recursal/Fanatic-Fandom huggingface dataset:
Hnálla Temple Spells

## Hnálla (Hn) & Drá (Dr) Generic & Temple Spells

Acceleration (Psychic:G) hasten

Aeriality (Psychic: G) Fly

(Dr) Apathy (Psychic: T) targets are apathetic to everything

Artfulness (P:G) increase competency in some skills

Ascertainment (Psychic: U,G) mind reading and telepathy

Benefaction (Ritual: G) restores Pedhetl

The Blessing of the Planes (Ritual: G) add to attacks & Saves

Comprehension (Psychic: G) universal linguistic translator

Demonology (Ritual: T) summon demons

Derangement (Psychic: G) madness and insanity

Domination (Psychic: U,G) control others

Doomkill (R:G) cloud of death

(Hn) The Fulguration of Imminent Grandeur (Ritual: T) fiery death

(Hn) The Globe of Distant Discernment (Psychic: T) sending out vision

Guarding (Ritual:G) anti-magic shell – caster can still cast spells “out-ward”

(Dr) The Hymnal of the Lord of Light (Ritual: T) light that repulses

(Hn) The Inimitable Defender (Ritual: T) resilient sphere

Inscription (Ritual: U,G,T) impress one spell onto an inanimate object for later trigger or release

Light and Darkness (Ritual: U,G) create light or darkness

(Hn) Metastasis (Ritual: T) teleportation

Mindbar (Psychic: T) blocks memories from being read

The Monument of Excellence (Ritual: T) barrier against all things

(Hn) The Negation of Instability (Ritual: T) dispel summoned creatures and illusions

(Hn) Peaceful Repose (Ritual: T) sleep peacefully

Perception of the Energies (Ritual: U,G) detect energies

(Hn) The Power of Ultimate Perfection (Ritual: T) banishment of Change

Reanimation (Ritual: G) transfer the dead into another corpse

Revivification (Ritual: T) raise the dead

(Dr) Risibility (Psychic: T) target(s) forget responsibility

(Hn) The Ritual of the Purified Sphere (Psychic: T) create hallowed ground

Semblances (Psychic: G) illusion that causes dmg

The Speculum of Retribution (Ritual: G) reverses offensive spells cast against caster

Tranquilisation (Ritual: G) calm the storm

Vallation (Ritual: G) wall of other-planar substance

Visitation of Other Planes (Ritual: G) open Nexus points

Warding (Ritual: U,G) anti-weapon and missile shield – physical attacks only
Temple Spells

## Tékumel  Spells

[Spell Name] (Psychic (P) OR Ritual (R): Universal (U), Generic (G), **Temple** (T))

Avánthe (Av), Dilinála (Di) Avánthe Temple Spells

Belkhánu (Be), Qón (Qo) Belkhánu Temple Spells

Dlamélish (Dl), Hriháyal (Hi) Dlamélish Temple Spells

Hnálla (Hn), Drá (Dr) Hnálla Temple Spells

Hrü'ü (Hr), Wurú (Wu) Hrü'ü Temple Spells

Karakán (Ka), Chegárra (Ch) Karakán Temple Spells

Ksárul (Ks), Grugánu (Gr) Ksárul Temple Spells

Sárku (Sa), Durritlámish (Du) Sárku Temple Spells

Thúmis (Th), Keténgku (Ke) Thúmis Temple Spells

Vimúhla (Vi), Chiténg (Ci) Vimúhla Temple Spells

Shaman (Sh) Shaman Temple Spells
The Amethyst Expurgation

T7:

3.85.2 The Amethyst Expurgation T7
**Temples: Hr¨u’¨u and Wur´u**
Level: 8
School: Abjuration
Prerequisites: The Amethyst Expurgation T3
Components: V, S
Casting Time: One minute
Range: Ninety feet
Effect: A five foot radius spherical spread
Duration: Instantaneous
Sends minor demons (similar to those summoned by
Demonology T8 and up)
devoted to Stability back to their own planes.

## References

1. ↑ Barker, M. A., & Cauley, N. R. (1994). Gardasiyal - Deeps of Glory Vol.2 - Sorcery & Spells (Vol. 2). Phoemoxville, PA, USA: Theatre Of The Mine Enterprises, Inc.
2. ↑ Clark, C. (2009, November 26). Tekumel Spell Lists. Calgary, Alberta, Canada: Self Published.
Sárku Temple Spells

## Sárku (Sa) & Durritlámish (Du) Generic & Temple Spells

Ascertainment (Psychic: U,G) Mind reading and telepathy

The Blessing of the Planes (Ritual: G) Add to attacks & Saves

(Sa) The Bulwark of Amber (Ritual: T) Regain Pedhetl

Demonology (Ritual: T) summon demons

Derangement (Psychic: G) Madness and insanity

Desiccation (Ritual:G) Shrivel body and remove all fluids

(Sa) Depuration (Ritual: T) Enchant copper armour to steel

Domination (Psychic: U,G,T) Control others

Enhancement and Debilitation (Ritual: G) Affect arms and armour

(Du) Entombment (Ritual: T) bury someone alive

(Sa) The Eradication of Veracity (Ritual: T) False history and hidden from scrutiny

Inscription (Ritual: U,G,T)  Impress one spell onto an inanimate object for later trigger or release

Guarding (Ritual:G) anti-magic shell – caster can still cast spells “out-ward”

The Hands of Kra the Mighty (Psychic: G) Invisible giant hands that can attack targets

(Sa) Hebetation of the Intellect (Psychic: T) Reduce someone's INT to 1.

Mindbar (Psychic: T) Blocks memories from being read

The Muniment of Excellence (Ritual: T) Barrier against all things

(Sa) Necrofacture (Ritual: T) Animate Dead

Necromantic Domination (Ritual: G) Control the undead – Mru’r, Shedra, etc.

(Du) Necrophobia (Psychic: T) Fear the dead!

Perception of the Energies (Ritual: U,G) Detect Magic

Prorogation (Psychic: G) Slow

(Du) Putrefaction (Ritual: T) target rots to death

Reanimation (Ritual: G) Transfer the dead into another corpse

Revivification (Ritual: T) Raise the dead

Sagacity (Ritual: G) Increase Int

Semblances (Psychic: G) Illusion that causes dmg

The Speculum of Retribution (Ritual: G) Reverses offensive spells cast against caster

Stealth (Psychic: G) ...

(Sa) The Summoning of the Spectral Hosts (Ritual: T) Summon Undead

Vallation (Ritual: G) Wall of other-planar substance

Vapour of Death (Ritual: G) Poisonous fog

(Sa) Vermiculation (Ritual: T) Worms of Death over an area

Visitation of Other Planes (Ritual: G) Open Nexus points
Avulsion of the Spirit-Soul

A-vul-sion (noun):

* the action of pulling or tearing away.

## References

1. ↑ Barker, M. A., & Cauley, N. R. (1994). Gardasiyal - Deeps of Glory Vol.2 - Sorcery & Spells (Vol. 2). Phoemoxville, PA, USA: Theatre Of The Mine Enterprises, Inc.
2. ↑ Clark, C. (2009, November 26). Tekumel Spell Lists. Calgary, Alberta, Canada: Self Published.
3. ↑ Wizards of the Coast. (2003). Dungeons & Dragons Players Handbook 3.5 Edition. Renton: Wizards of the Coast.
4. ↑ Wizards of the Coast. (2014, August). D&D Players Handbook 5th Edition. Renton, WA, USA: Wizards of the Coast.
Yéleth

## **Androids and Gynoids for The Latter Times on Tekumel**

**-by Brett Slocum http://joyfulsitting.blogspot.ca/2015/06/androids-and-gynoids-for-latter-times.html**

An Android is an advanced mechanical construct originally built to serve humankind before the Time of Darkness. They possess artificial intelligence, human-form bodies, paper-white skin, jet black hair, black eyes, and all models are beautiful. Both male and female models exist, though female models are called Gynoids. A variety of models were constructed, including assassin's, household servants, sex toys, social companions, security guards, translators, diplomats, maintenance workers, spies, soldiers, and other purposes. In later eras, examples of androids and gynoids are the Yéleth  as well as The Alluring Maiden of Nga.

No new units have been produced in thousands of years, but since they were ubiquitous, many thousands still exist and function. Their bodies only have limited ability to repair without spare parts, so full repairs require old android bodies for scavenging. Over the millennia, androids develop quirks in their personality programming.

Androids have free will, except when they are bound by an Android Control Medallion, usually in the form of a piece of jewelry, a pendant, ring, or other object carried or worn. The wearer can control up to three androids, who will be completely loyal to their master. The control can only be broken by the master releasing control, destroying the medallion, or killing the master. Androids have been systematically destroying these medallions in an effort to free themselves from servitude, though they cannot act to harm their owner or the medallion while under its influence. By later eras on Tekumel, these control devices are very rare, and usually called The Amulet of the Governance of Yéleth. ​​​
The Five Empires of the World of Tekumel

Tekumel is a fantasy world with a history stretching back 60,000 years and more. Tékumel is based on the mythologies of India, the Middle East, and Mezo-America. It features large political empires that have existed for millennia, similar to Ancient Rome or China, numerous non-human races, horrific creatures, active god's, powerful magic, intrigue inside of intrigue, rigid social strata, and ancient advanced technology.

It is inhabited by humans of South Asian, Mesoamerican and Middle Eastern descent, plus a large variety of nonhuman intelligent lifeforms. The published game EMPIRE OF THE PETAL THRONE (EPT)  assumes that Tekumel is a lost colony of starfaring mankind; this may or may not be true in this campaign. In any case, the inhabitants aren't aware of the "lost colony" theory.

The Five Empires, huge, tradition-bound empires with medieval levels of technology vie for control using magic, large standing armies, and ancient technological devices, occupy a large portion of the northern continent. These five human empires (Livyánu, Mu′ugalavyá, Salarvyá, Tsolyánu, Yán Kór), along with various non-human allies (Ahoggyá, Chíma, Hegléth, Hláka, Hlutrgú, Ninín, Páchi Léi, Pé Chói, Shén, Tinalíya) who are descended from other star faring races, vie to control resources, including other planar "magical powers" and ancient technology, as they vie for survival and supremacy among themselves as well as hostile and other non-human races (Hokún, Mihálli, Nyaggá, Urunén, Vléshga).
Benefaction

## References

1. ↑ Barker, M. A., & Cauley, N. R. (1994). Gardasiyal - Deeps of Glory Vol.2 - Sorcery & Spells (Vol. 2). Phoemoxville, PA, USA: Theatre Of The Mine Enterprises, Inc.
2. ↑ Clark, C. (2009, November 26). Tekumel Spell Lists. Calgary, Alberta, Canada: Self Published.
3. ↑ Wizards of the Coast. (2014, August). D&D Players Handbook 5th Edition. Renton, WA, USA: Wizards of the Coast.
The Azure Scarab

T6: As above, but the gem lasts 1 week and
takes 12 hours to prepare; after it expires the caster can use no other magic
for 1 week

T8: As above, but the caster can store 2
days points within the gem; preparation time is 48 hours, and the caster must
refrain from magic for 2 weeks.

T10: As above, but the gem can hold as much
as 3 days of psychic points. Preparation time is 72 hours. The mage cannot use
magic for 1 month. This spell cannot be Disenchanted (#5), it must expire
naturally; Duration: 1 month.

==== 3.98.2 The Azure
Scarab T6 ====
Temples: Ks´arul and Grug´anu
Level: 7
School: Evocation
Prerequisites: The Azure Scarab T4
Components: V, S
Casting Time: Twelve hours
Range: Personal
Effect: A small dark blue gem one-quarter inch
across
Duration: One week (six days)
The caster creates a small dark blue gem that stores
their unused spell slots
each day, up to a limit of their normal available
slots, permitting their use (in
addition to their normal spell slots) on later days.
Once the spell expires, the
caster can use no magic for one week (six days). If the
gem is disenchanted, the
stored spell slots are lost.

==== 3.98.3 The Azure
Scarab T8 ====
Temples: Ks´arul and Grug´anu
Level: 8
School: Evocation
Prerequisites: The Azure Scarab T6
Components: V, S
Casting Time: Two days
Range: Personal
Effect: A small dark blue gem one-quarter inch
across
Duration: One week (six days)
The caster creates a small dark blue gem that stores
their unused spell slots each
day, up to a limit of twice their normal available
slots, permitting their use (in
addition to their normal spell slots) on later days.
Once the spell expires, the
caster can use no magic for two weeks (twelve days). If
the gem is disenchanted,
the stored spell slots are lost.

==== 3.98.4 The Azure
Scarab T10 ====
Temples: Ks´arul and Grug´anu
Level: 9
School: Evocation
Prerequisites: The Azure Scarab T8
Components: V, S
Casting Time: Three days
Range: Personal
Effect: A small dark blue gem one-quarter inch
across
Duration: One month (thirty days)
The caster creates a small dark blue gem that stores their
unused spell slots
each day, up to a limit of thrice their normal
available slots, permitting their
use (in addition to their normal spell slots) on later
days. Once the spell expires,
the caster can use no magic for one month (thirty
days). This gem cannot be
disenchanted.

## References

1. ↑ Barker, M. A., & Cauley, N. R. (1994). Gardasiyal - Deeps of Glory Vol.2 - Sorcery & Spells (Vol. 2). Phoemoxville, PA, USA: Theatre Of The Mine Enterprises, Inc.

Clark, C. (2009, November 26). Tekumel Spell Lists. Calgary, Alberta, Canada: Self Published.
Clairvoyance and Clairaudience

**Circle 3 (5 Pedhetl)**: The caster creates an invisible sensor within range in a location familiar to them or in an obvious location that is unfamiliar. They can switch between seeing and hearing. Range: 1 mile (1.6 km). Duration: Concentration, up to 10 minutes.
**Circle 4 (6 Pedhetl)**: As above, but see in darkness. Duration: Concentration, up to 1 hour.
Control of Self

## EPT5e Spell

**Control of Self (Psychic:U)**

Universal

**Circle 2 (3 Pedhetl)**: The caster can switch between the effects below well the spell is in effect. Duration: Concentration, up to 1 hour.

* **Sró’s  Strength**. The target has advantage on Strength checks, saves, and their carrying capacity doubles.
* **Kurukú’s Grace**. The target has advantage on Dexterity checks & saves. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
* **Chlén’s Endurance**. The target has advantage on Constitution checks & saves. It also gains 2d6 temporary hit points, which are lost when the spell ends.
* **Mihálli’s  Cunning**. The target has advantage on Intelligence checks & saves.
* **Tinalíya’s Wisdom**. The target has advantage on Wisdom checks & saves.
* **Khéshchal’s Splendor**. The target has advantage on Charisma checks & saves.

**Circle 3 (5 Pedhetl)**: As an Action, the caster can perform a single physical or mental action without the chance of failure (ex. retrieve a memory, hold an object, hold your breath, maintain concentration, etc.). The caster cannot do the impossible, like know something they’ve never been exposed to or grow a limb.

### D&D 5e Equivalent Spells

1. ↑ Clark, C. (2009, November 26). Tekumel Spell Lists. Calgary, Alberta, Canada: Self Published.
Belkhánu Temple Spells

## Belkhánu (Be) & Qón (Qo) Generic & Temple Spells

Acceleration (Psychic:G) hasten

Aeriality (Psychic: G,T) fly

Ascertainment (Psychic: U,G) mind reading and telepathy

(Be) Avulsion of the Spirit-Soul (Ritual: T) remove soul of target

Benefaction (Ritual: G) restores Pedhetl

The Blessing of the Planes (Ritual: G) add to attacks & Saves

Demonology (Ritual: T) summon demons

Derangement (Psychic: G) madness and insanity

Domination (Psychic: U,G) control others

(Be) Etherealisation (Psychic: T) astral projection

(Qo) The Expeditor of the Skein of Destiny (Ritual: T) leap in time

Favouring (Ritual: U,G) additional health and vitality

Guarding (Ritual:G) anti-magic shell – caster can still cast spells “out-ward”

The Hands of Kra the Mighty (Psychic: G) invisible giant hands that can attack targets

Healing (Ritual: U,G) ...

Inscription (Ritual: U,G,T)  impress one spell onto an inanimate object for later trigger or release

Mindbar (Psychic: T) blocks memories from being read

The Muniment of Excellence (Ritual: T) barrier against all things

Perception of the Energies (Ritual: U,G) detect magic

(Qo) The Periplus of the Planes (Ritual: T) find Nexus point(s)

Phantasms (Ritual: U,G) create illusions which can fight, disguise caster appearance, etc.

(Be) Re-Embodiment (Ritual: T) insert a soul into a body.

Revivification (Ritual: T) raise the dead

Semblances (Psychic: G) illusion that causes dmg

The Silver Halo of Soul Stealing (Ritual: G,T) sends soul to Unending Grey

(Qo, Sh) Simulation of the Immovable (Psychic: T) disguise area

(Be) Spiritism (Psychic: T) speak with dead

Stealth (Psychic: G) ...

(Be) Transmogrification (Ritual: T) send people through a Nexus point

Tranquilisation (Ritual: G) calm the storm

Vallation (Ritual: G) wall of other-planar substance

(Be) The Viaticum of the Yellow Robe (Ritual: T) lay undead to rest.

Visitation of Other Planes (Ritual: G) open Nexus points
Minoru

Kanade - Master

Leon - Temporary liege

Harvey - Friend

> "*You really regard a foreigner such as myself that high? My, you guys are either really hopeless of truly desperate. Perhaps you should just lower your expectations before you get disappointed?*"
>
>

Minoru is a character in Laigos SaGa. He appears in Ulysses' scenario as one of Leon's closest servants, during the the Journey to the East Arc, as an adventurer searching for a sorcerer that slain his sister, and during the Dusk Lord Arc, still searching for the sorcerer.

## Appearance

Minoru has ebony hair with a headband. He wears the traditional robe wore by the *onmyoji*, the *shouzoku*. He doesn't wear the hat, though.

## Personality

An analytical youth with a myriad of odd beliefs even to his culture, Minoru believes no one can fully understand another's suffering. His role as an exorcist has him practice empathy by making people move on with their burdens by expelling the demons from their heart. He expects everything from his fellow man, rarely being surprised, or just pretending to be.

However, in a personal level, Minoru is distant and lonely as a result of his sister's death by the hand of his friend, Zior. He indulges in his musings about his place in the world with Harvey. Another of his beliefs is about the futility of defying the inevitable, and rather enjoys the prospect of dying at the attempt of having his revenge, which makes him come at odds with Harvey's idea of striving to survive. Minoru is still open to be proven wrong, as he is interested in the determination of those who attempt to futilely resist fate.

Funnily enough, Minoru is an uncharacteristic prankster through fibs, jokes and sarcasm. He plays the part when people slander him, picks on others' weaknesses, sarcastically scoffs praise and pulls pranks on his friends. However, his pranks aren't mean-spirited by nature, but they are perceived as truth by people.
Levels Of Gameplay

Professor Barker listed a number of levels of gameplay. Not to confuse these with D&D levels, we will call them campaign levels which can be used within each framework- as follows;

D&D play types- **Gritty Realism**, **Heroic Fantasy** and all these play styles can exist from 1-20 D&D levels depending on player-referee discussion.

### EPT play types

(similar and interchangeable to the above D&D)

#### Basic Campaign

Adventures in dungeons and remote areas which may end with retired characters taking over lands, or a fief, or some reward in the Empire.

#### Intermediate Campaign

Epic events are affected by PC's. Stopping a demon or full aspect of a malevolent god onto the world. Gaining higher social standings within the world at large. Many DDAL hardcover adventure have something the party is stopping from affecting the world. The party deals with things that affect the world. May end with players as lords and ladies, retired wizards, etc.

#### Advanced Campaign

Includes something the looks at inter-spatial geometry, philosophy and logic. Perhaps players are "changed", alien, or have an unusual talent or exceptional background. A background choice that affects the party, the world, and the planes beyond. The party deals with things that affect space\time, perhaps direct conflict between gods and the planes beyond.

### In his own words, here is the Professor;

"I thus put "Empire of the Petal Throne" out as "Introductory Tékumel." It deals with the contemporary situation, particularly in Tsolyánu.

"Intermediate Tékumel" might include localised planetary developments, such as the Undying Wizards, the College, and some of the "nearer" Planes Beyond.

"Advanced Tékumel" then could go on to treat the Further Planes, the struggles between the Gods (and certain of the Pariah Deities), the denizens of the Pylons, the stratagems and grand planning of forces on several sides, etc. etc. There could even be a "Post-Graduate Tékumel," but..."
Hrü'ü Temple Spells

## Hrü'ü (Hr) & Wurú (Wu) Generic & Temple Spells

Aeriality (Psychic: G) Fly

(Hr) The Amethyst Expurgation (Ritual: T) banishment of Stability

(Wu) Amorphia (Ritual: T) primeval chaos

Benefaction (Ritual: G) restores pedhetl

Comprehension (Psychic: G) universal linguistic translator

(Hr) Congelation (Ritual: T) freeze target

(Hr) Decorporealisation (Ritual: T) gaseous form

Demonology (Ritual: T) summon demons

Derangement (Psychic: G) madness and insanity

Desiccation (Ritual:G) shrivel body and remove all fluids

Domination (Psychic: U,G) control others

(Wu, Sh) The Eater of Souls (Ritual: T) create construct

(Wu) The Grey Hand (Ritual: T) waste into grey ash

Guarding (Ritual:G) anti-magic shell – caster can still cast spells “out-ward”

Inscription (Ritual: U,G,T) impress one spell onto an inanimate object for later trigger or release

Light and Darkness (Ritual: U,G) create light or darkness

Mindbar (Psychic: T) blocks memories from being read

The Monument of Excellence (Ritual: T) barrier against all things

(Hr) The Nightmare of Terror (Psychic: T) no rest

Phantasms (Ritual: U,G)

Prorogation (Psychic: G) slow

Reanimation (Ritual: G) transfer the dead into another corpse

Revivification (Ritual: T) raise the dead

Semblances (Psychic: G) illusion that causes damage

The Silver Halo of Soul Stealing (Ritual: G) sends soul to Unending Grey

The Speculum of Retribution (Ritual: G) reverses offensive spells cast against caster

Stealth (Psychic: G)

(Hr) Transfusion (Ritual: T) created phantasm

Vallation (Ritual: G) wall of other-planar substance

Vapour of Death (Ritual: G) poisonous fog

(Hr) The Vindication of Instability (Ritual: T) Hallowed ground

(Hr) Viscosity (Ritual: T) stone to mud

Visitation of Other Planes (Ritual: G) open Nexus points

Warding (Ritual: U,G) anti-weapon and missile shield – physical attacks only
Mu’ugalavyá

To the west the Empire of Mu’ugalavyá stands as Tsolyánu’s greatest rival.

1. Mu’ugalavyá are a centralised, bureaucratic oligarchy [a small group of people having control of a country, organization, or institution.]
2. Mu’ugalavyá favour the worship of Lord Vimúhla and their own god, Lord Hrsh.
3. Mu’ugalavyá covet the western Tsolyáni protectorates of Do Chaka and Pan Chaka.
4. Mu’ugalavyá are highly militaristic and make good soldiers.
The Antechamber of the Blue Room

T8: As above, but 1-6 multiple targets are
seized. These have 2 CR (2 rounds) to avoid the attack; a failed Save sends
them to the Antechamber. Diameter: 10 ft; Range: 180 ft; Preperation: 1 CR (1
round).

## Reference

1. ↑ Barker, M. A., & Cauley, N. R. (1994). Gardasiyal - Deeps of Glory Vol.2 - Sorcery & Spells (Vol. 2). Phoemoxville, PA, USA: Theatre Of The Mine Enterprises, Inc.
2. ↑ Clark, C. (2009, November 26). Tekumel Spell Lists. Calgary, Alberta, Canada: Self Published.
Tékumel Wiki

### Tékumel: Empire of the Petal Throne [EPT]

The world of **Tékumel**, the creation of Professor M.A.R. Barker, is an incredibly detailed science fantasy world which, to my mind, is easily the match of the creations of J.R.R. Tolkien, Frank Herbert or Stephen Donaldson. However, in comparison, Tékumel remains largely unknown and unexplored by the general public.

Much of the material posted will be from the Tékumel Archive's; Specifically, organization of items posted to The Blue Room - a mail list that Professor Barker regularly contributor to.

The Blueroom Archive

Newt's Blueroom Archive Searcher

This work is a Fan Publication, an unofficial work not approved for Tékumel. Tékumel, the Empire of the Petal Throne, and all related products and materials are protected by national and international intellectual property law. For additional information, please visit www.tekumelfoundation.org

**New to **Tékumel**? Try starting here!**

The Five Empires of Tékumel
* Tsolyánu: Empire of the Petal Throne [EPT]
* Livyánu
* Mu'ugalávya
* Salarvyá
* Yán Kór

Races
* Ahoggyá
* Hláka
* Páchi Léi
* Pygmy Folk (Nininyál)
* Shén
* Swamp Folk (Hegléthyal)
* Tinalíya

Religions
The Lords of Stability: The Tlomitlányal
* Hnálla: Lord of Light\Stability (Rulership)
	+ Drá Cohort of Hnálla; God of Indifference
* Karakán: God of War (War)
	+ Chegárra: Cohort of Karakán; God of Governance
* Thúmis: God of Knowledge (Learning)
	+ Keténgku: Cohort of Thúmis; God of Healing
* Avánthe: Mother Goddess (Love)
	+ Dilinála: Cohort of Avánthe; Goddess of Femininity and Women
* Belkhánu: God of Afterlife (Death)
	+ Qón: Cohort of Belkhánu; God of Protector of the spirit-soul.

Religions
The Lords of Change: The Tlokiriqáluyal
* Hrü'ǘ: Lord of darkness\ Ultimate Chaos (Rulership)
	+ Wurú: Cohort of Hrü'ǘ; God of the Underworld
* Vimúhla: God of Fire (War)
	+ Chiténg: Cohort of Vimúhla; God of Violence and Cruelty
* Ksárul: God of Secrets (Learning)
	+ Grugánu: Cohort of Ksárul; God of Sorcery
* Sárku: God of Death (Death)
	+ Durritlámish: Cohort of Sárku; God of Undead
* Dlamélish: Goddess of Hedonism (Love)
	+ Hriháyal: Cohort of Dlamélish; God of Debauchery and Greed
Friendly Species to Man

## Tékumel Humanoids & Cultures

Humans are the vast majority of the five great empires. Livyánu, Mu'ugalavyá, Tsolyánu, Yán Kór, and Salarvyá are ruled by humans and most of the smaller nations are formed and ruled by humans.

The Humanspace Empire was descended from peoples of the southern hemisphere of Earth who survived a nuclear war, so the humans of Tékumel are predominantly dark-skinned and dark-haired. Humans with fair skin and blue or green eyes are not unknown, but are rare and considered to be unlucky.

## Friendly Species to Man

### Ahoggyá

Four-armed and four-legged; radially symmetrical with eyes on all four faces. Live in swamp lands. Hate the Shén. The barrel-shaped Ahoggyá live in the swamps of Salarvyá.

### Hláka

urry winged biped with whip-like tails. Capricious and inquisitive. Sometimes employed by human armies as scouts. The flying Hláka live in the mountains to the east of Tsolyánu

### Páchi Léi

Reclusive arboreal jungle-dwellers that make good scouts. Friendly to Tsolyánu but hostile to the western empire of Mu’ugalavyá.  The asexual Páchi Léi live in the western forests of Tsolyánu.

### Pé Chói

Elegant insectoid forest-dwellers with a chitinous exoskeleton. Weakly telepathic, so they know when harm is done to one of their kind. Peaceable. A relatively common sight in the cities of the north-west and  western forests of Tsolyánu.

### Pygmy Folk (Nininyál)

The diminutive rodent-like Pygmy Folk live in northern Yán Kór.

### Shén

Saurian bipeds that prefer hot climates. Very belligerent. The reptilian Shén live south of Livyánu.

### Swamp Folk (Hegléthyal)

The aquatic water-loving Swamp Folk live in southern Mu'ugalavyá.

### Tinalíya

Small four-legged creatures with extremely logical minds. Few, and far away. The tiny Tinalíya live in northern Livyánu.

###
Artfulness

G2: As for G1, but allows a bonus of 10
percent. Duration: 20mins.

## References

1. ↑ Barker, M. A., & Cauley, N. R. (1994). Gardasiyal - Deeps of Glory Vol.2 - Sorcery & Spells (Vol. 2). Phoemoxville, PA, USA: Theatre Of The Mine Enterprises, Inc.
2. ↑ Clark, C. (2009, November 26). Tekumel Spell Lists. Calgary, Alberta, Canada: Self Published.
Vimúhla

Lord of Fire, Power of Destruction and Red Ruin, Maker of Thunders, All-Consuming One.

Vimúhla is the catharsis and the cleanser through the Flame. He would thus annihilate all matter and bring about the Final Conflagration, after which the cosmos must be reborn in the heart of the Flame, as Hrü'ǘ decrees. True victory is to he but an ephemeral, scintillating spark in the heart of the Inferno, then to know no more save the terrible burning joy of unity through annihilation.

He aids those who fight heroically and fanatically for Change, those who start conflagrations, and those who revel in destruction and pillage.

His usual depiction is as a coneshaped being with stylised flames in place of arms and legs, surrounded by black clouds shot through with orange-red lightnings. His symbol is a stylised flame. Vimúhla possesses 87 Aspects. His priests wear flame-orange robes, armour, and headdresses crowned with lacquered Chlén-hide flames. His priestesses are garbed in flame-orange skirts, collars of garnets and gold, and lighter coronets of gold with flame symbols engraved upon them. Both males and females leave their hair loose and unbound.

### Power Centres

In Tsolyánu, Vimúhla has two very powerful foci: the west, particularly Tumíssa, Chéne Hó, and Khirgár; and the east around the city of Fasíltum. He is also the most powerful deity of Mu’ugalavyá; his temples are wealthier, and his clergy receive certain preferences.

### Factions

The Temple of Vimúhla is partially controlled by the Incandescent Blaze Society, which urges violent action and intrigue but has little in common with the activists of the ‘Dark Trinity’ (Hrü'ǘ, Ksárul and Sárku) and instead sometimes collaborates with Karakán’s Sword of Righteousness Clan since both support military expansionism.

## Chiténg, Cohort of Vimúhla

The Cohort of Vimúhla is Chiténg: Lord of Red Spouting Flame, Drinker of Blood and Reaper of Cities. Known  as ‘The Parched One’ to Milumanayáni desert clans.

He is the patron of the armies of Change, the besieger of cities, and the overseer of torments.

He is depicted as a mighty warrior covered with lizard-like scales with a lizard’s head, often wielding his terrible two-handed sword, Bloodsong, which is his emblem. He has 20 Aspects.
The Brotherhood

The Brotherhood of Saint Timaeus is an organization of Mystics wanting to reclaim their lost territories after the Great Zeletenian War, which saw the fall of the Zeletenian Republic by the Empire. Currently, they claimed the cities of Kazas and Muspel, the former being their headquarters. Saint Timaeus, a Mystic converted to God is their revered figure for being one of the heroes who defeated Mythra in the Daskanian War, dying upon sealing the demon Phantasos. They are headed by Andreas, a distant descendant from the saint.
Laigos Wiki

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Drachenvalle

The Drachenvalle is a region in Laigos SaGa, vital in Richter's scenario and Salazar and Albert's side-stories. It is the name given to the uncharted region settled by those of the Dragon Clan in Dalkia and the arcadian island of Aglis. The Dragon Clan prevents everyone's entrance, resorting to lethal force if necessary.

Drachenvalle holds the largest concentration of lesser dragons and wyverns in both worlds (Laigos and Arcadia) due to its mountainous terrain. Powerful dragons also make their abode there, and their habitat makes it they don't need to level villages.

Deep at Drachenvalle is rumored to have the Stonehenge, leading to the mythical Dragon's Gate, which in turn leads to the land of the venerable dragons who would ravage the world if the gate is open. In reality, it houses the Pandora's Box, an artifact that grants the one who opens it their wish and is guarded by the true venerable dragons.

The dark dragon Blaiddyd opened the arcadian box and the mad scientist Aeolus opened the laigosian box, each to fulfill their twisted apocalyptical ambitions.
Orpheus

Hilda - Classmate and occasional friend

Orpheus is the main antagonist of Ophelia's scenario. Like her, his life's natural purpose is to kill Ophelia in order to fulfill his destiny as the ultimate sorcerer.

## Appearance

Orpheus has dark red eyes and wears a magenta coat with golden trims over a black undershirt and black boots. His natural hair color is silver, however, as he is not awakened, his hair is pitch-black.

## Personality

Unlike his clumsy and lighthearted sister, Orpheus is a focused and melancholic individual. He is someone that "passes an aura of misery", according to Isabella. He has an inferiority complex due to the fact he has a short lifespan and will never reach his full potential until he kills his sister, Ophelia. For this, Orpheus detests Ophelia in a personal level for being the one that denied him the right of living in his own terms and still maintaining her good disposition despite learning this truth.

He is naturally conditioned to fear and loath his sister, due to their life's goal of destroying one another, feelings she also reciprocates towards him. With such a fatalistic view of his life, Orpheus is unecessarily rude to others, actively calling out in others' ignorance in certain subjects or making arbitrary judges of character based upon his superficial thoughts.

As for his methods, Orpheus is ruthless, considering his desperation for the chance to free himself from the fate the arcadians thrusted on him. He is able to side with evil people and betray or ditch them without any guilt, as he claims he does it for his own survival. Few things are above him for the sake of his quest for freedom.

For him, the only person he cherishes is his mother figure, Galatea, who loved him despite his thoughts of being an inferior human being. The sole reason he abandoned Galatea was to make her forget him, a task he failed.

## Story

### Incident of Arcadia

Orpheus and Ophelia are the surviving twins from an arcadian project whose end was to make a human with two souls, thus enhancing their potential with magical abilities. However, until the children merge, they would have severely limited lifespans. Myron, a respected researcher who started the project, decided to put a halt into it due to being a way of eugenics. For that, he was slain by one of his pupils. This pupil tried to take the twins with him, but was stopped by his peer, Salazar. The destruction of Arcadia separated the twins.

### Cruel truth

Orpheus fell into Hylin, where he was raised by a beautiful, albeit blind woman called Galatea and enroll in the Hylian Magic Academia, where he would briefly befriend Hilda. Reading its library's books, Orpehus learns of the circumstances leading to his feelings of incompleteness, leading him to question his own humanity and fall quickly into despair, becoming the man he is today. Upon learning of his other half's whereabouts after his graduation in the Academia, Orpheus would skip the graduation ceremony and renounce Galatea's love, abandoning her in order to develop his powers and destroy Ophelia.
Holton

Unnamed sister

Holton is a character from Laigos SaGa. He is a major character in the Lord of Dusk Arc and a minor antagonist in Amethyst of Illusions. A high-ranking member of the Brotherhood of King Timaeus, Holton is committed to its leader until he learned that the Phantom was a product of his ordering and now seeks the one who slain him.

## Appearance

Holton has golden eyes, shoulder-length gray hair, and wears a brown cloak above a blue tunic.

Being a Mystic, Holton's skin is paler compared to humans.

## Personality

Holton is defined by his sincerest commitment to the ideal of restoring Zeletenia under a worthy king. He serves the Brotherhood for that sole reason, rather than accepting the ideals of hierarchy through beauty his fellow Mystics religiously follow.

Despite naturally calm, Holton is quick to be rude to those he nurtures antipathy, such as Lucretia on their first meeting. He is prejudiced towards humans, whom he deems to follow a "hack religion" or just try to imitate Mystics. Upon learning the Brotherhood was engaged in the creation of the Phantom, he became disgusted at them and defected to Lucretia at the first opportunity and tries to instate her as the new ruler of Zeletenia.

He keeps his family a secret in order to protect them from the Brotherhood and Kazas. They don't know of his membership to the Brotherhood, and he prefers to make it keep that way until Zeletenia is restored.

## Story

### Background

Holton was born in Kazas and eventually joined the Brotherhood upon reaching the age of 19. He quickly rose the ranks with his talent at swordplay and magic.

### Lord of Dusk

With the Phantom's death, Holton learned the truth behind his origins. Disgusted, he sought Lucretia in order to fill her in about the Brotherhood and his suspicions about the leader.
Mateus

Greham is a major character in Lucretia's scenario. He is an affable knight of Kazas, partnered with Holton. Being the scion of House Velios, Greham has ambitions to take the throne in response to Andreas' tyranny.

In fact, Greham is the main antagonist of Lucretia's scenario, being the one that orchestrated Tristan's transformation into the Phantom and Andreas' descent into madness.

## Personality

> "*Lord Andreas is nothing like he used to be... he knows full well Hell's denizens are empowered by this endless night. And... it makes this realm so bleak and morbid.*"
>
>

Greham presents himself as a charismatic gentleman to such point he managed to win over the hearts of Mystics and Humans alike, be they of the Empire or Kazas. Unsurprisingly, he earns support from various nobles and Mystic populations outside Kazas in his plan to overthrow Andreas, by displaying concern with his lord's goal to wipe out humans, and being vocal in condemning mistreatment towards Mystics in the Empire.

> "*Why do you hate me so? Because I gave your life a true meaning?*"
>
>

However, Mateus' true character is of a manipulative sociopath whose only goal is to create a story that he would call a masterpiece, trampling over the lives of anybody who is unfortunate enough to be caught in his schemes. As king of Zeletenia, he would incite wars between other kingdoms for his amusement and would also fabricate heroes and villains from birth in order to make his stories a reality.

Re-emerging as Greham, he relished in making Andreas mad and turning Tristan into the Phantom. However, Lucretia's survival was an unexpected plot twist to him, and immediately became obsessed in pitting the memoryless girl against the Phantom and then Andreas in order to end Timaeus' bloodline in a dramatic fashion.

His eloquent facade collapses during his fight with Lucretia at Ending A, becoming increasingly unhinged in his joy trying to emotionally break her into committing suicide to reunite her with the friends she lost during his mad fantasy. In his last moments, even though Mateus is proud of his masterpiece, still felt slight remorse to what he did to Lucretia, and accepts that his death will be the best outcome for him.

## Main Story

### Chapter 4

#### Lategame

##### Ending A

Upon being mortally wounded after the final conflict against Lucretia, Mateus accepts his imminent death contented he created the greatest masterpiece of his life and lived to see its ending. His final wish is for Lucretia to kill him to end the story, for both their sake.

##### Ending B

Since Lucretia wanted to regain her memories, all pieces of Thanatos' keystone were acquired by Andreas, which frustrates Greham, making him return to Solanna Keep and abandon Lucretia. Intercepting her at the keep, Greham delivers the truth to Lucretia and tells she outlived her usefulness, proceeding to attack her. The madman is defeated, and in his last moments dies content that, even though he won't be able to see the ending of the story he created, Timaeus' bloodline will be wiped out in the ensuing conflict between Lucretia and Andreas. Holton mourns his lost friend, despite everything he did.
God

God is the main object of faith of the Church of Laigos and the daskanians. In the Church of Laigos, God is the benevolent creator of mankind, offering wisdom and hope to His children. Being His children, mankind must capitulate to God's word, as a child listening to a father. For the daskanians, however, God is an architect of evil, dividing mankind into different races and cultures through the story of the Twelve Zodiacs to quell a possible uprising of mankind to retake their freedom. Such belief led the daskanians to create the Philosopher's Stone in the hope of one day destroying God.

After the disappearance of Daskania, the displaced daskanians who migrated to Laigos changed their view on God, spreading the word and converting many to their interpretation of the religion through their deeds. This work led to the creation of the Church of Laigos.
Saiyan

**Introduction**

**SAIYAN -** Super Saiyan’s descendents, expert at in *physical attack*.

Possible to pick gender before completing character creation. There are Male Saiyan and Female Saiyan types. Either are totaly same by other stats.

***Stats***

Strength type character. As on the right side picture shows the base stats after creation of Saiyan character:

* **Strength**: 64 (*Growth rate 1.2*) [Majin<same as Android class]
* **Spirit**: 41 (*Growth rate 1.0)* [same as Android class<Majin]
* **Stamina**: 462 (*Growth rate 1.0*) [Majin<Saiyan<Android]

* **Agility**: 54 (*Growth rate 1.0*) [Majin<Saiyan<Android]

Talent: **Strength:** increase certain amount of Strength by percentage (15%)

Main weapon STR type Fans. Possible easy "swap" of gear with support partners.

Best formation(in my opinion):

* 3support + Main + Vanguard

**Skills**

Below are the special skills that are available to the Taijutsu class. These skills can be obtained by spending S. Ability points in the S. Ability menu.
Правительство Севастопольской империи

Правительство Севастопольской империи — это ее исполнительный орган

## Канцлер

Канцлер или Верховный министр — глава правительства. Он назначает и снимает прочих Министров. Он наделен законодательной инициативой. Канцлер является фактическим лидером государства, так как его противостоянием с Сенатом реализуется принцип конкуренции во власти.

Канцлер выбирается на Всенародных канцлерских выборах на 4-летний срок.

## Министерства

Министерства — это органы, отвечающие за определенный аспект жизни в империи. Всего есть 15 министерств:

* Министерство экономики
* Министерство энергетики
* Министерство сельского хозяйство
* Министерство финансов
* Министерство труда
* Министерство транспорта
* Министерство здравоохранения
* Министерство образования
* Министерство науки
* Министерство по делам семьи
* Министерство экологии
* Министерство иностранных дел
* Министерство обороны

* Министерство внутренних дел

* Министерство юстиции

Каждым министерством управляет министр, который несет личную ответственность за его функционирование. Он может формировать состав министерства по своему усмотрению
Ophelia

>
>
> Ophelia
> -------
>
>
>
> ### Name
>
>
> Ophelia
>
>
> ### Age
>
>
> 21
>
>
> ### Sprites
>
>
>
>
>
> ### Class
>
>
> Magician
>
>
> ### Affiliates
>
>
> Unnamed parentsOrpheus - Brother, other half
>
> Salazar - Adoptive father and
>
> Rebecca - Adoptive mother
>
> Sigrid - Adoptive sister
>
> Sorento - Friend
>
> Lucian - Friend
>
> Richter - Friend
>
> Ulysses - Friend
>
>
>
>
>
>
> *Your hero is Ophelia, daughter of a renowed magician in the realm and beyond. She embarks in a journey in order to finish her tutelage and earn her much desired freedom.*
>
>
>
> - From the character bio
>
>

Ophelia is one of the three main characters of Laigos. Daughter of the famed magician Salazar, Ophelia finally gets the opportunity to finish her tutelage under her father and be able to travel for herself.

## Appearance

Ophelia wears a dark blue dress with golden trims and a pointed hat characteristic to wizards in fantasy lore.

Even though her hair is silver, her hair becomes black when she is not whole, just like her brother Orpheus.

## Personality

Ophelia is a naturally clumsy woman, being regarded as immature or just plain stupid by most people despite being rather knowledgeable in Magic since she was taught by Salazar himself. Always trying to be diplomatic in a funny way, it is hard to imagine she is even capable of defending herself.

Even then, despite coming off as lazy and relying in natural talent, Ophelia shows humility to those she knows that are above her (such as her seniors during her journey), and is rarely snarky, unlike Ulysses or even Richter, to some degree.

## Plot

### Prologue

* Embarks with Sorento and Salazar to aid the Deliverance in Dalkia as the first part of her journey;
* However, the ship wrecks and the three are separated from each other;
* Ophelia winds up in Hylin, where she hires Lucian's services to escort her to Alba, where the fighting is happening;
* She reunites with Salazar and Richter, and tags up with the former so they can find Sorento. Lucian returns to Hylin;
* Sorento is rescued from an Izandrian subdivision, mistaking him for an enemy wizard;
* Returning to Laigos, Salazar explains the nature of three magic relics that were stolen from the Palesian University. He asks Ophelia and Sorento to search and bring two of them to him, the Fluorspar Ring and the Dragon Orb;
* And thus, Ophelia's journey begins...
Обновленчество

Обновленчество — наиболее распространенная в Севастопольской империи религия

Звезда Бехара, обрамленная золотым кругом — символ Обновленчества

## История

Обновленчество возникло в конце 15 века, как демократизованная и гуманизированная форма Бехаризма. Наибольшее распространение получила после основания Севастопольской империи. К этому вероисповеданию относились все императоры до середины 19 века и распространения среди интеллигенции атеизма и агностицизма.

## Вероучение

Обновленчество считает, что Бог — Бехар является создателем Вселенной, но не может ей управлять. Он создал каждого человека для того, чтобы тот выполнил свою особую миссию, а смысл жизни человека — понять замысел Бога и реализовать его. Соответственно, если человек имеет удачу в своих делах, значит, он понял замысел и реализовывает его. Бог, по понятиям Обновленчества, может влиять лишь на мысли людей, но не на их действия и происходящее в материальном мире.

По обновленчеству, Бог может услышать любого человека, а также Богу не нужны роскошные храмы, чтобы ему поклонялись. Поклонение Богу — развитие. При этом, священники все же есть, но они являются лишь посредниками между обновленцами и властями, а также представителями других мировоззрений. Особенностью является то, что священников выбирают, а также священники работают добровольно
Elise

24 (Last Chapter)

Hidden - Wizard

Two older sisters

Henri - Fiancé

Dorothy - Close friend and retainer

Ulysses - Close friend

Ursula - Retainer

Elise is a character in Laigos SaGa. A major character in Ulysses's scenario, Elise is the current head of House Darundelle, promised to Henri. She once attempted to escape her fate to little success with Ulysses's help. She has the services of her retainers, Dorothy and Ursula.

## Appearance

Elise has tied dark auburn hair and navy eyes. She wears a small navy blue dress with pants and a \* cape.

## Personality

Elise's defining trait is her sheltered demeanor, to the point of being naively sincere to the ways of the world, leading her to misunderstand Angelo's rebellious tendencies and Vasco's advances. She detests the noblesse oblige system that treats her like a hallowed figure and forces her to marry Henri and in practice be his retainer, which would lead her to live like her unhappy sisters.

She admires Ulysses' willpower to fulfill his ambitions and considers him a wise man of vision, if a bit eccentric and too open for his own good. Elise claims that her stay in his army gives her a sense of belonging. Ulysses' willpower is what inspires her to seek to continue his legacy after his supposed death.

She has complete trust in her personal retainers. Dorothy is her childhood friend and right-hand woman, and Ursula protects her from the shadows despite her former links to the Thieves Guild.

Floriculture is her hobby, and she has a garden at home.