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Showing posts with label Swords & Sorcery. Show all posts
Showing posts with label Swords & Sorcery. Show all posts

Monday, April 3, 2017

Fauna of Mu

While the continent of Mu was once home to many strange eldritch beings that defy human comprehension, during its period of human habitation, the local ecology wasn't unlike most tropical regions and its natural fauna was quite mundane. Cattle, goats, swine and other familiar livestock are kept on Naacal farms. Exotic birds and monkeys squawk and chatter high in rainforest canopies while reptiles, frogs, and insects scurry along the floor. Fish, whales, and dolphins swim in Mu's warm coastal waters. For the most part, there are few animals that would have been unrecognizable to modern eyes.
Of course, being a prehistoric age where many forms of now-extinct animal life existed, there are a few note-worthy exceptions. Below, in White Box (there is a reason for this) stats, are a few examples of some of the long-vanished beasts that once dwelt in this doomed land.

Naacal Mammoth (Col'hun):

Armor Class: 5 [14]
Hit Dice: 12
Attacks: 1 Trunk (Id6+2), 2 Tusk Gore (2d6), Trample (2d6+2)
Special: None
Move: 12
HDE/XP 13/2300
Larger than modern elephants, these prehistoric pachyderms are far less hirsute than their contemporary tundra-dwelling cousins. Living in large herds, wild Col'hun live mainly in the equatorial jungles and savannahs. Domesticated for the great size, strength, and surprising degree of intelligence, the Col'hun are the Naacal's primary beast of burden. Even the smallest village keeps one or two of these animals to aid with heavy work such as clearing land. Merchants also use them to pull massive carts, laden with trade goods, across the length and breadth of the continent. Many Naacal armies fight from the backs of Col'hun fitted with barding and howdahs. When treated with kindness, a domestic Col'hun can be a loyal and gentle giant. When abused or threatened, they can be deadly, near unstoppable brute.

Terror Bird (Skal'los):


Armor Class: 6 [13]
Hit Dice: 3
Attacks: 2 Talons (Id6), 1 Beak (Id6+2)
Special: None Move: 18
HDE/XP 3/60
For the average Naacal, the most terrifying sound in the world is the screech of the dreaded Skal'los, a lingering species of Phorusrhacids or Terror Bird. Flocks of these giant flightless, meat-eating birds fearlessly prowl the jungles of Mu for prey—any prey. Using coordinated tactics and attacking with their massive, bone-cracking beak or kicking with their razor-sharp talons, these swift, agile birds can bring down an adult Col'hun if the opportunity arises. While their meat is inedible, the bright plumage of the males (the feathers of the female are shades of brown and gray) is prized by hunters. Also, if properly tamed and trained, they are large and strong enough for a human to ride and several Naacal kingdoms field elite units of Skal'los cavalry. Peasant levies have been known to break ranks and run when they see these armored warriors and their equally-deadly mounts charging at them.

Smilodon (Fra'zur):


Armor Class: 6 [13]
Hit Dice: 7
Attacks: 2 Claws (Id6), Bite (2D6)
Special: None
Move: 12
HDE/XP 8/800
Several species of the fabled Smilodon or "Saber-Toothed Tiger" (although, these animals were not closely related to modern felines) are another ferocious predator, feared throughout Mu. Some varieties, like modern tigers or panthers, live in the jungles, waiting in trees or cliffs to pounce upon unsuspecting prey. Other species live in the grasslands and mountainous region in prides like lions. Along with slashing attacks from their massive claws, their long incisors and powerful jaws make the Fra'zur an especially dangerous threat.

These are just some of the unique, prehistoric creatures that you're characters can encounter. Have suggestions for more? Post them in the comments below.

Friday, November 18, 2016

Languages Of Mu


It's been a long while since I've written anything about Mu, but the Sword & Sorcery bug has nibbled on me again, so here are some notes about the primary languages in the setting along with a little about the cultures that use them. Don't expect any in-depth discussion about the grammar and diction of these languages. I'm just a mediocre college grad with a useless Journalism degree, not J.R.R. Tolkien or M.A.R. Barker.

Naacal (Low and High):


There are two major dialects of the language of the people of Mu. Low Naacal is spoken by much of the population. Since it is the guttural, common tongue of illiterate peasants and slaves, there is no written version. On the other hand, High Naacal is almost exclusively spoken by Mu's ruling class and priesthood. It's hieratic written script is taught only to the scions of the wealthy, and the various temples have their own hieratic variants. Per custom, a Naacal noble would not sully their tongue by speaking the low tongue. If the need arises for them to communicate their wishes to the low-born, they have servants to do that for them. It is death for any low-born to attempt to learn the high tongue.

Atlantean:


A brash and younger civilization, far across the ocean, Atlantis is fast becoming Mu's primary economic and military rival. Great distance and the South American continent keeps Mu and Atlantis from all-out war, but both great empires plot against each one another over trade and resources. Atlantis also has its own rich tradition of sorcery making Atlantean a major language of magical scholarship.

Hyperborean:


Thousands of years earlier, the Hyperborean civilization ruled what we would eventually call Greenland. Once a lush and tropical jungle empire, Hyperborea is now buried under the great seas of glacial ice that creep down from the world's poles. Once it was the abode of mighty sorcerers like Eibon and Klarkash-Ton, whose occult works survived the coming of the Ice Age and are still studied by scholars of magic to this day. The decedents of Hyperborea, who have long since fallen into barbarism and dwell upon the glaciers and tundra of the northern lands, speak a broken, pidgin version of their ancestor's tongue. Prized for their strength and endurance, slavers from Mu and Atlantis often prey upon ethnic Hyperborean settlements for new stock.

Aklo:


Handed down by a line of priests and sorcerers, Aklo is said to be the language or the gods themselves, or rather, it is as close as the mere minds and tongues of mortal humans can approximate. Used in high ritual prayer and magical spells, Aklo appeals for the attention of the Old Ones to evoke their mighty power and bend reality to their will. Any wishing to learn magic or aspires to high rank in any of the temples would be wise to learn this tongue.

Thursday, July 24, 2014

Gaming In The Latter Times.


Richard Hescox's awesome cover art from my
favorite Barker novel: Flamesong
Brett Slocum recently blogged about his intention of running a campaign set in "The Time of No Kings," the period of Tékumelyáni history between the fall of Éngsvan hla Gánga the rise of Tsolyánu and the other "Modern" empires that we all know and love. I also have an interest in exploring other eras of Professor Barker's universe. While I already have some experience role-playing in the Humanspace Era (sniff, sob... DRUNE! WHERE ARE YOU DRUNE!?!?), I'd like to try playing in the mysterous Latter Times, the barbaric, post-apocalyptic period just after Tékumel was thrust into the béthorm (i.e. pocket universe) that imprisons the planet and its peoples:
Small empires and city-states came and went, and over time the various sentient species began to isolate themselves into their own enclaves and in environments that suited them best. This period became known as the Latter Times. It was during this age that some unknown scholar discovered that the mind alone could be trained as a tool. On Tékumel, magic is the skilled use of extra-planar power and it is possible because of the peculiar characteristics of the pocket dimension. The walls between the planes are thin here and with the right talent that energy can be shaped by the power of a human will. It is during this period of declining technology and increasing magic that some of the most exotic artefacts on Tékumel were created. Tékumel’s more outlandish species (for example, Rényu and Voródla) were created during the Latter Times. 
-Tékumel: Empire Of The Petal Throne, pg 145
To start, I pulled out my copy of the late Guardians Of Order's Tékumel: Empire Of The Petal Throne which has a section on playing in earlier time periods. It says the following about gaming in the Latter Times:
A game set in this period will be radically different from a modern era Tékumel game; even the positions of the landmasses will be different. This is when the first powerful magicians appear as they begin to explore and exploit the new potential of other planar power to affect reality. This is combined with the survival of considerable technological understanding and significant stockpiles of Humanspace-era equipment. This is a Tékumel where the new upstart magicians successfully challenge the old technological order for the first time and weird combinations of magic and science become almost commonplace. 
-Tékumel: Empire Of The Petal Throne, pg 224
Reminds me of another infamous piece of Sword & Sorcery fiction:
Know, O prince, that between the years when the oceans drank Atlantis and the gleaming cities, and the years of the rise of the Sons of Aryas, there was an Age undreamed of, when shining kingdoms lay spread across the world like blue mantles beneath the stars... 
-Robert E. Howard,
The Pheonix on the Sword

Or perhaps this:

(Can't you imagine the Adventures of Thún'dar and his companions: the sensual sorceress Arél and Uk-Lah the Shén? I can.)

Eitherway, the Latter Times sounds like a time of mighy-thewed, coppery-hued barbarians wielding Chlén-hide swords (or uncommon, but not yet rare, steel) wandering the wastes between tiny empires and city-states in search of adventure. Where hordes of Ssú and Hlüss have broken loose from their ancient prisons to raid and destroy the alien interlopers who took their planet many millenia before. Meanwhile, insane scholars, flanked by ornate Ru'un bodygurads and kept entertained by a harem of Yéleth concubines, craft the first Eyes, search for stashes of Humanspace techonolgies, experiment with newly discovered "magics," and make horrific pacts with the Pariah Gods and their inhuman servants.

Sounds exciting? It sure does, but what rules do you use?

Of course, there is always one of the many Tékumel-based RPGs that are still available (and soon to be joined by Jeff Dee's Béthrom, still in development). The GoO rules suggest keeping magical powers restricted to Universal spells and making tem more difficult to learn/cast, while "special items" (i.e. "technological") are more common. With some minor tweeking of the treasure charts and magician/priest skills table, you can do this quite easily.

There are other options of course. You can always start with your favorite verson of the original game or OSR engine (Swords & Wizardry, Labyrinth Lord, LotFP, etc) and borrow what you need from the original Empire of the Petal Throne. As what amounts to a "post-apocalyptic" game you could use Gamma World or Mutant Future, stripped of mutations and associated powers and replaced with Tékumelyáni aliens and monsters. The magic rules in Crypts & Things (aka Akrasia's Sword & Sorcery rules) might be a better fit for Tékumel's non-Vancian spellcasting. I've heard tell that there is this new "Sword & Planet" RPG that might be useful.

There is nothing wrong with a good rules mash-up so long as it works and everyone has fun!

As usual, discussion welcome below.