Numenera: The Beale of Boregal

I finally got to play some Numenera. Kim had played an intro module at BigBadCon last October and really enjoyed it, so it wasn’t too hard to talk her into GMing a few sessions for us. She decided to run The Beale of Boregal, the first module from the core book, mixed up a little bit to both more fit her personal style and to be a jumping-off point for a longer arc.

My character is In Gwen Said (thanks, random name generator!), a Graceful Jack who Explores Dark Places. Ousted from the Explorers Guild by a rival and ostracized, Gwen is on the Wandering Walk – a mystical pilgrimage route through the Ninth World with no clear beginning or ending – as a sort of walkabout. Gwen links up with fellow-travellers: Kal, a swift jack trying to escape the consequences of the tragic accident that gave him a halo of fire; Vehm, a swift nano who fuses flesh and steel, who found it more convenient to leave town after he killed a high-profile criminal; Millord, the rugged glaive who howls at the moon and is on a quest to restore his family’s fortune; and Meck, the mystical nano who controls beasts and as yet has no backstory despite the best efforts of the character creation system.

The story starts off on the Wandering Walk with the standard meet-and-greet. Gwen and Kal are friends who did some artifact-hunting together in the past; all the other characters turn out, conveniently, to know each other in some way, so that helps. With pleasantries disposed of, the group sights a scutimorph on the horizon, with riders! On the off chance you aren’t familiar with scutimorphs, they are 6 foot high, 12 foot long millipede-like creatures that, as far as anyone knows, are untamable. So that’s kind of odd. The riders turn out to be a teenage boy and his badly wounded younger sister who, it seems, is telepathic or at least empathic. It develops that the two are fleeing a raid on their village, and looking for aid and healing. We don’t have the healing the girl needs, so we arrange for an escort to the spa town down the road while we trudge off to see what we can do for their village.

Said village is in the False Woods, so named (as quickly becomes apparent) because what looks like an orchard from a distance is actually a bunch of identical tubes, all hovering about 2′ off the ground, arrayed in neat rows and columns and supporting a net of some kind. And also, with scutimoprhs wrapped around them. As the villagers are trying to homestead on top of numenera they don’t understand, weird stuff has been happening: villagers are having bad dreams, animals in the vicinity are becoming unusually erratic and/or homicidal, stuff life that. After the nanos in the party spend a little time deciphering the numenera, to everyone’s general amusement, we follow the signs off towards the village of Embered Peaks which we suspect to be the source of the psychic disruption.

On the way we are ambushed by some Stratherian War Moths (because, if I’m a warped high-level nano wanting to bioengineer some killing machines, the first thing that occurs to me is to start with a moth). These would have been nastier if Kal had not remembered he had a cypher that could produce a large Wall of Cold, turning a highly dangerous encounter into a manageable one. Gwen shows off some archery skills, along with fast defensive maneuvering which leaves the moths blasting their heat rays at shadows.

On arrival at Embered Peaks, we find the small village in chaos. People are running around in madness. Houses are on fire. Millord detects a survivor in one burning building, and Gwen runs in along with Kal to try to effect rescue. Things start to go wrong when Kal decides throwing a small child out a second story window to safety is probably fine, and ends with Kal clinging to the other survivor and a Reality Spike mounted to nothing 20 feet off the ground while the house collapses around him and Gwen dances back out the front door.

Undeterred, at the heart of town we find a strange cult fiddling while things burn. Embered Peak’s claim to tourist fame is an oracle that supposedly lets people talk with the dead if they are in possession of the corpse, but in a way that a) only allows them to ask one question, and b) the answers are always lies. Gwen thinks this sounds not particularly productive, but whatever. It turns out to be trickier than you might think to formulate a couple of questions to ask that might ascertain the truth of the situation. This turns out to be important, as the numenera that powers this feat (and as a byproduct seems to be driving people in the vicinity to madness) is what looks like a person who has been hooked via tubes and wires to a giant artifact of some kind. The person has probably been there for a very, very long time. It’s really unclear to the party whether the person wants to be disconnected, put out of his misery, or what exactly and whether any of it would put an end to the ongoing situation. The local cultists are (perhaps unsurprisingly) not that helpful. After some back and forth in which Kal is revealed to have a complicated ethical framework, we try disconnecting. This gets awkward when the artifact itself seems reluctant to let its captive/host/symbiote go, and the party must fend off encroaching cables and tubes trying to capture them while disconnecting the captive. Eventually the captive is released! He seems to be a powerful fusion of flesh and numenera, so that’s a little scary, but he also seems grateful and non-homicidal! So that was probably the right answer. Problem solved. What’s next?

I’m a big fan of Monte Cook’s work – my favorite d20-style RPG by far was Arcana Unearthed/Evolved – so I came into Numenera with some confidence, even though the “billion years in the future” and “technology or magic – you decide!” hook didn’t immediately grab me. In the end, the game easily exceeded expectations and I enjoyed it as much as I have enjoyed any RPG I’ve ever played. The character creation process is genius (and easy), the system of GM intrusions is fantastic, and the rest of the system is very lightweight and extremely efficient. The game world of Numenera is rich and engaging. At a high level it has a similar aesthetic to Ashen Stars: take something familiar (the fantasy d20 tradition), and then “reboot” it by introducing a few quirky, disruptive elements to make it novel. Numenera has gone a lot farther down this path than Ashen Stars did, though. It has (like Arcana Evolved before it) jettisoned all the elves, dwarves, gnomes, orcs, and other baggage and completely replaced it with an entirely new, thoroughly-developed world designed both as a compelling fictional setting and to support the peculiar storytelling requirements of the  roleplaying genre. The amount of creative effort that has gone into the setting is impressive: from all the strange creatures and races to the cyphers, oddities, and artifacts, there is a ton of depth here and it steadfastly refuses to fall back on cliches. There is a lot to like and I hope to be playing it for quite a while. I highly recommend it.