![]() Those who live in the Bloom for an extended time are also affected by the creature mentally, hearing voices and becoming more aggressive. Living in the Bloom is to reside inside a living creature’s body, albeit a massive one – you walk on the Bloom’s flesh, the only naturally occurring beverage is “Bloom juice,” and the dimensional rifts are creatures who may take off your arm (or something more esoteric) in payment for the trip. When you read something like “transdimensional city/creature,” you might picture something a bit on the ethereal side. The Bloom serves as something of a worst-of-the-worst residence for the Sagus Cliffs, although there’s a bit more going on, what with the interdimensional portals and all. The Bloom (~15 pages) – Just next door to Sagus Cliffs, and as noted above part of the city’s organizational structure, is the Bloom (they’re linked enough that the two are covered in the same chapter in the book). Quite a few locations, people, and groups are described, including the Dendra O’hur, a cannibal cult who (correctly) believe that by eating the dead they can preserve their knowledge and memories. Security is provided by a forces called the levies, who are short-lived constructs based on ‘taxed’ genetic material from the citizenry. The city is ruled by a council of families, with significant input from the “ruler” of the Bloom. The city of Sagus Cliffs is as vertical as it is horizontal, and the locations covered run from bottom at the Reef of Fallen Worlds to the top at the halls of power and the Caravanserai, where airships can dock. ![]() Now, it is reduced to its capital city (Sagus Cliffs) and the adjacent Bloom, a transdimensional city/creature. Sagus Cliffs (~20 pages) – The Sagus Protectorate was a nation that briefly ruled all of Garravia, with ambitions of going further. The second, and less significant, is a long-fallen (and once thought wiped out) warlike civilization known at the Tabaht. What is left after the Changing God departs is known as a castoff, a being who has almost no memory of its life before, but is now enhanced and is itself exceptionally long-lived (I’m just assuming at this point that your character in the video game will be a castoff). One is the Changing God, a powerful entity that spends its immortal (or close to it) life moving from body to body. In addition to the very basic geography, The Explorer’s Guide covers two concepts that are significant to the area. But there are some suggestions here, if the PCs are coming from the Steadfast, instead of originally hailing from Garravia. Greater Garravia (~7 pages) – Garravia is just a smidge east of the standard area of the Ninth World covered by the core book, which is you remember your geography means it will be a pain to get to, since the Steadfast is on the western coast. The book also covers numenera, creatures, some NPCs (if I followed the Kickstarter updates more closely, I would probably know if these are potential party members in the video game), new character options, and rules for the eponymous Tides of Numenera. The lion’s share of the Explorer’s Guide (about 100 of the 160 pages) is about the locations in Greater Garravia, and the people who occupy them. I wouldn’t know it if there was, but I’ll throw that out there just in case. ![]() Warning: There is a “minor spoilers” warning at the front of The Explorer’s Guide, so I’ll repeat that here – there may be some sort of minor spoiler for the video game contained in this review. (If you’re into the video game and want to learn about the tabletop RPG, you can check our review of that right over here.) If you’re like me, you won’t be able to read The Explorer’s Guide without thinking how awesome it could be to run into this character or visit that place in the video game, but it is not a video game guide. It is set in the world of the Torment: Tides of Numenera video game, but it is not about the video game. I’d put some sort of profane intensifier in that sentence, but this is a family friendly place.įirst things first, let’s be clear about what The Explorer’s Guide is – it is a supplement for the Numenera tabletop roleplaying game. The book will be released at GenCon 2016. And when Monte Cook Games asked me if I’d like to review an advance (uncorrected pre-release PDF) copy of The Explorer’s Guide for Torment: Tides of Numenera, I could hardly pass that up either. ![]() So when some of the creators (now dubbed inXile) of that classic joined forces with then-new tabletop RPG Numenera to create a spiritual sequel in the form of Torment: Tides of Numenera, it was a pretty easy decision for me to back that on Kickstarter. Planescape: Torment is one of my favorite video games ever. ![]()
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