Showing posts with label Blogging A to Z. Show all posts
Showing posts with label Blogging A to Z. Show all posts

Friday, April 18, 2014

C is for "Command and Colors"



"Command and Colors" (yes, I know it's spelled wrong, but it is an American game so one has to make allowances) is a boxed Ancients "block" game published by GMT. It is a boardgame - though it doesn't require a board - and a wargame all rolled into one. It is set in around the time of the Punic Wars. There is a fantasy variant called "Battlelore" and there is a Game of Thrones version which I have to say I didn't care for at all. I can't even recall the name. I owned it briefly but quickly dumped it at the next Flea Market. C&C and Battlelore are keepers, however. C&C more so than BL.

You can download the rules for C&C from the GMT website.

As I said, it is a boardgame - there is a board with a hex grid used to manage movement and you add terrain using separate tiles to overlay portraying woods, rivers, hills and towns. And it is a block game in that it comes with wooden blocks in the appropriate colour for each side and with sheets of stickers with pretty pictures of the units represented on them.

I don't usually play using the board, however. I prefer to play it on a full sized wargames table with 28mm figures. I don't bother with hexes. All references to "hex" in the rules I substitute with 6". So if the rules say a unit moves 2 hexes, then that means 12". Maneuver is simple. As hexes somewhat negate the concept of flanks - it is assumed, I think, that units always turn to face the enemy - then one doesn't have to be too particular when moving your troops on the tabletop. As long as they only move 6" or 12" that is fine, and you can wheel or position them as you like.

The only thing you might have to consider is different sized bases for different units. You want to ensure that in the tabletop version that no more units can attack a single unit than in the original rules. No need to rebase; just don't allow a bunch of small units to pile onto a single opponent.

One of the best things about the rules are the command cards. These simulate the problems of command that may not be apparent to the player. Annoying for those who like to micro-manage their armies down to the last millimeter of movement or angle of facing. For myself, I think it's great. I think it is a step towards putting you on the table rather than lording over it. It means your "perfect" plan can be foiled by bad cards - ie. poor communications and obstinate subordinates. Just the sort of things that happened to real generals! :-)

I think the main thing that some people dislike about the rules is that it doesn't matter how heavily armoured you are - the chance to hit is still 1-in-6.  And I am not sure "dislike" is the correct word. Maybe people just find it odd. Shouldn't they be harder to hit? The rules go about differentiating the heavy/"battleline" infantry from the rest in a different way.

I mean, the "heavy" infantry - those that would be heavier armoured and meant to fight in the main battleline - they get 5 dice when they attack in open ground, and hit on "swords" as well. It is like arriving at the correct balance by coming in the back way. With 5 dice hitting 1/3rd the time they are pretty deadly. Medium infantry might hit on swords but get less dice, and light infantry get only 2 dice and only hit 1/6th of the time. It's like saying the chance to kill an armoured man is 1-in-6, unless you are properly suited for the purpose. Light infantry are not and medium infantry are only somewhat better. The differences between the troop types are accounted for, just not in the way people are accustomed to, is all.

In addition, it is easy to "dress up" Command & Colors with rules for Stubborn, First Strike (for pikes), etc.

Thursday, April 3, 2014

B is for Barbarian

I think wikipedia will back me up on this, that the Ancient Greeks believed everyone who was not Greek was a "barbarian". That is, an "uncivilized" person, brutish, rude, and uneducated.

Tsolyanu has its tribal groups: the tribes in the Gilraya and Chakan forests, the Kurt hills, the Kraa Hills and, I suspect, the Desert of Eyagi and in the marshy flats along Tsolyanu's southern coast. Some Tsolyani might think these peoples "backward" but I don't think they'd call them barbarians.

That term they would reserve for peoples like the N'luss and the Lorun. These are two related groups, taller than typical humans on Tekumel - much taller, in fact. Some N'luss stand over 7' tall.

You can see more about the N'luss here. And about the Lorun, here.

Tuesday, April 1, 2014

Sunday, April 14, 2013

L is for Lilsú Isle

For such a small piece of real estate we actually know quite a lot about Lilsú isle.

Here is a description by Professor Barker,  quoted from the Blue Room mailing list:

"Lilsú Isle is low, rolling, covered with rather pretty farms and estates
owned by magnates from Jakálla, the Káija Protectorate, and also from
Thayúri Isle. Most of these estates grow garden vegetables, fruits, and
crops for the markets of the other islands and also Jakálla. Nuts,
berries, Dlél-fruit, and other commodities bring in a lot of wealth.
There are only small port towns on Lilsú, too small to be marked on the
map. There is also a central ridge of scrub forest, where a few wild
animals can still be found. The island is about 90 Tsán east-west, by
30 north-south. There are no good all-weather ports, however, and when
storms come, the inhabitants haul their fishing boats and cargo vessels
out of water and put them into protected drydocks. This precludes larger
vessels, of course. There are also dangerous shallow waters and shoals
off the northwest corner of the island, which only a skilled pilot can
avoid. The island is technically under the governorship of Thayúri Isle,
but in fact it tends to be semi-autonomous, run by wealthy landholders
and business folk from Jakálla, Káija, and Thayúri Isle."

The island can be found on the map snippet in my last post - "K is for Káija and Kerunán".

K is for Káija and Kerunán


Excerpt from original Swords and Glory map, by MAR Barker

The protectorates of Káija and Kerunán are two territories that Tsolyánu seized from Salarvyá in 2029 A.S. and 2031 A.S. respectively, taking advantage of one of that country's intermittent civil wars. That was during the reign of the 55th Emperor, Gyésmu “The Iron Fist”. The current year depends upon when you set your campaign. The original Empire of the Petal Throne game was set about the year 2365 during the reign of Hirkáne Tlakotáni “The Stone Upon Which the Universe Rests”, the 61st Emperor. Subsequent events have advanced the timeline and some set their games during the reign of the 64th Emperor, following the recent  Tsolyáni civil war. Mirusíya Tlakotáni has taken the throne name "Resplendent Flame", in honour of Lord Vimúhla, the God of Fire.

Salarvyá has attempted to retake both protectorates on several occasions, most recently during the civil war, but has never achieved lasting success. Nevertheless, elements of Salarvyáni culture are interwoven with the daily life in the protectorates. The city of Sokátis is said to be "...more typical of a Salarvyáni city: carven gargoyles, ornate parapets, intricate bas-reliefs, and walls which slope up to the ponderous vaults and domes of its roofs." (Swords and Glory, by MAR Barker.)

A.S. = "After the Seal", meaning the "Seal of the Imperium" after the founding of the Second Imperium by the first Tlakotáni Emperor.



Saturday, April 13, 2013

J is for Jaikalór and Jakálla


Excerpt from original Swords and Glory map, by MAR Barker

Jaikalór and Jakálla are two cities on Tsolyánu's southern coast. I've blogged about Jakálla before over on the Tekumel Project blog...over here.

Jaikalór is not the metropolis that Jakálla is, but rather, a small city in Tsolyánu's Káija Protectorate. Both the city and protectorate were once part of Salarvyá and the Ebon Throne still covets them. Salarvyá lies to the south and east, on the far side of the Forest of Gilrayá whose flank the city is nestled under. It is described in Swords and Glory, as "...a flat, faceless town of shops, clacking cloth-looms, and the redolence of timber cut fresh from the Forest...", but with strong defenses built to defend against the non-human Hlutrgú who inhabit the Layóda Swamps.


The Legion of Lord Lángsha of Jaikalór is stationed in the city to provide for its defense.

Wednesday, April 10, 2013

I is for the Isles of the Excellent Dead


Not a physical location as such, but rather a spiritual one.

The Tsolyáni believe that the "Spirit-soul" - or Báletl - one of the Five Selves that make up every person, is the part that completes the final journey after death.

"It is this part of a being which journeys on after death to the Isles of the Excellent Dead and thence to the Farther Shores of the Paradises of Teretané. As it travels, the Spirit-Soul sheds its burden of identity and memory in order to be born anew upon ever more distant planes of consciousness."

The Tékumel Source Book, By MAR Barker

Tuesday, April 9, 2013

H is for Hlíkku, the City of the Mad God


From the Swords and Glory map, by MAR Barker

The city of Hlíkku is a closed city, its inhabitants devotees of the god known as the "Mad One of Hlíkku". The only written description mentions "irregular, curving walls and brown brickwork". Following the dictates of their god the residents wear no clothing within the city walls, except for gold earrings; outside the city they go clad in leather desert cloaks and use bone-tipped spears.

There is some debate over the nature of the entity known as the "Mad One": one of the Greater Demons? Pariah God? Or manifestation of one or more of the other gods? None know for sure, except perhaps the clergy of that city. What is known is that the city is a fertile location for the casting of magic, perhaps due to the presence of the their god; or perhaps the reason he is there in the first place. The priests still speak the ancient language of Tsáqw, a tongue often used for magical texts. 

Monday, April 8, 2013

G is for Gánga



Enterprising locals offer tours of the sunken ruins
of Éngsvan hla Gánga to wealthy Tsolyáni.


Gánga Isle is one of the islands off Tsolyánu's southern coast. In times past it was the seat of Éngsvan hla Gánga, "the Mighty and Powerful Empire"the Empire of the Priest-Kings. When the cataclysm raised up the northern lands (See "D is for Desert of Sighs") the southern coast of  Tsolyánu sank, drowning the capital and heralding the downfall of the empire. The star on the above map marks the location of the sunken ruins. 

F is for Fasíltum, Ferinára and Fénul



Eastern Tsolyánu

Fasíltum, the City of the Chiming Skulls, is the capital of a province of the same name in eastern Tsolyánu. It is a fairly large city located in some hill in the Desert of Eyági; where they get the water for a city of that size is the matter of some debate. Some speak of large cisterns and underground lakes below the city. Or perhaps aqueducts built into the sákbe roads? 

The city is the seat of the Vríddi clan, worshippers of Vimúhla, the Lord of Fire. The appellation comes from their practice of hanging the skulls of those executed from the battlements of the city walls. Here is a better post about the city over at Chirine's Workbench.

In contrast, Ferinára is merely a small town. As far as I know its only claim to fame is being the site of two slave revolts in the last century. Note that slavery is legal in Tsolyánu, being a common punishment for criminals and debtors - the other penalty typically being impalement. (Justice is swift and painful in Tsolyánu!) 

Another town, little Fénul, is just off the map clip to the east. A dusty frontier town, the word "fénul" means "where?" in the Tsolyáni language. You may well ask! ;-)

Sunday, April 7, 2013

E is for the Empire of the Petal Throne


The Empire of the Petal Throne, often abbreviated as EPT, is a role-playing game created by Professor MAR Barker way back in the early nineteen seventies of the millennium just past. It was published by TSR a little after Dungeons and Dragons. Tékumel is the planet on which the game takes place. Tsolyánu is the proper name for the Empire of the Petal Throne, a vast empire larger than modern day Europe that is ruled over by a God-King. The box cover is shown above. It depicts the city of Béy Sü, the capital of the Empire. My previous posts on Béy Sü can be found here...

Saturday, April 6, 2013

D is for Duh!

I noticed afterwards that I used the Desert of Sigh for my "D" post last year as well! Doh!

You can find that post here...

Thursday, April 4, 2013

D is for the Desert of Sighs


Excerpt from the Swords and Glory map, by MAR Barker
Each hex = 100 tsán (133 km)

The Desert of Sighs is on Tsolyánu's northern border. Here lies Milumanayá, a failed nation split between rival warlords in Pelesár in the west and Sunráya in the east. Nomadic tribes roam the wastes in between. Fiercely democratic, the tribes vote before undertaking any major action or decision - even the children are allowed a vote! The hapless traveler lost in the wastes might find their fate being put to a vote: whether given food and water or slain outright, the majority vote decides.

Beyond the desert lies Yán Kór, with the little nation of Pijéna to the west and Saá Allaqí to the east. Ages past this whole area was submerged as a shallow sea but a great cataclysm raised up the land. The Desert of Sighs is littered with old ruins that hint at the location of the old coastline. The red dot marks the "Harbor of Dusty Stones" - the site of an ancient coastal city. The red squares mark other ruined cities, that to the east also formerly on the coast. The red line marks the approximate line of an old Sákbe* road that followed the coast. This information comes from the Northwest Frontier Map Set, by Thomas Thompson and MAR Barker. Unfortunately, the gazetteer only covers the western end of the desert and so the full extent of the coast is unknown.

*a Sákbe road is a multi-tiered combination of road and great wall. Think "Great Wall of China" but with three levels. The lowest is wide and built for the common traffic; the middle level is for nobles and high ranking officials and the upper level is for Imperial Messengers and the like. The highest level is always built facing the frontier of the Empire. There are towers at regular intervals and fortresses at major cities. A model of a Sákbe road can be seen here. It is scaled for 28mm figures - the whole model is over 15' long.

The model was built as a special commission by Chris the Model-maker.

Wednesday, April 3, 2013

C is for Chéne Hó


Excerpted from the Gazetteer for the Northwest Frontier Map Set,
by Thomas Thompson and MAR Barker

Chéne Hó is a province and city in North Western Tsolyánu, south of the Átkolel Heights (see the letter "A" post from the two days ago.) It is described as having several walls, each inner wall higher than the last. How many walls is not stated. The Governor's Palace, major government buildings and the temples are within the innermost ring, as are the clanhouses of highest status clans and merchants. The other rings hold the clanhouses of the lesser clans, the markets and shops, descending in status towards the outer ring. The Foreigner's Quarter is located in the outer ring. While Tsolyánu in general tends to be hot, the climate in  Chéne Hó is "temperate", with only the summer months becoming very hot. I remember Professor Barker once describing it as somewhat like Montana...


Source: http://mamtapatel.wordpress.com/montana/

I take that to mean rolling hills and grasslands similar to the picture above. The only significant mountains however would be the Átkolel Heights and the low Chákan mountains to the Southwest

Tuesday, April 2, 2013

B is for Berenánga


Central Tsolyánu,
excerpted from the original Swords & Glory map,
by MAR Barker

The Beranánga plains to be precise. These are the wide, fertile plains that span central  Tsolyánu from the Kúrt Hills to the Desert of Eyági.  Note that each hex is 100 tsán (133 km) across. Here are two images of the plains of India and Nepal that I am sure would have inspired Professor Barker...




Source: http://www.downtheroad.org/India-Nepal-Subcontinent/Bicycle_touring_pictures/4Terai_Nepal/1Mahendranagar_Border_Pokhara_Terai_Nepal.htm

Monday, April 1, 2013

A is for the Átkolel Heights

The Átkolel Heights

Located in the North Western corner of Tsolyánu, the Átkolel Heights, are the most distinctive geographic feature of the area. The heights are the the remains of the cone of a gigantic volcano, dormant eons past. They are surrounded by steep cliffs on eastern, western and southern sides while in the north the feature slopes gently down to the surrounding landscape. The caldera of the volcano is now a lush valley with forests and lakes. The cliffs are largely inaccessible but for a cleft on the southern face known as Júmre's Ladder, a series of ledges that provide access of a sorts.

Note that the map scan is from the original Swords and Glory map, by MAR Barker, published by Gamescience in the early 1980's.

Monday, May 21, 2012

K is for Khíl



The Khíl is the stereotypical Yán Koryáni helmet. The Yán Koryáni wear other helmet styles of course, but this is the style most associated with Tsolyánu's foes to the North. It is a close-fitting pointed skullcap with a short, pointed visor,  round ear-pieces, and a mail aventail. A.row of fluted plates around its rim are its most distinctive feature. The basic form of the helmet varies considerably: the shape of the visor or ear-pieces changes; the height of the fluted plates and even their placement can be different on individual helmets; the aventail might be of chlén hide scales rather than mail. Sometimes the plates are roofed over with a flat cover; on others there is a central crest or the helmet point is taller and features a long plume of a variety of colours depending upon the wearer's city of origin.

The above illustration is by Kathy Marschall and is from the cover of a solo game-book by the late MAR Barker, entitled "Adventures on Tékumel, Part 2, Volume 1: Coming of Age on Tékumel." It depicts Yán Koryáni soldiers fighting with two Tsolyáni from the the Legion of the Searing Flame (stage right) and one from the Legion of the Lord of Red Devastation. I am not certain of the Yán Koryáni unit but I believe that they are from the Rüllá Gurék. I think the scene depicts street fighting just prior to the fall of Sunráya, which is one of the many threads of the book.

If you are at all interested in Tékumel then I highly recommend you hunt down these books. Part 1 is a thin booklet that deals with character creation, but Part 2 consists of three volumes which provide a wealth of detail and atmosphere about Tsolyáni society and places beyond its borders. I only wish there were more volumes! 


Wednesday, April 11, 2012

J is for Júmre's Ladder

The Átkolel Heights in north-western Tsolyánu are right on the border with Yán Kór. When the war started the Yán Koryáni seized the heights and advanced south around them on either flank only to be halted by hastily raised Tsolyáni forces. A stalemate occurred as both sides gathered their forces. When the Tsolyáni counter-attacked they found it necessary to take the heights to prevent the Yán Koryáni leaving a sizeable force in their rear.

The Átkolel Heights are the eroded cone of an ancient volcano of massive proportions. The caldera is a wooded area with a large lake surrounded by peaks that were the eroded sides of the volcano. The heights are easily accessible from the north, but from the east, south and west are surrounded by steep cliffs. The only access is a feature known as Júmre's Ladder; this is a narrow cleft about ten paces wide that ascends the cliffs from the south. The "ladder" is a series of rough terraces that resemble giant steps; each is about fifty paces deep and five or six feet high. The sides of the cleft are steep cliffs. The climb is long and arduous, made more difficult by the fact that the Yán Koryáni controlled the top third of the "ladder". Several attempts to force the passage failed before the heights were finally recaptured.

I is for Infantry

On Tékumel that is pretty much all they have if you discount the Hláka scouts. At least in the area of the planet occupied by the Five Empires we are familiar with. There is no cavalry, as few riding beasts were brought by Lords of Humanspace when the planet was terraformed and colonized. There are horses (and other riding beasts) on the planet - just not in the same hemisphere.

So warfare on Tékumel is an all-infantry affair, made a little more exotic by the inclusion of non-human legions made up of Ahoggyá, Páchi Léi, Pé Chói, Shén, the aforementioned Hláka, and Pygmy Folk. The infantry comprise a variety of troop types: the main forces consist of well armed and armoured heavy infantry - pikes and spears for the most part, but not exclusively so. These are supported by well armed but somewhat lighter armoured medium infantry, often spearmen or armed with halberds or two-handed swords. Missile support is provided by crossbowmen and archers. Light infantry skirmishers armed with bows, slings or javelins harass the enemy and provide blank security. War machines firing darts or stones are used in the field on occasion, or in siege warfare.

Tuesday, April 10, 2012

H is for Hrúgga

The personification of a Hero of the Age, Hrúgga is the epic hero of Tsolyáni legends. His legendary deeds are a model for modern Tsolyáni in many aspects of life...

In Tsolyánu the ideal gambler is polished and urbane; he has courage but is not foolhardy; he is generous but not ostentatious; and he is neither a “poor loser” nor a “poor winner.” “Noble” action is the keynote. The model is the epic hero, Hrúgga, who “won the world, the two moons, and half as much again” from the Goddess Avánthe – yet graciously continued to stake everything he had on each play until he had lost it all back again ‘because it is not seemly for a mere mortal to overmaster the everliving Gods.”

M.A.R. Barker, The Tékumel Source Book