In 1975, Empire of the Petal Throne introduced roleplaying gamers to the world of Tekumel, a beautifully detailed fantasy setting that was the first of its kind to feature non-Caucasian characters in a society nothing like the usual Graeco-Roman or medieval world. In fact it was the first ever society of any kind to appear in a roleplaying game, D&D and its imitators up to that point being just "a medieval Wild West" whose society consisted of nothing but a shop to spend your loot in.
Tekumel’s creator, M.A.R. Barker, drew on inspiration from South-East Asia, the Middle East, China and Pre-Columbian civilizations without his world actually being like any of those cultures. The result was something very different from other RPGs – and from most American or European fantasy literature. What made Barker's creation so revolutionary in 1975 was its vision of entire civilizations that didn't look, think, or act like variations on medieval Europe. Barker’s greatest gift to the fantasy genre was showing us that other worlds could be genuinely other. That lesson feels more important now than ever. Paul Mason gives a taste of what I’m talking about here.
That’s not how Tekumel gamers (a small and dwindling group) usually get to approach the setting, though. For example, Bethorm is the name of one of many Tekumel-set RPGs that have appeared in the half-century since EPT. It’s also the Tsolyani word for a pocket dimension, apparently. But why do the Tsolyani have a word for "pocket dimension"? Why do they even have the concept? It can hardly be something an ordinary citizen would use in everyday life, after all.
Consider the real world. "Galaxy" was the Middle English word for the Milky Way. Nobody knew until the 1920s that we lived in one galaxy and that there are trillions of others. Nobody knew until the 1950s that the universe is billions of light-years across. We don't even now have single words for dark matter and dark energy, and they are observable (in the first case, anyway), so I'm stumped as to how even educated Tsolyani ended up coining a word for "pocket dimension".
One argument is that the Tekumel setting incudes “learning spheres” – find one, give it a twist, and you’re an instant expert in whatever was originally programmed into it. So if learning spheres are common, that means the technological know-how of yore need never have been lost. Tekumel would be like the world in Zelazny's Lord of Light, where most people think that gods and demons and magic are real, but the select few know that's all just a way of explaining science to the uneducated. And if you spoke to those select few they would know all about quantum theory, atoms, cybernetics, etc.
(There's actually a real-life equivalent of this, incidentally. When William Kamkwamba wanted to build a dynamo in his village in Malawi, he told the locals he needed to collect old bits of machinery "to do some magic" because he knew that's how they would interpret what he was doing.)
The trouble is, we’re told that learning spheres are used up when activated. And they were constructed at least 30,000 years before the present day. So I don’t think they’d be a significant factor in the education of the Tsolyani, certainly not to the extent of making the concept of pocket dimensions commonplace.
This opens up the question of how much magic is there in "real" Tekumel. I imagine a world where priests do a lot of rituals before and during a battle, and those rituals have a real effect on morale, and many soldiers will swear blind they saw miraculous things like lightning bolts, but in fact that's mostly in the mind. So this would be a low-fantasy world with no more magic than Westeros, not a pulp sci-fi setting with spells like phaser-blasts. I do realize this would be unpopular with Tekumel enthusiasts, but after all they are an endangered species. My Tekumel doesn't consist of characters discussing abstruse cosmic concepts like bethorms.
What would Tekumel look like if it were contemporary SF/fantasy rather than 1950s-influenced Planet Stories, a bit like the way Battlestar Galactica was rebooted? Most Tekumel fans seem to prefer the space opera version, a genre that was repopularized by Lucas in the '70s after all. They play games in which the rich culture of Tsolyanu, Livyanu and the other states is all but irrelevant. Instead player-characters gad about between bethorms encountering alien/human multidimensional politics and yammering about warp drive and gravity engines, while Barker's invented societies, so marvellously different from our modern world, are flattened into the same sci-fi mush you’ll see in a dozen fungible entertainment franchises.
It makes no sense. Barker was a linguist and anthropologist and he describes wonderfully strange civilizations which he brings to life in minute detail. That's where Tekumel shines. He wasn't a scientist and his science fiction ideas are a dime a dozen. His SF is also typically mid-20th century Western in flavour, whereas the cultures he created don't resemble any historical setting, most especially not any Western one. Not that setting alone is enough to deliver a compelling story, especially not in an era of BookTok, celeb book clubs, and dopy romantasy sagas. You need characters you care about. But the setting is the environment they move in, and if it's off-the-peg then the situations are too. Lizzie and Mr Darcy's relationship means nothing outside the special context of Regency culture and socioeconomics. Jane Austen even starts the novel with an ironic statement about that.
If I were to reboot Tekumel, I’d throw out the “Doc” Smith space opera stuff and make it more about everyday life. Much less magic and much, much, much less whizzy technology. The Eyes wouldn’t have standard names; they’d be too rare for that. There wouldn’t be an internet of telepaths reliably sending messages across thousands of miles overnight. There’d be no thousand-year-old plans hatched in “pocket dimensions”, no routine encounters with robots and gadget-wielding aliens. I’d strip it all back to what really is unique and wonderful: the cultures that Barker created. As we look toward the future of fantasy gaming and fiction, his example reminds us of the beauty of diversity. The most memorable worlds aren't built on clever mechanics or exotic technologies. They're built on the patient work of imagining how people actually live, love, struggle, and die in societies radically different from our own. That's the kind of magic that never gets old.
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