Tag Archives: GameMaster’s Resource

D10: Numenera Rumours – Ancuan

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. Captain Jamson “The Liar” Connell is a retired member of the Redfleet who can often be found in Kaparin in Ancuan. It’s rumoured that Connell once killed and ate his entire crew, and his attempts to eat those who threaten him don’t exactly put a lie to this. There are rumours that a number of people have disappeared in town, with all that is found of them, if anything, being some chewed bones. Some believe that Connell is hunting and eating people.
  2. In Pike’s Head is an unusual structure that juts up out of the water, known simple as “the Beast”. The structure is clearly organic, and is said to resemble a pike’s head, but it doesn’t appear to be a corpse for it doesn’t seem to rot. If it doesn’t rot, then maybe it’s not dead and, recently, there are rumours that some of the village’s residents have seen the Beast move ever so slightly.
  3. Ishlav in Ancuan was rebuilt after an accident with a strange device destroyed all non-living matter, but not the ground, within 2 miles. Living creatures caught in the blast did, however, benefit from improved health, and this improved health seems to have been passed on to later generations. There are rumours, though, that there’s a dark side to this improved health. That, occasionally, individuals are transformed into something monstrous over time.
  4. Kaparin in Ancuan is home to the Redfleets Museum, where the members of the Redfleets display items in what is a combination museum, library and hall of fame. There are interesting items on display, but it’s also rumoured at least some, and no-one seems to know which ones, are actively dangerous. Some visitors to the museum are said to have disappeared without a trace.
  5. Rarrow in Ancuan is a city with two parts. The second part, Hidden Rarrow, is built on the other side of an interstitial rift. It’s not known where Hidden Rarrow exists; some believe that it is in the future of the world, others that it’s in a parallel universe. Recently, there are rumours of the inhabitants of Hidden Rarrow encountering strange things roaming their city at night. The things haven’t shown themselves to be hostile – at least, not yet – but nor is it known just what they are.
  6. Sallian Orsay the Red, the seemingly ageless ruler of Kaparin in Ancuan and one of the founders of the Redfleets, is protected by a seemingly endless army of goons willing to fight for her. There have long been rumours that Sallian’s agelessness comes from something she discovered on one of her missions, but it’s also rumoured that the goons come from something else. That they aren’t human, or even technically alive, and that Sallian has a numenera device that produces endless replicas for her.
  7. The inhabitants of Glavis in Ancuan worship sibling deities called Relia and Bianes. Offerings disappear from the deities’ altars, so most, including those who don’t believe that Relia and Bianes are gods, do believe that there is someone at the very least masquerading as them. There’s a rumour that someone was determined to prove that Relia and Bianes, whilst they exist, are frauds and not true gods. It’s said the individual disappeared and hasn’t been seen since.
  8. The Monks of Mitos are an organisation in Ishlav in Ancuan founded by a man called Kollos. The monks are known for their effective fighting style, seemingly developed by Kollos, and the organisation preaches a message about creating a safer, more harmonious world. There are rumours, though, that the monks are infiltrating Ishlav at every level, both criminal and not, with the aim of gaining complete control over the city and, perhaps, beyond.
  9. The Redfleets are sailors based out of Kaparin an Ancuan, ranging from scientists to thieves, who seek out natural treasures to bring back to their city. There are rumours that some of the Redfleets have been staying out far longer than is possible without returning somewhere for resupply, yet they haven’t been seen anywhere. This has led to speculation that the Redfleets have found and colonised other land somewhere.
  10. There have apparently been a number of outbreaks of strange diseases in Glavis in Ancuan. Each outbreak has infected a number of people, before suddenly burning out and anyone who didn’t die from the infection has been cured. It’s not clear what’s happening, but most think this can’t be a natural occurrence, not for so many different diseases to break out and for them to then be cured.

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Encounters for Silkgift: The City of Sails

Silkgift: The City of SalesFour encounters for each of the districts of Silkgift are given here. The encounters will work with the Pathfinder and 5E versions of the supplement.

Great Ferry

  1. Cask’s Crossing starts to rise as it’s approached, temporarily putting a stop to the traffic crossing the river.
  2. In Confluence Square, a pair of ingeneurs are sending tiny balloons made from Archer cloth into the air. Miniature candles dangling below the balloons provide the lift.
  3. A merchant from out of town is buying a large shipment of Archer cloth, more than the shop they are purchasing it from can supply.
  4. An argument breaks out between a sailor and a fisherman, and it looks like their friends might get involved, as the Silkgift Constabulary move in ready to stop any trouble, net casters in hand.

Noonbrook

  1. Two gnomish workers are fixing a fountain that has stopped spraying water. Bits and pieces of fountain and various tools lie around them.
  2. One of the wind towers that directs air inside the homes and shops is emitting a howling noise. Someone is at the top of the tower examining the opening the wind enters through.
  3. A merchant falls from their ship into the waters of Peddler’s Wharf, to the amusement of some of those who see it.
  4. A water clock strikes the hour, marking it with a spray of water that forms a rainbow.

The Harbours

  1. A huge ship is pulling into dock, easily twice the size of the next largest vessel.
  2. A drunk staggers out of the Harbourmaster, catching themselves against a wall before slumping down.
  3. Fish spill from the net of a fishing boat as the rope holding up gives way, leading to shouts from the crew as the catch is spilled over the dock.
  4. A merchant on Barter Street is loudly hailing anyone who passes, telling everyone that it is their last chance to get some bargains before they have to leave the city.

Fool Street

  1. A blast from Nightmare Alley shatters the air and causes everyone to turn and look to see what has exploded.
  2. A convoy of huge wagons is making its way into the Ingeneurium along one of the roads that lead through the facility. It is accompanied by a large escort of the Silkgift Constabulary.
  3. Puffs of coloured smoke rise into the air, though it’s unclear just where they are coming from; it could be the Ingeneurium, Nightmare Alley or one of the smaller places.
  4. A delivery is being unloaded at Archer Dock, and several guards are keeping a careful eye out for trouble.

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D10: People to Meet in a Fantasy Village

Peasant
Some artwork copyright William McAusland, used with permission.

Here are ten people that characters could encounter in a fantasy village. None of them are really of any great importance, but they can be used to flesh out a location and make it more detailed.

  1. Abagan Frontin: Abagan has only a small piece of land, one that is insufficient to provide well enough for their large family even if farmed at peak efficiency. This inability to make the land provide enough has caused Abagan to start giving up on even trying, which causes yet more strain at home, as people go hungry and blame it in them. Abagan is drinking more often than they used to whilst working, and it is likely only a matter of time before they have an accident whilst under the influence or snap under the pressure.
  2. Bennia Lithone: Bennia visits the village between hunting trips, usually bringing back game they have caught, as well as some furs. Though most in the area don’t know this, Bennia is a poacher as well, hunting on the land of the local lord. So far, they have managed to keep away from the game wardens who watch the land by being very careful, though the presence of a poacher is suspected. Bennia doesn’t dispose of game they have poached in their village, instead selling it in others, to divert suspicion.
  3. Darran Bothal: Darran’s primary job is thatching the roofs of the villagers’ homes. There aren’t enough people in a single village to keep them fully occupied, so they will travel to other villages too, though not any that are that far away. Darran harvests all their own thatch to use in the roofs, and dry this at their home. As a result of the time spent harvesting reeds for thatching, and travelling to other villages, they are more knowledgeable about the surrounding area than the average villager.
  4. Grungan Yates: Grungan lacks a permanent job, although it’s rumoured that they used to have both land and a family. No-one is certain, as Grungan is not from this village. One day, they arrived and stopped, not moving on again. Grungan is hired by people who need a bit of physical help for a day or so, and they are quite competent at doing so. The rest of the time, though, Grungan can be found drinking away whatever wages they have recently earned. They don’t have a home and seem to have no interest in getting one, apparently living in the woods.
  5. Hunlia Jarrat: Hunlia lost her husband some years back and has given up the farm they both used to manage, not being able to keep on top of it by herself. However, they are not destitute nor do they have to depend on the charity of the other villagers, thanks to an extensive knowledge of the herbs of the region. This allows Hunlia to provide a fair number of remedies for common problems; useful for those lacking access to magical healing. This does sometimes result in murmurings that Hunlia is a witch; so far, nothing has come of these.
  6. Lacata Mangrin: Lacata is a competent worker of wood, but not any more than that. They can make serviceable and functional furniture for the villagers, and indeed they do, but anything truly complex, or that has a bit more style, is beyond their skill level. However, anything beyond that isn’t needed by the villagers and this doesn’t cause a problem. Lacata can help with jobs that involve wood that are beyond their skills, but will charge excessively for doing so, not wanting any competition.
  7. Meliss Ghorth: Meliss waits tables in the local inn and sees a lot of people passing through as a result, as well as more of the locals than they’d really like. As a result of both, they have become enamoured with the idea of leaving the village and travelling to other places; what doesn’t really matter so much as it being somewhere else. Meliss also isn’t really fussed as to how they manage this, and is open to pretty much any and all options, though those who take them up on any offer should be careful; Meliss cares only for themselves, no matter what they say.
  8. Rastal Macaran: Rastal is a surly and unfriendly individual, with a nasty streak and a stingy attitude, who only visits the Rastal occasionally, a state of affairs that suits him, and any villager who has to deal with him, pretty well. He doesn’t like being around people and, in turn, they don’t like being around him. Curt, abrupt and often downright rude, Rastal will barely talk to anyone who attempts to make conversation. Most of Rastal’s food that is sold is handles by an intermediary who comes out to the farm who directly buys it for resale. Rumour has it that Rastal has accrued quite a bit of money over the years.
  9. Sassi Darth: Sassi is rarely encountered within the village, as they are more often than not out watching the sheep and ensuring the animals don’t find new and interesting ways of killing themselves. Though Sassi doesn’t have a high opinion of the intelligence of the average sheep, they do care for their flock and ensure that it is kept safe. Most of the time, Sassi ‘s only companion is their sheepdog, and that’s just the way they like it; they spend so little time around people that they often find it difficult to speak in more than monosyllables, which tends to make others make an inaccurate assumption about Sassi’s intelligence.
  10. Tendren Hold: Tendren is the representative of the local lord in the village, responsible for governing it, collecting taxes and enforcing the law, with the aid of several deputies. Tendren thoroughly enjoys their job, though no-one who has to deal with them can say the same, for Tendren’s enjoyment comes from exercising every single bit of power that comes with the job, whether or not it is necessary or even justifiable. The lord knows little of this, not having any direct contact with the villagers, and thinks everything is going well, though if they discovered that Tendren was skimming the take, that would change.

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D10: Numenera Rumours – Pytharon Empire

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. Empress Challadien III of the Pytharon Empire is known to be expansionistic, wishing to continue to spread the empire’s influence over its former lands. These plans have hardly been met with enthusiasm by those who wish to remain apart from the empire, as they currently are, and it’s rumoured that the empress has been the target of several assassination attempts as a result recently, though none have succeeded.
  2. Far Brohn on the southern edge of the Pytharon Empire is protected by walls that are laced with numenera devices that cause panic and confusion in those that attempt to assault them. There are rumours, though, that the devices are no longer as effective as they used to be. Either the devices themselves are wearing out, or those who would attack the city are becoming immune to their effects.
  3. Limech is a constructor who recently moved into Jargolamis in the Pytharon Empire, and is currently building a new connection between the Twins, to replace the broken and dangerous Umbil. This is an open-air skyway beneath the Umbil, and there are rumours that the building work has been plagued by setbacks recently, from accidents injuring workers or damaged Limech’s mechanised creatures, to parts of the new skyway breaking to materials going missing.
  4. Rarmon, the capital of the Pytharon Empire, fell into decline and decay when the empire did the same, but is currently being restored to its former glory. There’s a rumour, though, that some of the renovations have been plagued by problems, with accidents resulting in damage to buildings, injuries and deaths amongst the workers. Such might be a sign that someone is working against the city’s renovations, or perhaps workers discovered something they shouldn’t have.
  5. Rathscor Fortress guards the southern border of the Pytharon Empire. Lord Myallatur commands the fortress and its renowned soldiers, the Mahal Shards, but there are rumours that the Shards have been running into problems outside of their ability to defeat. Not because the foes they are encountering are too dangerous, but because the Shards are just not trained or equipped for dealing with them. The lord is said to be looking to hire specialists to deal with the problem.
  6. Since the Umbil that connects the Twinned Cities of Jargolamis and Luigolamis in the Pytharon Empire broke, it has become a dangerous place. Perhaps even worse, there are rumours that the troubles of the Umbil are starting to spread into the Twins from the points where the corridor joins them, turning the regions around the entrances substantially more disreputable and dangerous.
  7. The Grand Orrery in Rarmon, the capital of the Pytharon Empire, shows the orbits of the sun, Earth and the other six planets. The orrery can be raised into the air and the central sphere can also be used as a defensive weapon to protect Rarmon. There are rumours that the sphere has been suffering from problems recently, with it activating of its own accord, causing quite a bit of havoc, and when it is deliberately activated, the strength of the weapon is highly variable.
  8. The Pytharon Empire has been casting an eye on the regions of Matheunis to its south for some time, and nobles of the land have sent raiding parties to them after slaves. There’s a rumour that the Pytharons are planning to step up their actions against Matheunis, with the intention of bringing them into the empire, but it’s also rumoured that those regions are starting to band together to defend themselves against the Pytharons.
  9. The Sunken Palace in Rarmon, the capital of the Pytharon Empire, is home to the Empress and is also a numenera device. The palace is a sphere that can be rotated in any direction and it also maintains its own gravity, so no matter what angle it is rotated, those inside are perfectly comfortable. There’s a rumour that sometimes rooms of the palace are found with bloody stains on the floor, seemingly from someone being crushed by immense gravity. It’s said that this happens to those who displease the Empress.
  10. The Umbil is, or was, the motorised walkway that connects the twin cities of Jargolamis and Luigolamis in the Pytharon Empire, until it broke and wasn’t repaired. Now, it is a den of thieves and worse, and a truly dangerous place to visit. There’s a rumour, though, that the walkway’s breaking was not an accident, but was sabotage, and the device that was used to sabotage it is still hidden in the Umbil somewhere.

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Cities of Sundara: Moüd Campaign Traits (PFRPG)

Lich
Some artwork copyright William McAusland, used with permission

Traits are abilities not tied to a character’s species or class. Campaign traits are designed to add a hook into a campaign, and these traits are designed for Cities of Sundara: Moüd (PFRPG).

Blood of Moüd: You are descended from the original inhabitants of Moüd that fled the city after the accident when the breach between the worlds was opened. The energies from the rift bathed your ancestors, giving some of those who fled a way with the undead. You gain a +1 trait bonus on weapon attacks made against undead, or with spells or channelled energy, whether to help or harm them.

Dorunna Born: You were born amongst the Dorunna nomads that live on the rim of the Trackless Quarter and are familiar with the desert that the City of Bones can be found in. You gain a +1 trait bonus for Survival in the desert and that skill is always a class skill for you.

Scholar of Moüd: You have spent a great deal of time delving into Moüd, its history and its libraries. You gain a +1 trait bonus to all Knowledge (history) checks made in Moüd. The bonus increases to +2 if the check relates to Moüd.

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D10: Things to Find in a Fire’s Ashes

Campfire
Some artwork copyright William McAusland, used with permission.

Fires are popular as a means of destroying things that someone didn’t want to be found, but unless the fire is extremely hot, bits and pieces may remain. Here are ten items that could be found whilst rummaging through the ashes.

  1. Bit of a picture
  2. Bone fragment
  3. Broken crockery
  4. Clothing buckle
  5. Fragment of paper
  6. Human tooth
  7. Metal pieces from a book
  8. Piece of broken glass
  9. Piece of shell
  10. Scorched coin

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D10: Numenera Rumours – Iscobal

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. Dynafel in Iscobal has been suffering from attacks by clouds of the yellow swarm of late, something the city walls cannot prevent and something the city guards are unable to fight. There are rumours that someone is, somehow, directing the yellow swarm deliberately ay Dynafel with the aim of, for whatever reason, damaging, or perhaps even destroying, the city.
  2. Harcorth Munn, mayor of Dynafel in Iscobal, is a well-liked man who is a common sight at the city’s various places of entertainment, from bars to brothels. There’s a rumour that Munn is not the jovial person he often presents himself as, but in fact is a cold and grasping man with a firm grip around the various places he visits, and that when he travels to them it isn’t to sample the pleasures available, but to ensure that his investments are still going strong.
  3. King Noren tiKalloban of Iscobal only just survived an attempt on his life, presumed to be at the bidding of the deposed Queen Whenith Sarromere, but lost an arm and an eye in the process. Only the numenera stockpile saved the king’s life. There’s a rumour, though, that not even the numenera were enough to save the king and that, in fact, he died as a result of the assassination, and that whoever is currently pretending to be king is some sort of numenera-created or disguised being.
  4. Narla Deshu, the Aeon Priest who is chief among the experts working at the Dreaming Reliquary in Dynafel in Iscobal, has been getting increasingly involved in political affairs of late. There are rumours that what Narla is seen doling is only a fraction of what she’s attempting to do, and that she has a political reach that extends well beyond the city of Dynafel. Narla may even be powerful enough to dictate who sits on Iscobal’s throne.
  5. Queen Whenith Sarromere, the ruler of Iscobal deposed by the father of the current king, Rabbar tiKalloban 40 years ago, is said to have died in exile in the land of Ancuan. There’s a rumour, though, that the queen did not die in exile, or perhaps she was able to recover through the use of numenera, and is still plotting to regain her throne, though she does so from without the country, not within.
  6. The Cold Grasp operates out of Mulen in Iscobal, perhaps the most infamous group of assassins and thieves in the Steadfast. Though the Cold Grasp takes on contracts from others to carry out assassinations, there’s a rumour that everything they do is intended to further the secret goals of the group and its leader, Hedra. That no assassination is done unless the Cold Grasp will, in some way, benefit from it.
  7. The Dreaming Reliquary in Dynafel in Iscobal is a place where Aeon Priests continue to follow the obsession with dreams that the exiled queen had. It’s rumoured that those who live too close to the reliquary often suffer strange dreams, and that sometimes some are afflicted by nightmares emanating from the Reliquary, nightmares that can be fatal to experience.
  8. The Grand Theatre in Mulen, capital of Iscobal, was once a monument to art and culture, but it has recently become a dangerous place to visit, due to the actions of nobles allied with one faction or another. Intrigue, and assassinations, are becoming more common, and there are rumours that different factions are trying to employ the staff and artists who work at the theatre as a way of eavesdropping, or killing, those allied to opposing factions.
  9. The Masked Legion is the secret police force of Mulen in Iscobal, that opposes the Sarromere family’s attempts to regain control of the nation from the current royal family. This results in the Legion occasionally falling afoul of the Cold Grasp and other such elements, but there’s a rumour that one reason the police are masked is that many of them are secretly members of the Cold Grasp as well, and that the supposed clashes between the groups are staged so that only those who do not know of the connection are at risk.
  10. Underneath Mulen in Iscobal is a vast network of catacombs, secret passages, tombs and subterranean chambers. This undercity is home to thieves, beggars, escaped slaves and other creatures, most of whom no-one is really bothered about should they go missing. And there’s a rumour that, recently, people have been disappearing in greater numbers than usual. Some of those concerned about the underground realms are worried that one of the residents may have awoken something best left sleeping.

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Encounters for Moüd: The City of Bones

Moüd: The City of BonesFour encounters for each of the districts of Moüd are given here. The encounters will work with the Pathfinder and 5E versions of the supplement.

North District

  1. A pair of black-robed figures are tending to some flowers in the Garden of Purity, with the merest glimpse of bony hands or skulls.
  2. A number of skeletal elephants are leaving the Death House, accompanied by some grey-clad guild members.
  3. Chattering acolytes of the Silver Wraiths are entering the College of Bones after what sounds like a field trip with a couple of the masters of the guild.
  4. Two masters of the Silver Wraiths are sitting on a bench in the Garden of Purity, enjoying the view whilst they amicably argue over the merits of different necromantic spells.

Elmbarrow

  1. A merchant and a potential customer are haggling in the Dead Market, with raised voices and many gesticulations of their arms.
  2. A young couple holding hands are heading into the Weeping Hollow, quietly whispering in each other’s ears.
  3. A pair of Silver Wraiths are arguing with a merchant. They appear to be disputing the merchant’s claims about what is being sold.
  4. An ink-stained scholar in ragged robes is hustling along with a package of books that appears to be where they’ve spent the money saved on clothing repair.

Lighthall

  1. Grey-armoured guards are inspecting an individual seeking entrance into Silver Hall.
  2. Two people sat at a table in the Oasis are quietly talking to each other. One passes something to the other, keeping it hidden as they do.
  3. A skeleton in ancient livery offers a silver tray of drinks to a guest at the Three Kings.
  4. Someone who looks like they are newly arrived in Moüd is carefully studying the inscriptions on the massive rustless iron pillar in the centre square.

West Gate

  1. One of the elephant trains of the Silver Wraiths is arriving at the gate and guards are porters are moving towards it to unload and admit any passengers.
  2. Delicious smells waft by on the breeze, emanating from the Smokehouse, and a number of people seem to decide that they are hungry.
  3. Stacks of building materials start to slide and a pile of sandstone blocks falls down, with some shattering when they hit the ground.
  4. A pair of twins are performing feats of acrobatics on and around a very large man, possibly with giantish blood in his veins, for the entertainment of newly arrived travellers.

The Outer District

  1. A street merchant is trying to sell charms to passers-by, claiming that they protect against the forces of necromancy.
  2. Someone is negotiating with Haroud Makur at the Ravenhouse, looking to purchase the services of a number of ravens to send letters to various places.
  3. A caravan of camels loaded high with goods arrives at Smallgate, dusty and dry from the desert.
  4. A grey-cloaked Silver Wraith is passing through and several residents make warding symbols as they pass.

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D20: Problems with a Space Suit

AstronautIn space, a problem with a space suit can be a serious problem. This list has 20 problems that could be encountered, and even the mildest becomes more problematic when the suit can’t be removed.

  1. A burning smell comes from inside the suit.
  2. A faint whistling noise can be heard.
  3. A pouch snags on something and tears.
  4. A tether snaps.
  5. Finger joints have vacuum-frozen.
  6. Food leaks from the helmet nozzle, dribbling everywhere.
  7. Ice forms on the interior of the faceplate.
  8. Magnetic boots randomly activate and deactivate.
  9. Motors powering the joins malfunction.
  10. One limb freezes in place.
  11. Oxygen leaks from a faulty valve.
  12. The comm system suffers from interference.
  13. The integral computer crashes and won’t boot up again.
  14. The previous user had clearly not washed in a while.
  15. The propulsion unit fires randomly.
  16. The readouts flicker and malfunction.
  17. The suit pressure increases and it overinflates.
  18. The sun visor sticks in place.
  19. There’s a loose connection somewhere in the wiring.
  20. Waste leaks inside the suit, making it damp and foul-smelling.

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D10: Numenera Rumours – Malevich

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. Ellabon is the current regent for Yorvic, the three-year-old ruler of Malevich, and will continue being regent until Yorvic passes the ritual of second birth at age thirteen. There’s a rumour, though, that Ellabon enjoys ruling the nation and has no desire to step down when Yorvic is old enough. It’s being said that Ellabon is already making plans to ensure that Yorvic, for whatever reason, will be unable to take his rightful place as king.
  2. Living in the lower reaches of Stirthal in Malevich is a creature called Quanon, an expert on energy sources and power generation. Quanon charges a lot for his services, but is also willing to accept barter, if the item is interesting enough. There’s a rumour that Quanon is searching for a specific item and is willing to pay a substantial amount for it, if it is found. It’s believed Quanon is looking for an experimental energy source from a prior world.
  3. Marrizek is the ruler of Stirthal in Malevich, taking the title of Governor and claiming to rule the Voil Chasm as well, in the name of the king. It’s said that the Governor is planning to make her claim of rulership over the chasm fact, rather than vanity, and intends to start sending groups down into it to establish cliffside routes and waystations, broadening these out by burrowing into the rock itself and building the city downward and across.
  4. Malevich is constantly under threat by bands of abhumans, who roam the country in small, disorganised bands. A worrying rumour is that some of the bands of abhumans are neither small nor disorganised, instead being large and well-led. No-one has been able to confirm these rumours, but one reason being given for this is that no-one has, to date, survived an encounter with one of the larger bands.
  5. Neverlost is a powerful fortification in Malevich, home to Duke Theomal. The castle has never fallen and, in times of need, the duke offers sanctuary within its walls to those that can pay the price. The duke’s family becomes wealthier and more powerful every time Neverlost is used as a refuge by others, and there’s a rumour that some of this wealth goes towards funding the very problems that drive people to take shelter within the castle’s walls.
  6. Parts of Stirthal in Malevich are built onto the sides of the cliffs of the Voil Chasm. These homes are the most prized in the city, and as such are the preferred residences and business locations of the city’s wealthy and powerful. There are rumours, though, that there are concerns about the safety of some of the cliffside dwellings, and that some people have plunged to their deaths when part of their expensive home suddenly gave way.
  7. The bandit clans of Malevich are all organised under the command of the Bandit King, Polele, and it’s said many of the bandits are veterans of the wars fought by Malevich in the past. The bandits have a degree of organisation and skill that rivals the country’s armed forces and it’s rumoured that they are planning to overturn the current government. Given that the peasantry of Malevich are kept on the verge of starvation by the nobility, an attempt to depose the nobles could easily be greeted with widespread popular support.
  8. The Thyrn are the city guards of Stirthal in Malevich and are well trained and easily seen in their distinctive black and gold armour. The Thyrn have a reputation for violence and oppression, but also for being utterly loyal to the city’s ruler, Governor Marrizek. However, some suggest that this apparent loyalty is not real, and that the Thyrn are the true rulers of the city, with Marrizek being no more than their puppet.
  9. The Voil Chasm serves as the southern border of Malevich, a huge rent in the earth, once called the Earthwound, up to 25 miles wide in places and in some parts approaching that in depth. No-one has ever fully explored the chasm, or travelled to the deepest regions, but there’s a rumour that some of those who have delved deeply have never returned. Whether they simply fell prey to the hazards of travelling so far down into the chasm, or whether they prey to something living in the depths, isn’t known.
  10. Thriest is the official capital of Malevich but, as the regent and the child-king are in Stirthal, the palace, and much of the city, is abandoned, with only about half the population living there that used to live there. Whole buildings and sometimes entire streets, are abandoned, and there are rumours that some areas are becoming increasingly sparse of population, though no-one seems to know where the people who were living there have gone.

Want some items that could be used as oddities? Check out 100 Xenoarchaeological Finds.

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