions revolve 
  around temple business or doctrine.  
  LEGION 
  Characters are members of a legion. 
  The Referee picks a legion. If the 
  legion has a clan or religious 
  restriction, reroll the clan roll if the 
  result doesn't match the legion 
  specifics. Missions are either military 
  or take place between battles. 
  FRESH OFF THE BOAT 
  The characters are barbarians from 
  across the sea. They are fleeing their 
  homeland because of a disaster that 
  struck, killing many in their tribe. 
  Everyone packed up their belongings 
  and took the first ship that would take 
  them all to Tsolyánu. They had heard 
  of the Empire of the Petal Throne from 
  passing sailors. 
   
  Players can choose the Barbarian or 
  Shaman classes. Use the Random Tribe 
  Generator that follows to roll or pick 
  aspects of the tribe. Also, the group of 
  players should describe the deity, 
  deities, or other spirits they worship. 
  The money they have is in their own 
  currency, so money changers will be 
  needed once they arrive in Jakálla or 
  Penóm. A map of the area around 
  Penóm is on the previous page. 
   
  The tribe will get rudimentary 
  instruction in Tsolyáni as they travel. 
  Until they have been in Tsolyánu for 3 
  months, they must make INT tests 
  when understanding complex topics. 
  There may be adventures while on-
  board ship before they reach port.  
   
  Traveling through the city to the 
  Foreigner's Quarter takes several hours 
  and there are more opportunities for 
  encounters. Money changing must 
  happen, since you don't have the 
  currency. If a Tsolyáni citizen is 
  offended by the foreigners (perhaps 
  because of not understanding the 
  language well), they might end up on 
  the end of an impaling stake. Once in 
  the Quarter, housing must be found. 
  There are several hostels for travelers, 
  varying in social status, cost, and 
  quality. Other arrangements may be 
  needed. Perhaps a vacant warehouse. 
   
  Once the tribe is situated, they'll need a 
  patron. Roll a d6 each day; on a 6, roll 
  on the Patrons table and on the 
  Foreigner's Quarter Missions table. 
  This should get things started. If a 
  character dies, another tribe member 
  can be rolled up to replace them.  
   
  A good resource for this game is the 
  Welcome to Jakálla scenario from The 
  Eye of All-Seeing Wonder #1, an 
  excellent fanzine from the 1990s. It's 
  available from the Tekumel.com 
  website. It also includes a patron 
  mission.   
  
   
   
  54 
  RANDOM TRIBE GENERATOR 
  Start by rolling a d4, d6, d8, d10, and a d12.
   
  d8 
  Homeland Terrain 
  1 
  Swamp 
  2 
  Desert 
  3 
  Jungle 
  4 
  Forest 
  5 
  Plains 
  6 
  Mountains 
  7 
  Islands 
  8 
  Roll twice 
   
  d4 
  Main Food Source 
  1 
  Hunting-gathering 
  2 
  Herding 
  3 
  Farming 
  4 
  Fishing 
   
  d6 
  Gender Power 
  1-3 
  Patriarchal 
  4-5 
  Matriarchal 
  6 
  Egalitarian 
   
  d10 
  Marriage Structure 
  1-4 
  Monogamy 
  5-8 
  Plural marriage 
  If Patriarchal, 
  polygynous (multiple 
  wives).  
  If Matriarchal, 
  polyandrous 
  (multiple husbands).  
  If Egalitarian, group 
  marriage (multiple 
  wives and husbands). 
  9-10 
  No marriage structure 
   
   
   
  d12 
  Why did the tribe leave? 
  1 
  Fire 
  2 
  Earthquake 
  3 
  Invasion 
  4 
  Famine 
  5 
  Disease 
  6 
  Demons 
  7 
  Floods 
  8 
  Volcano 
  9 
  Landslide 
  10 
  Tsunami 
  11 
  Insects 
  12 
  Drought 
   
  FAMILY CREATION 
  Parents in Family Unit 
  Monogamy: 2 
  Polygynous/Polyandrous: 1+d4 
  Group marriage: 2d4 
  No marriage: 2 
   
  Siblings 
  2d6-2 
  If 4 parents or more, add +2. 
   
  d8 
  Spouses (optional) 
  1-4 
  Not married 
  5-6 
  1 
  7 
  2 (+1 on Child roll) 
  8 
  3 (+2 on Child roll) 
   
  -2 if person is 20 or less 
  +1 if person is 31 or more. 
  Maximum of 1 spouse, if tribe is mo-
  nogamous. 
   
  Children: d6-3 
  -2 if person is 20 or less 
  +2 if person is 31 or more 
   
   
  
   
   
  55 
  PATRONS 
  d10 
  PATRON 
  1 
  Foreigner (ambassador, spy, 
  merchant) + d6 guards, random 
  country (use native language 
  table) 
  2 
  Imperial agent + 2d6 guards 
  3 
  Merchants (1d6) + 2d6 guards 
  4 
  Noble + 2d6 guards 
  5 
  Nonhumans (2d6), random 
  race (d8) 
  6-7 
  Priest + d6 guards, random 
  deity (d20) 
  8 
  Scholar, alone 
  9 
  Military officer/general + 2d6 
  soldiers 
  10 
  Sorcerer + d6 guards 
   
  CLAN MISSIONS 
  d10 
  MISSION 
  1 
  Guard a clan elder on a trip 
  2 
  Defend the clan house during 
  food riots 
  3 
  Take or retrieve something from 
  a distant clan house 
  4 
  Hunting party to clan estate 
  5 
  Make sure that all the right 
  people come to our party 
  6 
  Meet with our patron clan and 
  find out what the problem is 
  7 
  Search for a specific person or 
  object 
  8 
  Rescue a clansman in another 
  country 
  9 
  Caravan to distant city 
  10 
  Underworld expedition in clan 
  house basement. 
  TEMPLE MISSIONS 
  d10 
  MISSION 
  1 
  Guard a temple priest on a trip 
  2 
  Take or retrieve an artifact from 
  temple in another city 
  3 
  Intrigue against a temple faction 
  4 
  Find the intruders who 
  desecrated our shrine and bring 
  them here for questioning. 
  5 
  Ensure this year's festival draws 
  more donations than last year 
  6 
  Sea voyage 
  7 
  Search for a specific person or 
  object 
  8 
  Ensure our procession at the 
  festival is the most memorable. 
  9 
  Secret mission for the Empire 
  10 
  Explore underworld under 
  temple. 
   
  FOREIGNER'S QUARTER 
  MISSIONS 
  d10 
  MISSION 
  1 
  Bodyguard 
  2 
  Champion in Hirilákte arena  
  3 
  Feud, intrigue, assassination, 
  duel 
  4 
  Hunting party 
  5 
  Raiding party to distant part of 
  Empire 
  6 
  Sea voyage 
  7 
  Search for a specific person or 
  object 
  8 
  Trading party (random 
  destination) 
  9 
  Secret mission for the Empire 
  10 
  Explore underworld in city of 
  dead. 
   
  LEGION MISSIONS 
  d10 
  MISSION 
  d10 
  MISSION 
  1 
  Take a hill/fort/tower/wall 
  6 
  Defend a hill/fort/tower/wall 
  2 
  Patrol the area, report enemy 
  moves 
  7 
  Investigate a weird occurrence in 
  a remote province. 
  3 
  Foraging and water 
  8 
  Properly represent our legion at a 
  re-enactment of a major battle. 
  4 
  Qadárni – small ritualistic battle 
  9 
  Secret mission for the Empire 
  5 
  Travel to new posting 
  10 
  Explore underworld near battle. 
  
   
   
  56 
  ENCOUNTER CHARTS
  CLEAR TERRAIN 
  d10 
  ENCOUNTER 
  1 
  Chlén 
  2 
  Dnélu 
  3 
  Hyahyú'u 
  4 
  Kurukú 
  5 
  Mnór 
  6 
  Herd of Hmá or Hmélu 
  7 
  Nobles 
  8 
  Merchant caravan 
  9 
  Priests/Sorcerers 
  10 
  Soldiers 
  11 
  Peasants 
  12 
  Nonhumans 
  FOREST TERRAIN 
  d10 
  ENCOUNTER 
  1 
  Chnéhl or Kǘni 
  2 
  Chólokh or Rényu 
  3 
  Dlákolel or Sérudla 
  4 
  Dzór or Vringálu 
  5 
  Feshénga or Zrné 
  6 
  Nobles 
  7 
  Bandits 
  8 
  Merchants 
  9 
  Priests/Sorcerers 
  10 
  Soldiers 
  11 
  Peasants 
  12 
  Nonhumans 
  MOUNTAIN TERRAIN 
  d10 
  ENCOUNTER 
  1 
  Chólokh or Rényu 
  2 
  Dlákolel or Sró 
  3 
  Gerednyá or Teqéqmu 
  4 
  Hyahyú'u or Vringálu 
  5 
  Kúrgha or Zrné 
  6 
  Nobles 
  7 
  Bandits 
  8 
  Merchants 
  9 
  Priests/Sorcerers 
  10 
  Soldiers 
  11 
  Peasants 
  12 
  Nonhumans 
   
  JUNGLE TERRAIN 
  d10 
  ENCOUNTER 
  1 
  Chashkéri or Lrí 
  2 
  Feshénga or Ngrútha 
  3 
  Ghár or Qáqtla 
  4 
  Gíriku or Shánu'u 
  5 
  Káyi or Tletlákha 
  6 
  Nobles 
  7 
  Bandits 
  8 
  Merchant caravan 
  9 
  Priests/Sorcerers 
  10 
  Soldiers 
  11 
  Peasants 
  12 
  Nonhumans 
  DESERT TERRAIN 
  d10 
  ENCOUNTER 
  1 
  Aqáa 
  2 
  Mnór 
  3 
  Oasis 
  4 
  Nomads 
  5 
  Adventurers 
  6 
  Nobles 
  7 
  Bandits 
  8 
  Merchant caravan 
  9 
  Priests/Sorcerers 
  10 
  Soldiers 
  11 
  Peasants 
  12 
  Nonhumans 
  WATER TERRAIN 
  d10 
  ENCOUNTER 
  1 
  Akhó or Nenyélu 
  2 
  Chashkéri or Ngrútha 
  3 
  Ghár or Qáqtla 
  4 
  Haqél or Tletlákha 
  5 
  Kruá or Tsóggu 
  6 
  Mu'ágh or Hlǘss 
  7 
  Castaways 
  8 
  Pirates 
  9 
  Merchants 
  10 
  Priests/Sorcerers 
  11 
  Soldiers 
  12 
  Nonhumans 
  
   
   
  57 
  AVÁNTHE'S AMPLE BOSOM 
   
  Avánthe's Ample Bosom is a round hill with a short tower sticking up like a 
  nipple in an otherwise flat region. The hill is visible from the Sákbe road tower, 
  and, sure enough, it looks like a breast. It's near enough to the Sákbe road that 
  exploring in a day or so is reasonable. After days of dull travel on the road, the 
  characters might be ready for a little outing. 
   
  PLAYERS: DO NOT READ BEYOND THIS POINT! 
  SETUP 
  The scenario can be set practically anywhere in any terrain; desert, plains, forest, 
  mountain, or swamp are all possible. Replace the Sákbe road with a passing ship 
  stopping for water and foraging, and this could take place on an ocean island.  
   
  The hill is within a couple hours walk of the Sákbe road running through the 
  area. If you want desert, this could be set in the Desert of Eyági on the way to 
  Fasíltum. For plains, you might pick one of the routes to Béy Sǘ, perhaps from 
  Thráya, Haumá, or Tsurú. For mountains, try Thri'íl. Nothing says swamps like 
  Púrdimal, and the forests near Butrús would be a nice place for it as well. 
   
  Any of the Starting Points could be used for this adventure. A clan-based or 
  temple-based group could be on business to the distant city. A military group 
  could be traveling to their next posting. 'Fresh off the Boat' barbarians could be 
  guarding a caravan. They stop at this Sákbe tower for a day or two. Perhaps, the 
  caravan leader wants to visit a local shrine to make religious observances. 
  Maybe the bearer-slaves or chlén need rest and water after crossing rough terrain 
  or desert. The party might be waiting for travelers that are lagging behind. But 
  for whatever reason, they have a day or two to explore. 
   
  The road guards could recommend it for a day's jaunt. "Go see Avánthe's Ample 
  Bosom. Maybe She'll reward your curiosity with a lover when you come back." 
  The PCs may see it from the road tower or hear a rumor from a road companion 
  or passerby.  
   
  When the group arrives at the location, they find some ruined foundations and 
  short walls in the flat area right in front of the hill. A large tree grows out of one 
  building. Half of a small walled room is built into the hillside, perhaps a pantry. 
  On top of the hill, the short tower is largely intact, though quite worn from 
  weathering. A stairway leads up to the door of the tower. 
   
   
   
   
   
  
   
   
  58 
   
   
   
   
   
   
  
   
   
  59 
  DUNGEON KEY 
   
  1. Pit trap with stakes at X in doorway to stairs: test DEX to avoid 2d6 falling 
  and spike damage. Secret safety lock in spiral stair room. 
  2. 3 Feshénga (or other animal, see Note 1 below): 5 HD: 20, 17, and 12 HP.  
  3. Storeroom filled with long-rotted foodstuffs and empty water barrels. One 
  barrel has a false bottom filled with 1000 hlásh. INT test +2 to find. 
  4. 9 Shédra (2 HD: 2, 6, 7, 5, 11, 3, 9, 9, 4 HP). 
  5. Mu'ágh (6 HD: 28 HP) 
  6. Destroyed shrine of Goddess of Pale Bone, rubble of statues, defaced 
  murals and mosaics, piles of ashes. 14 Qól (1 HD [d10]: 2, 9, 8, 10, 8, 3, 4, 
  9, 8, 8, 7, 5, 1 and 10 HP). 2d100 káitars and gems worth 2d6x100 káitars 
  scattered in the mess. INT test to find. 
  7. Temple of Chiténg entrance: statues of four of Chiténg's aspects, tapestry of 
  Chiténg's deeds in the Battle of Dórmoron Plain, miraculously preserved. 
  8. 4 Káyi (4 HD: 24, 21, 17, 13 HP), 500 káitars with decayed corpse. 
  9. Temple of Chiténg main area, statues of two more aspects of Chiténg. Altar 
  with rose-gold ritual tools worth 2000 káitars. The statues will animate if 
  the temple is desecrated or the tools touched by non-Chiténg/Vimúhla 
  worshipper. 8 HD: 42, 36 HP. 
  10. Mess hall and kitchen, long-decayed food, dinnerware, 6 Pygmy Folk 
  adventurers (5 - 1 HD, 1 leader 3 HD: 3, 3, 6, 4, 6, 10 HP), pistol 
  crossbows, short swords, and an Eye of Joyful Sitting Amongst Friends 
  (d12 usage die). Not necessarily hostile. Eye might be used if threatened. 
  11. Priest's dorm, 12 Mrúr (2 HD: 13, 7, 13, 8, 10, 8, 9, 7, 5, 10, 13, 11 HP). 
  12. Well room, chest (hidden by illusion) with trapped lock (poison needle, 
  CON test or OofA) and trapped lid (poison gas, CON test or OofA), 6000 
  qirgál, 2000 káitars, rose-gold crown in shape of flames worth 3000 káitars.  
  13. Traveler's lounge: ticket counter, chairs decayed, decorations moldering. 
  Gold travel disk on counter – holds ten destinations for tubeway car.  
  Charred bodies of 6 Shédra and rotted corpse of Hnálla female warrior, 
  shiny silver-washed steel plate & mail, Amulet of the Good God, +1 steel 
  ego sword (Stability-aligned, INT 17, speaks Tsolyáni, Classic 
  Mu'ugalavyáni, Engsvanyáli, telepathic with owner, spells: Dispel Evil, 
  Paralysis, and Energy Bolt, d6 spell usage die per day), and 150 káitars. 
  14. Tubeway station: a round hole with a clear 1 foot panel is in the center of 
  the room. Pressing the panel on the floor starts a light blinking above the 
  panel and summons the tubeway car, which will arrive in d3 turns. The far 
  side of the hole has a metal ladder descending into the darkness. Use the 
  Random Tubeway Stations tables (p. 53) for random destinations.  
   
  Note 1: Feshénga in forest, jungle, or swamp, Dnélu in plains, Hyahyú'u in 
  plains, forest, or mountains, or Mnór in plains or desert would be suitable.  
   
  
   
   
  60 
  RANDOM TUBEWAY STATIONS 
  Tubeway stations are ancient subterranean remnants of the Humanspace 
  Empire's global transportation network. The cars travel at supersonic speeds, and 
  can reach anywhere on Tékumel in 24 hours or less. Four-inch golden disks hold 
  destination codes for ten locations. Each car has ten buttons on the control panel.  
   
  This random generator will create a random tubeway station. When a section 
  mentions a die, use the existing roll for that die from the other section.  
  Roll d4, d6, d8, d10, d12, and d20 
   
  d4 
  LEVELS BELOW 
  SURFACE 
  1 
  2 
  2-3 
  3 
  4 
  3 + d6 
   
  d6 
  STATION SIZE  
  1-5 
  1 tube  
  6 
  d12 tubes  
   
   
  SURFACE LOCATION 
  d10 
  d8 
  1,8 
  2,7 
  3,6 
  4,5 
  1 
  Livyánu 
  Shényu 
  2 
  Tsolyánu 
  Milumanayá 
  3 
  Salarvyá 
  Háida Pakála 
  4 
  Yán Kór 
  Sa’á Allaqí 
  5 
  Mu'ugalavyá 
  N’lΰss 
  6 
  Mihállu 
  Nuru’ún 
  Rannálu 
  Plain of Glass 
  7 
  Kilalámmu 
  Pecháno 
  Jánnu 
  Ssuyál 
  8 
  Tsoléi 
  M’mórcha 
  Tané 
  Desert of Gálai 
  9 
  Black Ssú 
  enclave 
  City of the Red-
  Tiled Roofs 
  South Pole 
  Hlüssyál 
  10 
  Referee’s Special 
   
  d8 
  AGE OF LEVEL NEAR 
  STATION  
  1 
  Time of No Kings  
  2 
  Engsvanyáli Empire  
  3 
  Bednálljan Dynasties  
  4 
  The Fishermen Kings  
  5 
  The Dragon Warriors  
  6 
  Three States of the Triangle  
  7 
  Llyáni Empire  
  8 
  The Latter Times  
  
   
   
  61 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Use this encounter table as a general Underworld Encounter table. 
   
  Example: Roll d4=2, d6=1, d8=7, d10=3, d12=8, and d20=9. This tubeway 
  station is 3 levels below the surface and has one tube. The level near the station 
  is from the era of the Llyáni Empire. This tube car station is in Salarvyá. A 
  temple to Grugánu exists between the station and the surface. Mrúr are likely to 
  be encountered.
  d12 
  TEMPLE BETWEEN STATION AND SURFACE  
  d20 
  Even 
  Odd 
  1 
  Hnálla 
  Drá 
  2 
  Karakán 
  Chegárra 
  3 
  Thúmis 
  Keténgku 
  4 
  Belkhánu 
  Qón 
  5 
  Avánthe 
  Dilinála 
  6 
  Hrü'ǘ 
  Wurú 
  7 
  Vimúhla 
  Chiténg 
  8 
  Ksárul 
  Grugánu 
  9 
  Sárku 
  Durritlámish 
  10 
  Dlamélish 
  Hriháyal 
  11 
  The One Other 
  The One Who Is 
  12 
  Goddess of the Pale Bone 
  Hŕsh (or pick a local deity) 
  d20 ENCOUNTER  
  d20 ENCOUNTER 
  1 
  Warriors (d8)  
  11 Ngóro  
  2 
  Priests (d6)  
  12 Káyi (d6)  
  3 
  Hlǘss (d4)  
  13 Qól (d6+d12)  
  4 
  Ssú (d6)  
  14 Biridlú (d6)  
  5 
  Shunned Ones (d4)  
  15 Tsú'uru (d6)  
  6 
  Pé Chói (d8)  
  16 Thúnru'u (d4)  
  7 
  Shén (d6)  
  17 Ru'ún (d6)  
  8 
  Ahoggyá (d4)  
  18 Sagún (d4)  
  9 
  Mrúr (d8+d6)  
  19 Nexus points (d12)  
  10 
  Shédra (d8+d4)  
  20 2 Encounters: d12 and d8+12 
  
   
   
  62 
  PRONUNCIATION GUIDE
  Ahoggyá 
  ah-hohg-YAH 
  akhó 
  ah-KHOH 
  aqáa 
  ah-KAH-ah 
  Aridáni 
  ah-ree-DAH-nee 
  Avánthe 
  ah-VAHN-thay 
  Bednálljan 
  bed-NAHL-jahn 
  Belkhánu 
  bayl-KHAN-noo 
  biridlú 
  bee-reed-LOO 
  Chashkéri 
  chash-KAY-ree 
  Chegárra 
  chay-GAHR-rah 
  Chiténg 
  chee-TAYNG 
  chlén 
  CHLAYN 
  chnéhl 
  CHNAYHL 
  chólokh 
  CHOH-lohkh 
  Dhich'uné 
  theech-oo-NAY 
  Dilinála 
  dee-lee-NAH-lah 
  dlákolel 
  DLAH-koh-leyl 
  Dlamélish 
  dlah-MAYL-ish) 
  dlaqó 
  dlah-KOH 
  dnélu 
  DNAY-loo 
  Drá 
  DRAH 
  Durritlámish 
  door-ree-TLAH-mish 
  dzór 
  DZOHR 
  feshénga 
  fay-SHAY-ngah 
  gerednyá 
  gay-rayd-NYAH 
  ghár 
  GHAHR 
  gíriku 
  GEE-ree-koo 
  Grugánu 
  groo-GAH-noo 
  haqél 
  hah-KAYL 
  Hláka 
  HLAH-kah 
  hlásh 
  HLAHSH 
  hli'ír 
  hlee-EER 
  Hlǘss 
  HLUESS 
  Hnálla 
  HNAH-lah 
  Hriháyal 
  hree-HAH-yahl) 
  Hrü'ǘ 
  hrue-UE 
  hurú'u 
  hoo-ROO-ooo 
  hyahyú'u 
  hyah-HYOO-oo 
  Jakálla 
  jah-KAH-lah 
  káitar 
  KAHY-tahr 
  Karakán 
  kah-rah-KAHN 
  káyi 
  KAH-yee 
  Keténgku 
  kay-TAYNG-koo) 
  kévuk 
  KAY-vook 
  khéshchal 
  KHAYSH-chahl 
  kruá 
  kroo-AH 
  Ksárul 
  KSAH-rool 
  kǘni 
  KUE-nee 
  kúrgha 
  KOOR-ghah 
  kurukú 
  koo-roo-KOO 
  Livyáni 
  leev-YAH-nee 
  Livyánu 
  leev-YAH-noo 
  lrí 
  LREE 
  marashyálu 
  mah-rahsh-YAH-loo 
  Mihálli 
  mee-HAH-lee 
  Mirusíya 
  mee-roo-SEE-yah 
  mnór 
  MNOHR 
  mrúr 
  MROOR 
  mu'ágh 
  moo-AHGH 
  Mu'ugalavyá 
  moo-oo-gah-lahv-YAH 
  Mu'ugalavyáni moo-oo-gah-lahv-YAH-
  nee 
  N’lǘss 
  n-LUESS 
  nenyélu 
  nayn-YAY-loo 
  ngáyu 
  NGAH-yoo 
  ngóro 
  NGOH-roh 
  ngrútha 
  NGROO-thah 
  nshé 
  NSHAY 
  Páchi Léi 
  PAH-chee LAY 
  Pé Chói 
  PAY CHOI 
  qáqtla 
  KAHK-tlah 
  qirgál 
  keer-GAHL 
  Qón 
  KOHN 
  qumqúm 
  koom-KOOM 
  rényu 
  RAYN-yoo 
  ru'ún 
  roo-OON 
  
   
   
  63 
  sagún 
  sah-GOON 
  sákbe 
  SAHK-bay 
  Salarvyá 
  sah-lahrv-YAH 
  Salarvyáni 
  sah-lahrv-YAH-nee 
  Sárku 
  SAHR-koo 
  sérudla 
  SAY-roo-dla 
  shánu'u 
  SHAH-noo-oo 
  shédra 
  SHAY-drah 
  Shén 
  SHAYN 
  sró 
  SROH 
  ssú 
  SSOO 
  Tékumel 
  TAY-koo-mayl 
  teqéqmu 
  tay-KAYK-moo 
  Thúmis 
  THOO-mis 
  thúnru'u 
  THOON-roo-oo 
  Tinalíya 
  tee-nah-LEE-yah 
  tletlákha 
  tlay-TLAH-khah 
  tsóggu 
  TSOH-goo 
  Tsolyáni 
  tsol-YAH-nee 
  Tsolyánu 
  tsol-YAH-noo 
  tsú'uru 
  TSOO-oo-roo 
  tsúral 
  TSOO-rahl 
  Vimúhla 
  vee-MOO-hlah 
  voródla 
  voh-ROHD-lah 
  vringálu 
  vring-AH-loo 
  Wurú 
  woo-ROO 
  Yán Kór 
  YAHN KOHR 
  Yán Koryáni 
  YAHN kohr-YAH-nee 
  yéleth 
  YAY-layth 
  zrné 
  zr-NAY 
  Symbol Guide
  [ah] arm, father, aha 
  [ahy] I, ice, hide, deny 
  [ay] aid, hate, day 
  [ee] 
  eat, see, need 
  [eer] ear, hero, beer 
  [oh] owe, road, below 
  [oi] 
  oil, choice, toy 
  [oo] ooze, food, soup, sue 
  [ue] Fr. tu, Ger. über 
  [b] 
  boy, baby, rob 
  [ch] church, watching, nature, witch 
  [d] 
  do, ladder, bed 
  [f] 
  food, offer, safe 
  [g] 
  get, bigger, dog 
  [gh] Scot. laghail, a 'g' pronounced in 
  the back of the throat 
  [h] 
  happy, ahead 
  [hl] 
  Welsh Llewellyn, an 'h' pro-
  nounced with the mouth held as 
  when saying an 'l'. 
  [j] 
  jump, budget, age 
  [k] 
  can, speaker, stick 
  [kh] Scot. loch, Ger. ach or ich 
  [l] 
  let, follow, still 
  [m] 
  make, summer, time 
  [n] 
  no, dinner, thin 
  [ng] singer, think, long 
  [p] 
  put, apple, cup 
  [r] 
  run, marry, far, store 
  [s] 
  sit, city, passing, face 
  [sh] 
  she, station, push 
  [ss] 
  an 's' pronounced with the tongue-
  tip turned upwards to touch the 
  back of the alveolar ridge behind 
  the teeth 
  [t] 
  top, better, cat 
  [th] 
  thirsty, nothing, math 
  [th] 
  this, mother, breathe 
  [tl] 
  Spa. Xóchitl 
  [ts] 
  fits, cats 
  [v] 
  very, seven, love 
  [w] 
  wear, away 
  [y] 
  yes, onion 
  [z] 
  zoo, easy, buzz 
  
   
   
   
   
   
   
   
   
  Spells 
  NAME 
   
   
  LEVEL/CLASS 
   
  PLAYER 
   
   
  CLAN 
   
  FACTION 
   
   
  TEMPLE 
   
   
  STR 
   
  DEX 
   
  CON 
   
  INT 
   
  PSY  
   
  CHA 
   
  HD 
   
  HP 
   
  AP 
   
  ATTACK DAMAGE 
   
  / 
   
   
   
   
   
  LANGUAGES                      
  SPELLS 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  NOTES 
  ________________________________________________________________ 
   
  ________________________________________________________________ 
   
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  ________________________________________________________________ 
   
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  ________________________________________________________________ 
   
  ________________________________________________________________ 
   
  ________________________________________________________________ 
   
  ________________________________________________________________ 
   
  ________________________________________________________________ 
   
  ________________________________________________________________ 
   
  ________________________________________________________________ 
   
  ________________________________________________________________ 
   
  
   
   
   
  DESIGNATION OF PRODUCT IDENTITY  
  The names “The Black Hack”, "The Petal Hack", “Tékumel”, “Empire of the Petal Throne”, "Weird Realm Games", and all proper 
  nouns, artifact names, creature names, spell names, places, religions, artwork, symbols, logos, and graphic designs are Product 
  Identity.  
  DESIGNATION OF OPEN GAME CONTENT  
  This entire document, except for material specifically excluded in the declaration of product identity, is open game content.  
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc. (“Wizards”). All 
  Rights Reserved. 
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; 
  (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer 
  languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, 
  broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the 
  methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement 
  over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered 
  by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) 
  “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures 
  characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, 
  likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and 
  descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, 
  environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other 
  trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically 
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  to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” 
  or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game 
  Content. (h) “You” or “Your” means the licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may 
  only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may 
  be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to 
  any Open Game Content distributed using this License. 
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, 
  royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the 
  copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as 
  expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open 
  Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered 
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  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing 
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  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized 
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  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless 
  You have written permission from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the 
  Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so 
  affected. 
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach 
  within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable. 
  15. COPYRIGHT NOTICE  
  Open Game License v1.0a Copyright © 2000, Wizards of the Coast, Inc. 
  The Black Hack Copyright © 2016 by David Black. 
  The Class Hack Copyright © 2016 by Mark Craddock. 
  The Race Hack Copyright © 2016 by Mark Craddock. 
  A Hack of Class Copyright © 2016 by Brett Slocum. 
  The Petal Hack Copyright © 2016 by Brett Slocum. 
  Macchiato Monsters Copyright © 2016 by Eric Nieudan. 
  END OF LICENSE 
   
  Tékumel and its related products are copyright © 1975 and 2010 by Prof. M.A.R. Barker. 
  Tékumel Montage, Sorceress of Avánthe, and Map near Penóm Copyright © 2009 by Mark J. Allen. 
  Ahoggyá, Hláka, Pé Chói, Shén Copyright 2010 by Jeremy Babicz. 
  Páchi Léi, Pygmy Folk, Swamp Folk, and Tinalíya Copyright 2016 by Jeremy Babicz. 
  Ruins of the Gorgon map Copyright 2011 by Dyson Logos. 
  
   
   
   
  
SOURCE: textdata/thevault/Empire of the Petal Throne/Fanworks/Rulesets/The Petal Hack.pdf