D10: Numenera Rumours – Rachid II

Numenera Cover
TM and © 2019 Monte Cook Games, LLC.

Numenera is a game published by Monte Cook Games. Its setting is the Ninth World, and this list has ten rumours for that setting. The rumours, which are similar to the Hearsay that can be found in the official books, can be used as adventure hooks or as simple misinformation.

  1. At the far end of the span is a degraded structure that once might have been a twin to the Catholith. Few from Rachid spend much time at that end of the span, but it’s rumoured that the Aeon Priests are thinking of setting up a small outpost there to excavate the structure’s remains.
  2. Bashan sells those who choose to walk the span of the Catholith meats and cheeses wrapped in haster leaves. Many walkers gossip to Bashan as they purchase a snack, and some say that over the years Bashan has gathered more information about the Catholith than even the Aeon Priests have.
  3. Conny Osolorian is a member of the Osolorian family who has a fascination with stories of what lies beyond the span and in other lands. It’s rumoured that she’s thinking of leaving Rachid with the next group of travellers who arrive who seem to be interesting enough.
  4. Officer Junira is the member of the Rachid Guard who is in charge of the detachment that watches the Catholith’s span. It’s said that Junira has a deep-seated hatred of the vulfen that plague the span, and is always willing to listen to any newcomer to the town who might know of a way of getting rid of them.
  5. Outsiders who arrive in Rachid are little trusted and treated with a lot of suspicion, as the settlement has little contact with others. There are rumours that outsiders who fail to allay the suspicions of the Rachidans have a tendency to disappear, at least as far as the outside world is concerned.
  6. Sethridge the Whisper Buyer will buy whispers from those who walk the span of the Catholith, if they want to make a quick profit. He trades these whispers to others in Rachid, though some believe that Sethridge keeps the best ones for himself for an unknown reason.
  7. The clave is where the Aeon Priests resident in Rachid dwell, and outsiders, including other Rachidans, are generally not welcome in the building. The priests are tolerated and kept supplied because they buy whispers and have agreed to deal with issues that require their expertise, but some Rachidans mumble that the priests themselves are the source of most such problems that happen in Rachid, ensuring that they are always needed.
  8. The Osolorian Seat is a sprawling building that is home to the ruling family of Rachid, as well as the seat of the city’s government. The structure is a number of buildings that have grown together over the decades, and there are rumours that there are secrets hidden within it in rooms only the family itself can find.
  9. The Rachid Guard has a detachment posted at the Catholith ensures that those who return across the span are Rachidans, as well as stopping people from climbing it or entering the hollow spaces on the head. Despite this, there are occasionally rumours of people being seen in the hollow spaces of the head, despite the guards insisting that no-one passed them to climb the Catholith.
  10. The span of the Catholith can be dangerous to cross in high winds, as the middle part twists and bucks from the wind. Some claim that the movement has been growing greater with age, suggesting that the span is perhaps wearing out and may at some point fall, pointing at the possible former twin of the Catholith at the other end as evidence that such could come to pass.

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D10: The Strange Rumours – Recursions: Ohunkakan

WorldsThe Strange is a game published by Monte Cook Games. It is, at least in part, set in the normal world, but there are other worlds out there, in the Strange. This list has ten rumours for that setting, similar to the various different adventure hooks in the books, and these can be used as adventure hooks or simple misinformation.

  1. Coyote is one of the elder spirits of Ohunkakan and where he walks the world is always touched with absurd humour and comedic consequences are common. It’s said that if Coyote is annoyed with someone, then the humour gains a harsher tinge to it in order to punish the recipient.
  2. Elements from the past, often mythic in nature, can be seen in Ohunkakan, mixed up with more modern things. It’s said that if you study the recursion for long enough, you can gain insight into what happened in the past by observing the elements of it that still remain in the recursion.
  3. Grandfather of Bears can force travellers to hold up mountains by the strength they gain due to his reality-warping nature. It’s said that if you can please Grandfather, he will grant you a boon, part of himself that will allow the wearer to have unusual strength as long as they are in Ohunkakan.
  4. Storytellers of Ohunkakan can alter the world around them, and their ability is highly esteemed. It’s rumoured, though, that a small number of storytellers use their abilities for their own personal advantage, altering the world to benefit them and them alone.
  5. Tales told in the recursion of Ohunkakan just might come true, and some recursors have been reputedly trying to take advantage of this, by repeatedly telling stories they want to come true. It’s not known if any have been successful, but it’s said that if they persist it could cause trouble one way or another.
  6. The elder spirits of Ohunkakan carry their own pocket realities around with them, where reality itself is warped by the logic of their own story. It’s rumoured that sometimes one of these elder spirits is even able to warp reality outside of the recursion, though as they never leave it’s unclear how this would be known.
  7. The Horned Serpent of Ohunkakan has been slain many times, but each time returns again, though often in a different shape. It’s rumoured that there is a way of permanently killing the Horned Serpent, but that this way is kept secret, because of the creature ever dies then Ohunkakan will die with it.
  8. The Thunderer of Ohunkakan is a being that inspires bravery and punishes cowardice and, as well as causing destruction, also causes new life to spring up in his wake. It’s rumoured, though, that sometimes the Thunderer only causes destruction, eradicating all life as he passes.
  9. The war between the Thunderer and the Horned Serpent in Ohunkakan constantly damages the threads of the stories and skilled storytellers must constantly weave them back together, else risk opening Ohunkakan to the Strange. It’s rumoured that this task is getting increasingly harder, and the likelihood of the recursion being opened rises with every generation that passes.
  10. There are dangerous spirits in Ohunkakan that prey on people, and as long as stories are told about these spirits, they will remain a danger. It’s said to be impossible to end the stories, for the spirits themselves seek out people to tell them, whispering their own tales in the sleeping recipient’s ear so that they will speak it when they wake.

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