Post by edsan on Mar 14, 2009 16:06:49 GMT -6
Right folks. Some PMing as motivated me into making this post so as to clarify exactly what type of game this is. If you read this and it makes no sense to you then you are alright. If you do understand it make a note of the differences with the setting with are used to and run your PC accordingly.
- Traits of my Tekumel Campaign -
The OAL - It's not everywhere, people. There are limits for everything.
Clan/Temple/Party Internecine Machiavellian conspiracies - You're playing the wrong campaign if you want these right away. You are playing Conan fresh from the sack of Velarium and recently arrived at Arenjun. It will take you decades before you become King of Aquilonia. Baby steps and all that.
Inimical Races - Some of them can communicate with humans. There are mentions of this on several books.
Metal rarity - Only iron and tin are rare as hell, which means steel is even more so. Other metals are expensive but available. Barring the need for a status symbol or religious reasons, everyone prefers chlen-hide because it is as good as bronze (the best reasonably affordable metal round) but cheaper, lighter, can be painted/lacquered as you wish and shaped into forms impossible to attain with metal.
Magical weapons and armor - They are mostly all made of metal. There is a lot of things which can be enchanted but animal toenails aren't one of them.
Magic and Rich magic areas - They exist somewhere else far away.
Magical Dampeners - Present and accounted for. If you roll a PC with PSY 01-10 you are one of these.
Metal and Magic don't go Boom! - No surprises here, and no explosions either. EPT does not deal with with this. That means less rules (which is fine for me) and one less worry.
Secret Societies - What secret societies? I don't see any secret societies...yeah, that's because they are secret.
The 4 Parties and their machinations - You have been living in Tsolyanu for less than a month, don't pretend you understand their political system.
Non-humans - Are much rare and sparse in number. Only big cities bordering their home regions would have nonhuman blocks within the foreign quarter.
Rampant xenophobia and racism - As with everything it depends on the individual you are dealing with. Very Low, Low and even Medium clans have to deal with all sorts of people whether they like it or not and a society which impales people left, right and centre just because they use out-of-season clothing would have long ago collapsed under the weight of its inadequacies. Stay clear of the authorities and nobles for the moment and you will be fine.
The Hokun, the Silver Suits, the Black Ships from beyond the north pole, the millenia-old cities of the southern continent, the unstraightened city, lost Bayarsha, the land of Tane, Mihallu, the egg of the world, the pariah deities, the college at the end of time, the true nature of Ksarul, the space-time tree of possibilities, the final fate of the bethorm, the shadow gods, the temple of the eyes, the ever-living wizards and their cronies, the blasphemous accelerators, Gidji & sons, the two extra geometrical vectors of extra-planar space the 2354-2370's A.S. canon and all it implies plus the revelations of the Tekumel novels and probably half again as much I haven't even heard about. - This stuff makes my head spin and is useless for the game I'm running so I won't be dealing with it and expect you to run your characters totally oblivious to it. That is all Tekumel 102 or 103 and I haven't even graduated from 101.
Feel free to make any questions or comments.
- Traits of my Tekumel Campaign -
The OAL - It's not everywhere, people. There are limits for everything.
Clan/Temple/Party Internecine Machiavellian conspiracies - You're playing the wrong campaign if you want these right away. You are playing Conan fresh from the sack of Velarium and recently arrived at Arenjun. It will take you decades before you become King of Aquilonia. Baby steps and all that.
Inimical Races - Some of them can communicate with humans. There are mentions of this on several books.
Metal rarity - Only iron and tin are rare as hell, which means steel is even more so. Other metals are expensive but available. Barring the need for a status symbol or religious reasons, everyone prefers chlen-hide because it is as good as bronze (the best reasonably affordable metal round) but cheaper, lighter, can be painted/lacquered as you wish and shaped into forms impossible to attain with metal.
Magical weapons and armor - They are mostly all made of metal. There is a lot of things which can be enchanted but animal toenails aren't one of them.
Magic and Rich magic areas - They exist somewhere else far away.
Magical Dampeners - Present and accounted for. If you roll a PC with PSY 01-10 you are one of these.
Metal and Magic don't go Boom! - No surprises here, and no explosions either. EPT does not deal with with this. That means less rules (which is fine for me) and one less worry.
Secret Societies - What secret societies? I don't see any secret societies...yeah, that's because they are secret.
The 4 Parties and their machinations - You have been living in Tsolyanu for less than a month, don't pretend you understand their political system.
Non-humans - Are much rare and sparse in number. Only big cities bordering their home regions would have nonhuman blocks within the foreign quarter.
Rampant xenophobia and racism - As with everything it depends on the individual you are dealing with. Very Low, Low and even Medium clans have to deal with all sorts of people whether they like it or not and a society which impales people left, right and centre just because they use out-of-season clothing would have long ago collapsed under the weight of its inadequacies. Stay clear of the authorities and nobles for the moment and you will be fine.
The Hokun, the Silver Suits, the Black Ships from beyond the north pole, the millenia-old cities of the southern continent, the unstraightened city, lost Bayarsha, the land of Tane, Mihallu, the egg of the world, the pariah deities, the college at the end of time, the true nature of Ksarul, the space-time tree of possibilities, the final fate of the bethorm, the shadow gods, the temple of the eyes, the ever-living wizards and their cronies, the blasphemous accelerators, Gidji & sons, the two extra geometrical vectors of extra-planar space the 2354-2370's A.S. canon and all it implies plus the revelations of the Tekumel novels and probably half again as much I haven't even heard about. - This stuff makes my head spin and is useless for the game I'm running so I won't be dealing with it and expect you to run your characters totally oblivious to it. That is all Tekumel 102 or 103 and I haven't even graduated from 101.
Feel free to make any questions or comments.