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Adrift on the River of Dream

Adrift on the River of Dream Playtest Review by Tiama'at (Matthew Hickey) on 15/10/01
Style: 5 (Excellent!)
Substance: 5 (Excellent!)
What are you waiting for - get this book, oh wait, read the review, then go!
Product: Adrift on the River of Dream
Author: Bradley Robins, Lisa A Nichols, and Joshua Bishop-Ruby
Category: RPG
Company/Publisher: Dream Pod 9
Line: Tribe 8
Cost: $25.95 cdn
Page count: 144
Year published: 2001
ISBN: 1-894578-61-9
SKU: DP9-820
Comp copy?: no
Playtest Review by Tiama'at (Matthew Hickey) on 15/10/01
Genre tags: Fantasy Horror Post-apocalyse

Adrift on the River of Dream is simply a pure pleasure to read and review

Adrift on the River of Dream is simply a pure pleasure to read and review.  This not simply fanboyish gushing here – the book manages to avoid the pitfalls of just about every other “magic sourcebook” to date by spending time explaining the interrelation between magic, the characters, setting and plot of the Tribe 8 game. 

For those not familiar with Tribe 8 – it’s a dark fantasy game set in a post-apocalyptic Earth (well, Montreal and environs) where a much humbled humanity lives a tribal existence and for whom the world is much more spiritual, more shamanic, than it was in the past.  Spirits live within everything, the Z’Bri (the spiritual antagonists of the setting) are spirits locked in stolen human flesh, a great calamity in the past prevents the healthy flow of souls leading to more and more walking dead in the world, and the whole thing is ruled by a holistic binary of the Goddess (feminine, life, reason, creation) and the Seed (masculine, selfishness, passion, destruction/entropy).  Magic in this world is not the “wing a fireball” type of spell casting but a more intuitive lucid dreaming called Synthesis (and the Z’Bri use a reality warping destructive version, Sundering).

 

Overview

The book is much bigger than the usual T8 book.  At 144 pages it is on par with the Vimary and Horrors of the Z’Bri books – and unlike other T8 materials it paces itself wonderfully (other books had a tendency of running out of pages before they ran out of material).  The cover artwork is about the usual for Tribe 8 – some computer generated art on a mottled background.  The pattern this time is much more… different (I have a really hard time describing colour) – showing the River of Dream (the grand spiritual architecture of the universe in T8), elements of water and barriers abound.  The interior artwork is up to the usual high standard for Dream Pod 9, mixing small column art with the occasional half- and full-page illustration.

             Like other DP9 products, and Tribe 8 in particular, the bulk of the book is done in shifting first-person narratives with all the GMing and system elements tucked in at the end of the book, with the occasional sidebar for hypertextual elements (character stats for the narrators, information on a particular social group, etc).   The book’s events seem to take place before Vimary Burns and Revanche – the two previous cycle [metaplot] books, making it somewhat out of order metaplot-wise.  The narrative in this book follows a circle of three tribals who are seeking the hidden truths to the nature of the spirit world – from their research within the Nation of the Goddess in Vimary, to their banishment and exile to the 8th Tribe and beyond to their spirit quest and their eventual return from the River itself (sort of).

Chapter One: Drift We To The Dark

And so our story begins, with the ending – a group of Fallen hunters find a human skin (and nothing else) floating in the river who then take it to a wise woman who begins to read the tale of Elias Japth’on, a young Terasheban advocate with a particularly strong connection to the River of Dream.  Elias is inducted into a secret order within his tribe – the Blind Eyes – who use their synthesis to conduct investigations that would otherwise be impossible.  He makes the acquaintance of two other tribals who are equally touched by the dream river – an Evan healer/shaman and her husband, a particularly spiritual Joanite warrior.  The three then begin their quest to investigate the River’s nature through the various tribal interpretations, rituals and teachings.  A sort of “comparative theology” experiment.  The chapter gives short narratives about how each one of the seven tribes perceives of the River and their place or role in the grand scheme of things.  Here we see how much, and how little, the Nation knows about the powers they are given from birth, by their god-like Fatimas.  Elias and his friends soon come to the disconcerting truth that the Fatimas are hiding some important truths behind not only the River but also of Synthesis in general.  The chapter ends when the Fatimas (and their cliquish priesthoods) catch up with our trio and subject them a particularly significant banishment and maiming. 

This chapter quickly recaps everything previously presented by other books about how the seven tribes use their powers and indoctrinate their members, then quickly goes into the rest of the iceberg, showing us for the first time the how and why behind these – how each Fatima has molded her tribe and how each tribe’s function, as expressed through their tribal Eminences (the two broad powers – such as Tradition, Life, or Fate) coloured their perception of the River.  The analogy of the river is everywhere – and how the three main narrators see their explorations of the River (images of the boatman, swimming and feeling it as a flow of emotion rather than a tangible substance) was incredibly illuminating.  I also loved how the Nation can be both oppressive and liberating – their research was tolerated, even encouraged, but as soon as they started to question established orthodoxy, then the weight of the Nation fell on them, making their banishment extremely emblematic of the larger problems within the Nation under the control of the Fatimas.

 

Chapter Two: Wyrd, Unshriven

This chapter catches up with Elias, Linna and Thomas during their exile – and introduces a new character, the Fallen Agnite dreamer Bartholomew, “Bart the Child” for short, who helps the three exiles get over their initial depression and set back to work with their research, now unshackled by the political and philosophical blinders of the Fatimas.  Through this new cell (Fallen group) we get a tour of the 8th Tribe’s various outlooks and those of the mysterious Guides. 

This chapter has perhaps one of the best explorations of the psychological impact of banishment ever seen in the game.  Banishment in Tribe 8 is more than just the launch point for your campaigns and has a much more profound spiritual impact than simply “please move to that island” – it is a Gordian knot of betrayal, suicidal depression, rage, sadness, confusion (especially if in your mind you did nothing wrong), and general hurt (since, as part of the banishment the goddess you have lived and loved and served with every fiber fo your being since conception rips her lover away from you, leaving your spirit raw with pain and every teaching you have ever had said you are now without salvation and little more than a soulless animal).  This goes well beyond White Wolf angst, since the whole idea is the move on with your life, to realize that you are not simply the walking dead, to incorporate this event and its consequences into your life without losing yourself to it completely.  The look at the how the Fallen lose their tribal eminence, how (and which) they retain the other one, and the general “how Fallen outlooks view things” is almost worth thew price of the book alone for any T8 Weaver (GM).  One problem is an omission – the group never contacts a Child of Lilith (a metaplot development), while this makes sense from a certain perspective (keep metaplot to a minimum) it is also something of a disappointment. 

 

Chapter Three: Out Of The Cradle

Our cell, called The Ferrymen, and now united in purpose and in body once again.  They begin their investigations once more.  Along the way they get captured (and released) by Olympian Keepers.and come across a Keeper ghost, almost obliterated and drawn into the ever-growing Sea of the Lost (Wraith: the Oblivion fans look for paralleling imagery here).  The ghost bargains his knowledge of where a Nomad is located in exchange for letting one of the Ferrymen to become, in effect, his cheval (a term from Voodoun, essentially a medium who allows the spirits to speak and act through them, a sort of possession).  The location of this Nomad is deep in the Outlands (the wilderness beyond Vimary).  Nomads are important for a number of reasons – first: they are Z’Bri who never went insane, second: they were the first of the Z’Bri to manifest on Earth and therefore have memories about pretty much the whole history of the Tribe 8 setting, third: they are incredibly powerful and knowledgeable about the Grand Architecture of the universe, and fourthly: they were the ones who constructed the spiritual barrier known as the Fold which prevents the dead from passing on to whatever comes next and which keeps the Z’Bri locked into flesh and in the material world.   

The real pleasure of this chapter comes during the imprisonment of the Ferrymen by a group of Keepers, those descendants of survivalists and scientists who try and live a rational, scientific existence in the midst of what is ostensibly a fantasy world.  Keepers also have partial access to the Dreaming (which they perceive according to New Age paperbacks and half-understood sub-quantum theory) through a hermetic power called ‘Technosmithing’.  The problem for me has always been “if they dismiss all things magical and spiritual, then how do they explain what they do when they use technosmithing formulae?”  I hear through the grapevine that an upcoming splatbook, Word of the Keepers, will talk about this in some detail but the little bit in this book makes me very excited already.  Spoiler: think about the headspace you get into when it’s 4am and you are still working on that lab report for 3rd year physics or engineering theory when your whole consciousness is focused on just trying to make your project work and the science of it is racing through your head, albeit a bit fuzzy from too much caffeine and too little sleep.  That’s technosmithing.

 

Chapter Four: The Dread Voyage

                The Ferrymen travel into the Outlands west of Vimary looking for their Nomad, guided only by the ramblings of some dead Keeper who last took a breath about ninety years ago.  Eventually they end up in Squat territory, the Horse Squats in particular.  Squats are Tribe 8’s catch-all term for any human not fromVimary, not a Z’Bri serving Serf, or a Keeper.  The term is highly derrogatory (the Nation sees Squats as soulless animals with opposable thumbs, see a pattern yet?) but the Squats don’t much care what a few thousand children on a small island want to call everything.  The Squats and the Ferrymen learn to weave their Synthesis together to construct a sailing ship with which the spirit of the River will take them materially into the River of Dreams and the spirit world to travel the rest of the way to their journey’s end. 

                Squats have been portrayed as barbarians (in the Viking/Visigoth sense), as human animals, or as noble savages – one element that has been missing from all of these: their spiritual side.  The book paint their spirituality in loving detail, drawing on roots of Native American mythology.  Simply put the Tribes of Vimary perceive of Synthesis in concepts (Truth, Wisdom, Inspiration, Vengence), whereas the Squats deal more with the spirits of things – rock-spirits (such as Mountain), horse-spirits, fire-spirits, all the things that Vimary merely pays lip service to through Fatimal totems (those animal spirits who represent/serve/adopt various Fatimas and, by extension, their tribes).  The chapter also has a great example of what ritual synthesis (large ritual magic) looks and sounds like.

 

Chapter Five: Dreams Of Fire

                In order to repay the Squats and their patron spirit, Mountain, the Ferrymen take a detour to combat a powerful dream demon.  The demon turns out to be a real threat, not just to the Squats or the Ferrymen, but to the whole Great Architecture itself.  Not since their Fall have the Ferrymen faced their absolute destruction  at the hands of something as powerful as Elatha.  I won’t go into much detail (since I think Elatha will be making an appearance in future T8 books as a longterm metaplot antagonist), but needless to say their boat is destroyed, spirits are killed, the Fold is attacked (but it holds), and the Ferrymen are almost killed (twice, actually).  Only the timely appearance of Dove (a bird spirit) rescues them from certain death (or merely eternal torment in the spiritual firewall that surrounds Rhantoh [Toronto]). 

                Here we get descriptions of what the River actually seems like – a virtual treat for the senses.  The detailing of Elatha is something really dangerous.  One of the few things in this book that deliberately has no stats associated with it (even Mountain, a whole friggin’ mountain!, has some).  Elatha, power level-wise, is on par with a Fatima (if the Fatima knew what she was doing, had her Totem spirit on hand, and a few hundred of her most powerful followers too.  A Guide or three … dozen… wouldn’t hurt either).  I really hope to see Elatha in future products – mostly so that at some point a scenario presents itself and the PCs can kick its butt).  We also get to see a little about the Z’Bri (most of their spirituality is described in Horrors of the Z’Bri), most importantly, why that wall of spirit fire (first introduced in Into the Outlands [DP9-8XX]) is there in the first place – anything that makes things like Elatha put up giant walls to hide behind is something to really be worried about.  We also get our first real look at the Fold in this chapter.  The Fold is something who’s effects are always perceived but the Fold is never itself discussed (except in the books where the Z’Bri keep trying to break through it, even then it is more of an off-scene presence than something that N/PCs interact with directly).

 

Chapter Six: Starlight, Starbright

With their escape from Elatha the voyage of the Ferrymen culminates in the manifestation of something even beyond anything they had imagined before.  Like the last chapter most of what’s covered here is really big, abstract, metaplot material so I won’t go into much detail except to say that the metaphor of the river only describes part of the Great Architecture, and above a river shine stars bright and beautiful.  The Ferrymen are forever changed, and one sacrifices himself so that his record (his own tattooed skin) can return to Vimary to impart what they have learned, and to warn Vimary and anyone who will listen, about Elatha, the Sea of the Lost, and the disastrous consequences of the Fold in reality. 

I know a lot of people will be angry that I’m telling you everything (or that I’m not telling enough), but part of the problem here is that the story needs to be read to be really understood.  Past events – the Z’Bri corruption, the Fold, the deaths of Joshua and Mary, the Falling Plagues (meteorite strikes) – all of these are merely the few symptoms of a universal-level problem that we as limited, mortal beings, can perceive.  The Universal spirit, the Song of Stars, is dying, the Great Architecture is falling apart – growing like a cancer in places (like the Sea of the Lost) while being starved in others (the Well of Souls, and the home of the Z’Bri).  The problem is that only those at the highest level can see everything all at once, but when one reaches a level of abstraction sufficient to perceive the whole of the problem, then you are also so far removed from it that you are incapable of taking any for of direct action.  Everyone can feel that something is wrong, but that level of malaise only influences their limited understanding of the universe. 

The fate of the other three Ferrymen is left unknown, but it is suggested that they are somewhere back on Earth (the text hints at the Pacific or Indian Ocean and making landfall somewhere around there).  This reminds us that Vimary, for all the depth of the plot and conflicts around that island, is only a very small part of the larger physical world and an even smaller part of the whole of the universe.

 

Chapter Seven: Around the Fire

                The story of the Wanderer is at an end, and the storyteller’s fire is dying.  The Fallen around the circle are left with a decision about what to make of the wisdom imparted.  The story of the Ferrymen is over, the story of the Humanity, of the Nation, and the Z’Bri may have only just started.  The chapter is all of three pages long so there isn't much to comment on.

Chapter Eight: Substance of Spirit

                This is the Weaver Resources chapter, where what has been hinted at or explicitly mentioned is written out for the less perceptive and the anti-narrativists out there.  Don’t think that just because it starts on page 98 that it is unfinished – it still have over 40 pages of description and advice about how to use Sythesis, the River, and spirits in your Tribe 8 games.  It takes the time to review every bit of the metaphysical reality of the setting – including River geography, Shallows and Anchors (two elements introduced in previous books), the role of various spirits (and how they interact), totems and eminences (paragraph long write-ups for each eminence and its effect on how the dreamer perceives the River, organized by tribe and outlook) and themes and moods for Synthesis.  One portion of this chapter deals with an explanation of how conjunctional synthesis and aspect synthesis (the two basic ‘spell-casting’ forms) work – including why it is so hard to do anything in a combat/quick-cast type of situation.  Another deals with religion among the Keepers (not all of them are agnostic/militant atheists in severe denial). 

                For the power junkies there are a number of new Aspects (both Synthesis and Sundering), and Technosmithing formulae – all dealing with the River, Dreams or spirits.  The power level of these things is about on par with other Tribe 8 books.  What many will really like is the section on “missing” Aspects – including Magnum (Joshua), Blessing (Marian) and Nitrous (Magdalite – mentioned in only one character description of a Withered Rose diplomat in Horrors of the Z’Bri).  There are also rituals for Tribal, Squat, and even Serfs alike, again with an emphasis on the social function of the rituals and not just mechanics and effects.    There are also new modifiers for Synthesis and Sundering (things which have already been hinted at in previous books – like the status/power of the Z’Bri and the number of them having an impact on the Threshold to resist their spiritually destructive atmospheres). 

                The end of the chapter has more guidelines for spirits, with 4 more spirits (in addition to the 5 described in the narrative’s sidebars).

 

Appendix

Finally, perks and flaws that include spiritual ones – including ‘Spirit Patron’, our long lost ‘Totem’ perk (to use the powers of the Spirit Totems, like the Order of the Black Owls, Tera Sheba’s ultra-conservative reactionary secret police).  The perks are not cheap (most being about 3 points, a full fledged Totem being 6 points), and the flaws are nasty (moreso for Tribal characters since the others have them to some degree or another by default).  Actually a couple of them remind me of Ars Magica’s hermetic virtues – making one type of magic use easier while making others harder or just impossible. 

And for those who like completeness the appendix also includes an alphabetized list of all the aspects printed in other books, complete with mechanics and book/page reference.  Between this and the Horrors of the Z’Bri’s write up on various Atmospheres (the passive auras of the Z’Bri, a manifestation of their wrongness) you have just about every bit of information on everything supernatural in the whole Tribe 8 setting to date!

 

Conclusions

                I loved this book.  I waited impatiently for it, read it cover to cover, and loved every single minute of it.  Other games list spells and powers, but few take the time to explain what the impact on a setting’s society (which leads to cities full of PC-made anachronistic features and magical item assembly lines).  The integration – from birth to sleep, rituals marking periods of life, and eventually death and the afterlife is there, and it’s all done with sufficient space for groups to use it however they want. 

                But such avid fannish devotion is not without reservations about obvious omissions – the Guides.  I know that Hilary and the DP9 crowd want to keep the powers of the Guides a secret (all we know is that they are all born disfigured in some way, they use the Z’Bri heartstones to see the past and the future, they seem to know more about the River and Synthesis than even the Fatimas, and they have access to any and all Eminences and Aspects as needed by the metaplot). But this is the second book that claimed to discuss them, to “reveal their secrets” (Harvest of Thorns, a Book of Legends, was the other one) only throw out a few more tidbits instead of explaining them in detail (like say, sufficient detail for Weavers to make their own alternatives to Den-Hades and Halos, hint hint).  Since the book is already jam packed I’m not angry about their continued mystery, but maybe the next time you put “explain the Guides” somewhere in the promotional blurb, you could actually do just that?

                All in all this is a great, even essential, addition to the Tribe 8 library.  Go out and buy a couple of copies (one for the Weaver, one for players) today, right now. Go go go go!

Ratings - Substance: 5, Style: 5.

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