Let's hear from my leaden alter ego, eh?
"Well, let's see; I should mention at the start that I am a Tenth Circle Military Sorcerer of the Temple of Vimuhla, Lord of Flame and War. I was rolled up in early 1976, using EPT as the rules. In EPT, I am off the charts as these only go to Ninth Circle - I got the impression that the Professor didn't expect any of us to live long enough to go any higher."
"I hate to be the one to have to say this, but there is none of what you'd call 'magic' on Tekumel. There is no divine or arcane magic; it's all technology of the Ancients. When I 'cast a spell', I reach through the Skin of Reality to tap the energies of the Planes Beyond; what I do with my vocables and gestures, glyphs and incense, etc., or with my concentrations is to replicate the 'circuit boards' of the Ancient technology that is used in devices like the Eyes or the tubeway cars."
"Likewise, 'summoning a demon' is nothing like what the mages of your world try to do; in my world, I reach through the Planes of Reality to contact other beings, and bring them to my bubble universe to get something done. I myself, for example, regularly got 'summoned as a demon' to the odd world of Blackmoor by the Elven mages I knew in order to get things done for them. (I wish they'd called first; I was in the bathtub.)"
"When I use my skills, I serve as the 'software' / 'hardware' / 'wetware' for using the energies I draw upon. Eyes do the very same thing, but in a much more handy form for non-priests."
Right, then. I'll let you in on one of The Big Secrets Of The Game Industry: Tekumel, at least as practiced by one Firu ba Yeker / M. A. R. Barker, is not a 'fantasy role-playing game'. It's a game setting in a 'Sword and Planet Romance' universe, and the technology is what is doing all the work. No divine (the 'gods' are simply more advanced beings then we are), no arcane, no Vancian magic - it's all Sir Arthur's Third Law: "Any sufficiently advanced technology is indistinguishable from magic." The Lords of Humanspace were absolute masters of energy and matter, and could control anything.
The 'magic' description in EPT came from Gary, who felt that the gamers of the time (1975) would not be able to deal with a 'pure' SF RPG; he felt that calling it 'magic' would make it more accessible to the gamer audience. In effect, EPT paved the way for Metamorphosis Alpha at TSR. (Likewise, Gary asked that the Stability/Change thing be changed to Good/Evil, as he thought that the former was going to be too subtle for gamers to handle.)
When technic civilization on Tekumel collapsed, the various sages figured out ways to continue to tap other-planar energy through rituals and such; simpler 'spells' are those called 'psychic', and can be done by simply thinking about them; more elaborate ones are 'ritual', because you need to have 'ingredients' to make them work.
As a military sorcerer, I was unique amongst Phil's players - I have a very limited spell corpora. I do not have many of the usual spells that most players have. On the other hand, I do have what would have been the 'M series' spells in S&G if Phil had included them - the very powerful battlefield spells that mean that I am a pretty potent weapon in a one person package. It also means that I am a very high-value target for foes, and I tend to attract a lot of incoming attention. Hence the steel armor, which is a weapon in it's own right.
As a player-character, I am actually pretty useless in most adventuring parties. In effect, I am what I think is called a 'tank' in the RPG setting, and I am pretty good at melee combat. Give me a little fighting room, and some energy to manipulate, and I can do some pretty Big Things...
Does this help, or have I made things worse?
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