Central Casting


Most GMs, in most games, interfere only minimally with character generation -- you let players come up with whatever they like, subject perhaps to house rules against particularly-abused skills or admonitions to avoid "embittered loners" because we are, after all, trying to put a party together. I wouldn't recommend such a laissez-faire approach in Tekumel, unless your major form of entertainment as a GM comes from watching campaigns self-destruct in an orgy of duels, Shamtla payments, and mass defections... that is, assuming your characters are willing enough to speak to each other to trigger one.

Tsolyani society is not only extremely stratified but, at the time the AoT books take place, bitterly divided. Tsolyani think of themselves as members of whatever clans, legions, or temples they belong to first, and as individuals second. Thus, your characters will have strong loyalties to various factions within the society that should come before "adventuring party loyalty." The key is to make sure they can all get along well enough to work together.

There are several ways to do this. Some GMs require all the characters to be members of the same Clan, which is probably the strongest loyalty in every Tsolyani's life. In a military-based campaign, you can make the characters members of the same Legion which, at least when they're on duty, is generally good enough (though see Flamesong for an understanding of how class, clan, and religious loyalties can play out even in that setting). One method I've toyed with, though I didn't actually do it, is to make all of the characters members of a group marriage arranged when they were younger.

I didn't do any of these, because I wanted a diverse group of characters. I felt that I could keep them together through involvement with one of the player characters (Shekkara Tlakotani), through the repeated intervention of a powerful patron (her clan-uncle, Prince Rereshqala), and through shared hatred of the Worm. I didn't mind a bit of tension; in fact, it can liven things up. There are, however, some things I made certain of:

The characters had to be close enough in social standing to befriend each other. Once Lisa rolled a member of the Imperial family, I allowed the other players to try to roll that -- but, failing it, had them roll on the Very High clans table, on the theory that a mere member of a High clan wouldn't be able to deal with a Tlakotani effectively.

Nobody was a Sarku worshipper. If you're not running in the time of Emperor Dhich'une, or all your players want to align with that side, ignore this one. But if the rest of your players are given to intense dislike of the forces of the Worm, a Sarku worshipper would be too divisive. (I've actually had some problems with Ksarul worshippers, though the stability folks in the party seem plenty pleased with the Dlamelish-worshipping contingent. Gee, wonder why...)

If you're using the Adventures on Tekumel books to generate characters, you need to be a little careful about allowing too many similar character concepts, or you'll run out of adventures (or have to do something creative). You'll see what I mean. (If you have two players who absolutely have to play military folks in the same Legion, consider running them through the solo adventures together, as inseparable army buddies.) Ideally, you may want a good spread across the AoT adventures, so that you wind up with a correspondingly broad base of Tekumel knowledge among your players.



dhiyalikh Administration