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Re: [tekumel] BOOKS AND WHERE TO FIND THEM..?

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  • Brett Slocum
    From: velkarr@excite.com ... First of all, can you turn off your Caps-Lock? It s like you re shouting, and it s just not polite. The best source
    Message 1 of 13 , Mar 1, 2000
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      From: velkarr@...
      > HEY ANY IDEAS WHERE TO FIND THE OLD EPT..GAME BOOKS..OR THE
      > PAPERBACKS THAT THEY DID...MAN OF GOLD,... CAN'T REMEMBER THE
      > OTHER..DID GRURPS PUT OUT A EPT BOOK..? AND RUNEQUEST IS THE BEST
      > SYSTEM OUT THERE..

      First of all, can you turn off your Caps-Lock? It's like you' re shouting, and it's
      just not polite.

      The best source for out-of-print Tekumel books is Carl Brodt
      (carlbrodt@...), who is also reprinting many of the old standbys. The
      second book is called Flamesong.

      I have copies of both books that I'm willing to sell. I'll sell Man of Gold for $5
      and Flamesong for $10 (it's pretty rare).

      Steve Jackson Games never published a GURPS Tekumel book, though
      they wanted to. SJ and MAR couldn't come to an agreement on licensing. I
      have produced a lot of GURPS Tekumel material and you can get it on my
      website (http://www.skypoint.com/~slocum/rpg/).

      There is a lot I like about Runequest. I have a copy of Sandy Peterson's
      Tekumel RQ rules on my website as well.

      ---
      Brett Slocum -- slocum@... -- ICQ #13032903
      Home page: http://www.skypoint.com/~slocum/
      "Ah'm yer pa, Luke." -- if James Earl Ray was the voice of Darth Vader
    • CarlBrodt@aol.com
      I see that the questions of velkarr@excite.com about what Tekumel products have been published has been answered already. Here s an ad with a list of what I
      Message 2 of 13 , Mar 1, 2000
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        I see that the questions of velkarr@... about what Tekumel products
        have been published has been answered already. Here's an ad with a list of
        what I have that is currently available. Please note that in about 30 days
        Seal of the Imperium #1 should start to appear in shops around the US and
        probably within about 30 days after that around the world.
        ===============================================
        Join the Tekumel Revival!

        Tita's House of Games, c/o Carl Brodt, 1608 Bancroft Way, Berkeley, CA.
        94703, ph. (510)848-3260, has expanded its Tekumel line to include the
        following items for sale:

        The Original Rules, World Information, and Adventures
        -----------------------------------------------------------------
        Empire of the Petal Throne (Different Worlds - white spots on covers, a very
        common defect on this printing) - $19.95 (unavailable)
        Jakalla Map (a 22" x 23" black and white copy of the Jakalla map from TSR's
        Empire of the Petal Throne, reprinted in a reduced form in the
        Different World's version) - $2.50 **(5)**
        Western Tekumel Map (western part of the beautiful large two section map
        which originally came with the TSR version of the Empire of the Petal
        Throne - I priced out how much it would cost me to redo on a full scale
        basis, and my cost would be about $12.00) only $4.95 **(5)**
        The Nightmare Maze of Jigresh (HOG reproduction/adventure) - $3.95
        The Nightmare Maze of Jigresh (Judges Guild original/adventure) - $5.95
        The Best of the Journal: The Pettigrew Selections (new: reproduction from
        The Best of the Journals) - $7.95
        The Art of Tactical Sorcery (also compatible with Swords and Glory below)
        - $5.95 / unavailable

        Swords and Glory and Compatible Adventures
        -------------------------------------------------------
        Swords and Glory Vol. 1, Books 1-3 (reproduction of Gamescience World
        Sourcebook
        - visually stunning 4-color cover with wire binding)
        / includes the maps below) - $35.00 **(2)** **(3)** **(1)**
        Tekumel Maps $14.00 (attractive full color, 11"x17" reproductions of
        the 4-section map in the 1983 Gamescience Swords and Glory)
        Tekumel Maps $20.00 (full-size original of a paper version of the
        maps in the 1983 Gamescience Swords and Glory Vol. I) **(1)**
        Swords & Glory, Vol. 1, Book 1 (Different Worlds) - $12.00
        Swords & Glory, Vol. 1, Book 1 (Different Worlds/used) - $10.00
        **(1)**
        Swords & Glory, Vol. 1, Book 2 (Different Worlds) - $12.00 **(1)**
        Swords & Glory, Vol. 1, Book (Different Worlds/used) - $10.00
        **(1)**
        Index to S&G Sourcebook Vol. I (reproduction, good only for Gamescience S&G
        or above reproduction of S&G vol. 1 above) - $5.95
        Swords and Glory Vol. 2 (reproduction of Players Guide - visually
        stunning 4-color cover with wire binding) with Combat/Sorcery Summaries
        - $40.00**(3)**
        Swords and Glory Vol. 2 (reproduction of Players Guide - visually
        stunning 4-color cover with wire binding)$35.00 **(3)**
        Combat/Sorcery Summaries(reproduction on special harder-than-normal
        paper for S&G Vol. 2) - $8.95
        Swords and Glory Character Sheets (five 8-page booklets with staple in
        each, special harder-than-normal paper) - $5.00
        Tomb Complex of Nereshanbo (Tekumel games/adventure/used) - $5.00 **(1)**
        Tomb Complex of Nereshanbo (reproduction/adventure) - $3.00
        Jakallan Intrigue (Tekumel Games/adventure/requires missing page below) -
        $6.95 **(1)**
        Jakallan Intrigue (reproduction/adventure) - $3.95
        The infamous missing page of the early printings of Jakallan Intrigue (not
        the one above - The page concerns Event 4: The Battle) - $0.25 **(6)**


        Current RPG Rules, Supplements, and Adventures from TOME
        ---------------------------------------------------------------------------
        Garda'siyal (includes vol. 1-3 below) - $44.00 **(4)**
        Garda'siyal Deeds of Glory: vol. 1 - Player's Guide - $12.95
        Garda'siyal Deeds of Glory: vol. 2 - Sorcery & Spells - $14.95**(1)**
        Garda'siyal Deeds of Glory: vol. 3 - Referee's Guide - $16.95
        Tekumel Map - $4.95 **(1)**
        Character Archetypes - $8.95 **(1)**
        Adventures on Tekumel: Part one - Growing up on Tekumel - $10.95
        Adventures on Tekumel: Part two: vol. 1 - Coming of Age in Tekumel - $18.95
        Adventures on Tekumel: Part two: vol. 2 - Beyond the Borders of Tsolyanu -
        $18.95
        Adventures on Tekumel: Part two: vol. 3 - Beneath the Lands of Tsolyanu -
        $16.95
        The Tekumel Bestiary - $18.95
        Mitlanyal: The Gods (text only) - $35.00 **(3)**

        Other World Information & Adventures
        ------------------------------------
        Tsolyani Language (2 vols; reproduction) - $17.95
        Tsolyani Language Tape (reproduction - coming QI00?)
        Book of Ebon Bindings (Different Worlds - Black, larger pages and better
        printing than the original small red Gamescience version) - $19.95
        Northwest Frontier Gazetteer and Maps - $10.95
        Northwest Frontier Gazetteer (reproduction) - $7.00
        Northwest Frontier Gazetteer (ugly coverless photocopy) free **(1)**
        Northwest Frontier Maps - $4.95
        Northeastern Frontier Maps and Gazetter (coming QII00)
        The Best of Barker (reproductions from The Best of the Journals and
        elsewhere - coming QIII00?)

        Novels / Used
        -----------------
        Flamesong - $14.95 (well read)/unavailable
        Man of Gold - $5.95 (well read) **(5)**
        Man of Gold - $4.95 (very well read) **(5)**

        Pins - $6.95 each **(7)**
        --------------------------
        <<Clans>>
        Golden Triangle Sword of Fire
        Dark Fear Golden Sunburst
        Golden Bough Red Sun
        Cloak of Azure Gems Black Stone
        Vriddi Emerald Diadem
        High Tower Joyous of Vra
        Vriddi Sea Blue
        Tlakotani Ito

        <<Stability Deities>> <<Change Deities>>
        Hnalla Hru'u
        Karakan Vimuhla
        Thumis Ksarul
        Avanthe Sarku
        Belkhanu Dlamelish

        <<Stability Cohorts>> <<Change Cohorts>>
        Dra Wuru
        Chegarra Chiteng
        Ketengku Gruganu
        Dilnala Durritlamish
        Qon Hrihayal

        Board Game
        ---------------
        War of Wizards (1999 HOG reproduction) $17.95
        War of Wizards (original TSR in zip lock bag; counters unpunched;
        near mint in condition) $89.95

        Miniatures
        ------------
        Miniatures Painting Guide $5.95 (reproduction)
        Tsolyani (4 figures/pack) by PHD Games
        TK1501 $5.99 - Tsolyani command group
        TK1502 $5.49 - Serqu Sword of the Empire - pike
        TK1503 $5.49 - Serqu Sword of the Empire - bow
        TK1504 $5.49 - Legion of the Mighty Prince
        TK1505 $5.49 - Legion of Hnalla
        TK1506 $5.49 - Legion of Hnalla
        TK1507 $5.49 - Omnipotent Azure Legion
        TK1508 $5.49 - Omnipotent Azure Legion
        TK1509 $5.49 - Legion of Red Devastation
        TK1510 $5.49 - Legion of the Seal of the Worm
        TK1511 $5.49 - Tsolyani medium infantry
        TK1512 $5.49 - Legion of Lord Kharihaya
        TK1513 $5.49 - Legion of Joyful Vrayani
        TK1514 $5.49 - Sakbe Road Guard
        TK1515 $5.49 - Legion of Ever-Present Glory
        TK1516 $5.49 - Legion of the Doomed Prince - halberd
        TK1517 $5.49 - Legion of Lord Chegarra
        TK1518 $5.49 - Legion of the Broken Bough
        TK1519 $5.49 - Legion of Sweet Singers of Nakome
        Yan Koryani (5 figures/pack) by PHD Games
        TK2501 $4.99 - Yan Kor command group (3 figures)
        TK2502 $5.99 - Mighty of Yan Kor
        TK2503 $5.99 - Gurek of Hekkekka Nna
        TK2504 $5.99 - Yan Kor infantry
        TK2505 $5.99 - Yan Kor infantry
        TK2506 $5.99 - Gurek of Ngaku
        TK2507 $5.99 - Gurek of Dharu or Vanu
        TK2508 $5.99 - Gurek of Dharu or Vanu
        TK2509 $5.99 - Gurek of Tleku Miriya
        TK2510 $5.99 - Yan Kor infantry
        TK2511 $5.99 - Gurek of the Mad Ones of Hlikku
        TK2512 $5.99 - Yan Kor infantry
        TK2513 $5.99 - Gurek of Makhis
        Mu'ugalavyani (5 figures/pack) by PHD Games
        TK3501 $4.99 - Mu'ugalavya command group
        TK3502 $5.99 - Legion of Victorious in Vimuhla
        TK3503 $5.99 - Legion of Destroy in Glory
        TK3504 $5.99 - Legion of the Exhalted Flame
        TK3505 $5.99 - Legion of Sanguine Victory
        TK3506 $5.99 - Legion of the Lightning Shaft (3 figures)
        TK3507 $5.99 - Legion of the Long Arrow
        TK3508 $5.99 - Mu'ugalavya infantry
        TK3509 $5.99 - Legion of Triumphant in Terror
        Salarvyani ($1.25 per figure / combine any 2 figures to make a pack) by
        Robert Richardson
        E-1 Nchech of the Mace of Steel
        E-2 Nchech of th Sable Sea
        E-3 Nchech of the Grey Standard
        E-4 Nchech of the Silver Standard
        E-5 Nchech of the Black Standard
        E-6 Nchech of the Unsheathed Blade
        E-7 Archer
        E-8 Slinger
        E-9 Sreddeq
        E-10 Standard Bearer
        E-11 Warrior with 2-Handed Axe
        E-12 Trumplet Player
        E-13 Light Foot Soldier with 2-Handed Axe
        E-14 Unavailable
        E-15 Light Foot Solder with Axe & Spear
        E-16 Sapper
        Other States/Individuals by PHD Games
        TK6501 $4.99 - Nluss (4 figures)
        TK7501 $4.99 - Bearer slave (5 figures)
        TK7502 $6.99 - Priests and priestesses (five figures)
        TK8501 $34.99 - winged Sro (1 figure)
        TK8502 $29.99 - wingless Sro (1 figure)
        TK8503 $7.99 - Churstalli (1 figure)
        TK8504 $4.99 - Mrur (3 figures)
        Non-Humans by PHD Games
        TK9501 $3.99 - Unarmored Shen (2 figures)
        TK9502 $3.99 - Armored Shen (2 figures)
        TK9503 $7.49 - unarmored Ahoggya (2 figures)
        TK9504 $7.49 - armored Ahoggya (2 figures)
        TK9505 $5.99 - Hlaka (2 figures)
        TK9506 $5.99 - grey Ssu (3 figures)
        TK9507 $6.49 - black Ssu (2 figures)
        TK9508 $7.49 - Pachi Lei (2 figures)
        TK9509 $4.99 - Mihalli warrior (3 figures)
        TK9510 $4.99 - Mihalli sorceror (3 figures)
        TK9511 $5.49 - unarmored Pe Choi (2 figures)
        TK9512 $5.49 - armored Pe Choi (2 figures)
        TK9513 $6.99 - Hluss neuter warrior (2 figures)
        TK9514 $4.99 - Unarmored Tinaliya (4 figures)
        TK9515 $5.99 - Urunen command group (4 figures)
        TK9516 $4.99 - Urunen halbardier (5 figures)
        TK9517 $4.99 - Urunen crossbowman (5 figures)
        TK9518 $4.99 - armored Tinaliya (4 figures)
        TK9519 $4.99 - armored Pygmy Folk (4 figures)
        Air Cars by Epicast
        EPI303 "Skimmer Hawk" $25.00 **(3)** (a Warhammer 40K item compatible
        with Tekumel gaming)

        Wargames and Miniatures Combat
        ----------------------------------------
        Missum: Miniature Rules for Tekumel - $2.95 **(5)**
        Missumdalikoi - large unit combat using Armies books below (coming 2000?)
        Legions of the Petal Throne: Fantasy Miniatures Wargames Rules (TSR / very
        used) - $9.95
        Legions of the Petal Throne: Fantasy Miniatures Wargames Rules (reproduction)
        - $6.50
        Qadardalikoi: Miniature Campaigns on the World of Tekumel (reproduction)
        - $9.95
        Qadardalikoi cards (supplement) - $5.95 **(1)**

        Military History and Statistics
        -----------------------------------
        The Deeds of the Ever-Glorious (reproduction) - $9.95
        Armies of Tekumel I (Adventure Games) $4.95
        Armies of Tekumel I (Adventure Games / used) - $3.95 **(1)**
        Armies of Tekumel II (Adventure Games) $4.95
        Armies of Tekumel II (Adventure Games / used) - $3.95 **(1)**
        Armies of Tekumel III (1997 edition)- $6.95
        Armies of Tekumel IV (1997 edition) - $6.95
        Armies of Tekumel V (1997 edition) - $7.95
        Armies of Tekumel VI plus "The Splendor of Shenyu" (1998 release) - $7.95

        Print
        ------
        Declaration of War print (a smaller high gloss print of the old TSR poster
        below
        - slightly more colorful because of an orangish tint of what are flat
        browns on the original poster) - $5.95 **(5)**
        Declaration of War poster - $5.95 **(4)**

        Magazines and Fanzines
        ----------------------------
        Seal of Imperium #1 UCon Edition - $14.95 (Only 50 copies of this
        individually
        numbered edition were published for UCon. This edition also acted
        as "the proof edition" of the large print run due out in about a
        month.)
        Seal of Imperium #1 $9.95 (coming late March / early April in retail stores
        - to be fair, I shall not make internet sales to customers for at least
        45 days after shipping to distributors unless the internet customer
        makes a convincing case that he or she does not live near retail game
        store)
        Seal of Imperium #2 (coming QIII00?)
        Different Worlds #47 / unavailable
        Eye of All Seeing Wonder 1, $5.00 (US reproduction)
        Eye of All Seeing Wonder 1, $4.00 (not mint / US reproduction)
        Eye of All Seeing Wonder 2, $5.00 (US reproduction)
        Eye of All Seeing Wonder 2, $4.00 (not mint / US reproduction)
        Eye of All Seeing Wonder 3, unavailable
        Eye of All Seeing Wonder 4, $7.00 (US reproduction)
        Eye of All Seeing Wonder 5, $7.00 (US reproduction)
        Eye of All Seeing Wonder 6, $8.00 (US reproduction)

        **(1)** low quantities
        **(2)** not original maps
        **(3)** extra shipping cost of $1.00
        **(4)** extra shipping cost of $3.00
        **(5)** $1.00 less shipping cost if shipped with some other order
        **(6)** free shipping if shipped with some other order; otherwise, only
        shipped if you send a stamped, self-addressed envelope to me
        **(7)** free shipping if shipped with some other order; otherwise, $3.20
        domestic and $4.00 international for shipment regardless of number of pins
        purchased

        Shipping Costs on Items other than Miniatures
        --------------------------------
        Unless otherwise noted above, shipping and handling inside the United States
        is $3.20 per item for orders under $50, and the shipping and handling drops
        to $2.00 per item if your order is over $50. Unless otherwise noted,
        shipping and handling outside the United States is $4.00 per item for orders
        under $50, and the shipping and handling drops to $3.00 per item if your
        order
        is over $50.

        Shipping Costs for Miniatures
        -----------------------------------
        Unless otherwise noted, shipping and handling inside the United States for
        orders under $50 is $3.20 or $1.60 per miniature pack, whichever is greater.
        If the order exceeds $50, the shipping and handling cost is $1.00 per
        miniature packet.

        Unless otherwise noted, shipping and handling outside the US for orders under
        $50 is $4.00 or $2.00 per miniature pack, whichever is greater. If any order
        exceeds $50, the shipping and handling cost is $1.50 per pack, and if an
        order exceeds $100, the shipping and handling charge is $1.25 per miniature
        pack.

        Discount
        ----------
        If an order (before shipping and handling charges, and any sales tax) exceeds
        $100, the buyer receives a 10% discount on the overage.

        California Sales Tax
        ------------------------
        We must also charge 8.25% sales tax if I ship to an address in California.

        N.B. The aforementioned telephone number is to my home, not to my business,
        so please be conscious of the time when you call. If you do not reach me or
        Tita, tell the person answering the telephone that you will immediately call
        back and leave a message on the answering machine. Thanks.
      • Ken St-Cyr
        Hello, For those of us not quite up on Tekumel-related events, what exactly is the deal with Mitlanyal? The FAQ says TOME was supposed to publish it in 1999
        Message 3 of 13 , Mar 2, 2000
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          Hello,

          For those of us not quite up on Tekumel-related events, what exactly
          is the deal with Mitlanyal? The FAQ says TOME was supposed to
          publish it in 1999 and Carl's list has it, but it says "text only".
          What's the deal?

          - Ken

          =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          kenstcyr@... "That machine has got to be destroyed"
          *bleat* (From Beyond)
          World of the Carnelian Coast: http://www.cs.pdx.edu/~kenstcyr/coast.html
        • Brett Slocum
          From: Ken St-Cyr ... This was posted to alt.games.frp.tekumel in December by Bob Alberti. It sheds a very small amount of
          Message 4 of 13 , Mar 2, 2000
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            From: Ken St-Cyr <kenstcyr@...>
            > For those of us not quite up on Tekumel-related events, what exactly
            > is the deal with Mitlanyal? The FAQ says TOME was supposed to
            > publish it in 1999 and Carl's list has it, but it says "text only".
            > What's the deal?

            This was posted to alt.games.frp.tekumel in December by Bob Alberti. It
            sheds a very small amount of light.

            From Bab Alberti:
            > Mitlanyal will not be emerging from TOME: they had their year in which to
            > publish the book, and they sat on it. I've had offers from several
            > other parties to publish it, and I'm hoping to see things move forward soon.

            The text-only version from Carl is one of the pre-production copies that Bob
            made to get it out to a few people. I'll bet Carl picked up several copies to get
            Bob some cash back for his investment in printing.

            ---
            Brett Slocum -- slocum@... -- ICQ #13032903
            Home page: http://www.skypoint.com/~slocum/
            "Ah'm yer pa, Luke." -- if James Earl Ray was the voice of Darth Vader
          • CarlBrodt@aol.com
            You are correct about my copies of Mitlanyal for sale. I got in 22 signed copies the other day. I have about 7+ going out in the next few people whose copies
            Message 5 of 13 , Mar 3, 2000
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              You are correct about my copies of Mitlanyal for sale. I got in 22 signed copies the other day. I have about 7+ going out in the next few people whose copies are on backorder and/or have already been paid for.
            • George Hammond
              Hello all, I ve been wondering about the effect of battlefield magic. For an online game I m playing in, I ve been speculating on the unsuccessful Engsvanyali
              Message 6 of 13 , Mar 4, 2000
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                Hello all,

                I've been wondering about the effect of battlefield magic. For an online
                game I'm playing in, I've been speculating on the unsuccessful Engsvanyali
                invasion of Livyanu that Bareka hiShanyal notes as occuring in the reign
                of the Priest-King Ssesmuga IV, c. 3420 in the Ever-Reliable Calendar of
                Jnathar Vera (Bareka's work appears as "enghist.pdf" at the Blue Room ftp
                archive). The invasion is described as having failed "due to powerful
                sorcery". I would be grateful for any information that could be provided
                about this particular event, but would also appreciate a more general
                discussion of the actual effect of battlefield magic.

                The Sourcebook notes that in the Five Empires, legions and/or armies have
                contingents of sorcerors who work as special teams, combining their powers
                to defend their troops from opposing magic and cast powerful (if somewhat
                crude) offensive spells. These spell-casters are specialists, trained to
                work together, and are different from the more conventional
                sorceror-priests that we are familiar with. So what actually happens on
                the battlefield? Do the forces cancel each other out? If they are
                relatively well-matched, do any offensive spells get through to their
                targets?

                It would seem that if one side or the other was not well protected, the
                effect of magical attacks could be devastating. Large battles often hinge
                on the clash of heavy infantry in close-order, and area-effecting magical
                attacks could easily cause crucial disruptions in the ranks.

                So how does this actually play out? Does anyone have some battlefield
                experience they could share? Do attacks often get through? What does
                battlefield magical combat look like? Does it often (ever?) occur that
                one side is significantly less protected magically? If so, I imagine the
                outcome is quickly and brutally resolved. Or perhaps there are rules of
                honor that discourage this sort of thing?

                I suspect that at least some of my questions would be answered by "The Art
                of Tactical Sorcery," but this essay is long out-of-print, and I have been
                unable to find a copy. Carl Brodt says that the author has not been
                willing to give him permission to reproduce it either.

                I did review the battles described in "Coming of Age in Tsolyanu"
                (Adventures on Tekumel Part 2, Vol. 1):

                --At the attack on the Atkolel Heights, Yan Koryani sorcerors cast
                Doomkill spells, but then are apparently suppressed by a Tsolyani casters.
                --At the capture of Sunraya, no spells are used on the surface (an
                explosion is triggered in the Underworld).
                --At the siege of Tleku Miriya, we learn that city walls and major
                buildings are protected by special spells developed during the Latter
                Times (it would be nice to more of this!), and that the opposing sorcerous
                contingents block each other's efforts.
                --At the battle of Anohl, "magic bolts" explode above the heads of the
                soldiers, but we don't learn if they have any effect.

                None of the other descriptions mention battlefield magic.

                Well, I've rambled on more than intended. Any thoughts on battlefield
                magic? Perhaps this would be a suitable article for the next issue of
                "Seal of the Imperium"?

                regards,

                George Hammond

                (ps, I originally sent this to the Blue Room list, but since it seems to
                be dormant, I've posted to other venues as well. I'll be sure to compile
                all responses and cross-post a summary)
              • Brett Slocum
                From: George Hammond ... The rules for battlefield magic first appeared in Legions of the Petal Throne, the first miniatures
                Message 7 of 13 , Mar 4, 2000
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                  From: George Hammond <gstarrh@...>
                  > I've been wondering about the effect of battlefield magic. For an online
                  > game I'm playing in, I've been speculating on the unsuccessful Engsvanyali
                  > invasion of Livyanu that Bareka hiShanyal notes as occuring in the reign
                  > of the Priest-King Ssesmuga IV, c. 3420 in the Ever-Reliable Calendar of
                  > Jnathar Vera (Bareka's work appears as "enghist.pdf" at the Blue Room ftp
                  > archive). The invasion is described as having failed "due to powerful
                  > sorcery". I would be grateful for any information that could be provided
                  > about this particular event, but would also appreciate a more general
                  > discussion of the actual effect of battlefield magic.

                  The rules for battlefield magic first appeared in Legions of the Petal Throne,
                  the first miniatures supplement. Battle Magic has been included in all the
                  various miniatures rules since then. The Art of Tactical Sorcery translates
                  those rules to Swords and Glory mechanics so that a player could have the
                  skills.

                  I have a translation of these rules to GURPS on my website
                  (http://www.skypoint.com/~slocum/tekumel/). Click on the GURPS Tekumel
                  link, and then on the Battle Magic link.

                  The basic idea has one sorcerer as the leader and all the other mages
                  feeding power to them.

                  > The Sourcebook notes that in the Five Empires, legions and/or armies have
                  > contingents of sorcerors who work as special teams, combining their powers
                  > to defend their troops from opposing magic and cast powerful (if somewhat
                  > crude) offensive spells. These spell-casters are specialists, trained to
                  > work together, and are different from the more conventional
                  > sorceror-priests that we are familiar with. So what actually happens on
                  > the battlefield? Do the forces cancel each other out? If they are
                  > relatively well-matched, do any offensive spells get through to their
                  > targets?

                  Each offensive battle spell has a defense, so until one side cannot act, most
                  offensive spells don't get through. In the few miniatures battles I've seen,
                  magic didn't play a big role, but did have an effect. The two sides aren't
                  usually perfectly matched, and one side will run out of spell energy before
                  the other, but often there is only enough energy left on the other side for one
                  more spell.

                  > Well, I've rambled on more than intended. Any thoughts on battlefield
                  > magic? Perhaps this would be a suitable article for the next issue of
                  > "Seal of the Imperium"?

                  Someone could retranslate the magic rules from Qadardalikoi to Gardasiyal.
                  Heck I could do that, but I've already got articles planned out for Seals 2-4, at
                  least.

                  ---
                  Brett Slocum -- slocum@... -- ICQ #13032903
                  Home page: http://www.skypoint.com/~slocum/
                  "Ah'm yer pa, Luke." -- if James Earl Ray was the voice of Darth Vader
                • George Hammond
                  ... Ah, thanks! I will try to get a copy of Qadardalikoi soon. ... Are there separate offensive and defensive teams within the contingent? That s what the
                  Message 8 of 13 , Mar 4, 2000
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                    On Sat, 4 Mar 2000, Brett Slocum wrote:

                    > From: "Brett Slocum" <slocum@...>
                    >
                    > From: George Hammond <gstarrh@...>
                    > > I've been wondering about the effect of battlefield magic. For an online
                    > > game I'm playing in, I've been speculating on the unsuccessful Engsvanyali
                    > > invasion of Livyanu that Bareka hiShanyal notes as occuring in the reign
                    > > of the Priest-King Ssesmuga IV, c. 3420 in the Ever-Reliable Calendar of
                    > > Jnathar Vera (Bareka's work appears as "enghist.pdf" at the Blue Room ftp
                    > > archive). The invasion is described as having failed "due to powerful
                    > > sorcery". I would be grateful for any information that could be provided
                    > > about this particular event, but would also appreciate a more general
                    > > discussion of the actual effect of battlefield magic.
                    >
                    > The rules for battlefield magic first appeared in Legions of the Petal
                    > Throne, the first miniatures supplement. Battle Magic has been
                    > included in all the various miniatures rules since then. The Art of
                    > Tactical Sorcery translates those rules to Swords and Glory mechanics
                    > so that a player could have the skills.

                    Ah, thanks! I will try to get a copy of Qadardalikoi soon.

                    > I have a translation of these rules to GURPS on my website
                    > (http://www.skypoint.com/~slocum/tekumel/). Click on the GURPS Tekumel
                    > link, and then on the Battle Magic link.
                    >
                    > The basic idea has one sorcerer as the leader and all the other mages
                    > feeding power to them.

                    Are there separate offensive and defensive teams within the contingent?
                    That's what the sourcebook suggests.

                    > Each offensive battle spell has a defense, so until one side cannot
                    > act, most offensive spells don't get through. In the few miniatures
                    > battles I've seen, magic didn't play a big role, but did have an
                    > effect. The two sides aren't usually perfectly matched, and one side
                    > will run out of spell energy before the other, but often there is only
                    > enough energy left on the other side for one more spell.

                    Interesting. If one side is totally depleted, then I wonder if that would
                    open the field up for ordinary non-battlemages to act as well.

                    > > Well, I've rambled on more than intended. Any thoughts on battlefield
                    > > magic? Perhaps this would be a suitable article for the next issue of
                    > > "Seal of the Imperium"?
                    >
                    > Someone could retranslate the magic rules from Qadardalikoi to
                    > Gardasiyal. Heck I could do that, but I've already got articles
                    > planned out for Seals 2-4, at least.

                    <g> Bravo!

                    George
                  • Brett Slocum
                    From: George Hammond ... I believe that is the case. If the sourcebook says so, then it s true. ... Individual mages can t
                    Message 9 of 13 , Mar 4, 2000
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                      From: George Hammond <gstarrh@...>
                      > > From: "Brett Slocum" <slocum@...>
                      > > The basic idea has one sorcerer as the leader and all the other mages
                      > > feeding power to them.
                      >
                      > Are there separate offensive and defensive teams within the contingent?
                      > That's what the sourcebook suggests.

                      I believe that is the case. If the sourcebook says so, then it's true.

                      > > Each offensive battle spell has a defense, so until one side cannot
                      > > act, most offensive spells don't get through. In the few miniatures
                      > > battles I've seen, magic didn't play a big role, but did have an
                      > > effect. The two sides aren't usually perfectly matched, and one side
                      > > will run out of spell energy before the other, but often there is only
                      > > enough energy left on the other side for one more spell.
                      >
                      > Interesting. If one side is totally depleted, then I wonder if that would
                      > open the field up for ordinary non-battlemages to act as well.

                      Individual mages can't really have much effect on a battle with thousands of
                      participants. Battle magic spells allow the magical contingent to affect much
                      larger numbers of soldiers. A single mage just doesn't have the range or
                      enough power to do that. Also, the power used by a magical contingent
                      drains the magical energy in the area temporarily.

                      > > Someone could retranslate the magic rules from Qadardalikoi to
                      > > Gardasiyal. Heck I could do that, but I've already got articles
                      > > planned out for Seals 2-4, at least.
                      >
                      > <g> Bravo!

                      When you see issue 1, you will find my first chapter of a GURPS Tekumel
                      sourcebook. It's the character design chapter, similar to my article in
                      Pyramid. The rest of the articles will be the rest of the chapters.

                      ---
                      Brett Slocum -- slocum@... -- ICQ #13032903
                      Home page: http://www.skypoint.com/~slocum/
                      "Ah'm yer pa, Luke." -- if James Earl Ray was the voice of Darth Vader
                    • George Hammond
                      ... Interesting! As for individual effects, I agree that on the masses of warriors, one sorceror is as a Jakkohl in a Chlen-stampede. But there are places
                      Message 10 of 13 , Mar 4, 2000
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                        On Sat, 4 Mar 2000, Brett Slocum wrote:

                        > > Interesting. If one side is totally depleted, then I wonder if that would
                        > > open the field up for ordinary non-battlemages to act as well.
                        >
                        > Individual mages can't really have much effect on a battle with thousands of
                        > participants. Battle magic spells allow the magical contingent to affect much
                        > larger numbers of soldiers. A single mage just doesn't have the range or
                        > enough power to do that. Also, the power used by a magical contingent
                        > drains the magical energy in the area temporarily.

                        Interesting! As for individual effects, I agree that on the masses of
                        warriors, one sorceror is as a Jakkohl in a Chlen-stampede. But there are
                        places where one person's efforts could be significant--protecting mundane
                        artillery for instance, or clearing opponents from strongpoints in a
                        siege.

                        The overall drain on energy is certainly significant (and bad news for
                        those unfortunates in need of sorcerous healing from the
                        Ketengku-priests).

                        Does anyone know what the codes of honorable warfare say about attacking
                        the command stand, or the sorceror contingent? For instance, ballistae
                        and heavy crossbows occasionally appear on the battlefield. Are they ever
                        used against the commanders or sorcerors?

                        > When you see issue 1, you will find my first chapter of a GURPS Tekumel
                        > sourcebook. It's the character design chapter, similar to my article in
                        > Pyramid. The rest of the articles will be the rest of the chapters.

                        Yes, I was fortunate enough to get one of the pre-production issues of
                        Seal #1 at UCon last November, and so have seen the article already.

                        George
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