Gorillas are predominately herbivorous great apes with the largest specimens easily outweighing a human, and being commensurately strong. They can be found living in jungle regions and don’t tend to be hostile unless provoked, and often multiple gorillas will be encountered.
What is the Gorilla Doing?
Foraging for food.
Grooming another.
Nesting.
Nursing their young.
Playing with other gorillas.
Sleeping.
What Distinguishing Feature Does the Gorilla Have?
Dark patches of fur.
Facial scar exposing its teeth.
Hand that has been injured in the past.
Paler face than other gorillas.
Unusually large.
White streaks in its hair.
Where is the Gorilla Found?
At the bottom of a chasm.
Beneath a fallen tree.
By a cave.
In an abandoned village.
On a rocky outcrop.
Within an ancient ruin.
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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.
A series of metal towers runs along the length of Titanic Ridge in the Black Riage. The towers are covered with red and blue lights, and most of these lights are still functional. Or, at least, they were. There’s a rumour that the lights are gradually switching off. Not all at once but, every now and then, one will fade and die, never to come back on again.
Deep within a canyon in the Black Riage is an enormous statue of a vaguely humanoid figure with their hands aloft, seemingly always holding the sun between them during the day, and a full moon at night. A community has built up around this statue, who call it Curtar and believe it to be the creator of the universe. There’s a rumour that, recently, the cult was disturbed when it is said the sun disappeared from Curtar’s hands during the day, and some think it is a sign of the end of the universe.
Hidden Naresh lies on one of the paths through the Black Riage and travelling through the mountain range that way requires the traveller also go through the unpleasant city. Most would choose a different route, especially as it’s said that many of those who do choose to travel through Hidden Naresh never make it out the other side.
In winter, Tremble Pass is more often than not the only one of the three passes through the Black Riage that remains clear of snow, funnelling traffic through a known route. There’s a rumour that, when this happens, the number of losses that happen in the pass increases noticeably, as presumably someone, perhaps bandits or abhumans, is taking advantage of knowing just where travellers will need to be.
Legrash is a stopping point in Tremble Pass in the Black Riage, but one that is avoided by many travellers unless they don’t have a choice, as both the settlement and its inns have a poor reputation. It’s possible that the reputation may not be as bad as the settlement truly deserves, either; there are rumours of travellers disappearing in the vicinity of it.
Mencala Peak in the Black Riage is known to be home to two savage tribes of lattimors that attack anyone, and everyone, on sight. The mountain is also a volcano that constantly rumbles, and recently the rumbling has grown more frequent, together with ground tremors. It could be that Mencala is about to erupt, and an eruption could drive the lattimors into the lower lands before it happens.
Mt. Zanlis, the tallest peak in the Black Riage, is known locally for all sorts of strange events happening in the region, from peculiar physical manifestations to the appearance of creatures or disappearance of travellers. Though not everyone who passes through the region sees anything out of the ordinary. It’s rumoured that the disappearance of people is followed, not long afterwards, by the appearance of strange beings. Some suggest the mountain is abducting and transforming people, then releasing them again.
The Slant Milieu in the Black Riage is a place where a wind called the welkerwind blows nonstop, bending everything within the region towards the ground. There’s a rumour that this isn’t all the welkerwind does, that when the wind blows through the Slant Milieu in the right way, words can be heard on the wind. No-one knows what these words are, but it’s said that they tell secrets of the world to those who do manage to understand them.
The Sorcan is the closest thing that Hidden Naresh in the Black Riage has to a ruler, though if so, he’s a ruler who seems unconcerned with whether or not the city, or its people, flourish or die; one appears to be just as uninteresting as the other. There’s a rumour that The Sorcan is seeking something and that they will give a great deal to possess it, but it isn’t known if this is a thing, a person, knowledge or something else entirely.
There’s a citadel in the foothills of the Black Riage that anyone with any sense avoids, for it is believed to be home of a great evil. There are few people who live in the region closest to the citadel, and there are rumours that some of those have started disappearing of late, including entire hamlets that have supposedly vanished between one visit and the next.
Some artwork copyright William McAusland, used with permission
Cities of Sundara: Moüd, available in 5E and Pathfinder versions, introduced a new player species, the half-dead; creatures who have been warped and twisted by their exposure to negative energies. As well as the broad description of the half-dead, a number of variant heritages were given for specific varieties that share similar abilities and characteristics. Here are two more such variant heritages for Pathfinder.
Mummified
Mummies are feared for mummy rot, a curse and a disease that the undead creatures spread by their touch that is difficult to cure. Sometimes, those affected by the disease, but who are not killed by it and are treated, especially if they only just survived, suffer from a lasting effect, one that affects them, or perhaps just their descendants. Mummified have dry, parchment-like skin, sometimes marked by what look like patches of dry rot, and flesh that is wasted, leaving the skin shrunken onto the bones, though they are stronger than they might look. Mummified gain a +2 bonus to their Strength and Wisdom and a -2 to their Intelligence. Mummified are immune to mummy rot, but are still affected by other diseases, only having the normal half-dead bonus. They gain a +2 bonus for resisting curses. This alters ability score modifiers, and replaces Touch of the Grave.
Ghostouched
Ghostouched are those who have survived the corrupting touch of ghosts but have suffered consequences as a result. They look aged, older than they are, with white, thinning hair and prematurely wrinkled and blotched skin, though their physical age is the same and they age normally. Ghostouched have been weakened by their experiences and have -2 to their Constitution but their experience has left them immune to fear effects and those of magical aging and they have +2 Wisdom. This alters ability score modifiers, and replaces Touch of the Grave.
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Here are ten NPCs that characters could meet at a port. These individuals are most likely to be encountered in or near the docks, but could be found in other parts of town as well.
Anartha Brennin: Anartha has been working on the docks for years and is a big, jovial individual. They do enjoy a good meal and a drink, which bulks up their size, which can lead many to underestimate them, thinking that all that bulk is just fat. Working on the docks, though, constantly shifting often heavy crates around means that underneath the fat is a lot of muscle. Anartha is a friendly type, and won’t start a fight, but they’ve ended more than one when they disapproved of someone’s behaviour in a tavern after work.
Danarin Klethor: Danarin serves on one of the fishing boats that use the port, and will only be seen either early morning before the ships leave dock or after they’ve done their catch for the day. Danarin has been a fisherman for years, hated the job when they first started doing it and still hate it now, but there’s nothing else they’re remotely good at. They’re bitter over this and unable to maintain a stable relationship because of it, and can, when in port, be found drinking their wages away in sullen silence.
Erina Pannius: Erina runs the sole business allowed to run a chandlery for ships using the port, though they are supplied by other merchants in the town. None of the other merchants are allowed to deal directly with ships, though, and Erina ensures that no-one breaches their monopoly without suffering the consequences. Perhaps fortunately, they do not take advantage of their situation as much as they could, for they could gouge both merchants with low prices and ships with high ones if they chose to do so, and this seems to be an unspoken threat for anyone who runs afoul of them.
Krennin Tragand: Krennin works as a guard on the port and has been around for many years, long enough to have been placed in charge of a small group of guards working out of a station near the docks and to have grown to know nearly everyone who works there by sight, and often some of the sailors who regularly pass through. Krennin is a friendly individual, with always a word for anyone, and manages to defuse a lot of tension through words, not violence. What isn’t known is that Krennin is also extensively connected to the criminal underworld and ensures a lot of smuggled goods get through without a problem.
Madrissa Dilthanor: Madrissa still dresses like a sea captain, even though they have not set foot on a ship in years in any form, let alone as a captain. Their captain’s clothing is now worn and tattered, much patched in places and frequently filthy. Madrissa is more often than not found drinking, drunk or passed out from drinking, whether in a tavern or, more likely, on the dock somewhere having drunk the cheapest rotgut they can find. Madrissa used to be a well-respected captain, but when their ship went down with all but them lost, they were shunned for being the only survivor, and turned to the bottle.
Nyrina Chellis: Nyrina is one of many who caters to sailors who have just arrived in port. It can be steady income, but not great, especially after the owner of the inn whose rooms are used takes their cut. Worse, sailors fresh off the boat will often get loaded up on alcohol first and some of them can be very nasty drunks. Nyrina has suffered many bruises over the years, and once something worse. That sailor discovered that it’s not a good idea to harm those you may be sleeping next to. Nyrina is rather bitter over their life and not looking forward to the future.
Pythiria Yattan: Pythiria seems like a friendly individual, always with a word for those down on their luck and money for a jack of beer, or perhaps more than one, for those lonely individuals in seaside taverns between jobs, travelling or otherwise with few who would miss them. Not that Pythiria is a killer looking for prey; there’s no money in that. Instead, Pythiria will get people stinking drunk so that they pass out, perhaps with a little medicinal aid, then take them to whichever ship hired them to get some new crew. When the drunk wakes, they could be serving on anything from a slave galley to a pirate ship.
Querrin Lostar: Querrin is an old, long-retired sailor who can be found sitting on the end of the dock most days, no matter what the weather or the season, with a fishing rod in hand, a bucket of bait and an empty bucket beside them and a net in which to put the caught fish until that gets transferred to the empty bucket when they stop fishing. Querrin is skilled and can catch a lot of fish every day, far more than one person can eat. Most are given to the widows and orphans of those who have been lost at sea.
Rubeck Gorthor: Rubeck is a priest of the local deity of the sea and can often be found on the docks, limping along. They used to be a sailor, until an encounter with a shark left them without half a leg. Quick work by a follower of the deity they now serve resulted in them not losing more than they did and, once back on shore and unable to continue life at sea, they joined the priesthood. Years later and Rubeck is now the highest-ranking member of the faith in the surrounding area, and spends much of their time blessing ships as they depart.
Taygan Barnor: Taygan is young, only ten years old, and has only just started serving on a ship as a cabin boy. They are regularly run ragged by the demands of the captain and crew and, combined with the fact that they hate the water and are frequently seasick, even in calm seas, are not enjoying themselves at all. Furthermore, the crew poke fun at Taygan for being unable to handle the sea, and send them into situations guaranteed to make their seasickness worse. Given half a chance, Taygan would gladly flee the ship.
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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.
Aian, the City of Merchants or the City of Beggars, is barely part of Milave. It is ruled by an elected senate, but some say that it is truly ruled by wealth. There are rumours that the senate is planning to cut what little ties bind the city to Milave and to set up as an independent city-state. Some believe if that happens, though, Aian will become a tempting target for raiders at the very least.
Ghianche, sometimes just called ganch, is a herb grown in Milave, one that is a mild relaxant but can also be a powerful hallucinogenic. The herb is smoked, in pipes, and made into cigars as well. Ganch is difficult to grow and maintain and requires the use of a large workforce of numenera machines, but the ganch farmers have been running into problems of late. Sometimes the machines are sabotaged; sometimes the workers are hassled. These attacks seem to stem from a group that objects to ganch usage.
In recent years a tent city has grown around the southern gate of Orrila in Milave, covering a place that is now known as the Field of Voices. Some of Orrila’s inhabitants are getting increasingly tired of the tent city, blaming its inhabitants for all manner of problems. Some think the tents should be made into proper buildings whilst others would be happy enough to see the entire place burn to the ground.
Orrila, the nominal capital of Milave, is where the ruling council comprised of representatives of all the factions in the country meets to, in theory, run the country, though in practice they accomplish very little of this. There’s a rumour that someone has been assassinating the representatives of a number of factions with seats on the council. It can’t be to disrupt the country, for doing such might make the council more effective at coming to decisions.
Ossam’s Traveling Menagerie and Soaring Circus mostly travels through Milave, providing entertainment for the watchers, in exchange for money, of course. The entertainment is said to be enjoyable to watch, but there are darker rumours about the circus. Some claim that its passage through an area can be linked to various disappearances.
Someone claimed to have found proof that the Order of Truth was working with the Beggar Queen in Aian in Milave, something that some have suspected for some time. The individual disappeared shortly afterwards, and it’s thought that they were killed by the Beggar Queen’s biomechanical hybrid lieutenants. That would suggest that the rumour is true and that whatever was discovered was more than just evidence that the Amber Papacy was working with the Beggar Queen.
Tarvesh is a warlord of Milave that has the support of many of the country’s citizens and, it’s rumored, of the Amber Papacy as well. There are rumours, though, the Tarvesh has been using the terrifying numenera war machines under his control to slaughter villages who refuse to support his forces. Some say, though, that these rumours come from the Pytharon Empire, whose empress would love to reintegrate the former province back into the empire, and therefore seeks to undermine any potentially unifying forces.
The All-Speech in Orrila in Milave is a device that automatically translates any language spoken in the city, and some distance outside it, into a language that is understandable to the listener. There are rumours, though, that sometimes the All-Speech alters what is being translated as well. Not even close to every time, and never in a major way, but sometimes what is spoken doesn’t have the same meaning as what is heard. This might just be an occasional glitch, due to the differences between languages, or it might be something else entirely.
The floatstone quarries east of Orrila in Milave are where workers dig up the remains of what look like former monuments of some time from a previous age. Tarps are spread to catch the floatstone as it rises, but there’s a rumour that recently something that was uncovered did not merely rise but shot up into the air, still intact, and disappeared from sight.
The Sadara River forms the southern border of Milave and normally functions well as a protective barrier against various kinds of raids and attacks from the southern lands. Recently, though, villages along the northern banks of the Sadara have reputedly been attacked on many occasions by forces who seem to cross the river as if it wasn’t there, suggesting that the raiders are using numenera.
Some artwork copyright William McAusland, used with permission.
Four encounters for each of the districts of Hoardreach are given here. The encounters will work with the Pathfinder and 5E versions of the supplement.
North District
A passenger skyship is coming into land at Skyport Park. Crew on the ground are preparing to make the ship safe and help passengers disembark.
A bookseller with a wide selection of books is entering the Archive, looking to sell some to the organisation.
Numerous lightning bolts stab down out of the sky in series, grounding themselves on the lightning rods that cover the district.
Young kobolds are making a very realistic-looking dragon out of snow and ice.
The Sunrise District
Lizardfolk are idly basking in the district’s warmth, chatting to each other and enjoying some light refreshments.
In Cinder Square, several of the statues and shaped crystals on display are being packaged away, and sealed crates contain new pieces to be put out.
From Glassreach comes an explosion of fire, which draws barely a glance from the locals.
An ifrit is shaping a piece of molten glass into a new decorative piece.
Westgate
There’s a splash as a large amphibious resident dives into the Swamp.
Three goblins drunk on dragon’s blood are arguing with a large ogre who seems more amused than annoyed.
A pseudodragon swoops down, followed by two more. They hiss, then fly off again.
Several residents are getting into an argument over politics in Low Market. It appears to be mostly good-natured.
Old Lane
Raucous members of a skyship’s crew are making their way into the Skycat Inn, welcomed by friendly calls.
A tourist in Charcoal Plaza looks extremely ill after eating a dish they were advised was not suitable for their kind.
Guards are escorting a merchant accompanied by several chests into the Accounting House.
Someone who looks to be from out of town is carefully reading the signs and flags that aid navigation through the district.
East Town
Light flashes out from the top of the Bastion at the highest point of the city.
Above the district, a glider falters and nearly staggers out of the sky until its pilot recovers control.
An explosion, followed by a gout of flame, causes some people to duck and look for the source whilst others continue on with their business, unaffected by the sound.
A wyvern swoops down from above, buzzing the pedestrians below, seemingly entertained by this.
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Aboleths are described as being one of the world’s oldest forms of life, huge aquatic beings who ruled early civilisations and keep other creatures as slaves. Aboleth civilisations can be found in cities at the bottom of the sea, but aboleths can also be encountered as solitary creatures in the underearth realms.
What Does the Aboleth Look Like?
Dry patches on the skin, where the slime isn’t present.
Fifth, vestigial tentacle grows at the base of another.
One of the three eyes is solid red in cover.
There is a chunk missing from the aboleth’s rear fin.
The aboleth’s skin is so dark a green it’s almost black.
One tentacle is missing its tip.
What’s the Aboleth’s Lair Like?
Waterfall descends from above into a large pool.
Skeleton mired in a large expanse of mud.
Deep pool of cloudy water whose bottom cannot be seen.
Muddy puddles dot the floor, some several feet deep.
Patches of mushrooms and other fungi grow in the damp.
Underwater tunnel stretches from a pool of water to a subterranean lake.
What Slaves Does the Aboleth Have?
Surface elf with completely broken will who worships the aboleth as a god.
Human captive, chained to the wall, resisting the aboleth and being starved.
Dwarf smith with one leg deliberately lamed by the aboleth.
Burly warrior completely under the aboleth’s sway and will fight no matter what.
Commoner from the surface, recently captured and utterly terrified.
Hulking brute of an ogre, not terribly bright and believes they are willingly serving the aboleth.
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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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Four 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
Cask’s Crossing starts to rise as it’s approached, temporarily putting a stop to the traffic crossing the river.
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.
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.
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
Two gnomish workers are fixing a fountain that has stopped spraying water. Bits and pieces of fountain and various tools lie around them.
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.
A merchant falls from their ship into the waters of Peddler’s Wharf, to the amusement of some of those who see it.
A water clock strikes the hour, marking it with a spray of water that forms a rainbow.
The Harbours
A huge ship is pulling into dock, easily twice the size of the next largest vessel.
A drunk staggers out of the Harbourmaster, catching themselves against a wall before slumping down.
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.
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
A blast from Nightmare Alley shatters the air and causes everyone to turn and look to see what has exploded.
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.
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.
A delivery is being unloaded at Archer Dock, and several guards are keeping a careful eye out for trouble.
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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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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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