Some artwork copyright William McAusland, used with permission
Here are ten things that characters could encounter on the road whilst travelling. They are not necessarily dangerous, but they are strange.
A hand has been outlined on the road in white stones. It’s clear that the hand is palm-upwards, for more stones have been used to mark the various creases of the palm. The whole is at a high level of detail, considering the medium.
Bits and pieces from a suit of plate armour have been scattered along the road for some distance. Each piece appears to have been placed the same distance apart. The armour is heavily damaged and probably unusable.
Broken and empty crates are scattered along the road. A careful eye can notice that each crate is in the exact centre of the road and exactly the same distance from any crate before or after it.
Hanging from the trees on both sides of the road are lengths of ribbon. The ribbons come in a variety of colours, some clearly faded over time, and in different lengths.
Lamps hang from several trees beside the road, illuminating it at night. The lamps appear to be delicate brass constructions, but trying to take one down reveals that they are in fact illusionary.
Lying on the road is a single copper-coloured horseshoe. Examining it shows that the horseshoe is made from actual copper, but otherwise seems like a normal horseshoe, even bearing signs of wear.
Stabbing up out of the road’s surface is a black, shiny shard of some hard substance, reaching a dozen feet before terminating in a lethal-looking point. The material is reflective enough to act as a mirror.
Standing in the very centre of the road is an almost perfectly spherical boulder, 5′ in diameter. The only part of the boulder that isn’t spherical is the very top, which is completely flat. No tool marks can be seen on the boulder.
The road passes under an arch that has been formed by two standing stones that lean together. The standing stones are unusually tall, as even a wagon can pass underneath at the apex without a problem, and they appear to be fastened together in some way.
Trees on each side of the road have had a face carved into their trunks. The faces all look to be bearded males, and generally similar, and have hair and beards depicted to look like leaves and vines.
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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.
Astaria in the Divided Seas has built a large membrane across the Imoros Strait which is only opened for passing ships and water transports once per day, and at a cost at that. There are rumours that Astaria is planning to increase the amount they charge to open the membrane, and counter rumours that some of those who have to use the strait are getting increasingly tired of being gouged and are seeking other methods of dealing with the tariff.
Halite Gabra is the current head of Our Order of the Lady of the Salt Way in the Divided Seas and used to be a member of the Order of Truth until she blinded and deafened herself following a vision. Or, at least, so it is claimed. Gabra is now said to see and hear using mechanical eyes and hearing aids, but there are rumours that perhaps she might not be as blind and death as she’s supposed to be, or that these were not self-inflicted.
Hayrest in the Divided Seas is a surprising centre of scholarly pursuits, which some link to the city’s large population of varjellen. There are rumours, though, that strife is increasing between certain elements of the human population and the varjellen. Should this continue, the entire city could be put at risk of internal conflict.
Hiberz is the nominal leader of the submerged city of Salachia in the Divided Seas. Some consider him to be the city’s saviour; others, its destroyer. The latter would happily see Hiberz dead so that they could restore the city properly, and its rumoured they have made several attempts to make this goal a reality, but so far have been unsuccessful.
Navae Marica in the Divided Seas is smaller and shallower than the Sere Marica but, unlike the larger sea, is a source of fresh water, rather than salt. There are rumours, though, that recently the Navae Marica’s water has started to taste slightly salty, and that the saltiness is gradually increasing over time. If it is turning to salt, this could cause a serious problem for those that rely on its fresh water.
Our Order of the Lady of the Salt Way in the Divided Seas like many religions considers others to be horribly misguided, though the Order is reputedly just waiting patiently for everyone else to see their truth. There’s a rumour, though, that a splinter faction of halites within the order have decided to hurry matters along a bit, by targeting followers of other religions and eliminating them; the more powerful the individual is within the religion, the better.
Salachia is an underwater city at the bottom of the Sere Marica in the Divided Seas. The outside of the city is covered in crystalline creatures called chiffons that inhale the carbon dioxide released by the city’s inhabitants and exhale the oxygen needed to breathe. As well as the crisis caused by the city’s diminishing population, which results in fewer chiffons being attracted, it’s also rumoured that they have recently been dying off.
Sere Marica in the Divided Seas is known for how hostile the environment surrounding it is to mechanical beings, as the salt is very hard on their mechanisms. It’s rumoured that the salt that appears in the Sere Marica is part of an ancient defence mechanism, one set up by a civilisation of a prior world that was under attack by mechanical foes.
The halites, the followers of Our Order of the Lady of the Salt Way, live on an island in the Salted Marshes of the Divided Seas. There have been rumours about members of the group possibly eating their dead, after being cured in salt, but other, darker rumours suggest that a number of travellers in the region disappear and end up on the tables of the halites where they are consumed.
The Sere Marica in the Divided Seas is a body of water filled with blue salts, though the water that flows into it is fresh. There’s a rumour of a vast ancient mechanism located somewhere on the bottom of the sea, one that changes the waters that enter the Sere Marica, adding the salt to them.
The 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.
Juvanom is the aquatic city that serves as the primary headquarters of the Court of Coin. The city consists of fourteen huge spheres, entire neighbourhoods filled with air. It’s rumoured that some of the spheres have been having problems recently, with the spheres that keep the water out failing to do so at times. Some wonder if the spheres are failing; others if, currently minor, acts of sabotage are being carried out.
Most of the ancient aquatic cities of the Court of Coin are now in ruins, though the remnants of the Court still inhabit Juvanom. There are rumours, though, that some of the cities are not as ruined as is generally thought, though it doesn’t seem that the Court is occupying them, which begs the question of whether they are still inhabited and, if so, who by?
Several trade concerns are either based in Port Talaat on the north shore of Oceanus, or have an outpost there. The concerns are of different sizes and it’s rumoured that at least some are engaged in an underground war against each other. So far, this seems to have mostly been restricted to a trade war, but it’s said that vessels and caravans have also been attacked out in the wilds.
The prefect of Tharcept Prefecture in Juvanom is Harker Molentha, a player of the lute and accomplished singer, and the prefecture itself specialises in the sale of entertainments, with the largest space set aside for a massive stage. Tharcept Prefecture sees a lot of wealth come in, but there are rumours that a not insignificant percentage of this money is disappearing somewhere, instead of ending up where it should.
The Court of Coin leases a pier at Port Talaat, one that has been retrofitted to cope with the Court’s submarine craft. It’s rumoured that there have been a few problems in these submersible pens recently, as some say the craft that dock there have been sabotaged. It’s not clear who would have the ability, and the motive, to do such a deed.
The Hydra Cascade pulls those within it to a submerged qephilim ruin in the rough shape of a hydra. The current is the only way to reach the ruin, for no-one out of it has ever encountered the place, but using the current is hazardous. The Hydra Cascade is definitely magical, and some wonder if the reason why the qephilim ruin can be only seen within the current is because the current is transporting those within to another time and place.
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10 Hooks and Rumours for Cyberpunk 2.0.2.0.’s Night City
This list has ten hooks and rumours that can be heard in or about the Upper East Side district of Night City. Whether or not they are true is up to the GameMaster. They can be used as background colour or as potential adventure hooks.
Allworld Insurance in the Upper East Side has an enclosure built of reinforced concrete as part of their building, where physical evidence is stored for examination by the company’s forensic engineers. There’s only one street entrance, without using explosives, and there are two checkpoints to ensure only those allowed to enter can do so. Yet there are rumours that some of what’s been stored in the enclosure has been tampered with to affect Allworld’s investigations and ultimate pay-outs.
CiNEmaXUS is a theatre and braindance arcade that has been struggling recently due to corporate clientele being driven elsewhere by the punks on the streets at night. Some say that the place is going to start catering to the punks, but there are other rumours that the owners are making a deal with someone far more dangerous than any street punk in order to keep the area around it safe so that its original clientele feels safe to return.
Global Foods prides itself on its ability to create any dish that a diner asks for, no matter how disgusting. It’s rumoured that it’s also possible to order dishes that, whilst not unknown, are illegal, with long pig being the one most touted as being available to those in the know.
Kitty Liquor violates most of Night City’s local laws, including selling to minors as well as remaining open at all times of day and night. Though the council would like to shut it down, doing so could well cause a riot amongst the local gangs. Others, however, are less bothered about the potential fallout, or about obeying the law when it comes to closing Kitty Liquor down, and there are rumours of violent actions planned against the business.
Long Last Books specialises in rare, out of print, banned and hard to find books as well as those published by independents. The gangs appreciate this, but the corps do not, and it’s rumoured that the corps have tried to put the shop out of business a few times, with the use of force, but that the gangs have stepped up to defend them.
StreeTemps is used to hire those in need of some quick cash to carry out various activities that, at best, skirt on being on the wrong side of the law and, more often than not, go fully over that border. It’s rumoured that those who sign up with StreeTemps tend to suffer higher casualty rates than normal, which may be because the hirers are not the best people around to deal with.
Systems Original manufactures networking software similar to that used in the Net. There’s a rumour that in some cases, perhaps all cases, that a backdoor is created in the software that allows Systems Original, or someone who pays them for the privilege, to access what are supposed to be secure networks.
The Advocet is a luxury hotel that provides services, both legal and not, to its clientele. To date, the police haven’t taken any notice of this, as everything happens in-house, but it’s rumoured that’s changing after one of the more dubious clientele caused the death of one of the people providing them with an intimate service.
The autovendor in NNEws is run by a marginally intelligent AI that reputedly has chopped the hands of people who have tried to steal from it. There are rumours that the AI is rather more than marginally intelligent, and takes a disturbing pleasure in inflicting harm on others, which may not bode well for the things it vends in the future.
The truck drivers of Barstow Enterprises often get into altercations of the punks who frequent The Slammer just down the street, and some take a kind of pride in the number of punks they’ve mown down with their vehicles. It’s rumoured that matters might be about to get out of hand though; some of the punks are said to be in the market for some anti-vehicular weaponry with the intention of blowing up some of the trucks, and their drivers at the same time.
D10: Night City Rumours – Upper East Side is unofficial content provided under the Homebrew Content Policy of R. Talsorian Games and is not approved or endorsed by RTG. This content references materials that are the property of R. Talsorian Games and its licensees.
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Ogres are large humanoids, related to giants, known for their brutality, strength and less than stellar intelligence. They can be found individually and in groups and will often act as muscle for more intelligent beings.
What Unusual Feature Does the Ogre Have?
Appalling stench, noticeable from some distance away and nauseating when close.
Enormous fangs, twice the normal size.
Jutting brow of bone that shields its eyes from the light.
Long, thick, strong and claw like nails.
Patches of straggly, greasy hair all over its body.
Scars cut into its skin in patterns.
What is the Ogre Wearing or Carrying?
Cloak made from the scalps of dozens of beings.
Helm made from the entire rotting head of a bull.
Huge bag made from horse hides crudely stitched together.
Rotting garments made from poorly-tanned leathers.
String of skulls from different beings on a rope around its neck.
Wooden club inset with broken fragments of bone.
What Treasure Does the Ogre Have?
Battered breastplate bearing part of a coat of arms.
Broken holy symbol
Cloven skull of a powerful enemy.
Fur of a dire beast.
Hilt of a shattered sword worn on a leather thong.
Shiny rock with sparkling flecks in it.
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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.
Druissi in the Ba-Adenu Forest is built on ancient wreckage that has, until now, generated heat all year round at a stable level, allowing the inhabitants to use the heat to warm everything from food to water. There’s a rumour, though, that the temperature has been gradually increasing in recent months. Not enough to cause an immediate problem but, should the rise continue, it could eventually reach potentially hazardous levels.
Padun in the Ba-Adenu Forest is an enormous oval wall, one that has been repaired over the years, and sometimes breached as well. Inside are the ruins of cities and strongholds that have been built within the wall’s defensive perimeter, all of which have fallen due to the difficulty of defending a wall of such a size. There’s a rumour that a new ruler is building a city within Padun, but that they are ensuring that there will be defences on the inside as well as Padun itself.
The Ba-Adenu Forest encompasses a vast area of the Beyond, with many different beings living beneath its boughs in the different climates that can be found within it. There’s a rumour, though, that the forest has recently started to shrink in size, with trees on the borders quickly dying and collapsing into rot, diminishing the size of the forest slowly but steadily.
The inhabitants of Ephremon in the Ba-Adenu Forest worship a being called the Falgreen which appears in the form of a floating young woman in a tattered dress with twigs for hair. Some outsiders say the Falgreen is the spirit of the Ba-Adenu Forest, taking on a form that allows it to interact with humans, though at a price, claiming that the Falgreen desires human sacrifice above all other things.
The part of the Ba-Adenu Forest that borders the Black Riage is known for its strong winds and the frequent tendency for trees to fall in them. Calls to warn others of falling trees are equally common, and there’s a rumour that someone has been studying tree falls for some time. They have apparently come to the conclusion that many of the falls are not accidental, and that the reason so many encounter falling trees, is they are most likely to happen when there are people around. Perhaps suggesting the tree falls are deliberate.
The Untethered Legion in the Ba-Adenu Forest is an area where pools of a murky red substance gradually birth hounds, which when born are ridden by the biomechanical humans of the Legion. The forces of the Untethered Legion have been gathering in the forest for some time, though no-one knows what for, but there’s a rumour that they have finally started to stir and venture further afield.
The 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.
An enormous petrified tree in the Green Wilds is home to the largest sark lair in the area, but they do not completely dominate it. Huge spiders with too many legs and centipedes with the voices of children also lair there, and sometimes emerge to hunt the sark. Some claim that these creatures would wipe out all the sark if they could, and that perhaps they are related in some way.
Calandria, of the storm circle southeast of Telenbar, is a bitter enemy of the Oracle of Ardeyn, and vice versa, and isn’t welcome in the city of Telenbar. Neither will say why this is the case, but it’s rumoured that both sometimes attempt to recruit assassins to kill the other. If so, none have been successful as yet, which suggests any such attempts are dangerously foolhardy.
Telenbar is a very large sun oak within the Green Wilds, one that is large enough that it functions as a city for as many as 2,000 people. There are rumours that representatives from Telenbar have been seen in a number of different places, apparently looking into methods of curing trees, leading to the suggestion that perhaps the sun oak itself is ill, perhaps dying.
The Green Wilds are home to sark, amongst other creatures, and their lairs make the region a dangerous place to wander. It’s rumoured that the numbers of sark encountered in the region has increased recently, though this is difficult to confirm as many who encounter them fail to survive to tell a tale. Should sark numbers be increasing, this will make the region even more dangerous.
The Oracle of Ardeyn lives on Telenbar and is an enormous serpent who sometimes disappears from time to time, apparently visiting her homeland. There are claims that, when she returns from that place, she is often different in some way, usually with regards to her personality and memory, not remembering meetings and acting strangely, though after a few days she returns to normal again.
The Stag Knights are an order of hunters and trackers with a guildhouse in Telenbar. Sometimes terrible monsters from the Age of Myth appear in the present day, and the knights then hunt them down. Some claim that the knights are the ones bringing forth the monsters, so that they can appear to be heroes by hunting them.
The very rare tree known as the star sapling can be found in the Green Wilds. These trees drop white fruits that either have healing qualities or contain a seed that jets off on a blast of fire away from Ardeyn. Someone has placed a bounty on as many of these seeds as can be caught, which is difficult given what happens when they are found, as it seems they are hoping to grow their own orchard of the trees.
Treasure seekers in the Green Wilds are looking for a portal mouth that supposedly leads to a subrealm where an ancient qephilim city still survives, though it might be a city in the Age of Myth, rather than a place at the current time. It’s rumoured that a number of qephilim artefacts have been turning up in communities in the Green Wilds, all apparently traded for supplies and other things by a small group. Some wonder if the qephilim city has finally been found by a group of treasure seekers.
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10 Hooks and Rumours for Cyberpunk 2.0.2.0.’s Night City
This list has ten hooks and rumours that can be heard in or about the City Centre district of Night City. Whether or not they are true is up to the GameMaster. They can be used as background colour or as potential adventure hooks.
Fantasy Unlimited in the city centre is a business that helps their clients’ fantasies come true, through their network of contacts. Some claim that Fantasy Unlimited will make any dream come true, no matter what it is, but it’s rumoured that those who’ve believed that and have tried to ask for something like that have either wound up getting an unexpected visit from the NCPD or have simply disappeared.
Grandmill in the City Centre is the place for people with too much money to burn to shop, where they can find things to suit even the most jaded tastes. And rumour has it, that anything means just that; anything. It’s said that those in the know can buy things that are definitely illegal and often horrendous in nature.
La Croix in the City Centre is considered to be the most trendy restaurant in Night City. At least by the trendy magazines. The food and service are, however, excellent, though this doesn’t tend to draw in non-trendy clientele. Rumour has it that the owner, Jaqueline duBenalle, has extensive contacts with journalists working for the trendy magazines to ensure her restaurant always remains on the list of trendy places to eat.
Mbole Ebunike, the mayor of Night City, has grown tired of being a toady for the corporations. In turn, the corporations have grown tired of the man they groomed for office behaving as if he had a will of his own. Ebunike is usually unavailable these days, even when in his office, and it’s rumoured that he now has a second office elsewhere after his security had to deal with visitors who were not so much irate as paid assassins.
Night City City Hall is in the City Centre is a bustling place filled with all sorts of lobbyists, corps, execs, government employees and special interest groups. This abundance of people with power, or who are close to those who have power, means that there is a lot of, to the right people, valuable information floating around. Despite City Hall’s security, there are rumours that information still manages to be acquired from it, and some wonder if it’s that same security acquiring it.
Night City Museum in the City Centre has a collection with a lot of valuable items in it. The more valuable the item, the more likely it is to be found in the underground areas which have tighter security. There are rumours, though, that sometimes-valuable items end up being placed in the upper areas, and then stolen, suggesting perhaps that someone who works for the museum is deliberately placing valuable items where they, or a partner, can steal them.
The Del Cornanado Bay Journal, based in the City Centre, is the home of an old-fashioned newspaper and a source of unbiased news. It’s rumoured that the paper has been looking into increasing security recently, as some are objecting to the unbiased approach and are suggesting it would be in everyone’s best interests, and particularly those who work at the paper, to add an element of bias.
The NCART City Center Station has a lot of juviegangers that avoid doing anything technically illegal when they are dealing with clients, and the fact that these clients are usually wealthy means that the Transit Police rarely crack down on them. It’s rumoured that some of the Transit Police are actively involved with the juviegangers, taking a cut of everything they make in exchange for a guarantee they will never get into trouble.
There have been attacks on a number of vehicles belonging to the Revere Courier Service recently, and these have always taken place in the City Centre, despite the district and the company’s precautions. Some think these attacks aren’t designed so much to rob the company as to make people start to think their service is not as safe as it could be.
Totentanz is a club in the top three floors of Burleson Tower in the City Centre, and it’s one where a lot of boostergang members go, and some don’t come back out again due to the patrons getting rowdy. The NCPD lets the club stay open because, for one thing, it cuts down on the numbers of punks on the streets. Rumour has it that the NCPD secretly encourages the violence that happens at Totentanz, ensuring the gangs keep on killing each other.
D10: Night City Rumours – City Centre is unofficial content provided under the Homebrew Content Policy of R. Talsorian Games and is not approved or endorsed by RTG. This content references materials that are the property of R. Talsorian Games and its licensees.
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Four encounters for each of the districts of Archbliss are given here. The encounters will work with the Pathfinder and 5E versions of the supplement.
Sunrise Way
A creature whose true appearance is unknown is rapidly changing shape, from humanoid species to inhuman to monstrous.
A rainbow of strange colours forms over the district, seemingly becoming solid, before slowly evaporating away.
A tree forms out of stone, rapidly growing up out of the ground, budding and sprouting stone flowers and fruit.
Some of the gold bricks on the Street of Gold are being removed from the way and replaced with new, with guards making sure that outsiders don’t interfere.
Glasswood
A sparking ball of light materialises in the air, shedding a pearlescent glow as the sparks drip down from it and evaporate on the ground.
A spelluser casts a spell at one of the crystal spires, which glows as it drinks up whatever the spell was.
Apprentices are checking the sorcerer’s quartz of some of the district’s crystal spires.
Lightning arcs towards two of the crystal spires, seemingly from thin air, causing them to glow briefly, before the lightning fades away.
Samen’s Way
A crowd has gathered to watch a performance as the actors float above the ground.
A dragon swoops down on the street, breathing fire at everyone below. Before the fire hits, the dragon and flames both turn into gold coins, which vanish when they hit the ground.
A patch of unmoving shadow blocks part of the street and seems impossible to illuminate with light. Nothing can be seen from within it.
Soldiers charge down the street, shouting a battle cry. They pass through anyone and anything they encounter.
Spirit Tower
A dozen skeletons march in formation through the streets of Spirit Tower, before finally entering a crypt and closing the door.
A funeral procession is walking slowly through the district, with a robed individual being transported on a floating bier.
Someone is standing by the Obelisk and standing in the chill the monument radiates for an unusually long time.
Undead guardians standing outside a crypt bar the way to someone who has approached it too closely.
North Gate
A duel is taking place at Wardstone, with two different sorcerers fighting each other. One is using a flashy style with many effects; the other is more restrained in their casting.
A patrol of Watchers is leaving the Black Tower. Several people shy away when the see the patrol.
Visitors are entering the city and, by the way they are peering around in every direction with their mouths open, this is their first visit to the city.
Watchers are escorting a captured sorcerer to the Vaults, making sure they don’t get a chance to break free or cast any spells.
Winter Gate
A robed individual is bargaining with a vendor for an enchantment. They appear to be having difficulty agreeing on a price.
A visitor is wandering the district lost and confused and asking for help, disoriented by the area’s effects.
The route ahead seems to shift, blur and change, as if it is constantly moving and altering its destination.
The air briefly shimmers and gives a glimpse of what looks like another world, one from a fairy story.
East District
A group of excited children are being escorted to the Menagerie by what looks like a pair of teachers.
A sorcerer gestures and conjures a creature up, speaks to it briefly, then dismisses it again.
Someone walks past with a creature on a leash that doesn’t look like anything seen in nature.
The Arches are activated and a number of people are teleported through them from the ground below.
Castle Archbliss
A unit of Thuranen Guards arrives at a guard post and the current ones silently depart after their replacements show up.
One of the viewing devices on Stargazer’s Tower shifts position to point at a new part of the sky.
Several officials are chatting about a subject, but they cannot be overheard as it appears a spell is keeping their privacy intact.
Thuranen Guards turn a tourist away who was seeking access to part of the castle, not listening to their protestations as they silently send the tourist on their way.
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Some artwork copyright William McAusland, used with permission
Those who sail the oceans will often tell strange stories about what can be encountered out there. Some of these may be true, some may not.
A circular windstorm makes it impossible for ships to travel through it to see what is beyond. The storm quickly turns ships to splinters and it’s said there’s a similar effect underwater as well. The storm never moves and is clearly artificial in nature. Some say it’s a magical barrier erected by a mage or godling whose island lies within.
A famous treasure ship went down many years ago and so far no-one has managed to find it, though many have looked. Recently, coins and other items that seem to be from the ship have been turning up in various ports, which would suggest that someone has discovered the ship, or stumbled across at least part of its cargo.
Ghost ships aren’t an uncommon thing for sailors to claim they’ve seen, or to have actually seen, but it’s rumoured that there’s an entire fleet of ghost ships prowling the ocean. It’s said that those who encounter the fleet are attacked and, once defeated, the attacked ship and its crew join the ghost fleet. Though no-one has been able to confirm this, as no-one can definitely say they’ve encountered the fleet.
Hidden behind a permanent bank of fog, forever hidden from the sun, is an island said to be occupied only by the spirits of the dead. The island is said to be where the souls of some of those lost at sea go, forever to haunt the place and never move on.
Many ships have been lost to a maelstrom out in the deep ocean, which is a curious place for such to form. Moreover, sailors would have it that the maelstrom is found in different places, as it appears to move around. They claim that the maelstrom is a living thing that hunts down ships to swallow up in its swirling maw.
Part of the ocean is to be avoided for the water there is like air in constitution, yet still water when it comes to breathe it. When ships travel into the region, they sink into the air-like water, as the water is unable to bear them up any more, and everyone onboard will drown unless they can breathe underwater or somehow escape to the surface.
Sharks can be dangerous, though there are greater dangers in the ocean, and most sharks are not a threat. There’s a rumour, though, of a frenzy of sharks of many different types. These sharks seem to act with intelligence, seeking out prey and working together to attack it. Some suggest the sharks are intelligent; others that they are under the control of someone.
There’s a pirate ship that is only intermittently seen, and no ship sent to hunt it down has been able to catch it. Those who have encountered the pirate ship say that it appears on the water out of nowhere, literally shimmering into existence, rather than visibility, and disappears the same way, making it impossible to catch without magic.
There’s said to be a reef somewhere in the ocean, but one that isn’t constant. It seems to remain in roughly the same place, but sometimes it’s said to rise up from the sea bed, breaching the surface as ships pass and ripping out their bottoms. Sailors call it the Eater of Ships and swear it is alive.
Whaling ships have been failing to return to port. There have been reports of bits and pieces of the ships washing up on the shores, or being found in the general area where they were last known to be. Finally, a survivor was found and the whaler said their ship was attacked by a pod of whales acting in concert to deliberately sink the ship.
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