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What is Talislanta? An introduction to the game by the creator, Stephan Michael Sechi If this is your first exposure to Talislanta, a word of explanation is probably in order. Talislanta is not your average role playing game. Unlike most fantasy games, Talislanta isn't based on traditional European mythology or some archetypal medieval setting. Instead,Talislanta is a strange and exotic place populated by unusual cultures, creatures, and characters such as Wizard Hunters, Dream Merchants, Thaumaturges, Rogue Magicians, and Mystic Warriors, to name just a few. If you're looking for elves here, you're out of luck. However, if you're looking for a unique and colorful role playing experience, you've come to the right place. To find out more, take the Tour of Talislanta A Short History of the Game In 1988 a small company called Bard Games published The Chronicles of Talislanta, the first in a series of books about a role playing game called Talislanta. The fantastic artwork of P.D. Breeding-Black and a quirky world setting influenced by the works of author Jack Vance soon earned the game something of a cult following in certain circles, as well as some pretty good reviews. "Out of the ordinary", said Dragon Magazine. "So rich with information that even non-role-players will enjoy reading it", said Science Fiction Age. "Top 10 Recommended Games" (Heroic Worlds, by Lawrence Schick); "Ten Favorite Games" (The Complete Guide to Role-Playing Games, by Rick Swan). And my personal favorite, also from Mr. Swan: "It's as if H.P. Lovecraft had written Alice in Wonderland with Hans Christian Anderson and William S. Burroughs". Ten years have passed since then. In that time, Talislanta has been through three different publishers (and one non-publisher), four different editions (including the brand-new 10th Anniversary Edition), and enough perils pitfalls, and near-death experiences to kill-off a dozen other games. Yet despite the problems Talislanta has survived, thanks mainly to the efforts of its fans, whose loyalty and support have made Talislanta "the Rasputin of role playing games" -- hard to kill (and also a little weird). Talislantan Unified Theory of Magic By Stephan Michael Sechi Background Magic is not "native" to Talislanta. When the primitive Archaens found that strange ship they discovered the secret of how to use a new form of energy. They called this energy Magic. From the beginning, the Archaens never fully understood what magic was all about. They just interpreted what they found in the ship as best they could, based on their culture and level of intellectual development. So it was that the early Archaen version of magic probably resembled some form of paganism. They developed a few simple spells of witchcraft and elemental magic - things that were related to and/or important to their culture (predicting weather, locating food and water, healing wounds and illnesses, getting rid of "bad luck"). As time passed and the peoples of Talislanta grew in number and became more diverse, so too did the practice of magic. As magic spread among the population, each people altered, added to, or (sometimes) subtracted from the existing body of magical knowledge according to their needs. As new cultures came into existence, new forms of magic were developed. And sometimes, when old cultures/civilizations died, they took their own magical secrets with them (see The Great Disaster). Here is the Unified Theory of Magic: 1. Magic is both a form of energy and a means of manipulating energy. All magic originally came from the same source. 2. There are certain "laws" governing the use of magic, but magic may take any number of forms. These forms are mutable, and are dictated by cultural prerogatives; i.e., if a society is agrarian, its magicians will work to develop horticultural magics. If a society is militaristic, its magicians will focus on combat-oriented magics, and so forth. 3. Only magicians can use Magic (talking about spells here, not magic items). Therefore, anyone who uses Magic is a magician, whether his/her title is priest, shaman, witch, thaumaturge, or whatever. © 1994 SMS Chapter I - The Staples of Life Introduction Sadly, many travelers are limited in their tastes, and are surprisingly unadventurous with foodstuffs given their dangerous pastime. As luck would have it, these poor fools are fortunate enough that a few staples of Talislantan cuisine are common almost throughout the continent. Unfortunately, they bear scrutiny for their importance, if not their tastes. The Staples Provender Plant The humble provender, hardy and prolific in the extreme, is a taste known throughout the continent. Nearly always overlooked, the provender provides us with the grain for bread, and its grassy leaves are the fodder for much of our livestock. Provender Bread Possessed of a "nutty" flavor and a texture like moist sponge, few aromas set the mouth watering like the smell of freshly baked provender bread. It is served with the majority of common meals, adding bulk and substance to any dish. Of course, it can become bland if over-baked, so many eateries add a touch of something extra so that each slice holds a few tasty morsels. Examples include spice, tiny pieces of fruit, vegetables, and even fish or meat. Cheap, filling, and often surprisingly satisfying, provender bread is the cornerstone of Talislantan civilization. Toasted, it makes a tasty snack. Provender Root Sadly, where the grain makes for superb bread, the root is barely fit for animals. Although edible (and I use that term very loosely) it is potently bitter, leaving a foul, numbing after-taste that can only be removed with copious amounts of strong drink. Only the destitute lower themselves to consume it, and even they usually retch while doing so. Even livestock have the good sense not to eat it. In fact, the only beast that seems to have developed a taste for the wretched root is the Land Kra. It is typically baked in its skin, and it is incredibly cheap (its only redeeming feature). Provender Dumplings Stew is obviously common around the continent, with any leftover scraps being thrown together and boiled. No Talislantan stew is complete without provender dumplings. Baking the flour in a rough ball shape with animal fat, the dumplings are crisped-off and added to the stew, soaking up some of the flavor. If any cook is really serious about his trade he will mix in some herbs or spices with the dumpling mix. Surprisingly, small dumplings are also very popular in Mandalan culture, but that will be covered in a later volume. Avir Our winged friends are nothing if not commonplace, having adapted to most of Talislanta's variable climates. Of course, their meat varies, but is typically white in color, with a smooth texture. Strength of flavor varies enormously, as does the dryness of the meat, from the greasy (but succulent) flesh of the waterborne qwuk, to the dry flesh of the domestically raised, 6-legged kinchin. Indeed, it is truly astounding just how many meats taste like kinchin... Served in an infinite variety of ways, avir is usually roasted. If any accusation can be leveled at the avir it is the accursed monotony of plucking them. Avir Eggs As if their meat was not boon enough, avir eggs are a blessing to cooks everywhere. That smooth egg white and green yolk have adorned many a platter, and avir eggs have a rich taste quite unlike anything else. Usually served poached or boiled, the humble kinchin egg is known throughout the realms, making a tasty snack when scrambled. Durge A common domestic livestock, the hulking but placid durge provide nearly 1000lbs of prime meat each. Indeed, even the liver, heart and tripe of the beast is commonly used, and its immense quantities of sweet marrow are scooped, roasted, and served in steaming slices. The meat is extremely thick, red and strong flavored, and is usually marinated before roasting to soften the flesh slightly. Dried strips of salted durge jerky form the basis of most trail rations, but even if you run out of provisions, durge are common enough in the wild, and make easy targets. Erd Meat It is actually uncommon to consume erd, for they are valued primarily for their milk producing qualities. As a result, most erd meat is from old stock, and is tough and chewy, with a weak flavor. At best, it is cheap. Erd Milk An uncommon beverage, erd milk is thick and creamy with a slightly "cheesy" aroma. Unsurprisingly its main use is the creation of erd cheese. Erd Cheese Possessed of varied flavor, erd cheese is found in a stunning number of varieties. Smoked Erd cheddar is extremely popular in Cymril, the cheese taking on a slight flavoring from the wood it is smoked with. The most popular (and expensive) smoking wood is from the spice tree, which gives the cheese a ginger tang. Texture varies greatly too, from the mild and crumbly Aarello of Aaman, to the zingy black pepper flavor of Zoldi in Zandu. Erd cheese is invariably served in slices with provender bread as a cold lunchtime menu. Mudray These murky-brown flatfish are found in nearly all the rivers, lakes, seas and oceans in and around the continent. Due to their abundance, and ability to survive in both fresh and salt waters, mudrays have become a staple of the Talislantan diet. Skinned and smoked, their soft white flesh is fresh and flavorsome, and fillets are often served with a herb and erd-cream sauce. The silverray, while smaller and almost indistinguishable in flavor, is regarded as somewhat of a delicacy simply because it looks more attractive, and is harder to come by. Rock Urchin Found in caves throughout the continent, rock urchins are a delicacy, both easy to catch and prepare. The still live urchins are dropped into pans of boiling water, and served when their black shell starts to crack. Iron prying tools are used to pull open the steaming shell, allowing the diner to partake of the mildly flavored, succulent white flesh. Grog The alcoholic beverage of the unwashed masses, grog is the catchall (and in my opinion, well deserved) name given to the basest and cheapest alcohol of any region. Tastes range from sickening to bland, and the alcohol content varies from negligible to "one-tankard k.o.". I myself had the misfortune to try a grog in Arim that almost peeled the skin off the roof of my mouth. Chakos seemed a godsend thereafter. At best, grog is a cheap way to lose consciousness. The Seven Kingdoms Religions by Colin Chapman Creator/Tree of Life | Duality | Magister | Terra | Ancestral Reverence | Nature Reverence The Ceator and the Tree of Life (Aeriad) The Aeriad state that a great tree, the Tree of Life, exists at the center of creation, and is the aerie of the Creator, a winged, genderless humanoid with dazzling plumage in all the colors of creation, who soars through reality, bearing the seeds of the Tree of Life, and planting them so that new life may grow. The Tree of Life is considered the foundation of all things, its many branches the paths of life, its many leaves the infinite possibilities of existence. Doctrine Aeriad faith promotes reverence for, and defense of, the natural world, and the belief that the Creator's gifts should be used wisely. Worship is conducted with song, for the Aeriad state that the Creator soars so high it may not always see those far below, but can always hear skyward praise. Symbology A Tree is the most potent of Aeriad symbols, reflecting the Tree of Life. Every tree is a reminder of their faith, and seeds are symbolic of new life and beginnings, and often worn as jewelry by the Aeriad. Worship - Holy Days "The Day of Seeds" is held on the 1st of Ardan, and celebrates the onset of spring and the new life it brings. The 49th of Drome marks the equinox, celebrated as "The Day of Trees", when those plants which started life in the spring months start to reach maturity. The 1st of Talisandre is the "Harvest of the Silver Moon", celebrating the beginning of the week-long viridia harvest, praising the Creator and Viridian for their gifts. - Temples Large open-air chambers, amid the boughs of trees, serve as temples where the Aeriad gather to sing. These are naturally grown from tree itself, usually a span-oak or viridia, and are decorated with garlands of flowers that are encouraged to grow within, around, and without the structure. This open structure allows Aeriad hymns to be sung skyward unimpeded, and their songs, which sound remarkably like the warbling of birds, can be heard for miles. Saints and Luminaries Viridian is the only luminary of the Aeriad faith, and is held in great esteem and reverence for his many botanomantic observations, and useful creations, such as the viridia tree, whispbane, and yellow stickler. Viridian was a famed magician of the Forgotten Age, in actuality a magical simulacrum of the esteemed Koraq, and had green skin and grass-like hair. Clergy - Duties Creativists lead their local community in songs of worship, and act as counselors and healers, as well as advising on matters pertaining to the wise use and protection of the environment. They are also respected for their calming influence on the more aggressive Blue Aeriad. - Restrictions Aeriad Creativists face few restrictions, save that they promote the tenets of their faith, and aid their fellow Aeriad selflessly. A calm and reasoning nature is necessary to fulfil their duties effectively, with the result that it is almost unknown for Blue Aeriad to become Creativists. - Raiment Creativists wear rainbow-colored viridia fabric robes, dye their plumage in multi-colors to better reflect the appearance of the Creator, and bear botanomantically-created living staffs that continually sprout fresh leaves and scented blossoms. - Ranking The Aeriad have a greater respect for wisdom and knowledge than age, and their Creativists turn to the colleague with the most appropriate knowledge, skill or expertise in any given situation. - Magic Aeriad Creativists practice Natural Magic that is in tune with the world around them. In fact, there are numerous areas throughout Vardune that aid the use of Natural Magic, including every Creativist temple. - Resources The Aeriad priesthood is supported by the two Aeriad councils and their local community, all of whom provide for whatever basic needs their local Creativists may require. The Duality (Sindaran) Many Sindarans have faith in the "Duality" - the Sindaran concept of the Creator - who they view as a representation of the ultimate melding of Mind and Spirit. Their faith is much more abstract than most races can easily fathom, and worship is too strong a definition for their philosophy. Doctrine The Sindarans believe that the Mind is the font of Reasoning, while the Spirit is the font of Understanding, and that only when the two merge to create the Duality can the ultimate truths of existence be truly realized. They envision the Duality as truly ephemeral and formless, just like |