Tag Archives: Numenera

D4: Numenera Rumours – Creatures IV

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 four rumours for that setting. The rumours, which are similar to the Use that can be found with creature descriptions in the official books, can be used as adventure hooks or as simple misinformation.

  1. A thuman has been encountered on the roads and behaving strangely. It’s watching those who apss by carefully, and sometimes is launching attacks if they go in a certain direction, though stopping as soon as the direction has changed, or the thuman is at risk. Some wonder if the thuman is protecting its master in some way.
  2. Terahydras have been raiding an outlying village, flying down from their nests to swoop off with the village’s livestock, and sometimes other things. The behaviour is a bit odd for tetrahydras, as they seem to be acting in cooperation with each other and selecting specific targets, as well as continually raiding the same place.
  3. Travonis ul are walking appetites from an unknown world that constantly look for cellular matter to eat. They are intelligent, but so alien that no-one has been unable to understand how they think. Travonis ul are also far too dangerous to try to communicate with, but that isn’t always enough to stop someone from trying. A Nano believes that, despite lacking any known ability to communicate, travonis ul can communicate and wants to capture one to try and talk to it.
  4. Varakith are insect like creatures that nest underground and which are surprisingly intelligent. They are normally found alone or in pairs, but there are rumours that beneath the surface are larger realms of varakith, where the creatures live in dozens, if not hundreds.

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D10: Numenera Rumours – Taracal

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. Fishing is one of the primary sources of work and food for the inhabitants of Taracal, yet there are rumours that the fishing recently has been unusually poor. This is despite the fact that the arcology moves around and should pass through new sources of fish. Some wonder if a predator of some kind is following Taracal and devouring much of the fish.
  2. Force walls can be beamed out from Taracal proper to create a semi-permanent bay that protects the arcology’s fleet and the secondary structures from all but the worst storm surges. Rumour has it, though, that either the storm urges are getting worse or the strength of the force walls has been gradually weakening over time.
  3. Shinspinners are a problem on Taracal, and they need constantly keeping under control. It’s rumoured that despite best efforts, the shinspinner problem continues to grow, and that the city is looking for outside help to finally rid the arcology of the scourge before it really gets out of control.
  4. Ships from Taracal occasionally come across vessels in need of assistance, and rescue those on them, giving them the option, if they have useful skills, a chance to join as citizens or work off their labour contracts as “bonds.” It’s rumoured that some of Taracal’s ships are the reason why the other vessels are in trouble, having attacked them in an act of piracy.
  5. Taracal has many decks, though there is a persistent rumour of a deck that has been hidden, despite the implausibility of hiding such a thing. Despite many having checked for missing space, and finding nothing, the rumours persist of a small deck hidden, perhaps by numenera, within the others.
  6. Taracal is an inhabited arcology that migrates across the Sea of Secrets, always remaining afloat no matter what the weather conditions. There are persistent rumours, most believe just from doomsayers, that the arcology has gradually become less seaworthy over the years, but few believe this.
  7. Taracal’s boat fleet mostly disperses away from the floating arcology during the day, with the small raft out at sea primarily run by fisherfolk. It’s rumoured that some of the small boats are not looking for fish, but for other things, though just what these other things might be varies from teller to teller.
  8. The Unfathomable is in an apparently permanent whirlpool that lies along the seasonal path Taracal takes. Some say that the arcology should stop floating around the Sea of Secrets and permanently settle close to the Unfathomable as is safe; naturally, not too close, just in case.
  9. Those who gain unique abilities from the Unfathomable are not required to join Taracal’s Canonicate, but those that aren’t are carefully watched and then urged to leave, with the suggestions growing less polite over time. It’s rumoured that many of those who have left have banded together, and are considering returning to Taracal en masse to take a new place as rulers of the arcology.
  10. Unique abilities are conferred on those who listen to the song of the Unfathomable, though using them shortens one’s life. It’s said that people keep trying to find a way to use the abilities without the consequences, and that those who try to do so always end up dying sooner rather than later.

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D10: Numenera Rumours – Rachid II

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

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

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

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D10: Numenera Rumours – Rachid

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. Ambids, small furry creatures found on Rachid’s mesa, are used by the Aeon Priests to store whispers. Each ambid can store several whispers, and the priests keep careful track of which ambid has what whispers. There are rumours, though, that the ambids that have stored the whispers the longest are changing in some way.
  2. Haster leaves grow on the sides of the mesa on which Rachid is built and are a major source of food for the inhabitants. It’s rumoured that, though the leaves are normally bright red, it’s possible to find some that are different colours and, perhaps, these are also different in other ways.
  3. In Rachid, the Catholith’s whispers are currency, and it’s rumoured that with them having value, some always seek a means of counterfeiting them, so that they can create their own whispers without needing to have those that originally came from the Catholith. It’s said that this never works and those who try it always end up dying or just disappearing, never to be seen again.
  4. Most inhabitants of Rachid think little about the doors that dot the mesa, so they do little about trying to open them, outside the clave of Aeon Priests. It’s rumoured that those who do pry into the doors have a tendency to suddenly decide not to do so, perhaps discouraged in some way by the priests.
  5. Some of those who hear the whispers of the Catholith can glean meaning from the sounds, and it’s rumoured that the Aeon Priests are attempting to find as many of these people as possible, residents of Rachid or not, in order to build up a stable of people who can understand the whispers, which would greatly aid the priests in their research.
  6. The Cathics of Rachid believe that the Catholith is a sleeping god which may wake if not worshipped properly. They consider taking the words of their god to be both sacrilegious and dangerous, and it’s rumoured that a few of the more extreme Cathics have started taking action regarding this, at least with those walkers of the Catholith who do not hail from Rachid.
  7. The Osolarian family are the hereditary rulers of Rachid and the current one who speaks for the family is Jath Osolarian, known informally as Uncle Jath. Some say that the “Uncle” part of Jath’s nickname is to lure people into a false sense of security, painting a homely picture of someone who in truth has a razor-sharp mind and is anything but homely.
  8. Though there are many doors around Rachid, few of them are ever used. It’s rumoured, though, that recently a number of people have been seen entering and leaving the doors, more than is usually the case. Moreover, those who have glimpsed these people say they are not from Rachid itself.
  9. Vulfen are predators that fly over the canyon that the Catholith crosses, swarming when walkers reach the centre of the span in an attempt to knock them off to the ground below. Given that the vulfen are only aggressive when walkers reach that point, some suspect that they are linked to the Catholith in some way, perhaps as some kind of defence mechanism.
  10. Whispers can be heard by those who cross the Catholith; not everyone who crosses hears one but most do. These whispers can be sold on to others, and the Aeon Priests are always willing to buy them. It’s rumoured that another, much more secretive, group is also trying to purchase as many whispers as they can.

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D10: Numenera Rumours – Enthait II

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

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

  1. Enthait’s Eternal Market is a long street that is a spiral of blackglass that never seems to have a centre. Those who walk it inwards eventually end up on the outermost street again. There are rumours that the market does have a centre, and that whatever is there alters the fabric of space to make sure no-one ever reaches it.
  2. Four skars rise above Enthait’s Eternal Market, and some wonder if those skars have an effect on the market itself. Space does not seem to work quite as it should within the market, and it’s suggested that the skars, whose purpose isn’t really known, are what’s responsible for the effect.
  3. Greyes Burrin is the current head of Enthait’s defensive force, the zaffre, and some believe he is both the son of the Orness and only got the position because of that, even though Burrin never makes any attempt to capitalise on this supposed connection. It’s also rumoured that the reason Burrin can’t get the job of poison eater is because the Orness desires to keep him safe.
  4. Greyes Rakdel is a healer as well as one of the greyes, and is mostly concerned about the health of the zaffre and the greyes, but will sometimes provide healing to others of Enthait. It’s also rumoured that she will provide healing for outsiders, though such is said to come at a very high cost.
  5. Mekalan Hall is the headquarters of the zaffre and where the poison eaters are debriefed after a poisoning. One wall is taken up by the mural called the mekalan, which has images of dead poison eaters painted on it, the paint using the dead person’s blood, marrow and fat to make it. It’s rumoured that some of the essence of the poison eater remains in these bodily remains, and that they keep a careful watch on what happens under their gaze.
  6. On occasion, the city of Enthait sings, a song that is low and sombre. The song is only heard when the city despairs, when it hungers and the winds swirl around it. Some wonder if Enthait is in fact a living creature of some kind, albeit of a strange kind of life, and that the song is truly a song of how the creature is feeling.
  7. The skars are tall, curved spires that rise from various parts of Enthait and fill the sky. They come in different sizes, and appearances, but all taper to a sharp point. Weather is drawn to the skars and clouds often obscure the points; some believe that the skars are part of a weather control device that no-one currently alive knows how to use.
  8. The Tawn is a rusty orange desert that extends around Enthait for dozens of miles. There are rumours that some things are hidden beneath the Tawn, perhaps remnants of ancient civilisations that are somehow connected to Enthait’s skars in some way, though no proof of this has been discovered.
  9. There are hundreds of stalls, carts and permanent shops in Enthait’s Eternal Market and it’s said as well as the more obvious places to buy goods, there are other, harder to find and harder to get to, locations that sell goods that may not be entirely legal, or are perhaps completely illegal.
  10. Underground tunnels connect most of Enthait, though those who use them frequently get lost and come out somewhere they’d never planned to be. Some wonder if the r3eason why so many people get lost in the tunnels is because they are constantly changing, or possess something that confuses the sense of direction.

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D10: Numenera Rumours – Enthait

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. Enthait is built on the ruins of a more ancient complex, and it’s rumoured that there are strange things buried beneath the city’s streets, things that the Aeon Priests who live within the settlement are tasked with ensuring remain buried where they currently are.
  2. Few of Enthait’s poison eaters survive all ten offerings of poison provided by the Eye of Enthait; the Orness is the only one who ever has and is the current ruler of the city until someone else takes her place. Som whisper that the Orness ensures that no-one else ever survives all ten poisons, making sure her position is never threatened.
  3. In Enthait, the poison eaters eat poison in order to connect to the all-knowing entity called the datasphere, which can reveal any and all dangers threatening the city. It’s rumoured that some of those who eat the poison become, in truth, nothing more than appendages of the datasphere, part of why it is so knowledgeable.
  4. Some claim that some of the poisons produced by the Eye of Enthait are in truth not poisons, but other substances that merely happen to be toxic as a side-effect. However, this seems like a pointless distinction to most, though those suggesting it believe that the more toxic substances just need eating in lower quantities.
  5. The city of Enthait, for some reason, is a magnet for danger. drawing everything from malign influences to sentient diseases to abhuman tribes. Some think that this is connected to the ancient ruins it is built on, and that these ruins either draw such influences to the city, or perhaps create them out of the whole cloth.
  6. The deadly vallum of Enthait contains all manner of dangerous devices, some functional, some not, waiting to hurt anything that attacks. It’s rumoured that the Aeon Priests do not know just what every device was capable of, and that some buried there are far more dangerous than suspected.
  7. The greyes are the ten highest-ranked members of the zaffre, the defence force of Enthait. Every greyes has some kind of unique talent, and when a poison eater makes a threat known, a team of greyes with the right skills is sent to deal with it. It’s very rare for the entire force of greyes to be sent to deal with a threat, but it’s rumoured that has become more common over the years.
  8. The Orness is the putative ruler of Enthait, as she’s the only one who has managed to survive all ten poisonings. Some wonder if in truth she has survived all ten, or whether she, in some way, faked at least one of the poisonings in order to establish herself as the city’s ruler.
  9. The poison that the poison eaters of Enthait consume comes from a device called the Eye of Enthait, and there are ten different poisons that the Eye provides. Or, at least, there are ten known poisons provided; some claim that, every now and then, others are produced.
  10. The zaffre are Enthait’s defence force and guard the community from both external and internal threats. Given that they serve the wishes of the Orness, some claim that the zaffre also tackles threats to her leadership, even if such threats don’t risk the community as a whole.

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D10: Numenera Rumours – Umdera II

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

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

  1. Becara is in many ways the leader of the Few, though that is a role she doesn’t claim the title of, though it’s one she effectively fills. It’s rumoured that Becara’s refusal to claim to be the leader is subterfuge, to hide the fact that she knows that, in truth, she runs the Few and without her the group would fall apart.
  2. Brave House in Umdera is where weapons and unarmed combat are trained by instructors who are members of the Few. It’s said that the Few keep an eye on those they are training, to see who might be worthy of joining their number, but no matter what, training is open to all.
  3. Coloured plumes of steam are emitted from the elixir distillery in Umdera, and inside the fumes can lead to blindness. It’s rumoured that even those fumes that are emitted into the atmosphere are dangerous for those who spend too much time near them, and over the years the effects can build up.
  4. Ethedrin is a skilled gambler and trader in secrets that can be found in Umdera’s Public House. It’s rumoured that some of the secrets he knows are used as blackmail material by the gambler, and that over the years he’s picked up just about every skeleton in the closet in the settlement, and now wields as much power as any of those who visibly hold it.
  5. Jherad the Sage is a student of the dream titans who perhaps knows more about them than anyone else living. He constantly wears skin-covering garments to cover up the damage he suffered when he was trampled by one of the dream titans. Some claim that Jherad is still attempting to gain as much knowledge about the creatures as he can so he can discover how to kill them in revenge for his injuries.
  6. Lia is a young distiller with so much talent for the craft that, despite being only fifteen, some of the varieties offered are her own concoctions. It’s rumoured that she’s still considering leaving the distillery, and as a result Xaozon is considering essentially bribing her to remain.
  7. Pilgrim Palon can be found in the Public House in Umdera, regaling people of all the expeditions she’s led in the past and usually saving things single-handedly. Some doubt her tales, especially as they seem to be endless, and there are rumours that Palon is not the brave adventurer she makes herself out to be and instead is a coward who has people looking for her under a different name after her cowardice landed them in mortal peril.
  8. The Few are a group of explorers based out of Brave House in Umdera who set out on expeditions into the nearest dream titan. Not all who set out return, though the group has so far been able to restore its numbers. There are rumours that those outside the core membership are the most likely to fail to return from an expedition and some say that’s because the core members kill those who have discovered things of spectacular value or interest and take them for their own.
  9. The Jalnarys are the two brothers and a sister who run the Public House in Umdera and most have difficulty telling the three apart unless they are together. It’s rumoured that the three may be clones, or something similar, and that they fled from something, which is why they mostly keep to the Public House.
  10. Xaozon the distiller was once an Aeon Priest but he left the Order of Truth for reasons he will not explain, though they seem to be painful for him. It’s said that Xaozon keeps an eye out for whenever Aeon Priests might visit Umdera, almost as if he’s looking for some in particular, or fears they may be looking for him.

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D10: Numenera Rumours – Umdera

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. Abhumans sometimes attack the village of Umdera, seeking the elixir that is the inhabitants’ most valued possession. The village has a small group of guards that defend against such attacks, amongst other things, and it’s said that, according to the guards, the number of abhuman attacks has been increasing over the years, both in number and in danger.
  2. Charisa is the current High Elder of Umdera and has a reputation for a brusque nature and for behaving like a humourless automaton. Some claim that the reason for this is because that’s what Charisa is; an automaton that took the place of the original woman and thereby seized control of the council of elders.
  3. Gardun Mlen runs a shop in Umdera that sells distilled elixir as well as oddities and parts. The latter comes from a group of explorers calling themselves the Few, who claim to enter dream titans and find items of value within. There are rumours that not every item Gardun sells comes from such a comparatively reputable source, though; some have muttered that a portion of his stock comes from bandits.
  4. Night Speaker Kazwin feels a true connection to the dream titans and is confident that she can answer any question. It’s rumoured that some in Umdera are targeting Kazwin to prove that she is a fraud and thereby undermine the Night Speakers as a whole.
  5. Raw elixir, which is a phosphorescent substance spewed by a single dream titan that Umdera follows, is a powerful substance that’s dangerous in its raw form. It can be safely consumed once it has been distilled, but there are rumours that, though raw elixir is dangerous, it can have a much more powerful effect on those who are able to withstand its effects.
  6. The commons of Umdera is a central portion of the boardwalk that is clear of everything but a few large planters containing trees. The Night Speakers are those most usually found on the commons at night, though it’s rumoured that some are present during the day, in disguise, eavesdropping on conversations to provide them with knowledge to make it seem as if they have real powers.
  7. The Council House in Umdera is where important meetings are held, primarily on a regular basis with the council of elders, which only consists of seven people. There are rumours that attempts by some of the population to get the council expanded always fail for some reason.
  8. The dream titans are the shambling, mountain-sized hulks that roam the lowland region, followed by Umdera which follows the titan that leaves behind a blue, phosphorescent liquid known as raw elixir. Some claim that the dream titans are not living creatures as such, but ancient biomechanical machines constructed by a former civilisation that are now suffering a senescence that means they have lost their original purpose.
  9. The Night Speakers of Umdera ingest a special formulation of the elixir that Umdera collects from a single dream titan which gives them many visions. The Night Speakers claim the visions are revelatory, but many insist this claim is wrong. It’s rumoured that the Night Speakers are still convinced that the visions can be revelatory; the elixir recipe just needs refining.
  10. Umdera is a community that is constantly being dismantled, moved and erected at a new location as it follows creatures the size of mountains called dream titans. Though the community regularly moves, staying in one location for between a few months to a few years, it’s said that some of its inhabitants believe it should cease following the dream titans and make a permanent home somewhere.

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D10: Numenera Rumours – Creatures III

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 Use that can be found with creature descriptions in the official books, can be used as adventure hooks or as simple misinformation.

  1. A sarrak has been seen outside a number of villages recently, acting in what can only be called a strange way. Sarraks are normally only seen when they want to be seen, and are known to be highly intelligent, So, presumably, the sarrak in question, if it is just one, wants others to see what it’s doing.
  2. Oorgolian soldiers are mechanical beings that patrol isolated parts of the Ninth World, and as far as can be told, they act on orders given many years ago that may no longer make sense. Though Oorgolians are usually found in groups of three or more, they are rarely seen in large numbers. Though it’s rumoured that somewhere there is a vast army of Oorgolian soldiers still following their ancient orders.
  3. Philethis are strange creatures of unknown, or perhaps simply incomprehensible, motivation. They seem to be biomechanical in nature, though little of their true form is seen, but there are other claims. They are not automatically hostile unless provoked, but their conversations make little sense. Some claim they are ancient creatures whose sole intent is to simply spread confusion in their wake.
  4. Rasters are large biomechanical airborne creatures that have an impressive appetite, though when caught it’s possible to train them into becoming airborne mounts. Sometimes the local population of rasters can apparently grow hungrier than usual, and will wreak devastation on nearby livestock and wide animals as they attempt to satisfy an appetite that appears to have grown temporarily insatiable.
  5. Ravage bears are dangerous predators that at their most dangerous when hungry or protecting their young, or both. Most encounters with ravage bears are like any other encounter with a dangerous animal, but it’s rumoured that some abhumans have managed to train the bears and use them as watch animals, as well as a way of preying on travellers.
  6. Seskii are loyal companions that can be trained in different ways, especially as they possess a degree of intelligence. There’s a rumour that someone in the wastes has trained an enormous pack of seskii to obey them, and are using this pack to spread terror through the region.
  7. Snow lopers are fast-moving omnivores that are often trained to act as mounts. There are rumours of different types of snow loper, adapted to thrive in different climates, and even that there’s a purely carnivorous predatory type that hunts in packs.
  8. Steel spiders are creatures of living metal that can be found in many places. They attempt to catch prey in their webs which are razor sharp and are dangerous to encounter. There’s a Nano who believes that it should be possible to train steel spiders into being effective guardians, and is looking for people to catch a number so that they have some to experiment on.
  9. Stratharian war moths are dangerous flying creatures that swarm around the Ninth World, normally in the wilderness. There are rumours that some larger swarms of the moths act with an unusual intelligence, suggesting that in larger numbers the creatures have some form of hive mind.
  10. The abhumans known as sathosh can join their minds together to act in union when attacking a foe. Normally, only two sathosh can do this, but there are rumours of larger numbers having the same power, and six to twelve sathosh acting together are a fearsome foe to face. Should even larger numbers band together, they might be extremely difficult to stop.

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D10: Numenera Rumours – Creatures II

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

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

  1. Erynth grask are ultraterrestrials with a practically incomprehensible intelligence. They are usually encountered singly, and are dangerous when so encountered, but some claim that there is a pattern to encounters with the creatures. Not just a pattern for the behaviour of an individual erynth grask, but for all of them, as if the entire species is acting on some sort of overarching plan.
  2. Ghost crabs live on the ocean floor, but only in the deeper regions. They can be a danger to any who venture into the depths, as the hunt creatures for food, trapping them in their webs. Though ghost crabs grow up to 5′ across, there are rumours of even larger specimens found in the depths, ones which can grow two, three or even more times larger than even the largest typical ghost crab. These are also said to be substantially more intelligent.
  3. Isthyns are known to fiercely defend their nests, even if doing so means that they will die. A nest of isthyns isn’t so easy to kill, though, and sometimes people harvest isthyn eggs and plant them in places where they wish to deny access to resources, allowing the eggs to hatch and riddling regions with the dangerous creatures.
  4. Jiraskars are extremely dangerous, and fast, creatures, and an encounter with such can quickly end in death for all concerned. However, someone has decided that, because of this, jiraskars would be highly effective in combat. Which is likely true, but training one would be extremely difficult and dangerous. They are offering a reward for all jiraskars that can be captured alive, and an even bigger reward for any that can be trained.
  5. Margr are known for their violent lives, killing each other or anyone unlucky enough to stumble across them. There’s a rumour of one tribe in the wastes, though, that has managed to rein in its bloodlust, at least when it comes to other members of the tribe, and are therefore growing in size and strength. If not stopped, they may become a significant threat to any settlements and caravans in the region.
  6. Mastigophores are normally found in pairs, or larger groups, guarding ancient ruins from interlopers, standing watch and stopping anyone entering. There’s a rumour of some more mobile groups of mastigophores, that travel along regular routes, almost as if they are guarding a road or other ancient route that has now disappeared.
  7. Mesomemes harvest the heads of their victims, whether human or animal, and attach them to tendrils that sprout from the creature. Most mesomemes have an assortment of heads from many different creatures attached to them, but there are rumours of the occasional one which is much more selective, only choosing heads from a specific type of being.
  8. Most murdens live out in the wilderness regions, where they prey on passers-by, but there are rumours that some have set up homes in the tunnels and sewers beneath some larger cities. Though few claim to have seen them, or survived the seeing anyway, there are repeated claims of the irritating telepathy of the murdens being detected.
  9. Nevajin are creatures that can separate their head from their body and have both parts still function separately, though this is a painful process. Someone wants to capture a number of nevajin and forcibly separate their bodies from their heads, to study just how far apart the two can survive, and is willing to pay substantial amounts to anyone who can capture the creatures.
  10. The poisonous reptiles known as laaks are not particularly dangerous individually, but they are rarely found individually. A few people have been said to have turned up dead recently, seemingly poisoned by laaks, though none can be found on the premises. Leading to suspicions that someone is letting laaks into places to do their killing, then collecting them again.

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

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