Maps of the Ninth World is a supplementary manual for the Numenera role-playing game that contains a selection of maps of the most interesting locations in the Ninth World.
Help your imagination with this graphic compendium to dive even deeper into this original and compelling setting!
The Ninth World is built on the remains of the eight that preceded it, particularly the last four. Sinking your hand into the dust of the ground you will soon discover that every particle of the soil has been worked, processed or grown and then returned to the earth in the form of terriscus, a thin man-made sandstone created by the relentless caress of time.
Contemplating the horizon, you might wonder if what you see is a mountain or what remains of a cyclopean monument erected by a people whose memory is now lost. Know that the vibration you feel deep in the bowels of the earth, beneath your feet, is nothing more than the still-operating cogs of the engine of a vast complex of machines, extended to touch the breadth of entire kingdoms.
Numenera is a game different from the usual games for a large number of reasons. Suffice it to say, for example, that you don't get EPs by defeating enemies or by overcoming normal game challenges. Discoveries are the real soul of Numenera because The Ninth World is about discovering the wonders of previous worlds, a quest not so much for its own sake but aimed at improving the present and building tomorrow.
The Ninth World is a science fiction setting, placed at least a billion years in the future. The people who inhabit it live in the ruins of impossible-to-conceive technologies and end up considering them magic. However, it is also a medieval fantasy setting without historicity. The characters of Numenera may have ink pens; they may know how diseases are transmitted, or that the earth revolves around the sun. Numenera technology is strange, having been created mostly by (and for) inhuman beings. It comes in forms that might appear familiar to players or their characters, but only through experimentation, players' intuition, and characters' skills will it be possible to identify it and thus make good use of it.
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