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Theragraphica

Started by Skywalker, November 02, 2014, 08:10:40 PM

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Skywalker

Theragraphica is the monster book for Atlantis: The Second Age. It is not only a book of monsters though. It is a book of myths, legends, and horror stories from around the world; of things that will make you afraid of the dark (and the light to be honest) and that will test your sanity.

The RPG is a trilogy and consists of three books – a rulebook, a setting book and a monster book. All of which provide a comprehensive and detailed look at an antediluvian world filled with heroes, dangers, wonders and adventure. This review covers the Theragraphica, which is the monster book, and other two books in the trilogy will be covered by separate reviews.



History

As with the rulebook, the detail in Theragraphica is based on the previous incarnations of Atlantis and its setting. However, all of three books, Theragraphica is most removed from its predecessors. Khepera's refocusing of Atlantis to that of an ancient world of flashing blades, primal magic and insane gods, dangerous beyond imagining, is seen clearly in the monsters in this book. Many are drawn from real world myths and folklore, and the line-up feels very different from most bestiaries for fantasy RPGs.

Physical Product

Like the rulebook, Theragraphica is gorgeous. It is a 170 page sturdy full colour hardcover, which uses the same heavy glossy page stock. Rather than the two page spreads in Geographica, there are over a hundred beautifully painted portraits and several evocative whole page pieces, ensuring that almost every horror and danger described is visually and vibrantly portrayed.

Inside the Book

As with Geographica, the book is broken down by continent, including a section of Oceans and Seas. Each continent gets between 10 to 15 monsters that are specific to that region. There is lot of diversity in each continent, from the small to the weird to the large scale threat. Most seem to draw heavily on that region's cultural stories to further steep them with flavour. Together these make the world feel diverse and grounded. There are very few ubiquitous monsters that will be found wherever you go. Each monster is a specific threat that needs to be learnt and overcome, possibly forming an adventure in and of itself.

In addition to the continent specific monsters, the book contains various other sections. The result of this is to make the book a one stop shop for the GM in creating or choosing monster for his or her game. These sections include details on Demons of Ba'al and Ophideans of Mu, a list of common foes, elementals, and animals. There is also a repeat of the excellent adversary creation system from the rulebook, which has been expanded and tightened. The book wraps up with a threat level by continent list.

Though each monster provides inspiration, the sections on Demons of Ba'al and Ophideans of Mu really shine. These are the two big antagonists of the setting and along with details of the two groups they also provide multiple monster entries related to each group. This really help round out the material on these two groups found in the other two books and places them in the centre of the world's woes.

The Ophidean section finishes with four Dragons. As children (or the mate, in one instance) of Set, each in unique and immensely powerful. They are almost gods on earth with a variety of unique powers and abilities. Any one of these Dragons could challenge the PCs for the entirety of a campaign and beyond.

Even though Theragraphica is filled with mechanics for each monster, the book would be an excellent resource for any sword and sorcery game or setting. There are few sword and sorcery specific bestiaries released, and none that I have seen match Theragraphica in capturing the weird and horrific vibe that monsters had in the classic tales of the genre.

Conclusion

As the final book in the Atlantean trilogy, Theragraphica shows just how much Khepera has done to forge its own RPG to achieve an "all you will ever need" sword and sorcery RPG. Theragraphica contains so much detail and inspiration that it feels like it likely never be exhausted, much like Geographica in respect to the setting. It also provides a comprehensive toolkit for the GM in creating threats and monster for his or her PCs to face.