This is a companion document to our Kurt Hills Atlas map. It’s a quick reference to the Imperial Fiefs within the region covered by that map. The fiefs are named, the villages, towns, cities and other sites within each fief are listed, and the seat of the fief (where the fiefholder resides) is identified. Usable in any Tekumel-based game. Download it from RPGNow!
HAPPY NEW YEAR!
The “Bethorm: Plane of Tekumel” PDF is on sale for half price TODAY (December 31) from http://www.rpgnow.com/product/138315/Bethorm-the-Plane-of-Tekumel-RPG
That’s just $9.97! This is a one-day offer.
Bethorm’s all-in-one rulebook features the first tabletop RPG setting ever published (TSR’s Empire of the Petal Throne, 1975) – with over 100 illustrations by me!
Far in the future, humans and their alien allies conquer and terraform the lush planet Tékumel. A disaster casts Tékumel’s star system into a pocket dimension. Cut off from Humanspace, civilizations rise and fall as the descendants revert to savagery – while also mastering the forces of magic which operate in Tékumel’s new universe.
Strange alien creatures prowl the wilderness. Mighty heroes do battle in the arenas. Underground chambers hold vast treasures. Opposing temples wrestle for Imperial influence. Pirates and monsters prowl the steaming seas. Automatons guard ancient hoards of technological wonders. Imperial heirs compete for ascension to the Petal Throne. Enemy empires plot the overthrow the empire of Tsolyánu. Hostile nonhuman races seek the destruction of Mankind. The Undying Wizards guard – and manipulate – the timeline. Nexus points open to the Demon Realms. And the Pariah Gods seek the end of existence itself!
Powered by the skill-based Pocket Universe system, PCs are allowed almost any combination of abilities and skills. Join an Imperial legion or hire your sword out to the highest bidder. Become a member of a secret society within your temple, or a sorcerer mastering ancient spells. Be a diplomat engaged in foreign intrigue, a wealthy bravo seeking adventure, a scholar studying secrets of the ancient past… Tékumel offers a whole world of exotic adventures!
Paperback and hardcover editions are also available: http://www.lulu.com/spotlight/uni_games
The new Bethorm RPG adventure, Pillars of Glass, is now available as a PDF from RPGNow and its affiliates. Get it HERE!
Our new Kickstarter project is now live!
The Kurt Hills Fantasy Atlas is a detailed map and guide to the Empire of Tsolyánu’s Kúrt Hills region from the Tékumel / Empire of the Petal Throne fantasy RPG setting. Usable with Béthorm: the Plane of Tékumel or any Tékumel-based RPG, and a fascinating read for any fan of science-fantasy!
UPDATE: The Kurt Hills Atlas Kickstarter met its initial $2500 funding goal – less than a day after launch. Huzzah!
UPDATE: The first TWO stretch goals are now unlocked. The book will have color cover art, and the map will also be in color. Next up: bonus b&w interior artwork!
Here’s a sneak peek at another section of our upcoming Kurt Hills Map & Gazetteer for Bethorm! This map section attaches to the east side of the Katalal Map.
The full Kurt Hills map will consist of 36 areas this size, plus descriptions. We’ll be launching a Kickstarter to fund the completion of this massive project in a few weeks, so stay tuned!
I still haven’t launched a Kickstarter to fund it (and won’t ’til after the holidays), but Manda and I are hard at work on the Kurt Hills Atlas project. 15 of the 46 hexes are mapped, and gazetteer entries are completed for 4 of them. I just finished mapping hex 3613, with the City of Hauma. Fun! I’ll try to post some more preview pics soon.
UNIgames had a great weekend at NTRPGCon, and we sold copies of Bethorm to a bunch of cool people. If you’re one of them, welcome aboard! Don’t forget to register on our forum page, and explore the tabs on this site (above) for free goodies and links to more awesome stuff!
Bethorm: the Plane of Tekumel RPG has gone out to its Kickstarter backers in PDF form. An updated PDF will follow, and the printed books will go to press, as soon as the game receives final approval from the Tekumel Foundation.
(This is a summary of the Béthorm adventure I ran on July 24, 2014. It’s not my usual sort of adventure. This one was more something quick, to fill in a gap between two story arcs.)
Sútna hi Jamánu, a nobleman of the prestigious Rising Sun Disk Clan, requested the aid of a member of the Omnipotent Azure Legion (a contact). As he could not see how the matter related to ‘the Empire’, the officer refused, but he put Sútna in contact with the heroes.
The meeting was in a room rented from a low clan. Sútna, very heavily bandaged, with his arm in a sling and a splinted leg, explained that he and his companions (also of that Clan) had been exploring an underworld. There, they encountered a Sró-dragon. Only Sútna had lived to tell the tale but upon his return, his clan turned on him, blaming him for the deaths of his cousins.
Worst of all, the nobleman had left behind a steel sword, one enchanted to indicate the true heir of his lineage. He described it to the heroes, and told them that they could reach their destination by following small flags placed in the ground, each marked with a dot indicating the direction where the next might be found. He claimed the sword was on “the fourth level down”.
Sútna asked the heroes to recover this sword, then bear witness that there had indeed been a terrible Sró. Finally, he warned them that his rival, Rekávi, was also seeking that artifact. The heroes agreed to help.
While preparing for subterranean exploration, the heroes noted a second group doing the same. They wore livery identifying them as members or hirelings of the Rising Sun Disk Clan.
The heroes managed to leave town earlier. They attempted to conceal their tracks, then turned the last marker in the wrong direction, removing all further flags as they found them.
The site turned out to be a coppice of nut trees on a small ridge between two farm fields. Here was an open hole where three could walk abreast. Newly crafted wooden stairs led down into darkness. The heroes saw blood droplets on the stairs. Arriving at the base of this, they were at the first floor down.
There were several rooms dug, and stocked with victuals in crates. Further on, an inch of water lined a passage but wooden planks had been lain across it. Sandal prints were visible, of about half a dozen entering. Only a single set of prints, however, were seen to leave, and, along with it, more blood droplets.
One of the heroes found a curious artifact trodden into the mud here. It was the scale of a creature, with one end of it pierced as if for use as an amulet. On one side of it, a glyph had been carved. Some sort of rustic talisman?
A second set of stairs led down further through dirt, to the second floor down. It was clear that this ‘expedition’ had involved quite a few employees, making the way down as convenient as possible! The consistent cross-section of the passage suggested something quite large had made a burrow.
The heroes found a third angled passage but here the stairs had been shattered, with claw marks here and there. It looked as if a Sró had done this.
Arriving at the third floor down, one of the heroes, an adopted Livyáni boy, scouted ahead. In a large chamber, he caught sight of the Sró, which was not hostile towards him. A foul odor– of intense human manure and fermented urine– was coming from a door on one side of the room.
In the center of the room personal effects were strewn about. The presence of sleeping mats, empty wine bottles, and a small fire indicated this had been a camping site. Also, the trail of blood splots appeared to begin here.
The dragon moved on, leaving the heroes to investigate three human-size doors recently installed into the chamber. Two rooms were filled with various choice supplies, but the middle door would not open.
Curious, the Sró peered in as the heroes were investigating. The heroes attempted to speak with it; apparently, it only knew a handful of words in Tsolyáni.
One of the heroes began trying to use hand gestures to communicate. The great Sró, middle-aged for its kind, was so amused that it rumbled, hawked up a basket-sized wad of phlegm onto the man, healing him of injury. (The creature therefore had at least some small magical talent…!)
There was some banging and yelling from the middle door, the people within asking to be let out. Puzzled, the heroes wondered why they had apparently barred themselves in to escape the dragon, yet could not unlatch the door to get back out. Closer investigation revealed the room’s door had a place where a peg had been pulled out– trapping them within.
The heroes managed to convey to the Sró that they wished the monster to open the middle door. It did so with several beak-strikes, incidentally letting out the odor of two weeks of excrement in a pile in one corner. The Sró looked very disgusted. The heroes set a slave of theirs to cleaning the room.
The men who came out turned out to be Rising Sun Clan Disk members– not armed warriors, but quill-pushing bureaucrats. They were adherents of Sútna who believed he was coming back to help them. One had noticed their leader cut himself as he fled, but had not given it further thought.
When the heroes told them Sútna had told them no such thing, it became apparent that the one who had led them there must have been Sútna’s brother Rekávi.
They regarded the peaceful Sró with fear. When one of the heroes attempted to convince them of the creature’s benevolence, it suddenly snarled and took a defensive pose.
From the far side of the room, a new party had appeared, of ten warriors protecting an eleventh man who looked like Sútna. Rekávi, obviously. He carried a metal sword that fit the description of the missing one.
The six who had been trapped in the room turned on Rekávi angrily. One cried, “We’ll kill you!” An older one put his hand on the first’s shoulder and said darkly, “No. We’ll see you in court.”
Attempting to impress his rescued Clan-mates, Rekávi brandished his sword, showing off how its gem flashed as if there was a light in it, as it made a strange shrill noise. “There’s no magic in that,” said the tattooed Livyáni boy (a young sorceror). Hearing this, Rekávi’s companions moved away from him.
Still, the heroes tried to play along, as if they still thought it was Sútna. When he ordered them to go into one of the pantry rooms, however, they balked. Rekávi called out to the Sró, “-Slay them!” He put his hand to his breast. His dragon-charm, however, was gone.
The angry “Dragon King” spread its wings, crossed the room, and closed its claws upon the man. It was so enraged, it dashed him by the legs against the wall, snapping his neck. Then it fled.
The Bethorm: Plane of Tekumel RPG Kickstarter has ended, with 222% of its original funding goal and 362 backers. Otulengba!