non-canonical Empire of the Petal Throne by Baz Blatt
It is well known to all sorcerers and priests in Tsolyánu that Tékumel is merely one world among many and that beyond this plane lie the many worlds of the sharétlkoi, the demons. Some of these demons are paltry creatures, the animals and insects of their world; others are of equal stature to man, while still others are far greater. Some heretical thinkers say that there is no great divide between the greatest of the known demons and the Gods themselves. Of more practical use is the fact that priests of
a God on one plane can call on the assistance of fellow worshippers from another plane.
Rules: The 7th skill of the Sorcerers and Priests skill lists should have an option, Demonology, open to those who know at least one Ancient Language. This is not a prere- quisite to summoning demons, but enables a spell caster to negotiate with them for services over and above brief assistance in combat once they have been summoned, and to make informed guesses as to the nature and origin of any demonic creature encountered. The Group I spell ‘Creatures’ should be replaced by the spell ‘Summoning of Brethren from Beyond’, enabling a magician to call on 1d3 1 hit dice demons allied to his own deity. These can then perform various tasks as detailed in the descriptions below, but all will at the very least fight for the summoner for 3 turns if asked. (The Group II and III versions of the spell ‘Creatures’ will likewise be replaced, once descriptions of the 3 and 5 dice demons have published. The Group II version has the option of summoning 2d3 1-dice demons, the Group III version the option of summoning 4d3 1- dice de-mons.) A summoner may make a deal with one or more creatures before an adventure by using one of the special ritual summoning chambers of their temples, though some payment may be required for those not part of the scholarly hierarchy. A successful negotiation will mean that a later use of the summoning spell will bring the previously contacted demon, who will perform the services agreed. Some summoners build up relationships with certain individual demons, getting to know their particular foibles and scales of payment.
Hnálla: The Radiant Ones
NA: Special, HD: 1, AC 4, T: nil, M -/24”, L: 0.
The radiant ones are levitating glowing ovoids some 50 cm tall, devoid of any surface feature. They talk in a melodious unemotional version of the native language of the summoner and can manipulate objects using telekin-esis, punching their foes with invisible bolts of raw force which are very hard to parry, ignoring any bonus to AC due to a shield. They defend themselves with electricity in a similar manner to Ru’ún, and anyone striking them with a steel weapon takes 1 die damage from electric shock. They will serve for longer periods in return for clear crystals, especially diamonds, and will be very keen to acquire any ancient technological items or power cells. They have considerable knowledge of such devices, and can aid a summoner in researching the use of such devi-ces and even help repair them if suitable materials are available. They can also use their fine telekinetic manipu-lation to open modern locks and disable traps, usually commenting on the crudity of such devices and the ease of the task, disparaging the current fallen state of Tékumeli humanity. (Any resemblance to the Drone class robots from Iain Banks’ Culture novels is purely intentional.)
Drá: The Flautists of the Mighty Orchestra
NA: Special, HD: 1, AC 6, T: nil, M -/18”, L: 0
These creatures are only partly corporeal on Tékumel’s plane, and consist of a levitating vaguely spherical body made up of gelatinous tubes and peculiarly formed orifi- ces. They continually emit melodious chords vaguely reminiscent of a clarinet, flute or organ, backed by angelic singing or chanting. They cannot be attacked physically except by steel or enchanted weapons or by magic, and they cannot physically assault any solid creature. They can however use their eerie song to hypnotise and immobilise a foe who fails to save vs Eyes; the person can fight back if attacked. They can also use the Group I spell Fear to cause an enemy to flee in panic. In any case their stirring music will give +1 to attack rolls of any worshippers of the gods of stability within 30 feet, and -1 to the attacks of any change worshippers. They cannot talk as such, only com- municating by parroting anything said to them in the form of a musical phrase, but can be persuaded to take spoken messages to a named person anywhere on Tékumel, or sometimes even on a plane beyond, in return for being sung or played to on an instrument. Being incorporeal they can move through any solid object and are unhindered by the majority of foes, and though slow for a flying creature they will always get through eventually. (With thanks to HP Lovecraft, Cthulhu and Azathoth.)
Thúmis and Keténgku: The Dwellers in the Mist
NA: Special, HD: 1, AC 6, T: nil, M 9”, L: 0d
These tall, thin humanoid beings appear wreathed in a garment of mist and are only visible as dark patches with the impression of large sorrowful eyes looking through a veil. When they fight this mist expands, confusing friend and foe alike – any attack made within the mist has a 15% chance of fumbling and being accidentally directed at an ally, in addition to the base chance of fumbling for those with low Dex, and any bonus to hit or damage gained
from Intelligence is nullified as people flail about randomly at fleeting shapes. The Dwellers themselves are perfectly able to see, and reach out languidly with long clawed hands to tap their foes. Each tap leaves a wound of 1d-1 damage. The Dwellers never speak: they merely nod and point towards things they want with gaunt hands, and hold their palms up in admonition when they are presented with an unfair deal. In return for magic scrolls the Dwellers can assist in a number of other ways. They can become partly immaterial and merge with a summoner, surrounding him in a pearly grey nimbus of cloud which gives +2 AC, +2 on all saves, and +4 vs Illusions or magic directed at his mind. Any hits against the summoner do damage to the Dweller first however, and when the Dweller reaches 0 HP the mist fades and the bonuses are lost. The Dwellers can also cast Cure Minor Wounds on 1d6 people at once, Cure Serious Wounds on one person, and Cure Disease and Neutralise Poison, but will only do so in return for scrolls of spells of equivalent power.
Avánthe: The Gnomes of Dedé
NA: Special, HD: 1, AC 4, T: nil, M 12”/tunnel 6”, L: 0 Servitors of Dedé the Lord of Earth, these brown-skinned creatures are a mere meter fall, with four thickly muscled arms, huge hands, four legs, a pot bellied body and a round bald head with one wide yellow eye, no nose and a wide mouth. They are immensely strong and they punch, kick and headbutt foes into submission with a +1 attack for 1d+1 damage. They are always hungry, and in return for large amounts of food – which must always be strictly vegetarian and accompanied by copious quantities of héngka beer – they will help the summoner dig tunnels and demolish doors or buildings, or hold back foes by building earthworks or walls if stone is available.
Dilinála: Daughters of the Sea
NA: Special, HD: 1-1, AC 2, T: nil, M 12”/swim 12”, L:0 The Daughters appear as Aridáni warriors with delicately scaled pale green skin dressed in highly decorated blue armour made of giant sea shells, wielding elegantly designed polearms with speed and grace. They can walk on water or swim beneath it as easily as they can run, and fight at +2 to hit and +2 damage. In return for blue gems and blue tinted glass coral they will lend one item of their equipment for a short time. Their helmets confer the ability to breathe under water, their sandals enable water walking and they will lend their polearms for one formal combat against a male only. These do +2 damage and can be used by any female character as if she was skilled in the weapon and with the same potential for multi-dice damage as a Warrior of the same level.
Belkhánu and Qón: The Áspisai
NA: Special, HD: 1-1, AC 4, T: nil, M 3”/30”, L: 0
Gold and iridescent green dragonflies with a 1.3 meter wingspan, these beautiful and delicate creatures strike at blinding speed with the razor-sharp edges of their wings.
In addition to doing ½ die of damage, each attack also drains one use of any spell or magical ability known by the target, starting with professional skills and ending with Group III enchantments. If the target is an apparition or a summoned creature it is immediately dispelled or dis- missed, though creatures of 3 dice or more get a save vs magic. Undead attacked by Áspisai must also save vs magic or be immediately de-animated. In return for gold leaf to burnish their carapaces the Áspisai will guide the summoner to safety from wherever he may be in the multiverse via a series of nexus points. Some these transits across different planes may be fairly hazardous, but there is never any danger of accidentally walking into a plane devoid of breathable air or with an unsurvivable temper- ature or pressure. One’s sanity might be at risk when traversing two or four dimensional planes (five dimensions are a no-no for humans and most other sentient species, though Pé Chói can just about cope; six plus are too weird for all but the Mihálli), but you will probably arrive at your home plane and time physically intact. Áspisai will also act as magical body-guards, hanging around the summoner in an invisible and incorporeal state. They will then appear to intercept any hostile spell directed at him, taking it through the nearest nexus point for disposal. Only one spell can be disposed of in this fashion per Áspisai guardian.
Karakán: Lightning Bugs
NA: Special, HD: 1+1, AC 2, T: nil, M 9”, L: 0
These are giant stag-beetle-like insects with shiny silver carapaces and glowing lamps for eyes. Between the tips of their metallic mandibles is a constant electric arc which gives foes a nasty 1d+1 shock. Against foes with metal armour this is doubled, and anyone using a metal weapon against them who misses has a 50% chance of being parr- ied by the spark and receiving a 2 dice shock in the arm. A fumble against a Lightning Bug automatically hits the spark. Two bugs can create a bigger spark between them, stretching up to 3 meters and doing 1d+3 damage to any- one who touches it. It is only about 60cm off the floor so brave souls can jump over it if they make a Dexterity roll. In return for spools of silver wire wound around amber rods the lightning bugs will also permanently magnetise any metal object, giving it anti-magic properties, or they will ‘spot-weld’ any two metal objects together. The usual bug is a meter long and 40 cm high, but larger versions have been encountered with correspondingly larger sparks. The very biggest are five or more meters long and compa- rable to a Lightning Bringer siege engine in their damage.
Chegárra:Legion of the Red Axe of Contingent Justice
NA: Special, HD: 1+1, AC 4, T: nil, M 9”, L: 0
These are handsome, bearded warriors dressed in red- lacquered antique Salarvyáni-style armour and wielding red two-handed battle axes at +1 to hit and +3 damage. Legend has it that they were a crack unit in the service of the Fisherman Kings, dedicated to wiping out corruption among the nobility, who fell afoul of the Black Priesthood
of Ksárul. This is nonsense according to the Ksárulites, as Chegárra was not contacted by Pavár until several millen- nia after the Fisherman Kings were no more, but it is a fact that the Legion speak an ultra-archaic dialect of Bednálljan and wear armour of that period. They are not very reliable servants however, and will inevitably involve any summon- er in a debate (in Bednálljan) about the honour and justice of his actions in bringing them to this plane and requiring them to slay his foes. If they decide they are not following a just cause they may turn on the summoner. If however the summoner is eloquent enough in his pleas and can make sufficient citations of legal precedent they will serve without further payment, and may provide assistance over and above that asked for. Any law code will do, but that of the Fisherman Kings (unfortunately only known in frag- mentary form) has greatest weight, and summoners must be aware that the Legion’s enthusiastic pursuit of their own version of justice may lead to a mini-crusade that violates the Concordat or breaks Imperial law. Their usual help other than fighting is to advise the summoner when someone is telling a lie in his presence (and offering to decapitate him on the spot), leading a military unit in a forced march at double speed (though any slackers will be decapitated), dispelling illusions and enabling anyone near them save vs Illusion at +2 (and insisting on hunting down and decapitating the lying illusionist who cast the spell). They are also prone to sexism, a vice of their apparent historical age, and any female summoners will have even greater trouble controlling them. Further, they will fight at -2 to hit against female foes for fear of hurting the dear ladies. This does not apply to their hereditary enemies, the followers of Ksárul and The Daughters of the Sea (above).
Hrü’ü and Wurú: Notules
NA: Special, HD: 1+1, AC 6, T: nil, M 3”/10”+2” per hit point, L: 0
The Notules are fluttering scraps of unreflective darkness, like a piece of the night sky given animation and a desire to kill. They are extremely hard to hit in the dark, gaining +2AC in twilight or in shadowy areas, +6AC in darkness. If slain with a slashing weapon they rise again as two Not- ules, each with (original HP-1)/2 hit points. They are im- mune to damage from blunt weapons (though they will take damage from any magical bonuses such a weapon may have) and take half damage from piercing weapons. A Notule which starts with 1 HP is slain permanently on any hit and fades away to nothing. Their attack is to drain heat energy. They do 1 damage per hp they have, gaining 1HP per 5 damage they inflict. A save vs magic halves this damage. In addition they drain 2x damage inflicted from the targets Strength, which can only be regained by magical healing. On a critical hit they plaster themselves across the target’s face, blinding him and suffocating him in 3 rounds, in addition to any damage they may do by draining his body heat. Any attacks against the Notule will also harm their victim at half damage. They dislike bright light and attack at -2 within the confines of a Light spell or in open
sunlight. They will try to attack the source of any Light spell in the hopes of dousing it. They have no other functions and do not bargain or negotiate. Some more powerful sorcerers do have spells to keep them trapped in little metal boxes as surprises for their enemies, and others can direct them to seek out and assassinate named victims. (Stolen from The Book of the New Sun by Gene Wolfe.)
Ksárul: Those Who Stand Aside
NA: Special, HD: 1, AC 4, T: nil, M 15”, L: 0
These creatures are never actually seen, their presence being announced by their thin whispery voices and the hair-raising feeling that one is not so much being watched as quietly appraised for nutritional potential. At best they are seen as a flickering indistinct shadow cast from behind the observer that tells nothing of their shape or size. They do reveal themselves fully to those they attack, but those who survive remember nothing clearly and describe fur, feathers, slime, claws, tentacles, eel-like bodies and avian demeanours, each victim saying something different. They do not attack physically, but deploy magical terror and shifting shadows. Each round they can terrify a victim, as per the Fear spell. They roll to attack as per AC9, their mere touch being enough to create the effect. Anyone who fails a save vs Magic must lose 1d20 Intelligence as well as flee in abject terror, and those reaching 0 intelligence have gone permanently insane. Those who fail must then make second save vs Eyes must be made or the person takes 2d6 damage from an immediate heart seizure, losing another 1d20 Intelligence, and if they survive that they must make a third save or lose yet another 1d20 Intelligence and be paralysed with fear, making an additional save per round to be merely terrified and run away. They do not ask for payment, they just quietly steal what they like from a sum- moners’ goods and depart, usually taking magic scrolls, talismans and amulets, but sometimes they will take the summoners’ child or spouse. They can be called upon to help translate difficult writing. They do not know Thu’úsa or the Tongue of the Lord of Worms, but do know Sunúz and Mihálli, as well as the alphabets of other non-humans. They can also guide a party to their nearest nexus point, but there is no guarantee that the point will be safe to use; it may lead to an airless void or the heart of a sun, or a plane infested with vicious inimical demons. They cannot tell. Finally they can also follow the summoner in incur- poreal form and materialise to push him aside when he is about to take a blow that will take him to 0 HP or less. They will do this once only for any given payment.
Grugánu: The People of the Monolith
NA: Special, HD: 1, AC 4, T: nil, M 0”/special, L: 0 These really are monoliths, 2.5 meters tall, 1 meter wide and 25cm thick, made of some very dark and almost opaque glassy substance. They do not move as such but can teleport themselves into position near their targets (us- ually surprising them) or wherever the summoner would like them to deploy. They are masters of density and
substance, and have a number of peculiar forms of assault. They can make themselves as hard as diamond and heavier then lead, giving themselves AC 0, but are unable to attack while in this state. They can also make a target semi-solid, making it impossible for them to attack physically as their weapons just pass through solid objects without causing harm. A target can only be harmed by steel weapons or