The Tékumel Foundation

News about the World of Tékumel® – the creation of Prof. M.A.R. Barker

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Tékumel Gaming: Malcolm Heath and Simone Cooper

The Tékumel Foundation is always interested in actual Tékumel gaming.  As an example of this, we chatted recently with Malcolm Heath about his on-going Tékumel game with Simone Cooper:

How did you originally get involved with Tékumel?

In about 1987, I’d been playing RPGs for quite some time (since about 1979-80), playing the typical games of that era. D&D of course, along with Gamma World, Traveller, Villains and Vigilantes and some others. Then a good friend of mine (the Tékumel Foundation’s own Victor Raymond) introduced me to the Swords and Glory edition of Tékumel, and I was fascinated by it. I remember distinctly looking over the races and reading about the Black Ssu, and being overwhelmed with how cool it all was, and how original it was. We played together quite a lot over the next few years, and after I went to college out in Portland, Oregon, I ran a couple of campaigns for my friends there. Somewhere around that time, I found myself without much outlet for gaming, but also with the internet starting to become available, so I became involved with things like alt.games.frp.tekumel, and eventually the Blue Room digests. These resources, and later, the Yahoo Groups mailing lists, allowed me to keep my hand in while I was busy getting things going in other areas of my life. I admit that I had become more or less of an armchair Tékumel researcher – I read the Sourcebook several times, and became fascinated with the cultures, religions, and languages of Tékumel, but I wasn’t actually playing it. That lasted until 2002, when I attended my first UCON Tékumel Track event, which reinvigorated me as far as running games again, and also introduced me to some folks who live relatively near me. Since then, mostly at conventions, I’ve run various one-shots of Tékumel, occasional longer games, and over the last year or so, a long running IM game with a friend of mine, Simone. I’ve also run a couple of Tékumel games at Ambercon Northwest, an Amber DRPG convention in Portland, and introduced some other players to the setting.

What sets Tékumel apart from other games and other settings? What makes Tékumel special for you?

The originality of the setting is what sets Tékumel apart from other settings the most, and this has several interesting side-effect. I tend to find other settings, which are for the most part derivative of some sort of genre fiction or historical period, hard to get into. I don’t always find I’m well versed enough in the genre or period to really feel like I understand it.  I realize that this is exactly the same feeling that makes Tékumel have a relatively high barrier to entry for some folks, because they don’t feel like they can understand Tékumel well enough to really play in it. Not having the sorts of touchstones and tropes that come with a game that’s set in a more commonly known setting can be challenging.

However, I find that the very alienness of the setting frees me up, creatively. Rather than feeling like I have to stick with the common tropes of a given genre, Tékumel allows the sorts of stories told within that setting to be free, more open, and more natural. Of course, it’s not as if you can’t do a given genre in Tékumel, it’s just that you’re not restricted by the setting to exploring just one set of themes. I’ve run Tékumel as Adventure, as Horror, as Humor, as Military, as bildungsroman [“coming-of-age” story – Ed.] . It’s wide open, and I think that’s what draws me to it. You can tell whatever sorts of stories you want with it. It would be hard to run a horror game in the Star Wars universe.  It would feel odd because that universe is set up for more adventuresome stories. Running a game that’s “about” family and relationships in a super-hero universe can certainly be done, but it would take a lot of effort since one typically doesn’t play in a supers game to have long interactions with your mother. But Tékumel is big enough and flexible enough to do both those things, and much more, without having much dissonance to get past. The other thing that draws me to it is that it’s an extremely detailed and well fleshed out setting. It’s the little things that makes running games in it so much fun. The way things look, the little nuances of dress, architecture, design, climate. Those things add “that Tékumel feel” to games run in the setting, and it’s those things that support immersion and good story-telling, at least for me.

Some people say that Tékumel is just too strange to really comprehend, but you don’t seem to share that opinion. Why not?

It certainly is strange. But too strange? I disagree with that statement strongly. A certain amount of strangeness makes for good gaming, I find.  When you’re dealing with an unfamiliar setting, both as a player and as a GM, there’s a certain amount of mystery, which contributes to an immersive experience.  You don’t need to have an encyclopedic knowledge of the world, all you need is a little bit of the flavor, and that’s easy enough to get a handle on. Later, you can add more as you learn more about it. I have spent a long time studying Tékumel, not because it’s required to run it, but because I was interested in it. I found it fun and fascinating to learn about. The setting rewards this, and opens up it’s depth. In that sense, it’s like any other topic of study. You can certainly enjoy classical music, or heavy metal or rap, without knowing everything about it, but you can also increase your enjoyment and find new ways to enjoy it if you learn something about it. I think that there are a few things that one can draw out from the setting that might make it a bit easier to understand – things like it being a post-apocalyptic world, or the fact that humans are not at the top of the food chain. These things give insight into why things are the way they are and give you a base to understand the odder aspects of the cultures of the people there. I’ve found that to be the case, at least.

How has your IM game worked? What has made it successful?

The game I’m currently running is once a week for about an hour, most weeks, over lunch. We skip weeks or readjust the schedule quite frequently, because both Simone and I have busy schedules which occasionally intrude. Overall, I’d say it works well – the limited time seems to sometimes make sure we’re both pretty engaged and tends to keep things moving at a fast clip. We just IM back and forth in character which keeps things focused on the interaction between the characters. The textual format means that we’re often relying on language, rather than mechanics or body language or any of the other things you have in a face to face game. I’m really lucky to have a player who enjoys language as much as I do, and who communicates very well in this medium. It also helps a great deal that she and I are both comfortable with the sort of system-less, dice-less, free-form style that we’re doing. Simone comes out of an Amber DRPG background, so she’s got the way this works down pat, and I’ve learned a lot from her about how to keep things going and keep things interesting.

I think the main reason it works is that both Simone and I are curious about the life story of the main character. We’re really very invested in seeing how she handles things, and what choices she makes. The character (Arísa hiTlákolel, now hiKetlásha, as she has recently gotten married) often surprises us both with the choices she makes. (At this point, I’d like to get Simone to chime in, and get her opinions about the game).

(Simone says)

Yes, completely, what makes the game work–other than great creative co-input is that we’re both fascinated by the mundane life in the Empire of this decidedly non-mundane woman. She wants to be normal within her her culture, and in many ways she is both privileged and talented, but she is not normal, and her choices are fraught with danger. So every mundane act that illuminates Tsolyáni culture and her place in it is also a potential for risk, something that might bring her into conflict with her own people.

We both celebrate the “Tsolyáni-ness” of the character, her family and her life ambitions, and challenge it. The contrast between our real lives and her Tsolyáni life is made more apparent and more interesting because we let her be a real person with loves and hurts and goals that are sometimes heartbreakingly recognizable to us. Everyone understands what it is to be powerless when losing a loved one, even if we can’t understand what it might be to be touched by a god-vision of that loved one’s death. Malcolm’s focus on allowing the character and the NPCs to be “real people” makes everything in the game that much more powerful.

(end Simone)

If you had one piece of advice to give to a gamer encountering Tékumel for the first time, what would that be?

Relax, and have fun. I think that Tékumel suffers a little from how dedicated some of it’s fans are. It’s always hard to come in “cold” to a community who has been thinking about and playing in a setting for decades. I suspect it’s a similar feeling to someone who has never really got into comic books, like myself. The folks who are already in that community are so vastly buried in the minutiae that I often feel like I’ll never be able to have a conversation where I’m confident with my level of knowledge. Tékumel also has a reputation as this brilliant, detailed, and long-lived RPG and fictional setting, which I think can be intimidating to some folks.

So I put the question to new players – putting aside all the above, what is it that you find intriguing about Tékumel? Open yourself up, read some of the books, play in a con game and then just pick one or two things that speak to you. Is it the languages? The interesting alien species? You’ll probably quickly find something that excites you – and if that’s the case, just focus on that. There’s really no need to know everything. Just pick a thing you’re really into, and start digging into that. The rest will come along in short order. For me, it ended up being the religions that I was the most interested in, so that’s what I feel the most confident playing around with. There are others in the broad community who have become immersed in topics like clan life, or the military, or palace intrigues, or the alien races, or specific cities. I guess the best way to say it is that much like the real world, you can’t become an expert on everything, but it’s easy to become pretty expert in whatever area you find yourself in – it comes naturally through play and curiosity. And don’t worry about doing it “right” – tell the stories you want to tell in this setting, and it’s yours. It may not line up very well with what other people are doing, and that’s OK. If you’re having fun with it and finding something interesting to do, it’s all good.

 

FAQ: Update

We’re in the process of putting together the FAQ material published so far, and putting it up on the Foundation website.  In addition, we’re starting a new round of FAQ entries next week.  If you have questions you would like the Foundation to include in the FAQ, please send them to us!

Next week: Is there an “official” Tekumel roleplaying game?

Inimical Races Kickstarter Ending Sunday

Just a quick reminder that the latest Kickstarter by Jeff Dee to draw the inimical and aquatic creatures of Tekumel is ending this Sunday, January 27th, 2013.  Supporting Jeff helps ensure that there are great new illustrations for the world of Tekumel – and will contribute to his work for his new RPG, Bethorm.  If you haven’t seen what he’s been doing, check it out by clicking here.

The Inimical Races drawn by Jeff Dee

Boosting the signal about a new project from Jeff Dee: the Inimical Races of Tekumel!  Jeff has a new Kickstarter project, and the Foundation is very happy to help spread the word about this.  From the Kickstarter announcement:

This project is the 10th installment of my ongoing series of projects to re-visit or re-create artwork from early tabletop role-playing games. Last time, I revisited seven illustrations I did in Professor M.A.R. Barker’s article, “Legions of the Petal Throne Painting Guide” in Dragon Magazine Issue 6 – and I also created eighteen brand new drawings of underworld creatures who didn’t get ’em in the original Empire of the Petal Throne rulebook.

This time, I’m returning to EPT and creating new illustrations for the inimical nonhuman races from that game (minus the Ssú, who were covered in my previous project).

You can find out more about the Kickstarter project from clicking HERE.

Five Questions with Howard Fielding

A priest preparing to make sacrifice

A priest of Durritlamish preparing to make sacrifice.

Howard Fielding produces truly amazing miniatures for Tékumel.  You don’t have to take our word for it: just go visit the website for The Tekumel Project, and see things come to life through 28mm cast figures.  Here is a modest introduction to the man running the foundry:

Tell us a bit more about yourself – who is the creative spark behind the Tékumel Project?

My name is Howard Fielding. I started out in the “rag trade” [ed. garment industry] then went back to college for computers studies and did a few years of IT Support before deciding that was like being on a learning treadmill all the time. After that I worked as an Industrial Analyst auditing Aluminum Extrusion plant and Aluminum Scrap Recycling facilities in North America and the EU. Currently I am employed by the Department of Defense. I have a business partner but I think he would prefer to remain anonymous.

What is the Tékumel Project, and how did it start?

The Tékumel Project is devoted to producing 28mm scale miniatures for MAR Barker’s World of Tékumel. It started back in 2005, if I have my dates right. I had corresponded via email with the Professor about 3D Poser computer graphics for Tékumel but that didn’t come to much. I did get a preliminary 3D mesh of a Yan Koryani Khil done but it still needs tweaking before its perfect. Anyway, I had a previous association with Nic Robson of Eureka Miniatures as a customer and a sponsor for some of his “100 Club” figures. It occurred to me that we might be able to do a range of Tékumel-related military figures. The idea was that my business partner and I would commission the “greens” and Eureka would handle the manufacturing and sale of the range. Without going into the details, I approached Nic about the idea and he agreed. I then approached the Professor got his permission to go ahead.

The project started as a military-focused range. It has changed a bit over the years. One thing I found was that everything took so long to accomplish. Part of that is my fault, I admit but some was just fitting into the schedule of the sculptor and manufacturer who, of course, had other things to make and do besides our stuff. I think it was 2007 or 2008 that I decided to try going it on our own. I started investing more heavily in sculptors and artists to try and get ahead of the production – so we would always have something ready to come out. Of course, this also meant we had to purchase the molds from Eureka and this has taken a while to do – primarily because I was focused on “moving forward.”

We’ve made some good progress. Our ranges now include civilian and role-playing subjects as well as combat units. We have a pool of 7 or 8 sculptors who have done, are doing, or are scheduled to do stuff for us. We have resin models as well as metal figures – and more recently we have creatures made through the 3D printing process (though not yet in general release.)

We formed the Tékumel Club and enjoy the support of many loyal Tékumel fans. They provide vital financial and moral support, as useful suggestions and comments which we do or best to take into consideration. Some have even “sponsored” legions! In return we try and provide the most authentically Tékumelani miniatures that we can. The have been Tékumel miniatures in the past. Our goal is to provide a broader range. More poses. Better sculpts. Subjects that haven’t been done before. If I had the money we would strive to recreate all aspects of Tékumel in miniature! 🙂

How did you get interested in the World of Tékumel?

I first encountered Tékumel via the “Battle of Ry” account that appeared in the March 1976 issue of Wargamer’s Digest. I was hooked! Later I spotted Swords and Glory on the shelves of Fandom II, Ottawa’s premiere gaming store, and as soon as I realized what they were I snapped both parts up immediately. I think about the same time the Man of Gold came out. Unfortunately at that time I didn’t know about the other Tékumel publications, and living in Kingston, Ontario, in the age before the Internet and email one was pretty cut off from the hobby. In 1991 I started wargaming regularly. I picked up any Tékumel product I could find. With the advent of the Internet I started following things online until eventually I ended up in email correspondence with Professor Barker himself.

What has been your biggest success so far with the Tekumel Project?

Not sure. What does “success” mean? I like that we finally got the Ahoggya released, and am very excited by the upcoming Swamp Folk and Tinaliya, which have never been made in miniatures before, IIRC. Certainly not the Swamp Folk anyhow. I think my favourite releases have been the “Puppet Master” vignette and the “Sacrifice” set – and the new Qol palanquin which is really, really cool!  The puppet master is based upon some art by Dave Maggi – one of the few artists who really “gets” Tékumel, while the sacrifice set is based upon art from the original Empire of the Petal Throne role-playing game. Both sets really capture their subjects I think and I’ve always liked to have “entourage” for my table-top games. Cows in the fields, baggage, civilians to get in the way, that sort of thing. I envision our figures being used in both pure set-piece battles and also table-top skirmish games set in a market place or temple precincts. I’m working on a scenario inspired by the tale of the 47 Ronin. Its tentatively called “the Vengence of Grai” and involves an assassination attempt on Karin Missum by survivors of the Grai massacre. It would basically be an assault on a pleasure palace owned by the general…

What do you hope to do with the Tekumel Project in 2013?

Lots and lots of stuff. Bring over the rest of our molds from Eureka and put them back into production. Get our huge (and I mean huge) backlog of unreleased miniatures into production. Release the Swamp Folk and Tinaliya – both are on the verge of release. For the Swamp Folk it is the start of a more expansive range, while the Tinaliya are pretty much complete. I just took receipt of a 50lb box of Qol, constituting the the completion of that range. Ssu and Pachi Lei are planned plus about a dozen legions have been commissioned. As always, everything takes so very long to come to fruition! 😦

The original, as done by Prof. Barker, and published in Empire of the Petal Throne.

The original, as done by Prof. Barker, and published in Empire of the Petal Throne.

Five Questions with Peter Gifford

peter

Peter Gifford, graphic designer and creator of the Tekumel.com website

While many people have visited the visually stunning Tekumel.com website, only some of them are aware of who put it all together, Peter Gifford.  We thought it would be a good idea to get to know the graphic design wizard behind the curtain:

Who is the fellow behind the Tekumel.com website?

An Australian graphic designer, working freelance under the name Universal Head (www.universalhead.com) for almost 20 years. I recently left the city of Sydney and moved to New Zealand, where I’m having a great time rediscovering the great outdoors.

On top of my usual commercial work – websites, branding, packaging etc, I occasionally manage to combine my two main interests by designing graphics for boardgames like Tales of the Arabian Nights, Ninjato and Aztlan. I’m also known among gamers for creating hundreds of boardgame rules summary sheets, which you can find at my blog site, http://www.headlesshollow.com. And I’ve played drums in lots of bands over the years.

In 1997 I rediscovered Tékumel after a long absence and, as a personal project, decided to create a professional-looking website celebrating Professor Barker’s creation. It eventually became the ‘official’ site and I had the honour of exchanging emails with the Professor and getting to know the Tékumel community. The site has been redesigned several times and, despite the occasional long hiatus, is still expanded and improved now and then.

How did you originally get involved with Tékumel?
In the distant, murky past – 1978 to be exact – I was in my first year at high school and walked into the library to see a couple of guys sitting at a table rolling some funny-shaped dice. After walking back and forth a few times I finally asked what they were doing, and one of them answered “this is a game where you make up your own game.” It was Empire of the Petal Throne. With the occasional lapse, I’ve been playing role-playing, board and miniatures games ever since – though, funnily enough, no Tékumel-based games since those very early days.

What intrigues you the most about Tekumel?
As a young person first discovering Tékumel it was the exotic scripts, the weird nonhuman races and monsters, and some of the other things we all associate with Tékumel – the underworlds, impalement, Sakbe roads, the Ssú, Eyes, the Petal Throne … actually, now I think about it, all those things still intrigue me! Tékumel has an imaginative weight, a remarkable sense of alternative reality, that is incredibly rare among creations of fantasy.

You’ve done a lot of creative work on the web and elsewhere – how has that shaped your approach towards envisioning Tékumel?
I approached the design of the site the same way I would any professional project – I wanted it to be beautiful, useful and well-designed – but in this case I also had the luxury of doing exactly what I wanted visually. It was also in the early years of the internet and games like Myst and Riven, and there was a real feeling of excitement around creating ‘worlds’ on the web. I tried to capture my own vision of Tékumel in the site’s graphics – the textures, the logo, some interactive graphics in the original version of the site – and fortunately I travelled to India around that time and took a lot of photos of textures. In fact I remember seeing a sign one night in Varanasi that I could have sworn was in Tsolyáni! Those photos informed a lot of the design choices, as have subsequent travels to South America, Mexico and Morocco (you can find my travel diaries at www.petergifford.com), and some excellent contributions by a few professional illustrators.

Strangely, no one has ever asked me what the object is next to the main logo. It’s a portable communication device I designed for a computer adventure game proposal many years ago, but it just ‘felt’ right to be reused on the site.

If there is something new you would like to do for Tékumel, what would it be?
I’d love to get more professional illustrators visualising Tékumel. I think that one of the problems people have with approaching Tékumel is that there are too few high quality illustrations that really capture its unique atmosphere. As wonderful as all the descriptions are, most people respond much more quickly to visuals. A few good conceptual designers need to get involved creating images exploring the world in the same way John Howe and Alan Lee have explored Middle-earth.

Oh, and I’d really love to design an Empire of the Petal Throne boardgame. I must get to work on that!

Thanks, Peter!

FAQ: what does “Approved for Tekumel” mean?

What does “Approved for Tekumel” mean?  Material produced by Prof. Barker during his lifetime, and material created by others which he specifically authorized, is considered canonical.  The Tekumel Foundation will authorize new material that passes review as “approved for Tekumel.”  “Approved for Tekumel” means that the material has been examined and critically reviewed to ensure that it fits into the World of Tekumel.  The Foundation will approve material that is of high quality and is consistent with Prof. Barker’s own vision.

How do I submit my material for review and possible approval?  Generally speaking, if you would like for your material to be labelled as “Approved for Tekumel” you will need to send it to the Tekumel Foundation for critical review.  There is a distinction made between non-commercial “fan” publication and for-profit publication – you can find out more about that here.  If you intend to produce something for sale, you should first send a letter of inquiry to the Tekumel Foundation (more details about how to do this here).  For larger projects it may be necessary for the Foundation to review a draft or complete business plan.

FAQ: What is the Legacy Line?

What is the “Legacy Line?”  The “Legacy Line” refers to all previously published game material for the World of Tekumel.  This includes roleplaying games, such as Empire of the Petal Throne and Swords & Glory, source material such as S&G Vol. I: the Tekumel SourcebookThe Book of Ebon Bindings, The Tsolyani Grammar, and games such as War of Wizards.  It also includes miniatures related material such as Deeds of the Ever-Glorious, Armies of Tekumel Vol. I-VI, and related materials.  It is the intention of the Foundation to continue securing the rights to previously-published game materials and make them available once again.  Unfortunately there may prove to be some situations in which this is not possible.

How does the Foundation plan to republish old material?  Currently, the Tekumel Foundation has over thirty items available as PDF downloads through DriveThruRPG.  The Foundation is working to scan and prepare previously published materials and expand the line at DriveThruRPG.  In some case, the Foundation may decide to update old materials with higher quality art and/or updated material to maintain quality and consistency with other products.  When this happens, the updated material will be clearly marked as such.

What about print copies of old material? The Foundation is working to convert PDF files to print-on-demand (POD) format, allowing Tekumel fans to obtain physical as well as electronic copies of their favorite items from the past.  As new POD products are made available, we will make sure that Tekumel fans get all of the necessary information to order them.

Five Questions with Jeff Dee

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Jeff Dee, artist, longtime Tékumel fan and co-author of Béthorm, a new rpg for Tékumel.

As part of the Foundation’s efforts to keep Tékumel fans aware of newsworthy events in the Five Empires, we had a chat with Jeff Dee recently.  Here’s what he had to say:

1) So who are you? As impossible as it might sound, not all Tékumel fans know who you are.
I got my start in the games industry at TSR Hobbies in the late 70’s, doing illustrations for early AD&D books and many other game lines that TSR published at the time. But I’ve always been both an artist and a game designer. I co-authored Villains and Vigilantes (V&V), the first complete superhero RPG ever published, in 1979. After that I did a lot of freelance illustration for a wide range of different games, such as MegaTraveller and Space: 1889 from GDW, West End’s Star Wars line, and so on. I eventually wound up in computer games, first as an artist on the Ultima line from Origin, and later as lead designer on the Sims: Castaway Stories. I’m happily back in tabletop RPGs now. Jack Herman and I re-released Villains and Vigilantes, and I also operate my own small publishing company called UNIgames.

2) How did you get interested in Tékumel?
My eldest brother Dave introduced me to D&D shortly after it was first published. We lived just ½ hour south of Lake Geneva, so we made frequent trips to TSR’s Dungeon Hobby Shop to check out all their latest games – including Empire of the Petal Throne when it came out. I was immediately mesmerized by the artwork and the Tékumel setting; EPT was my go-to game during those early years. In fact when Jack Herman and I met in high school, and decided to try to make a superhero RPG, our first experiment involved writing up stats for Spider-Man and the Human Torch for EPT – and making up new rules to handle their powers. Few if any EPT mechanics made it into V&V (a d100 scale with 50 being average for normal humans isn’t very convenient for a superhero game), but Tékumel remains my absolute favorite fantasy RPG setting.

3) What is UNIgames? How did it get started?
My partner, who goes by the name Talzhemir Mrr (and is the co-creator of Furcadia – the world’s longest continuously-running MMO) was looking for a small, powerful RPG ruleset and thought that a 2d10 roll would make a solid foundation. She asked me to do the initial development, and that became the core of our Pocket Universe game system. We formed UNIgames to publish it, along with two game settings for it. Quicksilver is our fantasy RPG which features psionic ‘magic’, light horror, and the metal ‘quicksilver’ which is used to create custom magic items. Teenage Demon Slayers is an RPG inspired by Buffy the Vampire Slayer. Our latest game is Cavemaster – a caveman RPG featuring a Paleolithic game system that uses handfuls of rocks instead of dice.

4) What’s Béthorm?
Béthorm is UNIgames’ upcoming conversion of Swords & Glory and Gardasiyal to the Pocket Universe game system. It’s a tragedy that Professor Barker’s own Tékumel games never received proper support, making it that much more difficult for new players to discover Tékumel. Our goal with Béthorm is to get Tékumel onto a stable platform, which we can keep in print and support with adventures and expansions.

5) What do you plan to do next, as far as Tékumel is concerned?
We’re in negotiations with the Tékumel Foundation to select a region within Tsolyanu that we can develop as a campaign setting. Sourcebooks and adventures set in that region will follow!

Thanks, Jeff!

 

FAQ: What is the Tekumel Archive?

Barker Archive-Horus

An Egyptian god miniature in Prof. Barker’s Tekumel collection

What is the Tekumel Archive? The Tekumel archive includes all of the materials created by Prof. Barker during his lifetime that are related to the world of Tekumel.  This includes, but is not limited to, all of the games and fiction related to Tekumel, such as:

  • Games: War of Wizards, Empire of the Petal Throne as published by TSR, Inc., Swords & Glory, Gardasiyal and the Adventures on Tekumel series, and Tekumel: Empire of the Petal Throne from Guardians of Order.
  • Fiction: Man of Gold, Flamesong, Prince of Skulls, Lords of Tsamra, and A Death of Kings, as well as The Book of Ebon Bindings.
  • Miniatures game materials: Missum!, The Armies of Tekumel, vol I-VI, and Deeds of the Ever-Glorious.  Other related materials include works written by other authors, such as Legions of the Petal Throne and Qadardalikoi.

The Tekumel archive also includes a range of three-dimensional materials related to the World of Tekumel:

  • Prof. Barker’s miniatures collections, including armies of Tekumel as well as armies for Ancient Egypt, the Medieval era, and the Valley of the Four Winds.  There are a range of role-playing related miniatures, as well.
  • The globe of Tekumel, showing the Five Empires and surrounding areas in the northern hemisphere of the planet.
  • Artwork of various kinds, some of it already presented as part of other Tekumel-related publications.
  • …and the magnificent Temple of Vimuhla, now in need of restoration work.

There is much more besides this, as well.  In truth, an entire catalog of the materials in the archive would take many pages to complete.  One of the major tasks of the Tekumel Foundation is to preserve this material and make it available to the gaming and general public to heighten awareness of the World of Tekumel.

Are there materials in the archive that have not been published, as of yet? Yes.  The precise extent of these materials is not yet defined, but current estimates range towards several thousand pages of manuscript materials in print form, more thousands of pages stored on computer media (and being backed-up for safekeeping, too!), and many boxes of other materials.  As time progresses, the Tekumel Foundation will be working on releasing new material from this part of the archive.  The “voice” of Prof. Barker will be with us for many years to come, as it will take some time to properly edit and present even some of the “hidden gold” now stored in the archive.

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