Tag Archives: Numenera

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.

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D10: Numenera Rumours – Creatures

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 band of chirogs is apparently ambushing travellers and demanding that they hand over any numenera in their possession for destruction. Those who refuse are attacked and the numenera taken from their corpses whilst, oddly, those that agree are more often than not allowed to go on their way, which is not how chirogs normally behave.
  2. Abykoses are creatures that look like ghosts, and are considered to be such by the majority of people. The beings are usually not aggressive in nature, but under certain conditions they can be. It’s rumoured that some abykoses are far more aggressive than others, and that this doesn’t appear to be related to the normal conditions for such happening. It’s said that there is a pack of marauding abykoses that travel around leaving destruction in their wake.
  3. Aneen are herd animals that are often domesticated and used as mounts or pack animals. The beasts are omnivores with tiny forelimbs and small claws, neither of which are much use, but there are rumours of larger, significantly more dangerous aneen with larger, stronger forelimbs and claws and a nature that is significantly more carnivorous.
  4. Broken hounds are a danger to those who travel through their territory, attacking in large numbers, and they prove impossible to reason with, acting only out of hunger. Yet there are rumours of packs of broken hounds behaving with far more intelligence and cunning than would usually be the case, leading some to wonder if they could be under the control of numenera.
  5. Caffas are immune to the effects of wind and other air-based attacks, and have no problems with flying in strong winds. Some swarms are rumoured to follow storms, using the high winds of the storm as a way of partially defeating those they attack before they even strike.
  6. Callerails, when two of them encounter each other, fight to the death, each attempting to absorb the inorganic parts of the other. There’s a rumour that a truly enormous callerail has been seen, one which looks as if it may have successfully absorbed the portions of several others and grown significantly as a result.
  7. Dark fathoms are incredibly dangerous machines of war that anyone with sense would leave well alone. There’s a rumour, though, that a Nano with more ambition than sense is hoping to capture a dark fathom and control the creature to use against their enemies, and are looking for people willing to help them capture one.
  8. Most cragworms dwell in abandoned and isolated areas, but there are rumours of a smaller variety that can be found living beneath cities, particularly in old passages, and in other underground areas. Though these may not be as dangerous as a normal cragworm, due to being smaller, the small spaces in which they are found can make them difficult to avoid.
  9. There’s a bounty on the head of culovas living in the Westwood, due to the beings disrupting the local logging trade. It’s rumoured that the culovas have started to act more aggressively against interlopers as a result. Instead of remaining on familiar ground as they normally do, some say the creatures are instead venturing further afield and initiating combat pre-emptively.
  10. Though blood barms are not usually aggressive unless they or their young are threatened, there are rumours that sometimes blood barms who are raising young can become very territorial. In such a case, the blood barms stake out a section of land and will viciously attack anything that moves into it, continuing with such behaviour until the young are grown enough and the blood barms move on.

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D6: Numenera Rumours – Organisations

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. Sarracenians are a group whose members are scholars that study and worship plants, especially those that are carnivorous or are plant like predators. The group has fallen from favour in the Steadfast, but individuals in the group are still in demand. It’s rumoured that the group has a hardcore element that is displeased with their organisation’s decline and are planning to make people respect them again. Or, rather, fear them, as the intention is to unleash specially engineered plants on a killing spree.
  2. Some say that war has become more common over time, with countries more often than not resorting to violent means rather than peaceful to resolve any differences that they have. No-one claims to know why this is the case, but it’s suggested that this is simply a common outcome when nations grow large and powerful enough.
  3. The Redfleets dislike anything manmade and the numenera, instead looking for the natural treasures of the ocean. Some manage to contain their distaste enough to sell any unnatural treasures that they find, and there are rumours that there are members who pay only lip service to the claim of distaste, using the Redfleets as a cover for what is at its root piracy.
  4. The Angulan Knights are a group that is dedicated to the advancement of humanity as a species, and they abhor governments, class distinctions and religious differences. It’s rumoured that a small number of the Knights so abhor the governments of the Steadfast that they are actively working to undermine them.
  5. The Convergence is an organisation whose members which to use the power of the numenera to benefit themselves, not anyone else, unlike the Aeon Priests of the Order of Truth. The Convergence is said to be a much smaller organisation, but it’s rumoured it has a number of Aeon Priests amongst its ranks, as the access such have to numenera is attractive to those who would join the Convergence.
  6. The Order of Truth is probably the most powerful organisation in the Steadfast, and perhaps Beyond, and there are rumours that the current Amber Pope, Durranet VI, is only looking to expand the order’s reach and power. It’s said that Durranet VI wants to increase the order’s grasp on the nations of the Steadfast, slowly incorporating them directly into the order’s structure. If true, this would be opposed by every country’s ruler.

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D6: Numenera Rumours – Other Villages, Settlements and Communities

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 six 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. Broley’s buildings are mostly made from living greenwood, a biologically engineered material that grows over a temporary shelter. The creator of greenwood, Holeon Ferre, lives in Broley, but it’s rumoured that some of the early experiments with greenwood didn’t go well, with the grown buildings actually eating those who were living in them. This is said to be still a potential problem, though one that is kept secret.
  2. Dymath Fordye is built in Snakemoor Marsh on stilts, with only a stone bridge leading to the town. The bridge is precarious enough at the best of times, but recently it has suffered repeated damage, seemingly from sabotage. Without the bridge, the town will be completely cut off.
  3. Imalov Castle is a lone keep in the wilderness, the home of Lady Perrix. The lady is cautious around strangers, but those who gain her trust are allowed to enter and are treated well. However, it’s rumoured that Lady Perrix quizzes guests to see what family and friends they have who would miss them, and if it turns out the answer is none, they never leave the castle again.
  4. Songduel Ruins stand on the site of a much larger city than the current village, which was razed when two songstresses fought a legendary duel. It’s rumoured that many of the city’s inhabitants perished at the same time, and that the songs used in the duel changed their fallen bodies. To this day, they lie under the ground, waiting to break free and kill.
  5. The Inn of the Blue Barker in Essearnin runs regular duels, with the varjellen Malia Noke being the undefeated champion for four years. Malia had been threatening retirement, due to boredom and lack of anyone worth fighting, and it’s rumoured that she has been missing for several days, so may in fact have gone ahead with this.
  6. The buildings in Aendri are mostly made of stronglass, and are thus transparent. As a result, the town has four tailors who constantly work to create curtains and roof garbs. It’s rumoured that someone did come up with a way of successfully colouring the stronglass, but they disappeared, said to be the victim of the tailors who didn’t want to lose their business.

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D10: Numenera Rumours – The University of Doors

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. Few of those who stumble across the University of Doors through one of its portals are allowed to actually enter and study at the university, not even allowed inside the chimerical gatewall that surrounds the place. It’s rumoured that the percentage has been gradually reducing over the years, which may suggest that the number of people finding the university is increasing, but the number considered suitable students is not.
  2. Just as the Hinge Lab separated from the Science Lab in the University of Doors, there’s a push to create other labs for the other different elements of a door. So far, this hasn’t got anywhere, as it’s stated to be needless complication, but that hasn’t stopped people from trying.
  3. Living passages, including some that are sentient, are studied in the Atrium in University of Doors. Some postulate it may be possible to create an entire, living, network of passages to wrap around the Ninth World, and that this network could also become a vast intelligence. Others agree, but state this sounds like a very bad idea.
  4. Sajeen Dar is the current headstone of the University of Doors and is coming to the end of his ten-year term. Former headstones can go through one final door; after which they may never go through a door again unless invited to do so by the holder of that door, or be hunted down and killed by the gibbs. It’s rumoured that this headstone is trying to find a way around this, and has been lavishing money and resources around secretly with this aim.
  5. The Archivolt is a flock of mechanical birds shaped like keys that fly around and through the doors in the chimerical wall that surrounds the University of Doors. The Archivolt appear to take pleasure in harassing would-be students, and there’s a rumour that, if a student is utterly unsuited, the Archivolt may turn violent.
  6. The End of Doors is a building on the campus of the University of Doors that has only one, simple door and contains an empty space without doors, given students and staff a break from doors. There’s a rumour, though, that the empty space is itself a type of door, a very unusual one that is difficult to open.
  7. The locked passageways, often called diums, through which prospective students may reach the University of Doors, can be found anywhere in the world and made of anything. There’s a rumour that, sometimes, what appears to be a dium is something different. It provides access to another location; this is not the university, however, but a far darker place.
  8. The Science Lab of the University of Doors has an infamous recent history involving an exploding double-door. Rumour has it that this explosion wasn’t simply the result of an accident, but that someone deliberately sabotaged an experiment, for an unknown reason, to cause it to fail dramatically.
  9. The University of Doors is located in an alternate universe, but its actual location is kept secret, including from the university’s students and staff, with access through doors hidden around the world. There’s a rumour that, over the years, more than one person has attempted to find the university’s true location. It’s said that those that try eventually walk through a door but fail to come out the other side.
  10. Those who wish to enter the University of Doors must solve a puzzle given by the Archivolt, which gives them a clue as to what they need to create to enter. There are rumours, though, that the Archivolt sometimes gives out clues that, if solved, do not open a door to the university, a way of weeding out those who are considered unsuitable, not merely for the university, but life itself.

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D8: Numenera Rumours – Augur-Kala

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 eight 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. The Allagos is the ruler of the Augur city of Urzat Zarteri, and gaining the position requires experience, appointment and formal combat. There’s a rumour that the current Allagos has been suffering from an illness recently, which may make her unsuitable for the position, or at least unable to defend it in combat.
  2. It’s said that the Augurs of Augur-Kala used to have a strong affinity to the numenera, but that their knowledge of it is declining over the years, as those with the expertise grow old and die, taking their knowledge with them. There are rumours that some of the Augurs have been looking to the numenera, hoping to find methods, perhaps extreme ones, of preserving the knowledge of the past.
  3. Near the centre of Augur-Kala is a metal structure that appears to have burst violently from the earth. The Augurs are said to be descended from a people who lived in the structure, though memories of this have long been lost. It’s rumoured that there are other, similar structures buried underground in the region, but how these could be found isn’t known.
  4. The Augur fortress city of Urzat Zarteri is guarded by floating sentries called Narit Gresh, which looks like cylinders of rusty metal combines with grafted flesh and weapons. Sometimes, it’s said, one of the Narit Gresh goes wild and starts attacking anything nearby; this can only be stopped by removing the flesh currently grafted to the machine.
  5. The Augurs of Augur-Kala inside the Clock of Kala look like normal humans, they are on the whole better; smarter, stronger, faster, more attractive and longer-lived. There are rumours that some of the Augurs believe that they natural superiority makes them the natural rulers of humanity, and are working towards that goal.
  6. The Lug Sorek of Augur-Kala are creatures that resemble great winged cragworms, and they are one of the most dangerous things found in the land. It’s said that the numbers of Lug Sorek have been gradually increasing over the years, and eventually they will be in large enough numbers to pose enough of a threat that they could overrun Augur-Kala.
  7. The numbers of the Augurs of Augur-Kala have been steadily declining over the years, despite their greater age and health, and they are rarely able to have children with outsiders. There are rumours of dubious breeding experiments being carried out within the land, whereby the Augurs hope to increase their numbers by making unions with outsiders more fertile.
  8. The Zealitor is the ruler of Augur-Kala, a being of gengineered flesh fused with synth enhancements who lives in the city of Sada Emidu. It’s rumoured that the Zealitor is also bound to his grand palace in some way, and that the being is unable to leave it without losing a significant amount of his power.

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D6: Numenera Rumours – The Clock of Kala

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 six 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. “Iyene Who Knows” is a broker of knowledge in Norou outside the Clock of Kala. She trades information and is known to many, from criminals to the law-abiding to those in distant towns. Iyene is always increasing the amount of information she has, and there are rumours that she has also amassed a stock of blackmail material that means she is the true power in the city.
  2. Lord Abellor is the tyrannical despot of Norou, the trade city that serves as the last waypoint for people heading through the Clock of Kala. Abellor has soldiers, but his brain is also encased inside a powerful automaton, meaning that defeating him is extremely difficult. There’s a rumour, though, that the automaton needs certain specialised compounds in order to keep functioning and that, if it was deprived of those, Lord Abellor would become powerless.
  3. The circular mountain range known as the Clock of Kala gains its name for its resemblance to a clock face, when viewed from above. There’s a rumour that this name is not merely because of the range’s resemblance to a clock, but it is a clock, one constructed by a prior civilisation for an unknown reason and purpose. It’s said if the clock starts ticking again, it will be the herald of the end of the Ninth World and the start of the Tenth.
  4. The Ghostis is the ruler of Wislayn in the Clock of Kala and behaves as if the town is her own private home and that others are only there as her guests. She is said to have the ability to eject people from the extradimensional space, and it’s rumoured that some of those ejected don’t end up back in the normal world.
  5. The Sheer is a clearly artificial path cut through the Clock of Kala and, despite years of geologic activity, it has remained in almost the same shape as when it was first cut. There’s a rumour, though, that rockfalls have been more common of late; usually, they are so uncommon that it’s possible for none to happen in a human lifetime. Why this should be happening, if true, isn’t known.
  6. Wislayn is in the middle of the eastern end of the Sheer of the Clock of Kala, and is a strange artefact that appears to resemble a living thing made of violent crystal, perhaps a polyp, tree or tentacled sea creature. About a thousand people use this artefact as their home, living in an extradimensional space inside the artefact. There’s a rumour that Wislayn doesn’t merely resemble a living creature, it is one, though one that is currently in some form of stasis. What might happen to the people inside should this turn out to be true, and the stasis broken, isn’t known.

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D10: Numenera Rumours – Matheunis, the Cold Desert

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. As people from the Steadfast have moved south into Matheunis to get away from kings and empires, so too has the attention of said rulers and realms moved south as well, to eye up the lands. It’s rumoured that the Empress of Pytharon is preparing to start building outposts in the region of the Cold Desert south of the Sadara River, in preparation for the empire moving to start taking control of the land.
  2. Gayv-oreth is the ruler of the First Tier of Nihliesh in Matheunis and is generally a kind and compassionate ruler, though sometimes he becomes a dangerous, insatiable monster when his appetites get the better of him. So far, his people have forgiven him each time this has happened, but it’s rumoured that these instances are happening with increasing frequency and it could be that Gayv-oreth will eventually become the monster all the time.
  3. Mada-liviss, the ruler of the Third Tier of Nihliesh in Matheunis, has been seen in public less and less in recent times. In fact, there are rumours that she hasn’t truly been seen in public for many weeks, with claims that her apparent appearances are, instead, some sort of numenera-created illusion or hologram.
  4. Matheunis is, for some reason, home to a larger number of mutants than other regions, especially margr and murden. There’s a rumour that the reason for this is that there’s a machine from a prior world somewhere deep within the Cold Desert, a machine that, somehow, created mutants, perhaps by changing humans into abhumans.
  5. Ni-chodoss, the ruler of the Second Tier of the city of Nihliesh in Matheunis, is whispered to exert a large amount of influence on the city as a whole, with a network of spies, thieves and assassins, something that has allowed her to become far wealthier than those she rules. There are rumours, though, that inhabitants of both the Second and First Tiers are growing tired of Ni-chodoss and would depose her if they could do so.
  6. Nihliesh in Matheunis is a city built atop a half-buried ancient machine, using a material called churn, an orange-brown fluid created by two mechanisms inside the city that dries harder than stone. There’s a rumour that the flow of churn has become more sluggish recently, meaning that less is available for expanding or building the city in any way.
  7. The Foundation Stones in Matheunis, the Cold Desert, are said by some to be the foundations of the sky. They float above the surface of the desert, but there’s a rumour that the stones have been gradually growing closer to the surface over the years. Some say if the stones ever reach the ground, the sky will fall down.
  8. The inhabitants of Matheunis, the Cold Desert, domesticate a species of fly called the drakka, which grows up to a foot in length. Drakka are fairly intelligent, but some think they are even more intelligent than they let on. Many people keep drakka as pets or to herd or watch animals, which means a lot of households have drakka in them. There are claims that this is deliberate on the part of the drakka, though whether this is being done by an intelligent creature looking to be cared for, or one infiltrating a potential enemy, is another matter.
  9. The Symbol Stone, one of the seven Foundation stones in Matheunis, the Cold Desert, has a symbol floating above it, easily visible at night, and has four separate streams of water pouring down its sides onto the desert, the source of a small river. There are rumours that, sometimes, the colour of the symbol changes, and when that happens, the water takes on strange properties.
  10. Up until now, the residents of the First Tier in Nihliesh in Matheunis have been perfectly happy living in the tainted air of churn production for, despite how it shortened their lives, there was always a chance their offspring could become Fahat, the most revered people, all mutants, in the city. It’s rumoured, though, that changes have been made that still keep the First Tier’s lives short, but greatly reduce the chance of Fahat being born, which could cause the residents to rebel.

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D10: Numenera Rumours – Guran

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. Guran is known for the luminous blue baubles that are found in the nearby mines, which caused the Bauble Rush that resulted in the city’s founding. So many baubles were found that they have little value, but there are persistent rumours of baubles in colours other than blue, which are said to fetch a significantly higher price due to their scarcity. No-one seems to have ever seen these differently coloured baubles in person, though, with the rumours being relegated to the friend of a friend territory.
  2. In the Clave, the oldest part of Guran, stands an unused morgue that was apparently ordered built by the town’s council during the Rose Plague, but was completed too late, after the plague had spent its course, and now stands empty. There are rumours, though, that this isn’t the real reason why the morgue was left empty after use, and that something happened in it during the plague that caused those who knew about it to hush it up.
  3. Maggie and Marchie Yets run two different tailors in Guran’s Midmarket district. The two make different types of clothing, and would appear to have no real areas of conflict over what they make. Yet it’s rumoured that the sisters detest each other and have a long-standing conflict wherein each is trying to undermine the business of the other, whilst presenting a friendly face as far as the outside world can see.
  4. Mylian Acan is the leader of Guran and has the support of much of the populace. He is an Aeon Priest and sometimes comes into conflict with some of the more fervent members of the order. It’s rumoured that this conflict is only deepening, as some of the other priests are objecting to how Mylian is making use of the numenera, and are working to undermine Mylian in any way they can. Or, perhaps, even take more extreme measures.
  5. Sweet End is the part of Guran to visit for entertainment that is not of a family friendly nature and, given that its heart never closes, a lot of people are visiting to enjoy such entertainment. There are rumours of darker places, off Forever Street and away from the constant glow of baubles, were one can find entertainment that is outright illegal and would be shut down, should it ever be discovered by the authorities.
  6. The Council of Guran assists the city’s leader, Mylian Acan, in governing the city and is also authorised to rule should anything happen to Mylian, though they must find a replacement within a week. There’s a rumour that several members of the council have already been corrupted by an opponent of Mylian, who plans to enlist a majority on their side before they strike down Mylian themselves.
  7. The Hatchet in Guran is the town’s slum and is reputedly ruled by a mutant called Jirlin and his gang, with Jirlin feeding those who cross him to the ravage bear kept in a pit in the district. There’s a rumour, though, that the bear is looking rather sickly, and perhaps is dying from its long captivity. Should that be the case, Jirlin will lose one of his most effective measures against those who oppose him.
  8. The part of Guran known simply as “that place” is a piece of forested land that is often used for hunting, as well as a meeting spot, whether that be for young couples or clandestine meetings. Due to hunting being common, it is also common for others visiting it to end up injured by accident. Though there are rumours that not every injury is accidental in nature.
  9. The Rusted Relic in Guran is run by a woman called Mecky, who used to be a well-known Nano in the Steadfast and the right-hand woman of one of its leaders. There are many rumours about what happened that resulted in Mecky ending up in Guran and recently there are rumours that someone has been asking around after her, though it isn’t known why.
  10. The Upper West and the Lower West are two districts of Guran which constantly engage in ribbing as to which of the two is better. Most of the time, this is good-natured, but sometimes it isn’t and there are suggestions that the ribbing might be about to degenerate into more active conflict between the two districts, though no-one seems to know why the situation has deteriorated so much.

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D6: Numenera Rumours – Seshar

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. King Falton and Queen Sheranoa are the rulers of Seshar, though they rule little more than the city of Nebalich these days following the kingdom’s collapse. The two are much loved by the citizenry and certainly present a pleasant face, but there is the occasional rumour that this pleasantness is just a face, and that beneath that face lies one that is much more disturbing, one the rulers take pains to keep hidden.
  2. Margr are a problem for the lands of Seshar, though usually the abhumans don’t come near to the canals where most of the people in the land live, though marauders can be troublesome. Recently, though, margr have been seen in greater numbers than usual near to the canals, and seem to be spending more time closer to civilisation, which has the definite potential to cause a major problem for those living in Seshar.
  3. Professional thieves known as the Yellow Serpent operate out of the city of Nebalich in Seshar, preying on everyone in the surrounding area, and, it’s rumoured, not just as thieves but as assassins too. There are rumours that a number of high-profile deaths in Nebalich are the work of the Yellow Serpent, who are either working for someone who is attempting to take power, or trying to gain control of the city themselves.
  4. Redstone is a village in Seshar that is named after the interesting red stone that is quarried from the top of the slope up from the canal the village is next to. The stone always seems to contain a pattern of straight lines with multiple angles, and there are rumours that sometimes the patterns inside the stone move, though not whilst anyone is watching.
  5. Seshar used to be an independent kingdom, but the kingdom collapsed when the ruling family couldn’t sustain its holdings. There are rumours, though, that the collapse might have been avoided and that the real reason for it was that the someone close to the rulers was bleeding their land dry. It’s said that those responsible fled with much of what they stole, but had to leave some of it behind and that, somewhere in Seshar, there is still a cache of valuables that were never smuggled out.
  6. The canals of Seshar are essentially the lifeblood of the land, allowing barges and ships to travel along them and maintain trade between the different settlements of the region. The canals were not built by the inhabitants, but by a prior world, and are arranged in a strange pattern. There are rumours that if the canals are travelled in a specific manner, they can transport the craft doing so somewhere else, and that every so often a barge disappears without a trace, never to return.

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

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