GM: That’s another 4 points of damage, plus you need BUILDING A STORY
to make a Might defense roll for the poison.
DIANA: Yes!
CLARK: I roll 19. A minor effect.
CLARK: I’m going to check out those machines. First I’ll
GM: Okay, you’re still fine. see if they’re functioning and try to identify them. If not,
I’ll just root around for anything I can salvage—maybe a
CLARK: With the minor effect, can I make him drop the cypher or two.
weapon?
DIANA: I’m going to search the dead guards.
GM: No, that would be a major effect. How about the
poison on the blade doesn’t hurt you, and now it’s rubbed GM: You should both give me Intellect-based rolls.
off?
The GM pegs Clark’s difficulty at 7 and Diana’s at 1.
CLARK: I’ll take it. I’ll follow that up with an Onslaught
esotery. I’ll use the force blast option. I’m using two BRUCE: There’s no time for that! More bandits will be
levels of Effort and adding both to damage. I have an here any second. Is there an exit over on that side?
Intellect Edge of 2, so the Effort costs 3 points from my
Intellect Pool. I roll a 12. GM: Yes. There’s a dark doorway in the right-hand
corner.
GM: You hit for 10 points of damage. With a gesture and
some concentration, you blast raw force into this guy’s BRUCE: I nock an arrow and cover that door.
jaw. It knocks him back a few feet, and he looks sorely
wounded. CLARK: I get a 14.
DIANA: I’m going to back up for a running start, draw GM: The machines are long dead. You have no idea
my sword, and leap across the chasm. I roll a 14. what they once did. Scavenging through them will take
at least fifteen minutes.
GM: Nice. You get across.
CLARK: Okay, never mind—for now.
DIANA: Can I attack, too?
DIANA: I rolled a 5.
GM: No, backing up, getting across skillfully and safely,
and landing ready for battle is your action. GM: Each bandit was wearing leather armor. The blades
are medium weapons and look like they’re in good shape.
DIANA: All right. Each also has a few smaller throwing knives. One has a
pair of dice and 6 shins in a bag. The other has nothing
BRUCE: I fire another arrow, but I roll a 2. else.
GM: Your arrow sails over the bandit’s head. He calls If Diana had failed her roll, she would have missed the
out for help and backs up, looking like he’s trying to take shins.
a defensive posture.
BRUCE: I’m listening for more bandits on the way.
On the fly, the GM decides that the bandit does not attack
but instead will hold out until reinforcements arrive. She GM: Give me a roll. It’s an Intellect task.
rules that this hinders the characters’ attacks on him.
BRUCE: I got a 10.
CLARK: I use another force blast, but this time I don’t
use any Effort. With my Edge, it costs me nothing. And The GM had set the difficulty at 2 to hear the bandits,
don’t forget that I’m trained. But, sadly, I only roll a 6. since they’re not trying to be quiet and their shouts can be
heard easily even at a distance. Because Bruce succeeded
GM: You miss. Diana? at a difficulty 3 task, the GM decides to give him a bit more
information.
DIANA: I lunge forward and attack. I roll a . . . 17.
GM: You hear shouts in the distance, echoing down
GM: He tries his best to block your blow, but your corridors. You don’t know how many voices there are,
strength and skill surpass his. You strike him in the side but it could be a lot. They’re getting closer. You estimate
and he drops to the floor. that you’ve got about three rounds before they get to
you. What do you do?
349
CHAPTER 22
REALIZING THE
NINTH WORLD
“My people have lived T he Ninth World is a setting unlike any Weird is sustained by mystery, and
on this planet for untold other. Building stories there can seem mystery comes from the unknown and the
generations—hundreds challenging. Portraying a world one unexplained. This means that in Numenera,
billion years in the future can be daunting. no player should ever truly feel like they
of millennia, at least. understand everything around them. If a PC
But we will always be the Chapter 1: Welcome to the Ninth World is a comes upon a control panel and figures out
great source for additional information about what a few of the controls do, there will always
outsiders here.” how to explore and talk about the world. If you be far more buttons and dials that they do not
~Visixtru, varjellen haven’t already done so, I recommend reading understand.
that chapter to give you a good sense of the
philosopher world before progressing. When you run a Numenera game, you
should maintain the weird. Below are a few
Mutant, page 397 MAINTAINING THE WEIRD tips.
Murden, page 243 Numenera is meant to be weird. The DESCRIBE, DON’T DEFINE
Abhuman, page 13 Ninth World is built on the bones of prior
civilizations that not only created technologies Because mystery is so important to weird, the
that surpass understanding but also lived in Ninth World is never about strict definitions
cultures and carried out activities that cannot or concrete quantifications. “Describe, don’t
be imagined by the current inhabitants. Even define” might be the number one rule. It not
the very nature of these past people cannot only leaves room for further development later,
be truly understood—no more than a Cro- but it also keeps things mysterious and weird,
Magnon person could begin to understand and that’s the most important characteristic of
an inhabitant of the 21st century typing on the setting.
a plastic keyboard on a computer hooked
wirelessly to the Internet to play a space Actually, perhaps the rule should be,
exploration game with friends on the other “Describe rather than define, and if you must
side of the planet. define, never quantify.” In other words, when
talking about abhumans, I might describe
With all that distance dividing any kind of them as “misshapen, brutish humanoids
understanding, things will seem pretty weird that live outside human society.” However,
to the characters. Just as important, things you might have to distinguish (define) them
should seem weird to the players. from mutants at some point during a game,
because in the Ninth World “mutant” means
Weird is a combination of frightening and something different (some abhumans might
interesting. It’s a combination of disturbing be mutants, but not all mutants are abhumans
and fascinating. Weird is a few steps beyond. . . . but I digress).
Murdens are thieving abhumans that have
some of the features of ravens. Raven-headed I would never say, “There are six types of
humanoids aren’t entirely typical, but that abhumans, and they are . . . ” That kind of
alone probably isn’t enough to be considered quantification is the death of mystery.
weird. Murdens also emit a psychic buzzing
sound in the minds of anyone who draws NEVER USE THE SAME TRICK TWICE
close that seems like an irritating bit of mental
noise. That’s kind of weird. Sometimes, If a PC finds an injector device that heals
however, intelligent beings hear the voices of wounds, the next time they find a similar
people from their past echoing throughout the device, it’s a pill. The next time, it’s an elixir
buzzing. That’s Numenera weird. they must drink. And so on. Changes keep
things unknowable and keep the players from
feeling safe.
350
REALIZING THE NINTH WORLD
Of course, you can also turn the tables on DON’T USE ONE IDEA- Cragworm, page 230
them later. Have the characters visit a region USE TWO (OR MORE)
where healing always comes in identical pills, Weird does not mean
and the pills are somewhat common. Where If you have a couple of cool ideas for new and surreal or some kind of
are they all coming from? dangerous creatures for the PCs to encounter, inexplicable psychedelic
don’t create several different beasts. Instead, dreamscape. Weird is
One way to communicate a sense of the take all those ideas and incorporate them usually more subtle and
weird while maintaining verisimilitude is to into one creature. Don’t create a serpent with works in juxtaposition
have the PCs encounter NPCs who are familiar a hypnotic stare and a plant with poisonous with the non-weird,
with the beasts and devices of that adventure. thorns—create a serpent bristling with long, unlike surreality.
So although the PCs have never encountered venom-tipped spines that are in turn covered
or heard of a cragworm, the NPCs they meet with a fungus that emits hypnotic spores.
in a nearby village have seen the beasts and
can relate details about them. In fact, now ALWAYS PROVIDE ANOTHER DOOR
and then, it will seem all the weirder to the
players if strange creatures and things that are If the PCs explore an ancient technological
wonders to them are just another part of the complex, make it vast—far too big to explore
lives of the people they meet. everything. Give them more doors than they
can open or countless corridors stretching
THEN AND NOW into darkness. The traditional “crawl” type
of adventure, where the PC explore room
Are we—living in the 21st century—one after room, isn’t always the best Numenera
of the eight prior worlds? Well, in the adventure (you can do it, but it’s challenging).
first place, the people of the Ninth World In a narrative where the characters explore an
never specify distinctions between the ancient structure, it’s better to use statements
prior worlds because such things are like this one: “After hours of exploring
meaningless to them. If the civilization of numerous chambers filled with the remnants
100 million years ago had qualities that of strange machines, winding conduits, and
set it apart from the civilization of 800 pipes, and after descending many levels, you
million years ago, what difference does it find yourself in a large area . . .” Descriptions
make to Ninth Worlders? None. And even like that leave plenty of room for the unknown
if they did care, the differences between without devolving into tedium. Tedium is the
the two would likely be incomprehensible enemy of weird.
to them. So the current civilization is
the Ninth World because that’s what the
people choose to call it, not because
they know for a fact that there were eight
civilizations before them.
In the second place, our 21st-century
civilization would have to advance
dramatically to rise to the level of the
so-called prior worlds. If we survive, say,
another million years, then maybe—just
maybe—we will be one of those worlds.
The ancient people of the Ninth World’s
past are so far beyond us, so alien to us,
that we are more like the Ninth Worlders
in our level of understanding. The people
of those prior worlds commanded the
very forces of the universe. They moved
planets and suns, traveled to other
galaxies, and explored other universes. We
cannot truly comprehend what they were
like. From our point of view, just as from
the Ninth Worlders’ point of view, they
wielded magic.
351
Part 4: The Setting, DIFFERENT WAYS TO USE A QUASI-MEDIEVAL
page 129 THE NINTH WORLD FANTASY SETTING
See Appendix C: Although Part 4: The Setting lays out the When all is said and done, the differences
Bibliography and basics of the Ninth World (at least from the between the techno-magic of a Ninth World
Resources (page 405) point of view of those in the Steadfast), you, Nano and the rituals and incantations of a
for more inspirational as the GM, need to decide the precise feel and classic fantasy wizard are rather pedantic. Fans
flavor you want to give it—your own personal of traditional fantasy, swords and sorcery, and
suggestions. spin, if you will. If you like fantasy, you can so on could easily use the Ninth World with
immerse the players in the perspective of only a slight change of mental focus.
Near certain yellowish- the Ninth World folk, who often use words
glowing formations in such as “magic,” “spells,” “witches,” and In this take on the setting, you’ve got a mixed
the Ninth World, cyphers “demons,” and who never use technological or band of characters going through ancient ruins
and oddities sometimes science words. If you like science fiction, you to find treasure and fight monsters. Sound
wake and begin to speak can portray the same things as being more familiar? Here, though, the dungeons are vast
grounded in sciences that we have names for, at subterranean machines, the magic items are
the Truth for a time. least, if not true understanding. practically undecipherable devices, and the
monsters are genetically engineered horrors
352 Below are some examples of how to give the transplanted from another world or dimension.
setting your own feel. Careful use of language—for example, always
referring to artifacts as magical—allows the
A POST-APOCALYPTIC SETTING Ninth World to retain a fantasy feel.
The Ninth World exists among the ruins of Many Numenera GMs will be tempted
a prior civilization. Less-advanced people to use technological terminology in their
scavenging among the remnants of an descriptions from time to time. If you want to
enlightened, long-lost culture is a staple for portray the Ninth World as a quasi-medieval
many post-apocalyptic stories, from Planet of setting, you should avoid technical jargon and
the Apes to Thundarr the Barbarian. always describe things in terms of traditional
fantasy—dragons, demons, steel, golems,
With this focus, most adventures would involve and so on. The players might develop a
the PCs exploring the ruins of the prior worlds to sort of literary irony since they have a basic
recover whatever they can to help them survive. understanding of the setting, but if you
Most likely, the point of the campaign would not reinforce the traditional fantasy outlook of the
be about rebuilding, but simply enduring. Politics characters, soon everyone will feel like they are
and daily life in Ninth World towns and cities playing in a familiar setting with unique twists.
would be merely a backdrop for the real action:
delving into the legacies of the ancients, Many fantasy stories—from The Dying Earth
finding danger and reward among the ruins. to the Shannara series—all use settings built
on the remnants of a technological past. Gene
REALIZING THE NINTH WORLD
Wolfe’s series The Book of the New Sun turns on SUFFICIENTLY Artifact, page 289
the idea that although it feels like a fantasy tale ADVANCED TECHNOLOGY Cypher, page 272
in a realm based on our past, it’s actually a far-
future story where technology resembles magic. The artifacts and cyphers that the PCs find are Aeon Priest, page 264
bits and baubles that can be used immediately
A WEIRD HORROR SETTING in interesting ways or cobbled together into 353
handy tools or dangerous weapons. That’s the
In this take, the people of the Ninth World magic of the Ninth World.
try to survive in a world they did not create.
They have no idea what horrors of the past But magic is more than that. Even without
wait for them just beyond the lamps of their the use of artifacts or cyphers, humans and
tiny communities—perhaps engineered creatures have weird powers. They might be
monstrosities, machines that kill, or clouds the legacies of mutation, genetic manipulation,
of the so-called iron wind that can tear people electromagnetic fluctuations, transdimensional
apart in a heartbeat or, worse yet, change them rifts, nanotechnology, overlapping networks
into something else. The mysteries of the past broadcast by hidden towers and orbiting
are beyond comprehension, and those who satellites, some combination of all of these, or
attempt to learn these secrets are doomed. something even stranger.
This is a rather nihilistic, pseudo- Part of the point is that it’s incomprehensible.
Lovecraftian approach to horror, but it is The technology of the prior worlds is such
no stretch to think that someone with the that we, as 21st-century people, can’t truly
sensibilities of ancient humanity would understand or even identify it, so how can the
develop a rather dark view of the universe far younger people of the Ninth World think of
when living in a world of nanotech run amok. it as anything other than magic? (And honestly,
are they really so wrong?) But the inability of
GMs wishing to use the Ninth World as a the players—let alone the characters—to really
horror setting need to keep the technologies understand the “tech” of the Ninth World is
of the past utterly mysterious—essentially, important.
incomprehensible. Every creature needs to
be a unique monster, and each must be more Don’t describe a piece of technology as
horrific, deadly, and difficult to defeat than the a gun, a phone, or a computer. It’s all far
last. Technology/magic cannot be mastered stranger than that. The artifacts and cyphers
or even understood, and it always comes that characters find are often bits and pieces
with a price. Exploring ancient locales is a of larger, more complex, and ultimately less
last resort—something that is done because comprehensible devices. The lightning-
without the dangerous secrets found within, throwing tube that Jerik found might have
destruction is imminent. been part of the power conduit for a larger
machine. The glass that shows faraway places
A HOPEFUL NEW WORLD SETTING might have been the viewfinder of something
else, and the glass that allows Nemmol to see
The people of the Ninth World have been given through walls might be a similar object that
a great gift: a whole world that is theirs to tame has been modified or is malfunctioning.
and make their own. Now they must overcome
the remnants of the past and, where possible, The common people of the Ninth World
recover what they can to forge a new future. lump every kind of technology together under
the label “the numenera.” To them, it’s all
Brave explorers seek the legacies of the prior supernatural stuff. They don’t necessarily
worlds. They strive to build a world that is as recognize that some technology is far more
fantastic as or better than the ones that came advanced than others. They don’t realize that
before. Yes, the land is full of dangers thanks a medical scanner is more advanced than
to the actions of the ancients, but these are a piston-driven engine. A simple blowtorch
merely challenges to be overcome. seems the same as a device that disrupts
organic cells.
ALL AT ONCE
Aeon Priests are tinkerers who take
Careful readers will note that each of these artifacts found by explorers and turn them
suggestions focuses on only one aspect of into usable devices. They understand (or
the Ninth World. Any of the options can be perhaps misunderstand) just enough of the
used without making massive changes to the old technologies to get the bits and pieces to
setting because the Ninth World comprises perform handy tasks. When a Glaive brings
each of them already. them a strange, glowing crystal pyramid, the
priests know that it can be made into a personal
power shield or a magnetized tractor beam.
Numenera is meant to be weird. The Ninth World is built on the
bones of prior civilizations that not only created technologies that
surpass understanding but also lived in cultures and carried out
activities that cannot be imagined by the current inhabitants.
Green fruit from the But some of the prior worlds were millions or electricity. Although this might be the
gavorin tree gives the (or hundreds of millions) of years in the past. most straightforward and understandable
How can such incredibly old stuff still be category of technology, it should still be
eater very limited, around? Sometimes, stasis fields preserve utterly baffling. It includes clocks, vehicles,
very unreliable, and objects. Other times, they have self-repair firearms, generators, automatons, cybernetics,
very temporary access mechanisms, or nanites repair them on a production facilities, and more. The machines
molecular level. Still others are made of such involve turbines, fans, pistons, springs,
to the datasphere. advanced materials that they are effectively belts, screws, hydraulics, motors, pumps,
immune to time. Last, impossible longevity transistors, and servos, sometimes on a
Oddities, page 304 might be a property of the location where colossal scale. They might also involve
Discoveries, page 123 the items were found, with perfect seals or capacitors, resistors, semiconductors, circuits,
protective fields maintaining a structure and microchips, and things on a microscopic scale.
LOOKING FOR its contents indefinitely.
Maintaining the Weird, For a more exotic spin, consider machines
TYPES OF TECHNOLOGY made of unexpected materials, such as an
page 350 engine made of extremely hard glass, an
When thinking about cyphers, artifacts, electronic device of flexible plastic, or an
oddities, discoveries, and other relics of automaton made of ceramics that uses liquid
the past, it’s worth breaking them down or organic material for processing and storage.
into broad categories. These classifications
don’t necessarily have meaning as game Don’t: Have the PCs meet a humanoid
mechanics. For example, whether a weapon automaton who speaks their language in a
is a bioengineered organism, a mechanically funny, mechanical voice and has a shoulder-
retracting blade, or an item that attacks a mounted cannon.
victim on a molecular level, it might have Do: Have the PCs encounter a broken and
the same basic mechanics and do the same cracked woman made of ceramics and glass.
amount of damage. The average Ninth Worlder Her wounds and fissures ooze a strange milky
doesn’t understand these types of distinctions, substance that, as it dries, encourages the
either, but it’s useful for GMs to think in these growth of a blue fungus. Thus, she is caked
terms, mostly to keep their horizons open. The with this fungus. The spores emit a high-
numenera can do virtually anything, limited only frequency sound that can’t be heard but that
by the understanding of those who recover it. disrupts the synapses of humans, scrambling
and ultimately frying their brains.
The following categories use 21st-century
terms and understanding to explain these Don’t: Have the PCs find a machine gun.
broad types of technology. They’re not meant Do: Have them find an artifact that looks like a
to be comprehensive or to put limits on what bundle of joined tubes and a wide pipe with a
can be found—just the opposite, in fact. Use metal scoop in the back. When the scoop is filled
these classifications as creative inspiration with objects (small stones, bits of metal, screws
not just for items the PCs use but also for and bolts, or something similar) and one of the
machines and technologies they encounter tubes is pulled back and pushed upward into the
in their explorations. Remember, too, that heart of the device, the artifact sprays a burst
sometimes the numenera encompasses many of the objects with incredible speed and force.
of these technologies at once. In other words, the artifact functions just like a
machine gun, but only through trial and error
MACHINES AND ENGINES (and the characters don’t know what a machine
The technology in this category is perhaps gun is because that doesn’t exist in the Ninth
the simplest, based on mechanical World, so they wouldn’t classify it that way).
principles and often powered by chemicals
354
REALIZING THE NINTH WORLD
NETWORKS AND was entirely nonhuman. This information reveals The Ninth World is
COMPUTATIONAL DEVICES two things. First, some of the abhumans of the enveloped in a field of
This technology involves data processing Ninth World are genetically modified humans or information—think
and storage, computational power, and are the descendants of such individuals from prior of it as an area with a
disseminating information on a worldwide worlds. And second, some of the artifacts and hundred thousand active
level. It also includes recording and storing structures discovered don’t react to humans radio stations, but almost
the data (and essence) of complex organic and clearly are not intended for human use. no one has a radio. The
brains in a permanent, near-immortal state. datasphere occasionally
Collectively, we use the term “datasphere” to ENERGY MANIPULATION malfunctions or interacts
describe the worldwide wireless network that The electromagnetic spectrum becomes a with the people in the
connects a wide variety of devices, satellites, tool unto itself in this category, and even the world in unexpected
and other machines to store and exchange fundamental forces in the universe can be ways, however,
data. However, a number of such networks made to dance at the pleasure of those who sending “glimmers” of
might exist in the Ninth World (and beyond— command these technologies. Obviously, information directly into
some of these networks could be connected this group includes destructive energies like someone’s head. The
to interplanetary, interstellar, intergalactic, or ray or beam weapons, but it also has sonic, GM should occasionally
interdimensional sources). magnetic, gravitic, microwave, or disintegration have this happen to the
weapons. And weapons are simply the easiest PCs. Not often. And
The category also encompasses artificial manifestation of energy manipulation. Devices the vast majority of the
intelligences, unique NPCs that are sometimes in this category also include sensors, scanners, time it shouldn’t make
almost like spirits or gods. Their power is communicators, holograms, force fields, tractor any sense or be relevant.
limited only by the technology that they can beams, microwave transmissions, and sensory Maybe once in a whole
still access. Artificial intelligences could live manipulation. It includes using magnetic fields campaign, however, it
within the datasphere itself or be confined or gravity to move, manipulate, or shape matter is pertinent and helpful.
to unconnected devices or machines. They and other energy. It can involve telepathy, You can plan for this
might use holograms to project a presence into telekinesis, pyrokinesis, and other manifestations or you can make it a
the real world or build automated bodies to of energies within the brain (or mechanical or way to send a much-
interact in a physical state. (Or they could find biological devices implanted or grown within needed hint or clue.
both of those options ridiculous or abhorrent.) the brain to produce similar effects). Energy
manipulation can affect molecular bonds and The Kardashev scale is a
An interesting concept could be that other principles on an atomic or subatomic useful tool and a great
different artificial intelligences from different level to transform or transmute matter. starting point for ideas
eras exist within the datasphere together. They of what an advanced
would be as alien to each other as humans and NANOTECHNOLOGY civilization could really
extraterrestrials. The intelligences might work Nanotechnology can change matter on its most accomplish. Physicist
together or wage constant war, or they might fundamental levels. Engineered machines that Freeman Dyson conceived
not even be aware of each other’s existence. exist on an atomic or subatomic scale can of the Dyson sphere,
move, reshape, alter, or completely redesign which would be a way to
GENETIC ENGINEERING matter—both inorganic and organic—and surround a star to absorb
Just as advanced civilizations can shape steel and they can produce and manipulate energy as all of its energy output
glass and produce plastics and other materials, well. Because nanomachines often come in (although it would take
they can shape and create biological organisms. fantastically huge numbers, they can work at all the matter in the
Diseases can be cured, wounds healed, and what appears to be an almost magical speed. planets around the star
bodies rebuilt, redesigned, and repurposed. It’s no wonder that many people see nanotech to build it). Once you
Tools and machines can be grown rather than as the work of invisible supernatural creatures have your mind wrapped
made, and they can repair themselves when (sometimes called nano spirits). around that, an even
necessary. This category of technology also more mind-blowing
includes cloning, biological implants, grafts, Nanotech involves building and repairing idea is a Dyson sphere
rewriting and overwriting brains (with instincts, inorganic and organic structures. It can be around an entire galaxy.
skills, knowledge, or memories), and drugs so used as targeted drugs and viruses that can
advanced that they literally rewrite DNA. change a creature on the cellular level, working 355
as a cure for disease and the means to shape.
Some genetic manipulation might be
inadvertent. Random mutations can arise Nanotechnology also allows for the
from past engineering gone bad or from creation of things that would otherwise be
unintentional sources such as radiation or impossible— materials that are super-thin,
chemicals in the air, ground, or water. super-strong, super-resilient, or all three at
once. It also might involve creating exotic
Leftover numenera that can do some type of materials such as liquid metal, smart fluids,
genetic engineering gives us a peek at some shapeable gases, and stranger things.
creatures of the prior worlds. At least one of the
civilizations was primarily human, and at least one
Iron wind, page 135 At some point in the past aeons, nanotech incomprehensible category of technology. It can
must have gone horribly awry. Some of the involve rewriting the laws of physics, creating
In less than a billion humans of the Ninth World unknowingly have space where there was none, stopping time, time
years, our sun’s growing latent nanotech viruses that could suddenly travel, and time manipulation.
luminosity will make life activate and wreak changes—even drastic
as we know it impossible changes—in their physiology. Various mutants ADVENTURE IDEAS
and aberrant creatures (including abhumans)
on Earth. The oceans are likely the result of nanotechnology. Now you understand how to use the rules,
will boil away and how to deal with players, and how to pace your
But the worst threat of all is the so-called campaign. So what do you want the characters
photosynthesis won’t be iron wind. These are clouds of nanomachines to do? What stories do you want to tell?
possible. Since that isn’t run amok, changing matter they come across
in random and bizarre ways. Is it a force or In many ways, the archetypal Numenera
the case in the Ninth an intelligence? The iron wind isn’t a single adventure is this: the PCs are exploring
World, we know that at thing— it’s a phenomenon. the wilderness and come upon something
some point an extremely inexplicable. They investigate and discover
powerful civilization did STELLAR TECHNOLOGY amazing things, not the least of which is that
Soviet astronomer Nikolai Kardashev created it’s all even weirder than it first appeared.
something. The Ninth a scale to measure truly advanced civilizations. And the whole thing is, of course, laced with
World’s sun has about He based it mainly on energy use. The scale has danger. This can take many forms:
the same luminosity as three types (although other people expanded it
what we are accustomed to include five). A Type I civilization is not unlike • Beyond the rocky hills lies a ruin of iron
to in the 21st century. ours in the 21st century, with limited capabilities and glass, so deeply entwined in the
and energy use. A Type II civilization uses the undergrowth that it appears to be a part of
356 energy of its star. It builds things on a mega-scale, the landscape. What lies within? Treasure?
such as a ring or sphere that encircles the sun or Ancient horrors? Both?
structures that involve the moving or dismantling
of a planet. A Type III civilization begins to • The old road leads to a mysterious tower—
harness the power of all the stars in its galaxy and the home of a noble that the PCs have
can even reshape things on a galactic scale. never heard of. The noble invites them to
spend the night, but the PCs soon learn
When I talk about stellar technology, I’m talking that their host hides a sinister secret. What
about at least Type II and more likely Type III. This has the noble been experimenting with?
category involves technologies that allow and What’s in the upper chamber of the tower?
arise from having the ability to travel anywhere
in the galaxy or beyond. It includes structures • The PCs stop at a small village to resupply.
built from materials harvested from a white dwarf The people there have stumbled upon an
star; the creation and use of black holes to ancient secret. Is it a boon or a bane?
generate and harness energy; transplanting alien
creatures, species, and materials; antimatter; • The PCs come upon an isolated community
dark energy; reactionless drives; and more. in a desolate region and need a place to
rest. The community, out of touch with
It’s safe to say that at one point, the earth the rest of humanity for years, has made
was a crossroads in an interstellar—or even alliances with or allegiances to something
intergalactic—civilization. Many technologies, not human—a strange creature from the
creatures, and materials now present in the world past, an intelligent machine, or something
did not originate here. Do remnants of that vast from beyond space and time. Or perhaps
civilization still exist out there in the universe, something stranger, or something worse?
with memories of Earth? Almost certainly.
All of these ideas and thousands of similar
TRANSDIMENSIONAL TECHNOLOGY ones grow out of two key issues:
In the aforementioned Kardashev scale,
“transdimensional technology” likely comes from 1. The present is built upon the mysteries of
a Type IV or Type V civilization—one that can the past. Relics and ruins are everywhere, even
affect things on a universal scale and travel to in places no one would suspect.
(or create) other universes beyond our own. This
category includes the use of transdimensional 2. The people of the Ninth World are isolated
taps to bring in energy from other dimensions, from each other. Much remains unknown, not
teleportation matrixes, extradimensional spaces, just about the past, but about the present.
the ability to change the phases of matter, and What lies beyond those woods? No one knows
more. This is likely the strangest and most until someone goes to investigate.
Obviously, the Ninth World offers many,
many adventure opportunities. This section
provides a brief overview of some of them,
with suggestions.
REALIZING THE NINTH WORLD
CITIES Possible scenarios set in cities include the While standing in front
following. of the tallest crystal
Although the cities and strongholds of the fountain in Sada Emidu,
Ninth World were built by the people of • Thieves steal a valuable piece of art. observers can't recall
the era, the influence of the prior worlds is • A noble needs attendants to escort them anything that has to
immediately evident. Buildings or portions of do with the color red.
buildings use objects and materials crafted while they travel.
or produced in the past, making each a • A numenera expert needs a specific part In the village of Zadmus,
palimpsest displaying aeons of time in each deep in the Beyond, all
wall or archway. Roads and paths are almost for their work. the men born there look
all new, although here and there sections are • A criminal boss hires the PCs to protect exactly identical. They
made of the remnants of byways paved with have no explanation.
unknowable materials. their child.
• Two criminal organizations go to war. “You are your own best
A Ninth World structure resembles a house • The ruler of the town is assassinated. test subject, I always say.”
or castle (as we are familiar with them) only • The PCs must defend a noble’s home ~Sir Arthour
in a passing fashion. Feel free to describe
them however you wish, but don’t rely solely against invaders. 357
on words like “tower” or “palace” unless you • Digging a foundation uncovers a
intentionally want to tap into the historical
imagery in the players’ heads. When you say mysterious machine.
that Duchess Dethone lives in a castle, the • The only witness to a crime must be
players are likely to think of something out of
a fairy tale or medieval history until you further protected.
state that the castle’s trapezoidal towers are • A business needs help or it will fail.
constructed of vast, translucent blue stones, • The PCs are framed for a crime.
each with what appears to be a fish or serpent • A noble needs envoys to attend a
of gold embedded in its center.
diplomatic meeting.
Despite the “magic” of the past that • The authorities need someone to gather
surrounds them, the lives of Ninth World
humans are not unlike those of medieval information on a criminal.
commoners. They wear garments of rough • A temple needs help in dealing with an
cloth and wide-brimmed hats as protection
from the reddish glow of the sun as they lead unruly member of the religion.
mule carts full of harvested turnips into town • The belongings of a dead numenera expert
to sell at the open market. If you’ve ever run
a traditional fantasy roleplaying game, it’s are auctioned off.
not hard to portray a village or a city of the • An annual festival is held, and the fair has
Ninth World. The trappings are different, but
ultimately the core is fairly similar. many interesting contests.
• An ancient structure is said to be
SCENARIOS
Thankfully, the politics, greed, pettiness, “haunted.”
jealousy, love, lust, fear, and familial bonds • A rare but dangerous creature has escaped
that spur on adventures in games with more
conventional settings all exist in the Ninth from a menagerie.
World as well. Nobles vie for power, kingdoms
go to war, brigands raid trade caravans, VILLAGES
kidnappers snatch children, the rich hoard
wealth, lovers sneak off for clandestine Villages in the Beyond are usually called
meetings, thieves steal valuables, and aldeia. They offer a very different setting for
more. The PCs could be hired or motivated adventures than cities or towns do. These
to perform all sorts of duties as befit the small communities exist on the edge of
confident and capable. the wilderness and the unknown. They are
isolated, sometimes with no connection to the
Not everything has to deal with the prior rest of the world for years at a time. Play up
worlds or the numenera left over from the the seclusion and distrust felt by residents in
lost aeons. However, those involved in the most villages.
adventures (the PCs and NPCs) will likely use
the cyphers or artifacts of the past as they carry The aldeia grow up around Aeon Priest
out missions of the present. claves, for they have the most knowledge. But
sometimes a clave’s actions, research, and
experiments put the villagers in danger. In
addition, once in a while, a member of a village
masters some aspect of the numenera beyond
anything dreamed of by the Aeon Priests.
These people grant the village in which they
live some advantages beyond the norm. Thus,
to make each aldeia memorable and unique,
give most of them at least one affliction or
discovery that results from the work of the
clave or a lone genius (either in the present or
the recent past).
The residents of an aldeia AFFLICTIONS
may not use that term
to describe it. They may A mist comes in the night and steals people away.
refer to it as a town, The people must make human sacrifices to
village, community, or something in a nearby pit.
something else entirely. Spores that destroy metal fill the air.
Everyone’s intelligence has been lowered
dramatically.
All nearby plant life is poisonous.
Inexplicable sorrow grips everyone periodically.
All food decays within one hour.
Everyone requires twice as much sleep.
A coughing malady grips everyone.
Everyone is addicted to the same drug-like
substance.
Everyone can remember only the last few days.
Radiation slowly weakens everyone.
Everyone has attractive but nonhuman features,
such as golden skin or oversized, dark eyes.
Crownkeep lies in the DISCOVERIES
far reaches of the Beyond
and serves as an excellent Defensive tower(s) with lightning emitters
Drug vastly increases lifespan
example of an ancient Means to telepathically lure fish into nets
technological structure Limited weather control
Mechanical harnesses grant great strength
that could easily be Living, organic buildings and houses
explored or even used by Sonic protective field
Force bubbles used as prisons and cages
Ninth World humans. Telepathic implants
Was it an observatory? Clockwork insects for pets
A large flying vehicle
A research facility? A Diamonds as common currency
hospital? A home? A A large automaton servant
landing pad for a vehicle? Music plays throughout the village
We have no idea, and Injections or implants for teaching skills and
very likely the PCs won’t knowledge
ever have the ability to Genetically engineered guardian hounds
find out. Which is to Camouflage cloaks
say, it’s not the point. Mindwipe device rewrites the brains of criminals
Water purifier cleans nearby contaminated lake
Something that is Centralized device produces limitless food
understood usually isn’t Centralized device shows the location of all
nearby game and threats
interesting anymore. Mechanized farm equipment
Even if the PCs explore Clock tower
Crownkeep or interact Refrigerators to store food
Teleport pad connects village with nearby
with others who live ruin
there, the structure itself Huge, glow-in-the-dark moths in cages for light
Addictive injections make everyone beautiful
should never be fully Crops grow extremely large and healthy
understood. In fact, at Local tree produces fruit that sustains everyone
least on some level, it Device suppresses anger and violence
shouldn’t make sense Tracers placed on all residents
because it was built by Dead people are preserved in stasis
people (humans? perhaps
not) whose lives were all
but incomprehensible
to Ninth Worlders.
358
REALIZING THE NINTH WORLD
SCENARIOS and communities of nonhuman creatures Deep in the Westwood,
As the last bastion of civilization before a traveler can be found amid the countryside, deep exiled and persecuted
heads into the wilderness, a village is a meeting in the forests and jungles, and nestled in mutants hide in an
point of both aspects of the Ninth World. The the mountains. Vicious tribes of cannibals, extradimensional space
unknown threatens the known here, and the abhumans, roving bands of marauders, and that lies between two
scenarios you set in villages should reflect that. insane automatons hunt in the wilds. And, innocuous trees.
of course, the ancient ruins, machines, and
• A young child has gone missing. remnants of the past can be found as one
• The well has become contaminated. explores the vast wilderness.
• Strange new predators are coming out of
SCENARIOS Westwood, page 137
the wilderness. The wilderness is an enticing destination for Visitants, page 394
• An envoy of visitants has shown up, explorers. Immense tracts of unknown lands
and mystery await those who dare to enter. A woman by Ledon's
looking to talk. Few paths are available, so explorers must shipyards sells second
• A monstrous mutant child has been born make their own way and be ready to encounter chances for 10 shins.
the strange creatures of the Ninth World. But She congratulates
and is on the loose. sometimes there is more to the wilderness. customers, then warns
• The PCs must guard the only bridge into them to beware the
• A scholar hires the PCs to map an paradox eaters.
the village from invaders. unexplored region. Ledon, page 143
• Explorers have arrived with a strange device.
• A group of bandits has been raiding the • The PCs encounter a bizarre storm that
seems to affect time.
village and must be stopped.
• An illness wracks the people, and they • A merchant hires the PCs to blaze a new
trade route.
need a cure.
• The village holds a contest to see who can • A noble needs help clearing land and
building structures.
track and kill a rare beast first.
• The PCs are imprisoned for an offense they • A small group of abhumans asks the PCs
for help against a marauding automaton.
didn’t even know existed.
• An earthquake uncovers an ancient ruin nearby. • An interdimensional gateway that allows
• A storm passes through the village and strange creatures into the world needs to
be closed.
changes everyone’s personality.
• The residents use deadly force to protect the • A tiny settlement has been wiped out, but
by what?
secret of their machine-intelligence deity.
• A mutant needs help coming to terms with • A knight welcomes the PCs to a remote keep
but forbids them from looking in the tower.
their newly emerging powers.
• A warlord advances from deep in the wilds • Lost in a remote and alien region, the PCs
must find edible food and a way to survive.
to conquer the village, backed by an army
of abhumans with advanced weapons and • A terrible swarm of deadly insects
a vast, city-crushing war machine pulled by approaches, and the PCs must find shelter.
a thousand chained beasts.
• A madman attempts to kidnap the PCs to
THE WILDERNESS perform experiments on them.
Although human history of the Ninth World • A damaged automaton has valuable
extends back hundreds of years, by most information if it can be repaired.
standards, civilization is young. Most of the
world is still unexplored. Mysteries and danger • A roguish hermit with a beautiful, steam-
abound. Anything could be beyond the next rise, powered wheeled vehicle is said to have
through those trees, or at the bottom of that lake. found the key to immortality.
The wilds are punctuated by weird and • A small band of monks have built a temple
unexpected terrain, the intentional or around a self-aware machine that can see
unintentional result of technology of the past. into the future.
Floating mountains, trees of crystal, fields of
grey goo, and rolling hills glowing with strange Because mystery is so important to weird, the Ninth World
radiation are just a few examples. is never about strict definitions or concrete quantifications.
Likewise, the weather of the Ninth World is “Describe, don’t define” might be the number one rule.
odd and dangerous. Ice-covered islands in the
middle of tropical lakes, energy storms, and 359
rains of stones or fish can and do happen.
But the wilderness is inhabited, too.
Isolated villages, lonely castles, mysterious
towers, hidden temples, lost civilizations,
As soon as the players RUINS POSSIBLE TYPES OF RUINS
seem to understand
something about the Perhaps the archetypal Numenera adventure locale Building (incomprehensible)
is a ruin from a prior aeon. These ruins can take Complex of buildings (incomprehensible)
past, change it. While the on many forms. Although their original design and Underground complex
aspects of their own world purpose no longer matters, sometimes it’s useful Large ground vehicle
and their own civilization to have a list for generating ideas. But keep in mind Flying or space vessel
that the PCs should often have no idea what they Monument
should be relatable and are exploring because too much information will Laboratory
comprehensible, the prior take away the air of alien mystery, and you always Warehouse
worlds should never be— want to maintain the weird in Numenera. Power station
Underground transit tunnels
at least not completely. Many ruins aren’t actual structures but Airport or spaceport
Keep the mystery alive. vast machines that the PCs can enter and Transdimensional gateway
explore, looking for devices that can be used Residential complex
That’s how you keep as oddities, cyphers, or artifacts. In such a Bioengineering facility
it feeling like magic. gigantic machine, corridors might be conduits, Creature menagerie/hatchery
and rooms might simply be junctions, never Pipe systems
360 intended for habitation—only access. Factory
Sewer
The interiors of these large complexes exist very Communication station
much in three dimensions. Vertical shafts are just Processing plant
as common as horizontal corridors. The layout Mine
rarely makes sense to a Ninth World human (or to Entire city
one from the 21st century). Explorers shouldn’t try
to second-guess the purpose behind everything SCENARIOS
they find. To do so would be pointless. While Regardless of their size and nature, ruins are
the PCs explore the ruin, stress the huge size of filled with dangers, including the following.
their surroundings. Often, covering the whole
interior isn’t possible, and it’s rarely the point, so • Defense mechanisms
a detailed map of each nook and cranny is only • Defense automatons or bioengineered
occasionally useful. Most of the time, you can
get by with vague descriptions, saying something creatures
like, “You pass through twisting cylindrical • Incomprehensible technologies and
corridors for more than an hour, sometimes
scrambling over fallen and ruined machinery, machines whose original design is a
before you reach an interesting chamber . . .” mystery but now are simply dangerous
• Machines that are malfunctioning due to
If you’ve played other fantasy games where the age or damage
PCs explore dungeon-style environments filled • Weakened or partially collapsed structures
with traps, puzzles, monsters, and weird, isolated • Creatures that have taken up residence
locations, you can adapt many of those same
principles here as well. Of course, a trap or puzzle A PARTING WORD
might simply be a machine the characters don’t
understand. Why does the cylindrical chamber As the GM, you are the guide for the rest of
spin as it lowers into a fanlike mechanism? The the group as they journey through the Ninth
PCs will never know, but it was once a normal World. It is a strange place, not meant to be
part of a very large turbine-driven motor. fully understood. The feel of the setting—
the dark mood, the unsolvable mysteries,
Not all ruins are in the style of machine-filled the unexpected turns, the unanswerable
dungeons. Some are single buildings—towers, questions, and the enormous dangers—are
domes, or structures too strange to be given a far more important than the details. When
simple name. They might be so ancient that they crafting your group’s stories, focus more on
have become incorporated into the landscape. maintaining this mood than on any other
aspect of being a GM. The rules are important,
Most ruins involve a great deal of metal, glass, the fun is important, and the immersion and
and perhaps synth. Some are made of stone, at believability are important, but they all take a
least in part (although it might actually be an back seat to the mood and atmosphere of the
artificial substance that only appears to be stone). truly weird. Establish that first, and the rest will
Other ruins might be crystalline or even organic, follow naturally.
made of living creatures or built from the bones,
shells, or carapaces of dead ones. It’s not hard
to imagine ruins formed entirely of energy—
planes of force, or solid light that takes the
appearance and texture of another substance.
PART 8:
ADVENTURES
Chapter 23: Adventures Overview 362
Chapter 24: Taker of Sorrow 363
Chapter 25: Vault of Reflections 376
Chapter 26: Legacy 388
CHAPTER 23
ADVENTURES
OVERVIEW
Part 8: Adventures presents three Numenera adventures. Each is different in
topic and style as well as presentation.
GMs should feel free to Taker of Sorrow is meant to be a GM’s first sequence they wish. “Vault of Reflections” could
modify anything in any of Numenera adventure. It is presented with as be expanded into a much larger adventure.
much advice and assistance as a new GM
the adventures to make will need. It even comes with a flowchart Legacy is an urban adventure with
them work best with the that shows the course of the adventure. investigation, double-dealing, and criminal
players in their campaign. The flowchart is an example of how GMs intrigue. It is potentially very open-ended
might write up their own adventures—a few and assumes that a GM can ad-lib NPCs and
Taker of Sorrow, page 363 sentences are all you really need. situations as they arise. It shows that not
every adventure in the Ninth World must be
Legacy, page 388 Vault of Reflections is an area-based adventure centered around the past. The setting and
in which the PCs explore a map however game can handle all sorts of scenarios.
Vault of Reflections, they choose. It shows how a GM can set
page 376 up adventures without worrying about the These three adventures are only the beginning.
order in which things happen. Players can The best adventures will be crafted by you, with
explore location-based encounters in whatever your specific players and their characters in mind.
362
TAKER OF SORROW
CHAPTER 24
TAKER OF SORROW
T his adventure is great for beginning the machine, with only limited understanding Gram takes its name
characters. Given the inclusion of of how it worked in the first place. He tried to from the structure
several optional side encounters, you modify the minds of supplicants who used housing it, Enigram
could even begin a new campaign with “Taker the Taker so that, in addition to feeling good Mountain.
of Sorrow.” It is presented in a style that gives about other things, they would also feel good Teratoma, page 367
new GMs (or at least GMs new to Numenera) about him. Perhaps they would even look upon
helpful hints along the way about how to run him with adoration and a desire to do as he 363
the adventure. The beginning is designed so suggested.
that the PCs have a reason to join together
even if their backgrounds and character types In this, Weymel was only partially successful.
are very different. Supplicants left the machine with the same
lightness of being as before, and with him
BACKGROUND suddenly transfigured in their minds. But a
few emerged with headaches and no love for
Gram: The town of Gram lies in the wilds of Weymel. And within just a few hours, these
Navarene. It fills a series of ancient hollows supplicants dissolved into lumpy, horrific
in the face of a towering angular mountain animated growths—called babble mites by
that locals call Enigram Mountain. The some, teratomas by others—that scampered
hollows in the metallic cliff face have been off into the night.
converted, for the most part, into dwellings by
the town residents. Unexplored hollows and Teratoma Packs (Babble Mites): Teratomas
cavities are still prolific, and several passages are also called babble mites. A teratoma pack,
lead deeper into the heart of the mountain. composed of five to ten horrific creatures,
Gram inhabitants include farmers, trappers, is all that remains of a single person whose
gatherers, traders, and a handful of full-time mind didn’t accept the mental conditioning
explorers. Weymel introduced using the Taker of Sorrow.
In a literal sense, their minds (and bodies)
The Serein and the Taker of Sorrow: Gram were torn apart by that conflict, though their
also hosts a community of ascetics who flesh lives on. With their half-formed mouths
call themselves the serein. Decades ago, or gaping larynxes, the creatures hum, speak
those who would become founders of the nonsense, rhyme, whisper urgently, and sing
serein discovered a chamber in the heart of with scratchy, distorted voices. These sounds
Enigram Mountain that contained a wondrous are not made consciously. Mostly, teratoma
device. They brought it back with them to the packs want to hunt in darkness and bring
community. Dubbed the Taker of Sorrow, this down lone prey on which to feast in bloody
ancient mechanism grants peace to a troubled, secret. Though each teratoma begins its “life”
guilty, or otherwise anguished mind. How it as a relatively small chunk of flesh, the more
does so isn’t quite understood, but that hardly one feeds, the more one grows.
matters, given that those who emerge from the
machine do so with a smile, as if seeing the The Cover-up: Teratoma packs and the rash
world for the first time. of Gram citizen disappearances troubled
the town for almost a full year. But the
All was well until about ten years ago, babble mites were finally expelled into the
when an unscrupulous serein named Weymel surrounding lands, and Weymel obtained
decided to use the Taker of Sorrow to better his the means to cast out any new packs that
standing in the community. He tinkered with formed. As more and more citizens eventually
As part of a shin fell under Weymel’s sway due to the Taker of The PCs must decide whether to try to fix the
obligation pledge, the Sorrow’s influence, he was able to channel Taker of Sorrow (the spiritual heart of Gram,
their uncertainty about disappearances and likely the only way to convert a teratoma
PC gives at least 10 into a story that reinforced his own power. pack back into the person it once was) or
shins to someone they He created, from whole cloth, the tale of a destroy it. Either way, there are consequences
trust and respect, or to a spiritual entity in Gram that moves against for the choice they make.
community elder. If the those who secretly hide sins against another.
PC ever returns to claim Now, if a mother, a child, a healer, or SHIN OBLIGATION
the shins, it is understood someone else suddenly goes missing with
that they have made no explanation, it’s because the Reaper of Sin Here and there in the Steadfast, people
good on their obligation. came for them. The Reaper, Weymel teaches, is sometimes take a pledge known as shin
Shin obligations are in an instrument of the community’s purity and obligation. Pledges are predominantly taken in
large part about trust, continued tranquility. order to accomplish good works, though a few
honor, and self-discovery. are made to fulfill the requirements of a legal
SYNOPSIS penalty. A shin obligation commonly lasts a
Navarene, page 137 minimum of a few months and usually never
Teratoma, page 367 A kind of contract known as “shin obligation” longer than a year. While under a pledge of
finds the PCs traveling with a philosopher, shin obligation, a character might work locally
364 athletic performer, and teacher called Divine to build a defensive wall, a home, or another
Nex who travels between several communities needed structure in a community; foster a
in Navarene. During the journey, side stranger or child in need for some period;
encounters are possible. Partway through take on another’s unfortunate debt with hard
the trip, the PCs’ camp attracts a couple of work; and so on. What’s important is that the
farmers fleeing from a teratoma pack who character publicly pledges to shin obligation
plead for assistance (Encounter 1). and the general task.
If the PCs want to help, they can do so Some shin obligations involve travel.
directly by backtracking and clearing out a Pledged characters who travel commonly
teratoma nest or indirectly by inviting the do so to reach another community that has
farmers to stay with them for safety. special needs where they provide resources,
know-how, or other aid. For instance, it’s not
The farmers live in a nearby village called uncommon for someone with knowledge of
Vesburgh, which is where Divine Nex wants to metal working, numenera crafting, healing,
go anyway. Vesburgh has lately come under a or other specialized areas to travel to a small
veritable siege from several teratoma packs. village or similar location to share what they
Though the PCs can probably offer short-term know as their shin obligation pledge. And
aid against the teratomas, characters who are given how dangerous moving between isolated
determined to provide a long-term solution communities can be in the Ninth World,
can track the creatures to their source, which people sometimes pledge a shin obligation
leads them out of Vesburgh and to a different to provide protection to other travelers (as
town called Gram. long as their purposes are at least somewhat
noble).
GM Tip: If the PCs seem disinclined to go to
Gram or become stuck in Vesburgh because The player characters become involved, and
they think they can find a solution there, some may even meet each other, because they
Divine Nex—to whom they owe their shin all pledged to the same shin obligation: to
obligation—insists that the group travel to protect the philosopher and aerosaltant known
Gram. as Divine Nex on their tour of several outlying
Navarene communities.
In Gram, the characters eventually learn
its secret: an ascetic named Weymel seized GETTING THE PLAYERS
control of the community using a sacred INVOLVED
“spiritual” device known as the Taker of
Sorrow, which makes subjects pliable to his You can use this adventure as the scenario
will or transforms them into horrific beasts. that starts a new campaign. If the PCs begin
However, by this time, a PC or perhaps Divine as strangers, give the players the background
Nex may have already been subjected to the about shin obligation ahead of time, along
Taker of Sorrow themselves, which leaves them with the fact that they’ve made the pledge.
either an ally of Weymel or (if they resist the They’ll have to integrate their characters into
influence) possibly a new teratoma pack. the adventure by deciding why they pledged.
TAKER OF SORROW
Reasons to Pledge Shin Obligation Include the no others. If a fight overwhelms the group,
Following: Nex aids the PCs by providing a bit of healing
to each character (up to 2 points per round)
• The PC just wants to do some good. but doesn’t pick up arms or attack foes.
• It’s a coming-of-age activity where they
Divine Nex’s Travel Itinerary: In addition to
grew up, something many people do as a other small villages and towns, the aerosaltant
point of honor. wants to visit Vesburgh. So even if strange
• A tragedy in the PC’s life made them want occurrences on the road didn’t lead the PCs there,
to find something new. the performer would insist they go there first.
• It was either pledge to shin obligation or
go to prison for a crime they were charged ADVENTURE TIMELINE Entertains, page 68
with (whether or not the PC actually
committed the crime is another matter). If you like, use the following timeline to help Divine Nex: level 4; tasks
you organize the adventure when you run it for related to entertainment
Other Reasons to Get Involved your players. (especially tumbling and
• One character is friends with Divine Nex acrobatics), healing,
and wants to make sure the aerosaltant GM Tip for Handling Days: Though the philosophy, disguise,
doesn’t come to harm. characters in the game experience each hour of woodworking, and
• One of the players decides to play the each day, you and your players should not. Only persuasion as level 6
character of Divine Nex (or a similar handle the exciting or informational parts of each
character), in which case they likely day. Then, if you know that nothing else is likely Divine Nex’s Scarlet
possess the Entertains focus. The to happen for the rest of the day or night, just tell Tent: level 6; has no
knowledge ascribed to Divine Nex in this your players that another day has passed, so they exits or entrances, but
adventure is instead available to the PC break camp and travel for several hours, at which Divine Nex knows
who takes on this role. point something new or interesting happens the secret of entering
(which you describe). You’re not obligated to and leaving at will
DIVINE NEX sketch out each day—just the exciting parts, as
well as some opportunities that allow the PCs to 365
The teacher, singer, philosopher, and inventor interact with each other.
known as Divine Nex usually wears a brilliant
red and black cloak and one of several dozen GM Tip for Downtime Scenes: Sometimes,
masks. Some of them are beautiful, others “downtime” scenes where player characters
are horrific, and many are sculpted to display interact with each other are just as important
a specific strong emotion like happiness, and fun for the game as exciting scenes. Here
sadness, anger, or surprise. No one has are several ways to facilitate downtime scenes:
ever seen Nex not in costume, because As the characters are setting up camp one
when they are not singing, reciting sublime night after a day of travel and adventure, ask
poetry, teaching ethics or some other kind the PCs what they’re doing; ask them to share
of philosophy, dancing with amazing grace, a story or answer a question from Divine Nex
or imbibing tea or wine while engaged in about how they became an explorer; use a
an extended conversation over a camp fire, GM intrusion to bring to light a relationship
Nex retires to a large scarlet tent that has between two PCs that was not previously
no obvious exits or entrances. Nex makes a known; and so on.
living moving from community to community
providing knowledge, entertainment, and Day 1 Tell the PCs their situation: They’re
news of distant locations. Sometimes Nex traveling with Divine Nex as part of
also serves as a messenger, if the message is Day 2 their shin obligation. Ask that each
important. Day 3 PC introduce themselves to the
Day 4 others. Describe Divine Nex as you
Joining Divine Nex on the road is to briefly interpret the performer.
become part of an ever-rotating cast of (Optional): Run one of the Shin
companions, friends, and guardians. Those Obligation encounters—maybe
who ally themselves with the performer—or as Taking a Toll.
Nex likes to say, “the aerosaltant”—for even Run Encounter 1: Fleeing the Pack,
a brief time make friends with Nex and often where the PCs meet farmers fleeing a
with each other. After that, fellow travelers teratoma pack.
typically go their own way to make room for a If the PCs choose to follow the
new entourage. In any event, they have stories farmers back to their farm, run
likely to last a lifetime. Encounter 2: Farm Nest. Otherwise
(or afterward), the PCs probably head
During the course of this adventure, the PCs toward Vesburgh.
are Nex’s guardians and entourage; there are
ADVENTURE START Optional
DAY 1
ENCOUNTER 1 Optional TAKING A TOLL
FLEEING THE PACK DAY 2
DAY 3 ENCOUNTER 2
FARM NEST
DAY 4
ENCOUNTER 3
VESBURGH
DAY 5
WHERE NEXT? Vault CONTINUE TO Yes ENCOUNTER 4
VAULT? VAULT OF
REFLECTIONS
Head to Gram
TRAVEL TOWARD Optional
GRAM
DAY 6
RAVAGE NO MORE
DAY 7
ENCOUNTER 5
GRAM
DAY 8+
366
TAKER OF SORROW
Day 5 The PCs probably head to Vesburgh However, these utterances are mindless Teratoma: level 3; Speed
(Encounter 3), where they likely remnants only. Teratomas are essentially defense as level 4 due
spend some time. Here, they’re asked hungry animals and act like it, though faint to size and quickness;
to help with the plague of teratomas memories may give them an edge when stealth tasks as level 5
afflicting the community. finding their way into communities and due to remnant human
escaping again once they’ve fed. memories and size;
Day 6 The PCs head out and travel toward health 12; bite inflicts
either the town of Gram or (far less Combat: Teratomas leap onto a foe and use 3 points of damage
likely) the Vault of Reflections. their infectious bite to bring it down. Bite and, on failed Might
victims take damage and must succeed on defense roll, 1 point of
Day 7 (Optional): Run one of the Shin a Might defense task; those who fail take 1 Speed damage (ignores
Obligation encounters, potentially additional point of Speed damage (ignores Armor); when three or
Ravage No More. Armor) from the infected spittle. Often, a more attack as a single
group of teratomas acts like a pack, and when creature, treat as a level 5
Day 8+ The PCs arrive at the site where they three or more of them attack a single target, creature that inflicts
believe the teratomas originate. If they act as a level 5 creature that inflicts 5 5 points of damage and,
that’s Gram, run Encounter 5: Gram. points of damage and potentially 2 points of on a failed Might defense
(If it’s the Vault of Reflections, refer to Speed damage that ignores Armor. roll, 2 points of Speed
Chapter 26). Assuming the PCs are in damage (ignores Armor)
Gram, they’ll spend one or more days Older teratomas grow larger and, instead of
here, following up on leads described being level 3, could be level 4 or even level 5. GM intrusion: The
in Encounter 5, Encounter 6: teratoma says something
Supplicant Hostel, and the adventure Their one weakness is that if a pack is so unexpected and
finale in Encounter 7: Chamber of whittled down to just one or two teratomas, shocking that the
Sorrow. Depending on how the PCs these last few may grow confused and attempt character is potentially
deal with the situation, they could to escape rather than fight to the death. dazed, hindering their
end up spending several more actions for one round.
days attempting to lure surviving SHIN OBLIGATION
teratomas back to be reassembled, or ENCOUNTERS Taker of Sorrow, page 375
just destroy the mechanism they find
to end the adventure. During this adventure, the PCs spend much
of their time traveling. The characters can use
GM Tip for Wrapping Things Up: You the time to deepen their relationships with one
can play out how the PCs spend a few days another, describing their purpose for taking
attempting to lure surviving teratomas back to on the shin obligation pledge, and recounting
be reassembled in part or in whole, or you can and elaborating upon connections they may
just describe how well they succeed. However, have with other PCs. The group will need to
many groups will simply destroy the Taker of camp after each day’s travel during a journey
Sorrow device that creates teratomas and call that lasts at least a week, if not more. (PCs
it a success, which is a fine way to conclude have likely already spent a few days on the
the adventure as well. road even before the first day noted on the
adventure timeline begins.)
TERATOMA (BABBLE MITE)
GMs can add side encounters to the journey,
This creature is a variably sized gobbet of if desired. These encounters can be introduced
animate, tumorous flesh, partly covered with anywhere and at any time while the PCs are not
mangy hair, scales, teeth, boils, and rashes. staying in a village or town like Vesburgh or Gram.
Half-formed limbs, one or more mouths,
and random eyes and ears poke from the TAKING A TOLL
mass. Find one teratoma, and a whole pack is
probably nearby. Teratomas are the accidental PCs are trapped in a spatial bubble and must deal
creation of a malfunctioning numenera device with or defeat toll-taking murdens to get free.
known as the Taker of Sorrow. Each pack once
constituted a single normal human, but now a The characters travel across a slanting,
teratoma pack (and each individual part) is no slippery plain that is weirdly smooth and
better than a ravenous beast, each component sounds almost metallic under booted feet.
eating and growing like a separate creature. They find a depression a few miles across that
contains a pool, some vegetation, and some
small game.
Behavior: Teratomas make startling statements The Standoffish Hermit: A hermit in a
of surprise, hunger, sorrow, and delight. They concealing black cloak also lives by the pool,
also may break into song, rhyme, or laughter. but it doesn’t seem to want anything to do
367
Bramble and wire with the PCs—at least, not the first time the If the PCs give the murdens what they want,
thatched hut: level 5 characters pass through. The hermit retreats to the matriarch indicates that the characters
its intricately woven and rounded thatched hut should wait. Then she enters the hut, uses a
Cypher, page 272 when the PCs become aware that it is watching metallic device secreted there to temporarily
Oddity, page 304 them, closing the metallic door that seals the deactivate the spatial bubble, and emerges,
entrance to make its desire to be left alone clear. indicating (truthfully) that the PCs can go on
Abhuman, page 13 Metallic wire is cunningly wound through the their way. Whether or not the PCs believe her
Murden, page 243 bramble and thatch, which makes the hut more is on them.
Ravage bear, page 249 protective than it might otherwise seem. The
hermit tries to ignore the characters even if they Murden Hut: If investigated, the murden hut
368 make themselves a nuisance; it doesn’t want to contains a horrific mess of random objects,
reveal its true nature (see An Offer of Aid) and bones, and colorful bits of cloth. Finding
strategy until the characters understand that anything of value requires a minimum of
their presence by the pool is a kind of trap. ten minutes of searching and probably a
successful Intellect task that is difficulty 3. In
Spatial Redirection: While making camp beside addition to a couple of cyphers, an oddity, and
the pool might prove to be a nice rest, at some 4d6 shins, the characters find a smooth, fist-
point the characters may become alarmed sized metallic device with a few depressible
when they realize that somehow they’ve circled switches. If activated, the device collapses
back and have returned to the pool. Each time the reality bubble for several hours before it
they attempt to strike out in the right direction, reforms. (The device has no particular useful
they find themselves back at the pool. function outside the area where the spatial
bubble is prone to form.)
A successful difficulty 3 Intellect task,
one that could be eased by training in RAVAGE NO MORE
understanding numenera, suggests that the
depression in the landscape is some kind The characters discover the aftermath of a savage
of spatial bubble separate from the rest of tussle between a ravage bear and a teratoma
the normal world. Each time the characters pack.
attempt to leave, they are “bounced” back by
the invisible walls of the reality bubble. The characters are moving along the top of
a ravine that forms an almost perfect V; the
An Offer of Aid: Once the characters realize nadir of the ravine lies about 50 feet (15 m)
their situation, the hermit leaves its residence lower than the lip. Here and there, the drit and
and approaches them. (Alternatively, the PCs vegetation have crumbled away to reveal an
may take it upon themselves to see what the underlying crystalline surface, in which tiny
hermit knows before it can emerge.) Upon lights like stars seem to dart and streak.
closer examination, it’s clear that the hermit
is not human, but an abhuman female of a Along the way, they find a cavity from
variety known as a murden. And she doesn’t which a great stink wafts, smelling of rotting
live alone; four other murdens live in the meat. Besides the terrible smell, the sounds
thatched hut as an extended family unit. of someone crying—and maybe a few other
sounds like voices—emerge from the cave
The Matriarch’s Toll: The matriarch (the mouth. Characters can investigate or simply
“hermit”) doesn’t speak, and her presence fills go on their way.
the air with mental static. She understands
most human languages and can convey Teratoma-Infested Corpse: Investigation
information through gestures or drawings reveals a cavity about 20 feet (6 m) across that
in the drit in front of her hut. Using these contains the corpse of a large tusked beast (a
methods, she conveys to the characters that ravage bear). A pack of horrifically animated
she will open a way out for them, but only in lumps of tumorous flesh feed with makeshift
return for gifts. The PCs can offer some gifts mouths and teeth.
(a working cypher or something of equal value
suffices), intimidate the murdens to let them Though not immediately visible, someone
go (though murdens don’t scare easy), or fight in the chamber is whispering “So, so good. So
them and hope that the interior of the hut will tasty!” and variations thereof. Another voice
provide answers. The PCs might also decide squalls, sounding almost like a child crying
to distract the murdens while one of their inconsolably. And a third mutters, on and on,
number attempts to pilfer from them. “I was happy, once. Joyous! Without sorrow,
once,” and so on.
With a bit of observation, PCs determine
that the human-like voices are coming from
TAKER OF SORROW
the animate tumorous blobs as they eat the weather is clear, and the last light of day sets Teratoma, page 367
corpse. These creatures are called teratomas. fire to the clouds and the mountain tops to the GM group intrusion:
northeast. The ravage bear’s
Teratoma Surprise: Unless the PCs attempt mate returns from
and succeed at stealthily withdrawing, the The peace is shattered by a man’s scream a hunt to find the
teratoma pack boils out of the corpse en that echoes from a rubble field to the south. PCs in its lair, and it
masse and goes for the closest character. Instants later, two people break from the field at attacks from the rear.
Attempts to communicate with the teratomas a full run, though one trips on a stone and falls,
fail utterly. At this point, unless the PCs yelling this time in surprise. The other turns and 369
have had some previous interaction with the darts back to help her compatriot. The fallen
creatures, they likely can’t discover too much one is up again, now limping, but with his arm
more about them unless a PC brings some over his friend’s shoulder, they’re again racing
sort of divination ability or cypher to bear. away from the rubble field, toward the camp.
ENCOUNTER 1: The two fleeing people—a man and a
FLEEING THE PACK woman—are dressed in simple but hardy
clothing. Both are bloody, and one has several
The PCs are setting up camp after a day of bleeding bite marks, which look serious
travel when they notice some movement. Read though not immediately lethal. This is the
or paraphrase the following. one who fell. The other has a belt at which a
few metallic tools are strapped, including a
READ ALOUD metallic scoop, a cutting implement, and a
It’s good to finally rest and set up camp after roll of tough synth tether. Both are obviously
spending most of the day moving. The camp distraught, and if they spy the PCs, they
rests in the shadow of a copse of angular trees immediately begin begging for help.
that reflect light as if made of smooth bronze,
more like sculptures than growing things. At first, they are a bit incoherent in their
Divine Nex’s scarlet tent has already gone up, fright and exhaustion. At the very least, the
and the performer has retreated inside, despite noise draws Divine Nex out, who immediately
there being no obvious entrance or exit. The sees to their wounds, keeping up a constant
verbal reassurance that “It’ll be all right, you’re
going to be all right.”
Glister is a kind of berry When the two are calmed down somewhat, If the PCs defeat the teratoma pack, the
that can be eaten, they explain that they are glister farmers from grateful farmers reward them by digging
the nearby village of Vesburgh. (Divine Nex up a small stash of valuables they keep and
distilled into wine, or nods, murmuring, “A place I was hoping to offering the PCs 30 shins and three cyphers
used as an ingredient visit on this trip.”) Called Teel and Thosin, they (from a total of 60 shins and five cyphers).
are newly wed, and work a plot of land south of Assuming both Teel and Thosin are still alive
in other foods. Vesburgh left to Teel by her deceased parents. after the attack, they are happy for the help,
Teel: level 2 A plot of land that has come under direct yet still apprehensive. They say that until the
attack from a newly established teratoma nest! scourge is finally and fully dealt with, it’s likely
Thosin: level 2 that teratomas will soon return to their farm.
Seeing the PCs’ weapons, Teel directly asks, The Aeon Priest in Vesburgh, says Teel, has
Vesburgh residents: “Will you help us exterminate the nest? For been trying to come up with a lasting solution.
level 2 Thosin and I, it is too much. But for you with Prodding the PCs, she says that maybe with
your bows and swords, it will be as easy as their help, the Aeon Priest, named Talosian,
Vesburgh lookouts: digging up weeds!” If asked to describe what a will finally succeed. Regardless, Teel and
level 3 teratoma is, Thosin says “Separately, they are Thosin do not accompany the PCs to Vesburgh
like horrible little lumps of nightmare. Together, if their farm has been made safe, but instead
Teratomas, mature: they work like a pack of broken hounds to hunt. stay behind to clean up and look for their
level 4; Speed defense as But instead of howling, they whisper or sing. No scattered farm animals.
one knows why. It’s horrible.”
level 5 due to size and ENCOUNTER 3: VESBURGH
quickness; stealth tasks If asked what they know about teratomas,
as level 6 due to remnant the farmers explain that predators have always Either with the farmers’ guidance or with
human memories and been something of a problem in Vesburgh. For directions provided by Divine Nex, the PCs
size; health 15; bite inflicts the last five or so years, the village has been come to the village of Vesburgh. It’s composed
plagued by packs of horrific creatures that the of about a dozen multiroom wood and stone
4 points of damage locals call teratomas. For a long time, it was structures surrounding a central open square.
and, on failed Might only a pack here and there, but in the last few However, crude palisades isolate about half
defense roll, 1 point of years, the teratomas have multiplied so much the town (including the central square). It’s
Speed damage (ignores that Vesburgh is in real danger. Each time an clear that the residents have, for the most
Armor); when three or infestation is burned out, a new one appears a part, retreated into this protected area. The
more attack as a single few weeks later. structures outside have been damaged,
creature, treat as a level and two have been completely burned and
6 creature that inflicts 6 PC Choice: At this point, the PCs can follow destroyed. Several villagers move through
points of damage and, Teel and Thosin back to their farm (Encounter the area outside the palisade, rebuilding the
on a failed Might defense 2) or head into Vesburgh (Encounter 3). Divine structures and cleaning up. As the PCs arrive,
roll, 3 points of Speed Nex doesn’t attempt to steer the characters the residents take up arms, mostly bows and
damage (ignores Armor) either way. short swords.
GM intrusion: One
teratoma veers from ENCOUNTER 2: FARM NEST A couple of humans stand on watchtowers
a PC to go after easier (which are little more than tall, supported
The farm consists of a small two-room poles on which a small platform has been tied)
pickings: Thosin. structure of stone and wood on a hill and a peering over the palisades. These lookouts
smaller separate structure for tools, including likely see the PCs coming unless the characters
370 a plow that could be hooked up to an aneen. are trying to be stealthy.
Vines on wooden X-shaped trellises surround
the house and barn. There are no visible dead A Chill Reception: As it happens, bandits have
farm animals, because Teel managed to get recently tried to take advantage of Vesburgh’s
them to run off when the teratomas attacked. problems, attacking the village a few times to
see what they can acquire. But the PCs should
A pack of seven mature teratomas that have be able to convince the villagers that they’re
been feeding well for a few months, and thus not bandits; Divine Nex provides an asset to
have an average level of 4 instead of 3, has such tasks. So does offering to help rebuild
established a nest beneath the barn. However, after the last bandit attack.
when the PCs first arrive on the scene, they
might find the pack out in the vines eating PCs who assist the villagers in a bit of
the glister berries that were about ready for cleanup and rebuilding turn a chill reception
harvest, and spewing a cascade of nonsense: warm. After a few hours of work, the PCs are
Are you my friend? I can’t feel my hands. The fat invited inside the palisade to share a meal and
one was my favorite, but he’s gone. Where am I? conversation. Sometime during this period,
Mother says don’t be late. Hello?
TAKER OF SORROW
Divine Nex also offers to sing for the villagers, interested to hear if they encountered any of People in Vesburgh
creating something of a spectacle in the small the creatures, how they dealt with them, and know a little about
place. The performer also offers to provide a if the creatures said anything of interest. If the Gram but don’t have
bit of healing for those who are suffering any PCs can recall anything, he pulls out a massive much contact with the
ongoing issues. As it turns out, the aerosaltant journal and records what they report. The book community. They (and
is quite the hit. is full of similar notes of previous teratoma Divine Nex) know that
utterances. it houses a society of
If the PCs don’t seem inclined to offer their ascetics called the serein
aid (possibly because they don’t realize it is If the PCs are interested (and Divine who practice a mental
very much needed), Divine Nex asks them to Nex certainly is), Talosian reflects on his discipline designed to
throw in and help the villagers, saying that they hypotheses. “The central question that’s grant tranquility.
can consider it part of their shin obligation. bothered me is how these horrific beasts, so
obviously unnatural and savage, can speak. 371
As the PCs talk to the villagers and move Are they some breed of degenerate abhuman?
among them, they might meet the following But no, even abhumans cannot speak so
people. well in the Truth. On the other hand, they
don’t seem to speak in a way that makes any
Keersan, Vesburgh lookout: A lanky twenty- common sense. Yet they’re not mimicking
some-year-old with fresh bandages and an what they hear from others. Each teratoma
irrepressible grin calls down to the PCs from seems to have its own particular mannerisms.
a lookout tower, “What news from beyond If one sings, it tends to always sing, and
the palisade?” and “Is that Divine Nex?” He comes back to the same lyrics over and over.
is particularly interested in finding out when If another tells bad jokes, it’s always the same
Nex will perform; it seems that news of the bad jokes. It’s almost as if each creature
aerosaltant’s coming has preceded their arrival. contains the seed of a splintered personality.”
If the PCs mention their run-in with the What does it all mean? The Aeon Priest
pack of tumorous lumps, Keersan grows hasn’t put that together. However, Talosian
solemn, nodding. He says that the scourge does have a hypothesis that he fashioned from
has only gotten worse, and he compares it to a recent cross-reference of all the information
an epidemic. He says the worst is when you in his teratoma journal. The utterances,
hear people talking outside your house, and taken as a whole, seem to indicate that the
you’re terrified to go out to check because you teratomas have been exiled in some fashion,
don’t know if it’s your neighbors or a couple cast out, or driven away from their place of
of teratomas perched on your roof, waiting to origin. He thinks he’s narrowed it down to one
pounce. of three places: another dimension entirely,
a ruin (known as the Vault of Reflections)
Maxter, Teel’s grandfather: If the PCs tell about five days’ travel to the south, and a
anyone of their interaction with Teel and town (Gram) about a half day’s travel to the
Thosin, an older man with a prodigious beard northwest.
and a prosthetic leg (not obviously of the
numenera) finds the PCs. Maxter introduces Talosian’s Offer: The Aeon Priest promises to
himself as Teel’s grandfather and says he provide the PCs with a numenera trove that he
is worried for their safety. If he learns that keeps safe, as well as a chest filled with shins, if
the PCs helped them in any way, even if the they get to the bottom of the teratoma threat.
PCs just accompanied the two to the safety
of Vesburgh, Maxter gives the characters a PC Choice: If the PCs want to take Talosian’s
thank-you gift: a bottle of glister wine (it’s quite offer (and Divine Nex certainly does), the
good) and an open offer of a place to stay in characters must decide their next move. They
his home, which is not yet filled with other can head much farther south and check out
Vesburgh residents. the Vault of Reflections (Encounter 4) or travel
northwest to Gram (Encounter 5).
He says things haven’t been the same since
Teel’s parents (one of which was his son) were The option of looking into another
killed by teratomas. After that, he doesn’t dimension is far too wide open to consider
speak on that topic any further. seriously, at least not without additional aid or
some way to narrow things down, and Talosian
Talosian, Aeon Priest: Talosian came to can’t help with that. The Aeon Priest admits
Vesburgh only a few years ago, after the he included the idea because of all the stories
village had already repelled a few invasions about creatures of various sorts being cast out
of the strange new creatures that he dubbed of other worlds.
“teratomas.” He finds the PCs because he is
Teratoma, page 367 If asked to provide his reasoning as to why The obvious way to “enter” the community is
both Gram and the Vault of Reflections are through a gate at the base that connects to a
Gate guard: level 3; implicated, Talosian says, “Beyond the general central stair, which ascends to the first level of
one carries a pair of theme of exile I discovered among the years of connected hollows. Of course, the PCs might
devices called songbirds recorded utterances, two other notable themes also decide to simply climb up the steep face,
are obvious: a loss of happiness and joy that, though due to its somewhat slippery nature,
Songbirds perhaps, these creatures once possessed. doing so is a difficulty 5 task.
Level: 6 Gram has the serein, ascetics who promise to
grant tranquility to supplicants. And the Vault Approaching Gram: As the characters
Form: Pair of crystal rods of Reflections, according to what little lore I approach, they witness an interesting sight.
Effect: Touching the tips know about this prior-world structure, is said At least four teratoma packs (about twenty
together produces a roar to erase all one’s worries merely with a look at teratomas in all) simultaneously emerge from a
of multi-tonal music that the wonders that glitter inside.” narrow ravine and converge on the main gate,
screaming, laughing, and uttering all manner
lasts for one minute. Finally, he suggests that Gram is the of nonsense. Three of the four gate guards
Beautiful music to most, more likely option because it is much closer. stationed there draw bows defensively, but
it is an excruciating aural Creatures cast out from it might well make don’t fire. The final guard produces two golden
attack to teratomas and their way to Vesburgh, while those cast out of translucent rods that flash with silver lines and
the Vault of Reflections might find some other switches. She raises them over her head until the
select other creatures. community closer to it on which to predate. tips touch. When they do, a mighty blast of multi-
Depletion: 1 in 1d20 threaded tones that sound like beautiful music
Chapter 25: Vault of ENCOUNTER 4: blares out. At least, it’s beautiful to the PCs. But
Reflections, page 376 VAULT OF REFLECTIONS it’s as if someone sprayed the teratomas with
acid. They reverse course, screaming in utter
The entire slab is called If the PCs decide to head to the Vault of anguish, and race away to the southwest. They
Enigram Mountain; Reflections, that’s fine, but it isn’t the source of may even pass the PCs, but unless the characters
the community built the teratomas. That becomes obvious because do something to interrupt their headlong flight,
the farther the characters go south (away from they ignore the characters and keep running.
upon its face is Gram. Vesburgh and Gram), the less teratoma activity
they encounter, until it falls to nothing after just Entering Gram: Ninth Worlders who’ve heard
372 one day. However, the Vault of Reflections has its rumors of the tranquility offered by the serein
own interesting mysteries to pierce. The PCs can sometimes make their way to Gram. The
decide to check it out now or come back to it later. guards assume the PCs, being strangers,
number among those seeking solace. The
ENCOUNTER 5: GRAM guards provide directions some number
of flights up where the PCs can stay at the
If the PCs travel to Gram, they spy the supplicant hostel to await the convenience of
“mountain” that hosts the community from at the serein. Alternatively, there are places to let
least 5 miles (8 km) away. in the Market Round, a large hollow open to
the sky where food, services, and goods are
READ ALOUD bought and sold. (Divine Nex prefers the latter,
“There, do you see it?” asks Divine Nex, because the aerosaltant wants to ask around
pointing at a strange landscape feature. The about setting up a performance.)
outcrop in the distance is too regular to be a
natural formation. It looks almost like a great If the PCs quiz the guards or random
slab of reddish metal that was dropped from townspeople about what’s been happening
the sky and landed on its edge, embedding in Gram, they get answers that are strangely
itself in the ground before toppling over, emphatic:
though it leans. A community sprawls across
and up the steep face of the material, which • “Teratomas? Oh, we call them babble
is pocked and hollowed by hundreds of small mites. They’re attracted to Gram because
and mid-sized cave mouths. The community of all the places in the world, here there is
fills a series of these hollows, many of which no sorrow. I feel sorry for them.”
have been converted into dwellings, complete
with wooden and stone walls, well-lighted • “The devices we use to drive off babble
connecting stairs zig-zagging up the face of mites were crafted in a city far to the east
the formation, and dozens of wide balconies. of here, in Ballarad, fashioned by a master
Stretching around the slab are several acres of tinkerer who called herself a Wright. We call
cultivated fields and small homes of wood. them songbirds.”
• “No! Babble mites—or teratomas as you call
them—don’t originate in Gram. Don’t be
TAKER OF SORROW
ridiculous. Gram is a place of tranquility. ceremony). As it happens, Weymel can usually Nasi, serein: level 3
Weymel sees to that.” (When citizens of be found at the supplicant hostel, which lies
Gram speak Weymel’s name, most can’t help ten flights up, and then down a long corridor Noticing that the
but smile at the thought of their leader.) deep into the heart of Enigram Mountain. door has been
• “Weymel leads us. He is wise and witty. baffled to restrict the
Beautiful. The best of us, and best loved. Divine Nex Goes on Ahead, Maybe: Divine transmission of sound
Everyone says so. He is head of the serein.” Nex, upon hearing about the Taker of Sorrow, is a difficulty 5 task.
• “We don’t need a patrol or city watch in is strongly affected. The performer wants to
Gram. If someone breaks the peace, the visit the supplicant hostel straight away and
Reaper of Sin comes for them. And they’re slips away to do so if the PCs attend to other
never seen again. Ever. Of course I don’t things first, such as staying longer in the Town
know what the Reaper looks like. Anyone Round, doing more investigation, or even just
who sees the Reaper disappears, so how resting for an hour or more.
could anyone know?”
• “You sound troubled, as if you’re not at ENCOUNTER 6:
peace. You should go to the supplicant SUPPLICANT HOSTEL
hostel and wait for the serein. Then you
can try the Taker of Sorrow, a balm for an When the PCs go the supplicant hostel
anguished soul. Everyone here in Gram has (whether that is immediately, or later), they
gone to the Taker, and true to its name, it’s find a wide, smooth chamber set with about
taken our burdens from us.” a dozen low pallets, a wash basin, and a side
area where one serein meditates. This is Nasi,
Everyone in Gram is friendly and warm, a young woman with a shaved head, a star
almost creepily so. In fact, the PCs are invited tattooed on one cheek, and bright green robes.
into the Town Round (a wide, high, hollow A single shut door leads further into the heart
area for socialization and celebration), there of Enigram Mountain. An observant character
to be feted with gifts of food and craft made might notice that the door has been insulated
in Gram, and toasted many times with crisp to prevent the transmission of sound.
effervescent cider.
Nasi ceases meditating to greet the
Just by asking, the PCs can get someone to newcomers. If the PCs ask about Weymel
take them to meet Weymel (after the welcome or the Taker of Sorrow, she glances at the
373
Songbirds, page 372 sealed door. “Weymel is detained.” Which READ ALOUD
Metallic door, means access to the Taker of Sorrow is also This massive chamber is a hollow in the
barred: level 5 impossible, she further indicates. But if the red metal and lined with streaks of glowing
PCs would like to wait, they could meditate a white that spread like veins across the floor,
Mefin, serein: level 3 bit on what burdens of sorrow and concern rounded walls, and ceiling. They all lead to
they’d most like to give up. a mechanism fused with the far wall that
374 features a floating metallic hoop, suspended
While they wait, the PCs could ply Nasi with upright just a few inches above the floor. A
questions, which she answers in the same man who wears a form-fitting metallic helmet
vein as the other residents of Gram presented and elaborate robes in every shade of green is
earlier. She doesn’t know how long Weymel will also present, leaning over a central cavity that
be (she glances again at the door) but expects might well act as a drain if the entire room
it’ll be no more than a few hours. ever filled with water.
If Not With the PCs, Where Is Divine Nex?: If the PCs Waited Until They Were Sent for:
If the PCs didn’t immediately come to the Weymel is just cleaning the last of some blood
supplicant hostel, but Nex did, the characters left behind when he used his songbirds on the
might be curious as to why the aerosaltant most recent failed Taker of Sorrow supplicant.
isn’t waiting in the hostel. Nasi truthfully The supplicant, who disassembled into the
claims she has never met the performer. (Nasi latest teratoma pack, fled down the drain,
wasn’t here when Nex came through.) which leads to a chute that drops those who
fall in it to Enigram Mountain’s exterior. (When
Forcing the Door: If the PCs would prefer not the songbirds are used in close proximity to
to wait, they can attempt to break down the teratomas, the creatures sometimes bleed
door. It’s barred from the inside and made of from various orifices as they flee.)
the same red metal as the bulk of Enigram
Mountain. If they do this in front of Nasi, her Divine Nex: If Divine Nex is missing, the
eyes grow wide and she whispers, “The Reaper supplicant might very well have been the
of Sin will come for you!” After that, she performer! (The PCs might be able to capture
attempts to flee, not wishing to see the Reaper the pack later and try to use the Taker of
in action. Sorrow to return the aerosaltant to health, as
long as they don’t destroy it.) Otherwise, the
Waiting for Weymel: After several hours, the victim was just the latest citizen of Gram to be
door is unbarred from the inside and another taken by the Reaper of Sin.
serein appears, who talks with Nasi and then
is happy to let the PCs back into the chamber Weymel answers questions, the very soul of
to see Weymel and the Taker of Sorrow. The cordial hospitality and ascetic calm. Of course,
new serein, a youth called Mefin, indicates that he lies through his teeth to support the story
yes, Weymel finished up with whatever was he’s created to hide the true situation in Gram.
detaining him. (Which, unbeknownst even to For instance, if asked about the teratomas
Mefin, was the latest failed application of the or babble mites, he indicates that yes, the
Taker of Sorrow, resulting in another brood town was once troubled by the pests, but they
of teratomas that Weymel had to flush out of haven’t been a problem in years because of the
Gram with none the wiser.) Neither Nasi nor songbirds.
Mefin follow the PCs but instead continue to
meditate in the supplicant hostel. Weymel offers to schedule the PCs (or
Divine Nex, if the aerosaltant hasn’t already
ENCOUNTER 7: had time with the Taker of Sorrow). Odds are
CHAMBER OF SORROW high that if a PC uses the machine, it doesn’t
turn the character into a teratoma pack,
The corridor beyond the door continues about but instead boosts their spirits by draining
20 feet (6 m) before opening into quite a large away old cares. However, that PC might also
chamber that contains the mechanism called become a new ally for Weymel.
the Taker of Sorrow (the floating metallic
hoop). If the PCs Forced the Door: PCs who arrive
in the chamber find Weymel leaning over the
drain, jabbing the hands of someone who has
been forced into it but is just managing to
hang onto the edge. If Divine Nex preceded the
characters and has gone missing, that’s who the
victim is; otherwise it’s a random citizen.
TAKER OF SORROW
Either way, the PCs have only a few disintegrated into a pack of teratomas. Only Weymel: level 5; health
moments to take it in before they are subjected I can bring them back. If you kill me, you 20; Armor 2; two melee
to a GM group intrusion, as the victim consign all of them to eternal existence as attacks as one action
disintegrates into jabbering, tumorous lumps, mindless horrors. Swear on your honor to with the songbirds, which
becoming a teratoma pack in front of their spare me, and I will save them!” If the PCs inflict 4 points of damage
eyes. don’t want a deal, Weymel responds in kind each; the Taker of Sorrow
and fights to the end. makes a simultaneous
The teratoma pack goes after Weymel, who’s level 6 attack
right there, but the serein has his songbirds If the PCs are true to their word, or seem to
ready. He uses them to drive the pack down be, Weymel helps them begin the process of Experience Point
the drain. PCs who witness this can form their reassembling teratoma packs using a modified Awards: If the PCs
own conclusions, but Weymel tries to draw Taker of Sorrow. As it turns out, the songbird successfully protect Divine
on the newcomers’ sympathy by yelling “Help devices can be tuned to lure teratomas as well Nex over the course
me!” If the PCs comply, they don’t need to as expel them, and the Taker of Sorrow can of this adventure and
do much because the songbirds do the job be further modified to reverse the process of stay true to their shin
well. However, Weymel makes a big show of disintegration. obligation, they each
gratitude. gain 1 XP. If they protect
ENDING THE ADVENTURE Vesburgh, they gain 2 XP.
If the PCs mention that they just saw a If they destroy the Taker
person turn into a teratoma pack, he knows If the PCs work with Weymel instead of killing of Sorrow, they gain 2
that no lie is likely to convince them to doubt him, they probably do so grudgingly, but XP, but if they fix it and
the evidence of their own eyes. “You saw that, they can begin to use songbirds to lure and try to convert as many
did you? I’m afraid that, very rarely, the Taker of capture teratomas that have spread across teratoma packs back
Sorrow . . . malfunctions.” With that, Weymel the landscape. Weymel admits everything and into people as possible,
makes a panicked attack on them. even seems relieved that it is finally over. they earn 4 XP. These
awards are in addition to
Each time Weymel attacks a foe, the Taker If the PCs kill Weymel, they can also destroy any XP earned from GM
of Sorrow responds with a preprogrammed the Taker of Sorrow and end the threat of new intrusions and discoveries.
blast—a long-range psychic ray directed at teratoma creation. Doing so immediately
another creature in the chamber. On a failed releases all those who had come under Taker of Sorrow: level
Intellect defense roll, the target takes 6 points Weymel’s sway, and the victims are grateful, 5; integrated machine
of Intellect damage and loses their next turn. though confused and unsure of how to that is fixed in place
proceed.
If the PCs and Weymel Fight: If the characters
see through Weymel’s act and attack him, or Alternatively, the PCs can kill Weymel but
if he panics and attacks first, it’s likely that attempt to modify the Taker of Sorrow on their
he’ll lose. He’s no idiot, so after a round own. PCs who are versed in understanding
or two of combat, he screams “Wait! If you and/or crafting numenera have a good shot at
kill me, you kill everyone who the Reaper of success.
Sin stole away—or, as it actually happened,
Regardless of how they end the threat, if
TAKER OF SORROW the PCs bring back a good story to the Aeon
Priest Talosian in Vesburgh, he is as good as
The Taker of Sorrow includes the entire his word. He grants the PCs as many cyphers
room housing it, though its focus is the as they can safely carry, plus an artifact, not to
upright metallic hoop at the back of the mention about 150 shins stuffed in a chest.
chamber. It brings joy and lightness of
being to any creature that passes through If Divine Nex survives the adventure, the
the hoop. However, thanks to Weymel’s aerosaltant is extremely happy with the PCs
fiddling, a creature who passes through and thanks them warmly. The performer
it must also succeed on a difficulty 5 eventually creates a rhyme or song that
Intellect defense task or become besotted features the characters as heroes. This
with him. Those who succeed on that performance becomes part of Divine Nex’s
task open themselves to perhaps a worse regular lineup and is eventually learned and
fate, because they must then succeed on performed by others in the Ninth World.
a difficulty 5 Might defense task or begin
splintering into a pack of teratomas, a
process that takes anywhere from ten
minutes to an hour.
375
CHAPTER 25
VAULT OF REFLECTIONS
“ V ault of Reflections” is an adventure regions, rival salvagers, and psychic tide pools
for characters who have some in the Vault have overcome most.
experience and background in the
Ninth World. It’s provided as an ideal “explore SYNOPSIS
an ancient ruin” adventure. Although it’s set
at the northern edges of the Dark Hills in The PCs decide to explore the Vault of
Navarene, it could easily be relocated almost Reflections, knowing only a little about the
anywhere in the Ninth World. dangers that lie before them. They may discover
that an automaton called a latos adjunct
BACKGROUND is attempting to “wake up” the Vault, while
another entity—a vesied—tries to thwart
A dangerous wilderness called the Dark Hills the adjunct because it wants to continue
separates Navarene, Draolis, and Thaemor. to study and pilfer the treasures available
Broken hounds, abhumans, and mindhunting while the Vault remains quiescent. Neither
spirits are said to roam amid them. But stories is immediately receptive to PCs showing up
of an ancient vault filled with amazing treasures in the Vault, but the characters might try to
and magic of the prior worlds sometimes lure ally with one or the other to gain a short-term
explorers to seek their fortune among these advantage. Characters may also discover that
perilous slopes. Those who go looking are the transparent sphere of the Vault and the
usually drawn by tales of a ruin called the Vault larger body connected to it together make up a
of Reflections. Stories say that the Vault can gargantuan being known as a latos, though this
shrive pilgrims of their worries, and also grant one is oddly inactive. They could simply explore
them their hearts’ most desperate desire. and gather what treasure they can, though they
could eventually choose to wake the latos that
The truth is, as usual, more complicated. makes up the ruin, even though the result of
The prior-world structure known as the Vault doing so isn’t entirely clear. In any event, the
of Reflections is only the topmost segment of more the PCs salvage, the more they become
a larger entity that lies inactive, its bulk buried targets for automated guardians that are roused
far deeper in layers of geological history. to deal with the interlopers, which means that
Inactive, though the larger form sometimes at some point, the PCs may be forced to escape.
stirs as a creature in a restless sleep might,
causing minor quakes in the region before it GETTING THE PCs INVOLVED
lapses back into quiescence.
The player characters hear of the Dark Hills
The topmost segment—a massive and the Vault of Reflections via tales told
transparent sphere and the so-called Vault— elsewhere, or perhaps they come from the
is also buried, but is nearest to the surface. north, after finding out about the Vault while
Decades ago, the sphere was breached when attending to another obligation. It’s possible
a chunk of debris from the void fell like a star they don’t know anything about the Vault and
and struck the Dark Hills. The crater that are simply traveling through the Dark Hills in
remained leaked a dim, silvery light, as if it order to quickly move between Navarene and
contained a piece of the moon. Draolis or Thaemor.
The hollow in the crater center connects to Use one of the following additional hooks,
the Vault. Since the breach, many creatures if you wish, to further incentivize the PCs to
have tried to claim treasures of knowledge, explore the Vault.
cyphers, artifacts, and whatever else might
lie inside. However, guardians, dangerous
376
VAULT OF REFLECTIONS
Exterminate: The PCs are hunting down the repair, or otherwise modify needs these five Teratomas, page 367
source of nasty creatures that have been units of oraculum.) Thanks to interaction
troubling small communities to the north with the datasphere, knowledge gained from Gazers, page 378
in recent years. Information acquired by the a contact, or information from some other
characters indicates that the creatures might source, the PCs learned that oraculum can be Kordech, page 147
have originated in the Vault. If you’re playing salvaged from the Vault of Reflections.
this adventure as part of the same campaign Radeerew: level 3;
that includes “Taker of Sorrow,” the creatures Optional: One of the PCs found, was given, rides a shiul almost
the PCs are looking for are teratomas. or otherwise obtained an artifact specifically everywhere; carries a level
(However, no teratomas are found in the 7 detonation cypher
Vault.) If you’re playing “Vault of Reflections” ORACULUM Shiul: level 3; horns inflict
as a one-shot, creatures known as gazers are 5 points of damage; can
the ones that need exterminating. Oraculum is a special material that some be ridden as a mount
characters can use to craft amazing
Reward: A grieving father (and wealthy cattle numenera items. Snow-white and cold, Oraculum—snow-white
baron from Kordech) named Radeerew lost his oraculum doesn’t melt in the heat. One and cold to the touch,
daughter a few years ago to a tragic accident. unit is about 1 ounce (28 g). though it doesn’t melt
Radeerew has become convinced that the Vault in the heat—is a special
of Reflections holds the answer to bringing her ORACULUM DIVINER (ARTIFACT) substance that some
back. How? He paid a traveling Jack several crafters use when crafting
head of shiul—massive and quite valuable Level: 6 numenera devices.
“cattle” with four wide horns and meat—for Form: 1-foot (30 cm) wide disk on a
the information. That information promised 377
him that the Vault contains a prior-world carrying strap
mechanism that can literally bring back the Effect: When activated, for the next 28
dead by pulling them out of time. He insists
on accompanying anyone who he hires. hours the diviner illuminates with an
indicator that leads the user toward
Salvage: For their own purposes, the PCs the nearest and largest concentration
need five units of a special material called of oraculum within 10 miles (16 km).
oraculum, which apparently lies only within a If activated while touching a salvage
limited number of prior-world ruins. (To make source thought to contain oraculum,
this hook work, the GM may have to decide this eases the task of extracting one
that something the PCs already want to make, unit of oraculum by two steps, as long
as the salvage source is equal to or
less than the level of this artifact.
Depletion: 1 in 1d10
The glass-like material designed to track and extricate oraculum from don’t follow PCs who leave the vicinity of the
in area 2 is far harder machinery of the prior worlds. The oraculum crater, or those who descend into the crack
than glass; in fact, it’s diviner leads the PCs into the Dark Hills and to that creates the Corridor of Reflections.)
a level 10 substance. the lip of the crater containing the entrance to
the Vault of Reflections. Somewhere inside the 2: CORRIDOR OF REFLECTIONS
Climbing down the Vault, there is oraculum to be salvaged. The fissure is about 50 feet (15 m) long and
fissure in area 2 safely slopes down at a 55-degree angle.
ADVENTURE KEYED AREAS
without slipping is READ ALOUD
a level 2 task. This 1: CRATER The glow shines from a smooth plane of
climbing task is hindered exposed glass-like material. The expanse is
by two steps should READ ALOUD cracked, creating a narrow fissure, no more
a creature blindfold A wide crater, maybe 70 feet (21 m) across, than 6 feet (2 m) long and 3 feet (1 m) wide
itself to avoid seeing its interrupts an otherwise completely bramble- descending farther underground at a steep
reflections in the facets. choked slope surrounded by trees with bark slope. The interior of the fissure is faceted and
the color of night. Offset from the center of is at turns opaque and completely reflective,
Gazer: level 1, perception the crater is a hollow, from which silver light making it impossible to see for sure how far
as level 5, Speed defense shines like a splinter of the moon. Metallic the crack-like corridor descends.
spheres, each no larger than a human head,
as level 2 due to size; buzz around the crater likes flies on a corpse. The steeply slanted fissure is at turns easy
long-range focused light to navigate and unexpectedly slick, which
The twelve metallic spheres flitting about the can lead to falls. Descending through the
attack ignores cover crater are defensive automatons called gazers. fissure without slipping and sliding the entire
and inflicts 2 points of The gazers emerged from the breach to protect distance as if the fissure were a chute requires
damage; three gazers the Vault. PCs who have a knack for controlling a moderate amount of attention.
can act as a single level or talking to automatons might be able to draw
4 swarm that inflicts 4 off or briefly immobilize them. Otherwise, the Defensive measures remain active in the
points of damage (even PCs must destroy the gazer swarm or endure transparent sphere that serves as the Vault.
their attacks for a few rounds to get past them Creatures who see their own reflection in
on a miss, a swarm and into the Corridor of Reflections. (Gazers the facets risk becoming fascinated by what
still inflicts 1 point of they see. All their worries seem to fall away
damage); for more
details, see The Ninth
World Bestiary, page 56.
378
VAULT OF REFLECTIONS
in the blaze of beauty revealed in their own decades, if not longer. The debris is composed Avoiding becoming
incredible, amazing, and radiant reflections. of rock, drit, and a lot of crumbling bones from mesmerized by one’s
Those who become mesmerized don’t those who became enamored of their own own reflection is a
move until they are physically hauled away, reflections so completely that they died, then level 4 Intellect task.
knocked loose from their vantage, or given a tumbled down to rot here. The bodies have
new chance to resist the effect by someone been picked clean of valuables by roving bands Sanitation automaton:
slapping them with force. of small automatons (the same as those that level 1, climbs and
periodically clean the fissure), but human bones cleans as level 6
Every few days, small automatons, related and rotting garments are visible here and there.
to the gazers but with metallic legs, move Guardian automaton:
through the fissure and dislodge any grit or Streets: The unlighted streets are gently, level 5; Armor 2;
bodies of creatures that died of exposure while concavely curved, following the interior of the levitates up to a short
staring in awe at their own reflection. enclosing sphere. They are composed of a black distance each round;
substance that easily holds weight, though heavy regains 2 points of
3: CITY OF PLATINUM TOWERS weight causes it to deform. Over the course health each round
The far end of the Corridor of Reflections of a few minutes, all damage and deformities
opens into a space that seems too large; the inflicted on the streets smooth out and vanish, The vesied (tower 9)
tops of the towers arrayed before the PCs thanks to their self-healing capacities. enjoys some protection
should have been visible sticking out of the from lighted tower
ground above the crater and the Dark Hills, Unlighted Towers: Unlighted towers are in defenses because of a
but they were not. (Space within the sphere is full lockdown-stasis mode. Entering any of mechanism it stole from
substantially larger than outside the sphere, them—a level 10 task, regardless of the nature the latos adjunct (tower
thanks to a level 10 space-warping influence of the entry attempt—is nearly impossible. A 10). Needless to say, the
that the Vault generates.) failed attempt to blast into a tower, phase into adjunct wants it back.
one, or anything similar draws the attention Vesied, page 384
Note that PCs who fail a climbing task and of a guardian automaton, which unfolds and Latos adjunct, page 385
fall down the corridor find themselves in open disengages from what seemed like a smooth
space, whereupon they fall an additional 50 expanse of the tower’s exterior. The guardians 379
feet (15 m) before landing on the talus slope attack only if attacked first, or if those
of debris. (A fall of 50 feet typically inflicts attempting to break into an unlighted tower
5 points of damage that ignores Armor and persist in their attempts after a guardian first
causes the PC to descend one step on the appears.
damage track.) PCs who reach the end of the
entry fissure without falling can let down a Lighted Towers: The PCs can see a few of the
rope and descend safely. lighted towers from the debris slope, and
indirectly they can see almost all of them from
READ ALOUD reflections on the surface of the enclosing
A city of platinum towers rises up within a sphere. Using that as their guide, the PCs can
vast, enclosed spherical space. The towers are navigate down the dark streets. Externally,
apparently many hundreds or perhaps even little distinguishes one from the next. The
thousands of feet tall. Most of the towers are keyed entries 5 to 12 each provide encounter
night-black silhouettes, while a scarce handful information for each of these lighted towers.
gleam with scores of tiny lights like distant
stars. Narrow, dark streets separate them all. Accessing a Lighted Tower: If the PCs
The lighted towers are reflected above and approach a lighted tower, the lights visible
along the sides of the enclosing sphere’s on the surface still appear as tiny points
interior. Breath steams in the chill air. Nothing scattered across it like stars (not like windows
moves. It is completely quiet. illuminated from inside). Unless indicated
otherwise, the “ground” floor of each tower
The PCs have a wide range of possibilities contains at least one rectangular entrance
before them. But of the dozens of towers, along each street. Entering the “lobby” of each
only a few are lighted (about six); the rest are tower is as simple as walking in.
dark and cold. The lighted structures give off
enough illumination (mostly through reflection Lighted Tower Defense: The lighted towers
on the Vault’s curved interior) to provide at share a common defense against interlopers
least dim lighting throughout the entire space. and salvagers. Any time a machine, device,
or aspect of a device is salvaged for shins,
Talus Debris Slope: By the amount of debris cyphers, artifacts, or some other kind of
located beneath the fissure, it seems that the numenera (including oraculum, if that’s
entrance to the Vault has been open for many what the PCs are looking for), the salvaging
Devices in Observation PC must also succeed on a difficulty 4 task is indeed a realistic depiction of the world on
Tower: level 5 to avoid alerting a guardian automaton that which they were born, shown in real time. After
folds out of the nearest wall, floor, or ceiling that, the PCs can attempt to use the devices to
as described under Unlighted Towers, above. spin the globe, focus on specific sections, and
The PCs might succeed in defeating or running otherwise gain a god’s-eye view of the world;
from such a guardian; however, each time however, each use is a separate task. If they try
a guardian is summoned, the difficulty to to resolve the focus so fine as to see individual
avoid summoning another guardian the next people or see into covered structures, the task
time they are not careful enough increases is hindered by at least two steps.
by one step. In addition, guardians that are
not defeated continue to wander the streets Too many failures in attempting to direct the
looking for interlopers. focus of the observation sphere could result
in a GM group intrusion that dangerously
4: OBSERVATION TOWER changes the focus.
From the outside, this lighted tower seems to
be at least 500 feet (150 m) high. Salvage Prospects: Attempts to salvage the
devices are possible, but many of the devices
READ ALOUD in this chamber prove resistant. If the PCs
Odd devices, some only as large as a person, spend at least thirty minutes combing the
others as large as a small house, stud the chamber, they can attempt to salvage up to
wide expanse of the floor in this incredibly 100 shins and four cyphers. (If they are looking
high-ceilinged chamber; it may be that the for oraculum, it’s possible they could find up
entire interior of this tower is hollow. Floating to 1 unit here.) A failed attempt to salvage
high above is what seems like a globe at cyphers could lead to a GM intrusion.
least 200 feet (60 m) in diameter, hanging
without wires. Its surface is like a blue and GM Group Intrusion (Optional): The image
white marble, mottled with greens and browns spins wildly, and stars streak by in their
where it’s not blue beneath the drifting patches millions as if the viewpoint is shifting at an
of white. Here and there, tiny objects circle the unbelievable speed, even as an ominous
sphere, sometimes glinting with light as sharp tone sounds through the chamber. Suddenly,
as might be reflected from the sun itself. instead of a globe floating above, the image of
a gargantuan, many-limbed metallic entity with
Sphere Image: The sphere visible overhead is a vast wings the color of burned-out stars floats
real-time image projection of Earth, though the overhead. Multiple eyes the size of towns
clouds make it difficult to see things perfectly, rotate and shift, until it is clear that whatever
and the PCs may have no idea what the large the PCs are seeing, it sees them, too. At this
central landmass looks like, anyway. That point, half the devices in the chamber glow
said, they can attempt to study the numenera with warning crimson light, an alarm begins to
devices in the chamber to learn that the image blare, and the image cuts out.
Lockdown Initiated (Optional): Whatever the
PCs touched on in the depths of space by
refocusing the attention of the Observation
Tower—or if they failed to salvage material
from the chamber—causes the tower to go
from lighted to unlighted. An unlighted tower
is one that goes into lockdown stasis.
The entrances to the tower begin to slide
closed. The PCs need to get out as quickly
as they can if they don’t want to be caught.
Escaping in time is a difficulty 2 Speed task,
assuming that no other complications arise.
5: SEA TOWER
From the outside, this lighted tower seems to
be at least 600 feet (180 m) high.
380
VAULT OF REFLECTIONS
READ ALOUD Sample octopus statements and questions Skull blaster, page 301
Equally spaced machines, each about twice include:
the size of a person, dot the floor of this wide Devices in Sea
ground-floor chamber. Each machine extends • How long until you shed your fingers? We Tower: level 5
a metallic pole about 30 feet (9 m) upward, would like to have them to study.
where it pierces the bottom of what appears Octopus: level 3; health
to be a lake-sized mass of water that hovers • The smell of green is sure to bring all of us 15; Armor 3 from psychic
within this incredibly high-ceilinged chamber. long life and fortune. ability; inflicts 4 points
In fact, it may take up the entire interior of this of damage with spear or
tower. Tiny blue lights drift within the mass of • Humans are dead and gone. Long gone. long-range force blast;
water, illuminating a lush aquatic environment What are you? has various other psychic
of strange plants and swimming organisms. abilities that greatly
• We express our sympathy that you are increase its capabilities
Floating Sea: The floating mass of water, like trapped in such a limited, joyless, and
the interior of the Vault itself, is much bigger waterless void. Guardian automaton:
inside than the exterior suggests; it might be level 5; Armor 2;
as large as a small sea. All kinds of life could If the PCs give a gift of one or two cyphers, levitates up to a short
be potentially found inside. If the PCs find a the octopuses provide the characters with distance each round;
way to get up to the water, they discover that an artifact composed of fused shell, crystal, regains 2 points of
gravity reorients about 15 feet (5 m) above the and lines of psychic light. This is effectively health each round
floor, so that anything above that point “falls” a skull blaster artifact, though rather than
onto the surface of the floating water above. emitting a beam of focused light, it emits a
A PC who makes this trip suddenly feels like beam of psychic distortion (that has the same
“down” is the great mass of water beneath destructive effect.)
rather than the upside-down floor visible
“above” them. A PC entering the water draws If attacked, the octopuses probably chastise
a group of octopus explorers (if they haven’t the PCs, then fade back up and away into their
arrived already). immense domain.
Octopus Explorers: Disturbing the surface of Salvage Prospects: Attempts to salvage the
the water soon brings a group of five many- devices in this chamber are possible, but the
armed octopuses swimming to the water devices along the floor maintain the sea. If
interface to investigate. All carry spears, and the PCs spend at least thirty minutes combing
some carry small purse-like containers. A the chamber, they can try to salvage up to 100
few are telepathic enough to initiate contact. shins and two cyphers. (If they are looking
However, other than simple concepts like for oraculum, they can find up to 1 unit here.)
“hello,” the octopuses look at the world so However, each time the PCs successfully
completely differently that it’s difficult for the salvage a handful of shins or a cypher, they
PCs to make much sense of the questions notice a disturbance in the water overhead,
posed to them, or of the and a thin streamlet of water pours down for
octopuses to parse what a few rounds. Doing this more than once may
the characters say cause a guardian automaton to fold out of and
back to them in disengage from a nearby smooth surface to
turn. deal with the interlopers.
381
If the PCs press their luck (or attempt d10 Additional Interesting Content
to wantonly destroy the machines here),
they could trigger a massive leak that could 1 Psychic compulsion (level 4)
eventually threaten to flood all of the Vault. instructs those who enter to stand
However, long before that happens, either the quietly facing a blank screen showing
vesied (tower 9) or the latos adjunct (tower only static.
10) intercedes and repairs the damage, each
for their own purposes. 2 At regular intervals, a 3-foot (1
m) tall crystal cylinder appears
6: RED TOWER on a platform. A telescoping arm
From the outside, this lighted tower seems to immediately snatches the cylinder
be almost 1,000 feet (300 m) high. Gaining and feeds it into a nearby machine.
entry is easy.
3 An automaton guardian was defeated
READ ALOUD here, and its burned and dented
Strips of glowing red light along the ceiling carapace lies in the opening between
provide illumination. Devices in this 30-foot two room segments.
(9 m) wide chamber beep, whine, and emit
other sounds too unfamiliar to categorize. 4 Voices in an unknown language
Several exits lead to similar-looking adjoining constantly speak (Arguing?
chambers. Instructing? Warning?) from a device
in this chamber.
Multilevel integrated Multistory Machine: This red-lit, multilevel
machine: level 6 tower is essentially one massive integrated 5 Yellow gas drifts from a grille on the
machine whose “insides” are laid out in ceiling (level 4) that causes some
Philethis, page 247 room-like sections. The machine’s purpose to become giddy and others to fall
isn’t immediately clear. PCs can move between asleep.
Gravity lift control sections on the same floors through wide
surface: level 3 openings, and between floors via gravity- 6 An opening leads to a random floor
nullifying lifts that propel them to higher or much higher in the tower.
lower floors, depending on how a simple
control surface is activated. 7 A floating device (level 4) opens over
the course of three rounds when
Characters attempting to understand sung to, but snaps shut again when
the purpose of the machine find it to be an the sound stops. Inside is a philethis
intimidating task. Even if successful, they in stasis, which awakens and
discern only that the vast array’s purpose is emerges if the device is fully opened.
somehow related to maintaining linkages It follows the PCs around for a while,
between cause and effect, whatever that remaining enigmatic, then departs.
means.
8 A chunk of yellowish stony material
Red shard: level 3; flies Additional Interesting Content: Though things is kept behind a force field (level
a short distance each look generally the same from one room to 7). If brought out of the field, the
the next, explorers may find interesting and stone doesn’t seem to have any
round; stab attack inflicts perhaps dangerous differences in some immediately obvious properties,
4 points of damage and sections. Each time the PCs enter a new area, though strange fossils are petrified
embeds itself in target you can choose from the table below or roll into the rock.
one of the following results. Not every section
contains unique content. Once a particular 9 A device composed of several
result has been used, cross it off and ignore it overlapping disks of dark metal
if it comes up again. (level 5), each spinning in a separate
direction, whirs here. PCs with
metallic equipment feel those objects
strain toward the spinning device.
10 A shard of red synth, about the
size of a finger, is contained in a
transparent glass cylinder (level
3). Touching the shard causes it to
attempt to embed itself in the head of
whoever disturbed it. If it succeeds,
the target takes damage, but after the
shard becomes dormant, the target
gains an asset on all tasks related to
navigation or understanding spatial
relationships (assuming they don’t
remove the shard).
382
VAULT OF REFLECTIONS
Salvage Prospects: Attempts to salvage the READ ALOUD Racing attack
devices in this tower are possible. If the PCs From the eaves of a distant lighted tower mechanism: level
spend at least thirty minutes combing through comes a low hum, which quickly climbs in 5; moves a long
a particular section in the tower, they can pitch. The sound heralds the emergence from distance each round
attempt to salvage up to 100 shins and two the same tower of a long, low mechanism
cyphers or, 10 percent of the time, one artifact. that darts out onto the street. It immediately Defensive turret: level 5;
(If they are looking for oraculum, they can find turns and races toward you, either moving long-range energy blast
up to 1 unit in any given section.) However, on hidden wheels or hovering just above the inflicts 5 points of damage
each time the PCs successfully salvage surface. Accelerating, it moves closer rapidly, (and has been tuned
anything, they notice a fluctuation in all the a red light blinking to aggressive life. Then a to destroy the racing
nearby devices, and possibly incur one or more blast of green light emerges from the eaves of attack mechanism)
GM intrusions involving a breakdown of cause the unlighted tower immediately to your left,
and effect. which shatters the racing mechanism into Guardian automaton:
burning debris. level 5; Armor 2;
Repeatedly salvaging from the same section levitates up to a short
(more than four times) or salvaging one Optional Variation: Instead of seeing both distance each round;
unit of oraculum from any section causes the launch and the destruction of the racing regains 2 points of
a guardian automaton to fold out of and attack mechanism, the PCs might initially see health each round
disengage from a nearby smooth surface only one side of the altercation. In this case,
to deal with the interlopers. If the PCs have if they’re closer to 10: Latos Adjunct, they’ll
previously dispatched a guardian automaton, have to follow the attack mechanism—or at
this time one additional automaton appears. least the path it took—to see what happens
to it. If they’re closer to 9: Vesied’s Redoubt,
GM Intrusion (Causality): Reality seems to they’ll have to trace the apparent route of the
glitch for a moment. The character finds that attack mechanism back to its source if they’re
when they move their legs, they go nowhere. interested.
Or when they speak, no words form. Or if
words form, no meaning can be gleaned from Debris Field: If the PCs look around, they
the noises. And so on. The glitch reverses discover a loose scatter of burned mech
after a few rounds, but additional glitches fragments in the area where the racer was
are possible if the PCs attempt to salvage too destroyed. There are many more pieces than
much from the tower. could have come from just one, or even ten
such mechanisms. About every nine hours,
7: STRANGE SOUNDS a guardian automaton or two activates from
the road and cleans up the most recent
READ ALOUD accumulation of debris (by “melting” it with a
As you approach this intersection, a sudden touch of a lighted tendril) before folding back
clatter rings out like the banging of metal into a nearby surface.
striking metal, echoing from farther along one
narrow street beneath the platinum towers. Attack and Defense: The continual attack and
After a few moments, the sound ceases. defense has reached an uneasy level of detente
between the vesied in the nearby unlighted
If the PCs wait for about a minute, or if they tower (9: Vesied’s Redoubt), which emits
move to a nearby tower, they hear a similar the defensive blasts, and the more distant
sound again. And then a minute later, it lighted tower (10: Latos Adjunct), which keeps
happens again. And so on, at very similar launching fresh attacks.
intervals. Without too much effort, the PCs can
follow the intermittent sound to its source, 9: VESIED’S REDOUBT
which lies about five blocks deeper into the If the PCs have tried to gain entry to unlighted
Vault (8: Perpetual Altercation). towers before now, they may be surprised to
discover that the entrances to the lobby of this
8: PERPETUAL ALTERCATION unlighted tower are wide open. A machine
When the PCs approach the sound’s source, about twice the size of a person (the defensive
they witness the following quick altercation, turret that keeps each new attack from the
which repeats about every minute, ending adjunct at bay) stands ominously just inside
more or less the same way each time. the opening.
383
Vesied: level 5; tasks READ ALOUD Vesied Backstory: The creature floating above
related to the numenera Inside, most of the wide expanse that is the the fluidic disk is a vesied. Almost every
as level 5; Might defense ground floor of this tower is dark, except other member of its strange species is long
for a structure of cobbled synth, wires, and gone. This survivor is a castaway from a prior
tasks as level 9; health scavenged metal that stands beneath a age that most have utterly forgotten. Part
25; Armor 1; long-range handful of tall poles. Each pole tip provides biological and part mechanical, vesieds have
illumination in various intensities. Several a way with machines of all kinds. This one has
radiation blast inflicts guardian mechanisms stagger and plod about suborned the five guardian automatons that
5 points of damage the periphery of the area, as if in a half-hearted shamble through this area.
that ignores Armor patrol. Floating above a disk of undulating
fluid is a weird humanoid, oddly proportioned, Interacting With the Vesied: Thanks to a few
every few rounds; can with disturbing facial features and several previous visitors from outside the Vault, this
command automatons implanted devices studding its body. vesied has learned the Truth, which it uses to
warn off any PC interlopers it detects:
and machines for
several rounds with a “This cache is mine. I claimed it decades
touch; for more details, ago when my craft struck and holed the head.
see the Ninth World Leave, or die.”
Bestiary 2, page 173
The PCs can depart, fight the vesied, or talk
Suborned guardian to it. It turns out the creature isn’t hard to
automaton: level 4; convince to talk, as it is somewhat lonely. It
Armor 2; levitates up explains that ever since it arrived in the Vault
(which it calls the “latos”), it has been under
to a short distance constant attack from an entity the vesied calls
each round; does “the adjunct.”
not regain health
If the PCs explain their purposes (salvage,
oraculum, finding a special mechanism to
bring back a dead person, and so on), they may
find a seemingly sympathetic ear in the vesied,
given that guardian automatons have also likely
attacked the characters when they’ve attempted
to salvage too much from any one tower. In fact,
if the PCs don’t suggest an alliance, the vesied
does, telling them that if they can neutralize the
adjunct, it will give them whatever they seek. (A
mechanism to restore a dead person might be
found in 11: Black Tower.)
Cognition annealer: The Vesied’s Advantage: The vesied keeps a
level 10 device—called a cognition annealer—that it
stole from the adjunct. The adjunct desperately
wants it back. As long as the vesied retains it,
the adjunct can’t do much but apply low-level
pressure. The vesied keeps the annealer in its
makeshift shelter. The annealer appears as a
crystal globe about 1 foot (30 cm) in diameter
in which tiny glows dart and swim. It is not
really an artifact, but someone controlling it
can access various functions and abilities in
the Vault, which is how the vesied is keeping
the unlighted tower open and from going into
lockdown.
10: LATOS ADJUNCT
This is the tower that periodically launches the
racing attack mechanism at the vesied’s tower.
It is one of the few lighted towers in the Vault.
Two entrances, each on the same side of the
building’s base, gape wide.
384
VAULT OF REFLECTIONS
Battle Entrance: One of the two entrances some other reward, depending on their need Attack mechanism
at the base of this tower is the mouth from (cyphers, artifacts, oraculum, a mechanism fabricator: level 7
which new attack mechanisms emerge. The that might bring a dead person back, and so
interior is a machine that fabricates new on). Latos adjunct: level 5;
attack mechanisms in an assembly-line sort of health 25; Armor 3; melee
way. PCs who attempt to destroy, salvage, or 11: BLACK TOWER attack inflicts 6 points of
interfere with the machine draw the attention From the outside, this lighted tower seems damage; mental attack
of the latos adjunct and a guardian automaton. to be almost 800 feet (240 m) high. Getting within short range gives
inside is simple. it control of target while
Main Entrance: The other entrance at the target is psychically
base of the tower opens into the adjunct’s READ ALOUD caged in adjunct’s body,
command center. Strips of glowing dark purple light along the unable to act; can
ceiling provide illumination. Devices in this summon one guardian
READ ALOUD 30-foot (9 m) wide chamber beep, whine, automaton every few
Banks of strange, smooth machines line the and emit other sounds too unfamiliar to rounds; for more details,
floor of this wide area, glowing and humming. categorize. Several exits lead to similar-looking see the Ninth World
Floating overhead is a wavering, flickering adjoining chambers. Bestiary 2, page 91
image of a humanoid entity at least 50 feet
(15 m) tall made of a greenish alloy with a Guardian automaton:
transparent sphere for its head. The interior level 5; Armor 2;
of the entity’s head is mostly dark, save for levitates up to a short
a handful of glowing columns amid a much distance each round;
larger forest of dark pillars. regains 2 points of
health each round
Latos Adjunct: If the PCs haven’t already met
the latos adjunct, it is beneath the flickering
image, moving about the banks of machines
the line the floor. It is a humanoid automaton
with a metallic body and a transparent sphere
for a head. Within the sphere is a misty face,
one that each PC recognizes as their own.
The Real Story: The Vault of Reflections is
actually the head of a mostly inactive entity
known as a latos, a real-time image of which
floats in this tower. The PCs, the adjunct, the
vesied, and all the towers are inside that head.
(The head is much bigger on the inside than
the outside.) The latos adjunct spent millennia
searching for this buried latos, and recently
found it. Its attempt to repair the quiescent
entity was stymied by the appearance of the
vesied, which stole the final component the
adjunct needs to bring the latos back to “life.”
Interacting With the Adjunct: The latos adjunct
communicates telepathically. It psychically
warns off characters who are salvaging the
interior of the latos:
“Thieves will not be tolerated. That which is
kept safe in the latos is sacred.”
The PCs can depart, fight the adjunct, or talk
to it. Despite its strong words, it is willing to
negotiate. It explains the full story to the PCs
and indicates that if they reclaim the cognition
annealer stolen by the vesied, the adjunct not
only will allow the PCs to retain what they’ve
salvaged but also will provide them with
385
Guardian automaton: Multistory Machine: The dark purple light in of the Black Tower) is their best shot at doing
level 5; Armor 2; this tower is actually black light in that it emits so. However, operating the mechanism is
a lot of UV light invisible to the human eye, not easy. A failed attempt leaves a would-be
levitates up to a short but which causes many items to glow. This operator stuck in “slow” time for minutes,
distance each round; multilevel tower is essentially one massive hours, days, or even longer. If the PCs succeed,
integrated machine whose “insides” are laid they might just pull the girl from instants
regains 2 points of out in room-like sections. before her death several years ago.
health each round
The machine’s purpose isn’t immediately Either way, any time the machine is used,
Experience Point clear, though PCs who try to gain a general guardian automatons appear to prevent
Awards: If the PCs feeling believe that the tower’s purpose is further usages.
somehow associated with “maintaining time-
successfully gain lock synchronicity.” 12: YELLOW TOWER
whatever salvage or From the outside, this lighted tower seems
other result they were Use the material provided under 6: Red to be almost 500 feet (150 m) high. Getting
hoping to find in the Tower for general guidance and salvage inside is simple.
Vault, they each gain 2 prospects if PCs wish to explore this tower, as
XP. If the PCs ally with well as for generating additional interesting READ ALOUD
the vesied and aid it, content. Strips of glowing yellow light along the ceiling
they each gain 1 XP. If provide illumination. Devices in this 30-foot
they ally with the latos GM Intrusion: Reality seems to glitch for (9 m) wide chamber beep, whine, and emit
adjunct and the latos is a moment. To everyone else, the character other sounds too unfamiliar to categorize.
roused, they each gain disappears for a few rounds (or more), during Several exits lead to similar-looking adjoining
3 XP. These awards which time they seem to not exist. When they chambers.
are in addition to any reappear, it is as if no time whatsoever has
XP earned through passed for them. Multistory Machine: This multilevel tower is
GM intrusions and essentially one massive integrated machine
Temporal Caller: If the PCs entered the Vault whose “insides” are laid out in room-like
discoveries. because they want to help a father “revive” his sections.
dead daughter by pulling her out of time from
386 before she was killed, this bulky mechanism The machine’s purpose isn’t immediately
(that spans the 345th through the 414th floor clear, though PCs who try to gain a general
feeling believe that the tower’s purpose is VAULT OF REFLECTIONS
somehow associated with “maintaining spatial 387
cohesion.”
Use the material provided under 6: Red
Tower for general guidance and salvage
prospects if PCs wish to explore this tower, as
well as for generating additional interesting
content.
GM Intrusion: The fabric of space in which the
character exists begins to fray. This has the
unfortunate effect of causing the PC to “melt”
for 6 points of damage (ignores Armor) each
round until they succeed on a difficulty 5 Might
defense task.
ENDING THE ADVENTURE
Eventually, it’s time for the PCs to leave the
Vault.
No Alliances: Sooner or later, guardian
automatons likely chase the PCs from the Vault
if the characters don’t find and come to some
sort of accommodation with either the vesied
or the latos adjunct. Alternatively, the PCs
might get what they want and leave of their
own accord.
Vesied Alliance: If the PCs work with the
vesied to eliminate the latos adjunct, they gain
the reward they ask for. Afterward, the vesied
asks them to leave because it wants everything
in the area for itself. With the adjunct gone, the
vesied can suborn the guardian automatons to
its own use with as much facility as the adjunct
once could.
Adjunct Alliance: If the characters work with
the adjunct to reclaim the cognition annealer
stolen by the vesied, it’s not long before the
adjunct uses that device to “wake” the inactive
latos of which the Vault is only the head. In
this case, the PCs are given enough warning
to get out so they don’t become trapped. Mere
minutes (or less) after the PCs vacate, the
latos emerges.
READ ALOUD
The earth shakes and rumbles. Rising up from
the crater, smashing through the drit and rock,
is something enormous. As more and more
emerges, it is revealed as a humanoid entity at
least five stories tall made of a greenish alloy
with a transparent sphere for its head. The
sphere’s interior is alight with a fully lighted
city of platinum towers. Once fully clear of the
earth that had entombed it, the vast creature
strides away, each foot a thundering boom,
heading toward the horizon and the Beyond.
CHAPTER 26
LEGACY
“Legacy” uses an “ L egacy” is an urban adventure with claim of freedom. The group has disrupted the
abbreviated adventure investigation, double-dealing, and city with their raids and hurt people in their
format. The meat of the criminal intrigue. It is potentially demonstrations. And like mother, like daughter:
adventure is found on very open-ended and assumes that a GM Sav is also associated with the group.
the two-page spread that can ad-lib NPCs and situations as they arise.
begins on the next page. Although it’s set in the Navarene city of SYNOPSIS
Charmonde, it could easily be relocated to any
Use the information large city in the Ninth World. An associate of Sav’s named Gireth finds the
presented under Starting PCs and asks them to retrieve “materials”
BACKGROUND from the university workshop where Sav’s
Encounter to begin mother Ren once worked. Lying, he tells
the scenario and use In the city of Charmonde, Asaranti University them that the materials will clear Sav’s name
Ending the Adventure is a bastion of scholarship, philosophy, and and allow her to join the university, but the
to wrap things up. If art. Faculty positions are fiercely contested, real truth is the materials will allow her to
PCs want to explore and are awarded by Provost Daroon. intimidate the university or even destroy it.
further, refer to More
Details on page 392. Five weeks ago, a woman named Uala Sav PCs enter the university, potentially posing
approached the provost. Sav is a master of as students, looking for the workshop that
Navarene, page 137 the numenera and claims to have a technique houses the materials they seek. They can try
for taming the iron wind to make it not only to gain the materials by deception, in trade, or
Charmonde, page 138 harmless, but a tool that humans can use to by force. While on the university grounds, they
reshape the world around them. She offers to may also be asked to deal with a threat from a
Iron wind, page 135 share this technique if Provost Daroon makes “radical” group known as the Chaincutters.
her a teacher at the university.
Once a person is If the PCs bring the materials to Gireth, he
named a teacher at However, this is not the first time someone might ask for even more help on Sav’s behalf,
Asaranti University, in her family has been part of the university. working with the “freedom-fighting” group
the appointment is Uala Sav’s mother, Uala Ren, was a teacher at known as the Chaincutters. However, at some
normally valid for life, Asaranti a couple of decades ago. Uala Ren point—from some source—the PCs learn
unless the teacher is was dismissed when her association with that Uala Sav’s materials are live samples of
found to be guilty of a criminal group in Charmonde called the the iron wind. Worse, like her mother, Sav is
breaking Navarene law. Chaincutters was discovered. The university associated with the Chaincutters. At that point,
does not want Ren or her daughter Sav back. the PCs need to decide if helping Uala Sav is
Gireth: level 4, tasks the right thing to do or if they should help the
related to deception Uala Sav sincerely wants a spot in the university instead. If they turn against Sav,
university, but if that won’t be allowed, she they discover that their task is dire: they need
as level 6 instead intends to intimidate the provost into to stop her from detonating an instance of the
doing as she asks—or, if necessary, to destroy iron wind in Charmonde.
the university in vengeance for how they
treated her mother. STARTING ENCOUNTER
As an added wrinkle, the Chaincutters still Gireth finds the PCs wherever they are—in
operate in Charmonde. Though it’s true that Charmonde or perhaps nearby—and asks for
the Chaincutters are criminals, that wasn’t help. He tells them the true tale of Uala Sav
originally true; the founders were all about being denied a position at Asaranti University.
freeing slaves. Of course, freeing slaves is He asks them to retrieve special materials
against the law in Navarene. Since that time, from the lab where Sav’s mother worked. The
the Chaincutters’ motivations have become less
pure, though they continue to rally behind the
388
LEGACY
materials, he lies, will prove that Sav’s mother ENDING THE ADVENTURE Force dome, page 296
wasn’t associated with the Chaincutters and
didn’t deserve to be ousted from the university Depending on the actions the PCs take, the Liquid sword, page 298
and hounded out of Charmonde. (In truth, the adventure might seem to be over, then pick up
materials are what Sav needs to loose a wave again as the results of their actions bear fruit. The fake credentials,
of virulent iron wind in the university’s heart. which are forgeries, are
Also, Sav’s mother was associated with the For instance, the PCs might take Gireth at good enough to get the
Chaincutters.) his word, steal the materials from Workshop PCs past unsuspicious
Red, and give them to Gireth later. Afterward, proctors and university
Gireth says that Sav wants to prove her while the PCs are resting or doing something minders, and ease
mother’s innocence, even if Sav herself isn’t else, they learn about the threat that the deception tasks by
admitted to the university. For their help, he crazed leader of the Chaincutters, Uala Sav, two steps for a PC
offers each PC a cypher and (on Sav’s behalf, has leveled against the university, using the pretending to be on
should she succeed) associate faculty status very materials they provided to deploy the iron university grounds for
at Asaranti. He also offers the group two wind in Charmonde. At this point, the PCs may legitimate purposes.
artifacts: a force dome and a liquid sword. decide to get involved again since they have
inside information and can likely act quicker 389
The Asaranti University workshop is in than anyone else in the city. They might take
the Elerum building. Gireth describes the the fight to Gireth, the Chaincutters, and Uala
materials (a couple of red synth capsules Sav in their secret “street behind the streets”
fused to the face of a metallic sheet about 1 lair.
foot [30 cm] in diameter) and makes it clear
that the PCs should not damage, activate, or The PCs could also decide to take on the
tinker with them in any way. The materials Chaincutters if they meet with Provost Daroon
are fragile and very important. He provides before or after they deliver the materials. In
clear directions on how to find the Elerum this case, they might use Gireth’s trust in them
building and Workshop Red inside, as well as a way to get access to the “street behind the
as credentials that should get them onto streets.”
university grounds without any issue.
Of course, it’s possible that the PCs meet
The credentials are writs of passage on paper Uala Sav after they give Gireth the materials
stamped with the official university seal, naming because they want to help her overcome an
each PC as a Rank 1 (brand new) student. injustice. If so, she is grateful and rewards
them. However, after spending a bit of time
ASARANTI UNIVERSITY GROUNDS Walls: level 5
Asaranti University spans an area in Charmonde roughly Minder: level 3, tasks related
a half mile (800 m) in diameter and contains all manner to perception as level 5
of stately buildings. Over each of the two main gates into
the walled university grounds is a floating solid shape Aeon Priest, page 264 Locks: level 5
approximately 40 feet (12 m) across that constantly
changes the number of visible sides. The gates are open ELERUM BUILDING
during the day and closed at night. PCs with credentials
can easily pass through during the day. The walls This three-story building has four entrances, all normally
provide some security, as they’re guarded by groups of locked at night and open by day. The building also
five minders who walk their length day and night. The features several sealed windows. Students and teachers
university used to have a problem with thieves, but no are busy in the various workshops, meeting rooms, and
more. If minders catch the PCs trying to sneak across the the single large lecture hall all day and often into the
wall, a general alarm goes up, the floating solids begin to night. About ten minders patrol the building, checking
blare and strobe alarmingly, and the characters will likely students and teachers against an approved list of people
have to go to ground or leave and try another tactic to gain with permission to be inside. They also unlock the doors
entry without notice. In addition to the minders, several at night to provide access to the building for qualified
Aeon Priests also work at the university, and they respond personnel. They challenge anyone not on their list who
to an alarm. tries to gain entry or who they see in the halls, because
priceless numenera artifacts are kept in the building. The
STARTING ENCOUNTER PCs aren’t on the list, but characters good at deception
might be able to fake it (or they can try to sneak in or, if
worst comes to worst, fight their way in).
Loot: Six discrete workshops, including the one the PCs
seek, contain oddities and other devices. If the PCs pilfer
a workshop, they find 1d20 shins, 1-2 oddities, and 1-2
cyphers, and they have a 20% chance to find an artifact.
PROCTOR SIDURAS WORKSHOP RED
At some point while entering the university grounds, Workshop Red is supervised by Proctor Durdas, who wears
either at one of the gates or after the PCs gain access in university blue robes and a metallic helmet that covers
some other fashion, the characters are approached by his entire head. The reflective surface shows Durdas’s
Proctor Siduras. Siduras is an elderly man in university surroundings as well as fleeting figures that aren’t actually
blue robes followed by a flock of bird-like creatures, each in the room.
of which wears a pack. He is eager to meet fresh-faced
new students, as he assumes the PCs to be. He asks about Durdas knows about the materials that the old teacher
their courses of study, how they came to the university, Uala Ren worked on, and that they’re kept in a special
and what their plans are. He is also happy to give advice safe. He might be willing to give them to the PCs rather
about various teachers and other aspects of university life. than fight, especially if they give him a cypher or an artifact
in return. Even so, he warns them that the materials are
If the PCs mention the name Uala Sav (or Uala Ren), dangerous; he’s pretty sure that they contain a live sample
Siduras shakes his head in disapproval, lamenting how of the iron wind kept in stasis. If they can be “tamed,”
sad it is that Sav, like her mother before her, is associated that’s worth some risk. Either way, Durdas has a soft spot
with the dangerous and outlaw Chaincutter group. Given for Ren because he was her tutor twenty years ago. And, he
that both women were brilliant at crafting the numenera, says, the Chaincutters were not always so radical; they’ve
it’s doubly unfortunate. Siduras doesn’t know anything just become more desperate.
about the materials the PCs were asked to secure, but he
knows enough to cast doubt on the full veracity of what GM Intrusion: A nearby staff Aeon Priest senses the
Gireth told them. materials being removed from the safe and appears to
make sure everything is all right.
Alternatively, if the characters don’t mention Sav or
Ren, Siduras explains that Provost Daroon is looking for Materials safe: level 6 Aeon Priest, page 264
someone to help with a delicate situation regarding a
threat to the university, and by the looks of the PCs, they Proctor Durdas: level 5 Materials: level 8
might just be the perfect fit. (Siduras doesn’t know the
specifics.)
GM Intrusion: The character says or does something
that makes Siduras suspicious.
Proctor Siduras: level 4, general knowledge tasks as level 6
CHAINCUTTERS’ HIDDEN LAIR Watch beasts: level Uala Sav: level 5; Armor 3 from a cypher; level 6
3; Armor 2; inflicts 6 ray emitter artifact produces a long-range energy
The Chaincutters have a secret lair in a limited dimension points of damage blast at up to two targets as a single action,
that echoes a single street running the length of inflicting 6 points of damage (depletion: 1 in 1d10)
Charmonde. To enter, someone with the right kind of key Watch beast tamer: level
(a glass orb oddity in which red light swirls) must walk 4, perception tasks as level Uala took a ray emitter cypher and modified
down any street in Charmonde holding the key so that it 5; Armor 1; crossbow attack it into an artifact to get more uses out of it.
can absorb ambient light. The user (and anyone moving inflicts 6 points of damage
next to the user) then simply walks onto the “street behind Shadow beast: level 6; attacks inflict 3 points
the streets.” Leaving is accomplished in a similar manner. Chaincutter member: level of Speed damage that ignores Armor
2; Armor 1; melee attacks
The buildings along the narrow street are mostly inflict 3 points of damage Extreme cypher: level 10; handheld; detonation
empty replicas of real buildings in Charmonde. Traveling inflicts 10 points of damage to everything in
down unlit side streets is supposedly dangerous Freed slave: level 1 immediate range, instigating an iron wind
because “shadow beasts” reside there. The Chaincutter episode that eventually affects an area 1
headquarters is a wide, squat stone structure about mile (1.5 km) across if not suppressed
midway along the street. Outside, two trained reptile-like
watch beasts with red feathers and heads that split open UALA SAV
to reveal a massive maw stand guard with their tamer.
Uala Sav seems gracious, scholarly, and humble. It’s all
The occupied structure’s interior is mostly one large an act, though she’s not initially hostile unless attacked.
room used as a barracks, a communal area, and a (If she’s attacked, the Chaincutters in the main area
storeroom (filled with all manner of expensive wine, food, intercede, as do the watch beasts and their tamer, and
art, and other valuables stolen from Charmonde). possibly Gireth if he’s around.) If the characters provided
her with the materials, she is grateful and tells them that
A dozen Chaincutters dwell here currently. Each has a with their help, a great injustice will soon be overturned.
melee weapon and a ranged weapon, as well as a handful If the PCs ask about freeing slaves, she blinks, and says
of shins. They’re more like bandits than freedom fighters that too will be seen to after she clears her mother’s
these days, but they could be rallied to a better cause good name at the university. However, Sav is lying—she
under a new leader. Five freed slaves also dwell here for doesn’t care about freeing slaves. She does it now and
the time being. They worry that these people who so then to keep up appearances and to placate those among
recently freed them from bondage might be little better her group for whom that’s still important. Since taking
than their former masters. leadership of the Chaincutters a few years ago, Sav has
started to turn the organization into little more than
Two chambers are set aside as the Chaincutter leader’s radicals intent on enriching themselves.
quarters and a reception room where she meets with the
PCs if they come to the tower peacefully (probably with If the characters seem eager to help free slaves, she
Gireth). The leader is none other than Uala Sav. has them join the Chaincutters in the main area, who are
planning a raid on a royal caravan due to move through
GIRETH the streets of Charmonde in a few days. In the meantime,
she retreats to her room to examine the materials. If she
Gireth waits for the PCs at a pre-arranged location in has a few days’ time, she tinkers with them until she
Charmonde. He pays them what he initially offered, creates a sort of extreme cypher, one capable of detonating
including a promissory note to provide each PC with an iron wind outbreak within a limited area.
associate status should Uala Sav eventually be named a
teacher. If the PCs broach the topic of the Chaincutters or GM Intrusion: Sav produces a cypher that summons
of helping Sav further, he might take them to the group’s a shadow beast to aid her, a blot of snarling horror.
hidden lair, where Sav can attempt to recruit them into
providing more assistance. If the PCs don’t bring it up, he PROVOST DAROON
does so himself. Gireth has an oddity (a glass orb in which
scarlet light swirls) that works as a key to gain entry to one This stately woman in blue university robes has skin as
of the many entrances to the Chaincutters’ hidden “street dark as midnight except for a bright blue tattoo covering
behind the streets.” half her face. Her eyes seem to be mechanisms. Thanks
to whispered rumors and secret sources, Provost Daroon
GM Group Intrusion: The PCs were secretly followed by has come to believe that the Chaincutters are secretly
members of the Charmonde city watch because someone plotting an attack on Asaranti University. She isn’t sure
saw them make off with the materials and reported them. why, but she wants to find a group capable of putting an
If the PCs turn over the materials to Gireth, six members end to the threat quickly and quietly. The PCs might just be
of the city watch order them all to surrender. Gireth that group. She offers them a reward of as many cyphers
immediately flees, and they attack. If the PCs don’t want as they can carry and one artifact. She also provides a
to fight, they can follow Gireth as he flees using his key, or key to the “street behind the streets” that serves as the
they can flee in their own fashion and try to get away. Chaincutters’ hidden lair. The key is a glass orb in which
scarlet lights dance.
Glass orb key: level 6; allows passage into the “street behind the
streets” for up to ten people per use Provost Daroon: level 4, general knowledge tasks and tasks related to
the numenera as level 7
City watch: level 5; Armor 2; melee attacks inflict 6 points of damage
Experience Point in the secret lair and talking to some of the which means the adventure might become
Awards: If the PCs slaves, or actually seeing the Chaincutters something of a race against time.
extract the materials in action (action which is little better than
successfully from the bloodthirsty banditry under Sav’s command), STREET BEHIND THE STREETS
university, they each they likely realize the error of their ways. In this
gain 1 XP. If the PCs case, the PCs might change allegiance and put The limited dimension that the Chaincutters
provide Gireth with the Sav down before she deploys her iron wind use as their secret lair is a location that could
materials, later realize extreme cypher. be explored and potentially exploited, if the
their error, and decide to PCs are willing to enter the darkness beyond
work against Uala Sav, If the PCs turn against Uala Sav (or work the illuminated street, where the shadow
they each gain another against her from the start) and prevent her beasts lurk. In this case, they find that the
1 XP. If the PCs defeat from gaining her ends and killing thousands dimension extends to the edges of what would
Uala Sav and prevent in an iron wind outbreak, Asaranti University be Charmonde, if not farther. However, the
an iron wind episode in is grateful and rewards them with honorary farther one moves into the darkness, the more
Charmonde, they each associate status. This provides several perks, twisted and unlike the host dimension the
gain 3 XP. Finally, if they including access to knowledge, lodging, food, limited dimension becomes.
find a way to rededicate and contacts.
the Chaincutters to their Eventually the buildings and structures
original cause, they each MORE DETAILS become completely alien and unlike anything
that humans might build. At this point, the
gain 2 XP. If the PCs want to explore other elements of PCs discover that the residents of this dark
this adventure further, refer to this section. city are wispy shadow beings that ignore the
Shadow resident: level 2; characters and any other creatures who carry
touch inflicts 2 points of OFFICIAL HELP? illumination. However, the shadow residents
Speed damage (ignores flock to visitors who lack light because they
If the PCs try to get help from official want to absorb the heat of living creatures.
Armor); shadow residents Charmonde sources, given that the Explorers who brave these dangers can find
can’t perceive or be Chaincutters are outlawed, they might loot in the buildings similar to numenera
have some success. However, Uala Sav has objects they’d find elsewhere, but whether
affected by creatures that informants in the city bureaucracy and quickly they find shins, cyphers, or artifacts, this loot
are illuminated learns of any movement against her. When she quickly degrades and evaporates if brought out
does, she moves up her timetable to demolish of the limited dimension and into light.
Extreme cyphers have a the university with her iron wind detonation,
larger effect than their
level would indicate.
They are not usually
found through regular
salvage tasks, but instead
are gained through
extraordinary means.
392
PART 9:
BACK MATTER
Appendix A: Species Options 394
Appendix B: Bibliography and Resources 403
Appendix C: Billion and Five Club 404
Appendix D: Character Creation Walkthrough 406
Appendix E: Glossary 408
Numenera Character Sheet 411
Index 413
APPENDIX A
SPECIES OPTIONS
Varjellen and lattimors T he default assumption is that all player other and get along. Most visitants speak the
are not the only visitant characters are human. However, the same language as the humans that live in the
Ninth World is a strange place, and same region, although particularly isolated
species in the Ninth other options are available, although they communities have their own language, just as
World, but they are the should be extremely rare. remote human groups do.
most common. Others
live in more isolated or VISITANTS Visitants can’t interbreed with humans or
far-flung areas and are with visitants of another type.
Visitants hail from . . . elsewhere. They are the
not as well known. descendants of travelers who came to Earth Players can create visitant characters if
during a prior world, when interstellar—perhaps the GM allows it. A visitant’s species is their
Works Miracles, page 92 even intergalactic—travel was commonplace. At descriptor, but they can choose any character
some point, the travelers were marooned here, type and focus desired.
Wears a Sheen of perhaps because the civilization that supported
Ice, page 87 their technology collapsed or disappeared. For example, a player might create a
Sometimes visitants, particularly the varjellen, varjellen Glaive who Works Miracles or a
A visitant’s species is suggest that the Earth once served as the hub of lattimor Jack who Wears a Sheen of Ice.
their descriptor. Instead a vast empire of thousands of worlds. However, Because visitant characters gain more benefits
of a normal descriptor, there’s no way to be certain of that, and it hardly from their species type than they would from
seems relevant now, a hundred thousand or a conventional descriptor, each carries more
a character chooses even a million years later. disadvantages as well. Visitant characters
a species option. also present roleplaying challenges, so it’s
Regardless of how they got here, visitants recommended that new players do not create
Examples of now call the Ninth World home. They have visitant PCs.
varjellen names: dwelled on Earth for a thousand generations
or more and have long forgotten any useful VARJELLEN
Vestiai knowledge their ancestors may have had about
Lagim science, technology, or the universe. Instead, Tall and angular, the varjellen would never be
Malianoke they have adapted, biologically and culturally, confused with humans. They have a violet-
Visixtru to survive in their new home. They know no red hue to their flesh; bulbous, yellow-cast,
Thrianelli other life and no other place, but they remain contralateral eyes; a tall, thin crest atop their
keenly aware that they are at best transplants head; and a broad chest with two limb-like
Lieos and at worst castaways. structures that open a cavity within their chest.
Kel This cavity protects their heart and gives
Visitants sometimes integrate into human them access to it and other internal organs.
Palianeir societies in the Ninth World, but more often Humans have likened a varjellen’s chest to
Strolrushi they keep to themselves in their own small a cage with doors that can open and close.
communities. They are relatively rare compared The varjellen call this protected cavity their
394 to humans. In fact, many humans have never “crucible.” Having access to their own internal
encountered a visitant, and some don’t believe organs provides them with a unique benefit.
they exist, dismissing them as tall tales or By gently massaging and subtly rearranging
the result of numenera-based deformities their organs in a manner understood only
or transformations. Although visitants and by the varjellen brain, they gain control over
humans differ greatly in outlook and personality, their entire physical structure, modifying their
dwelling on the same world, facing the same bodies on a cellular level as needed.
dangers, and having the same experiences has
made it possible for them to understand each In other words, a varjellen can make itself
faster, stronger, and even smarter when it
needs to. But there is a price. To increase
musculature of one kind, another must be
SPECIES OPTIONS
diminished. To improve brain structures, but may define these concepts differently than Damage track, page 110
tissue from elsewhere in the body must be humans do. The varjellen need for justice gives Recovery roll, page 111
sacrificed. When a varjellen becomes smarter, them a deep desire to right wrongs—vengeance
it becomes slower or weaker. When it becomes is well known among their kind. 395
faster or more graceful, it becomes less hardy
or less intelligent, and so on. The process of Varjellen wear clothing not unlike human
alteration is called reforging. Varjellen can garments, always covering their crucible.
reforge themselves a maximum of once each Individuals typically paint, tattoo, or otherwise
day, and the process takes almost an hour. decorate their crest and head to express their
Young varjellen who have just learned to own personality.
reforge can do it in half the time, but as the
body ages, the process takes longer, so an VARJELLEN ABILITIES
hour is average. All varjellen characters in Numenera have the
following abilities:
Varjellen are sexless until they wish otherwise,
at which point they can adapt their organs Diminished: At first tier, you have 3 points,
to take on either a male or a female gender not 6, to divide among your stat Pools.
for reproductive purposes. Obviously, once a
varjellen becomes pregnant, she retains female Reforging: You can take an hour during the
characteristics until she gives birth approximately day to rearrange your current stat Pools as you
six months later. Humans are incapable of desire, trading points between them freely. You
discerning any difference between the varjellen have no maximum in any Pool, but lowering a
who take on gender and those who do not. Pool to 0 moves you down the damage track
as normal.
Varjellen live 250 years or more and typically
reproduce only once, always giving birth to Slow to Recover: Each recovery roll you
twins. Like humans, they breathe oxygen, make suffers a −1 penalty.
require food and water, and so on. However,
they are herbivorous and cannot digest meat. Skill: You are trained in understanding
By human standards, they prefer particularly numenera.
spicy food and very strong liquor. Most
viruses and toxins that affect humans affect Skill: You are trained in visually perceiving.
the varjellen as well, although there are rare Inability: Tasks you attempt involving history
differences. Their eyesight is at least half again are hindered.
as good as a human’s, but their hearing is a bit Inability: Tasks you attempt involving poetry
worse. They have no sense of smell. or oratory are hindered.
Inability: Tasks you make to hear are hindered.
Aside from these physical characteristics,
the varjellen share some general personality
traits (though individuals obviously differ).
Humans often find them cold, ponderous, and
unemotional most of the time, but they can be
unpredictably warm, impassioned, or erratic.
Guarded around strangers, the varjellen are
freer with information and casual behavior
among those they trust. But often, a varjellen’s
trust is difficult to win.
Many varjellen enjoy working with tools and
are fascinated by devices of the past, though
they care little for history in general, preferring
to focus on the present and the future. They are
drawn to mystery and exploration. The varjellen
enjoy visual arts and music, but they have
no concept of poetry or prose and don’t care
much for stories. Although they are reluctant
warriors, the varjellen do what they must to
protect themselves. They are almost never
the aggressors in physical situations, but if
necessary, they can be as devious or ruthless as
any human (again, this varies from individual
to individual). They value equality and fairness
In lattimor naming LATTIMOR the two creatures operate independently. In
conventions, names are other words, the lattimor exists in a fugue
A lattimor is the result of a symbiotic union state most of the time, but sometimes either
typically hyphenated, of two different creatures: a bursk (a large, the bursk or the neem is in control. From a
with the first half being muscular, hairy biped) and a neem (an human’s point of view, this can seem like a
the name of the neem intelligent fungal creature). They come together psychotic malady akin to multiple personality
in synthesis to form a new being. Effectively, a disorder, but to a lattimor, it’s simply normal
and the second the lattimor is two creatures with one body. life. The bursk and neem each have individual
name of the bursk. names, with the union taking on both names.
A typical lattimor stands about 7 feet (2 m) For example, a neem called Narlyen and a
Examples of tall, with broad, sloping shoulders, powerful bursk called Fesh might combine to create a
lattimor names: arms, and short legs. It has two large and lattimor called Narlyen-Fesh.
widely spaced eyes, plus four smaller eyes
Narlyen-Fesh positioned high and close together. Although its At any given time, a lattimor might be in a
Gravish-Morel entire body is covered in brownish-blond, black, bursk state, a neem state, or (most commonly)
or white hair, the back of a lattimor has a flat, a fugue state. Typically, a bursk state is more
Margel-Mes discolored area, almost like a massive bruise. prone to aggression, combat, and physical
Zester-Dolin Humans often think the area vaguely resembles activity. A neem state is contemplative and
Carstol-Reg a bat or an owl with outstretched wings. Closer conversational. Shifting from state to state
Ungeym-Werl inspection of the area reveals tiny waving hairs sometimes happens unexpectedly. When
Hanlan-Jorum that are almost threadlike—very different from the lattimor wishes to change state, the shift
the hair on the rest of the creature’s body. These requires careful concentration. The bursk state,
396 small hairs are the outer manifestation of the being more aggressive, is harder to shift out of
neem, although by adulthood, the fungus has than the other two states.
worked itself into the cellular structure of the
main body of the bursk. Lattimors are strong creatures with keen
senses. They breathe nitrogen but need only
The synthesis of bursk and neem is a small amount, so they can hold their breath
imperfect. The symbiosis results in a single for up to ten minutes without issue. Most
creature with a single mind, called the fugue inhaled toxins that would bother a human have
state. While the bursk and the neem are no effect on them. Lattimors are omnivorous
enhanced by the union—the whole is far and can digest organic material that a human
greater than the sum of the parts—sometimes almost certainly could not.
Lattimors have male and female genders,
but only because bursk do—the neem
reproduce asexually. When two lattimors mate,
the result is a bursk who is immediately joined
with a neem so they grow together. If the
union cannot be established within the first
few weeks, it is unlikely to happen successfully.
Male lattimors are typically larger than the
females and walk a bit stooped.
An average lattimor’s lifespan is
approximately fifty years. Usually, when one
part of the combined creature dies, both die.
However, there are reports of a neem being
“burned out” of a bursk, reducing it to a
bestial creature that can never again form the
synthesis of a lattimor.
Without a neem, a bursk is little more than
a beast, about as intelligent as a smart, well-
trained pack animal. Without a bursk, a neem
is aware and intelligent, but not nearly at a
human’s level; it’s not capable of using tools
and is barely mobile.
The outlook of a lattimor depends on its
current state and can vary from individual
to individual. In its fugue state, a lattimor is
careful but curious. Most humans would find
it to be self-aggrandizing but not offensive.
SPECIES OPTIONS
In a bursk state, the creature is easily bored Inability: You have no taste for fighting. Might Pool, page 22
and focuses mainly on eating and proving its Tasks involving combat—including attack and
prowess (and worth) through physical acts, defense rolls—are hindered. By choosing mutant as
such as combat, feats of strength, or contests. your descriptor in lieu of
These extroverts can be quite rash at times. In Inability: You are wholly focused. Tasks involving anything else, you gain
a neem state, the creature is timid, thoughtful, perceiving anything unexpected are hindered. two beneficial mutations.
and introverted. It likes to talk but probably Some of the most
would rather just think. MUTANTS infamous mutants
in the Ninth World
Not all lattimor pairings are harmonious. Some characters have been affected by are the Fahat of
Rarely, a neem and bursk grow to hate each other mutation. Mutants are not visitants. They are Nihliesh, page 203.
and vie for control when not in a fugue state. humans who have changed over time, either
through natural forces of evolution or through The Angulan Knights
Playing a lattimor as a PC species can be an unnatural manipulation—intentional or (page 217) see mutants
difficult, as it is one character with three not—to an individual or their ancestors. as a true threat to
personalities and strengths. For an extra Unnatural manipulation could mean exposure humanity and hunt
challenge, two players could play a single to mutagens, genetic engineering, or the result them down mercilessly.
lattimor character together, with one in control of genetic engineering gone wrong.
when the creature is in bursk state, the other 397
in control when in neem state, and the two In the Ninth World, mutants sometimes
working together when in fugue state. band together. Those with hideous deformities
face discrimination and derision. Some are
LATTIMOR ABILITIES outcasts, and others are revered, flaunting
All lattimor characters in Numenera have the their mutations as a sign of superiority, power,
following abilities: and influence. Their mutations are seen as
a blessing, not a curse. Some people believe
Strong: Your Might Pool increases by 4 points. them to be divine.
Change State: The fugue state is the default.
It is your state when you awaken. You can Five categories of mutation exist. Two of
change your state by attempting an Intellect them—beneficial mutations and powerful
task with a difficulty of 4. The GM can modify mutations—bring about changes that are neither
the difficulty depending on the circumstances; physically obvious nor extraordinary. Powerful
stressful situations increase the difficulty. mutations are more potent than beneficial ones.
Changing state is an action, and once Harmful mutations are physical changes that are
attempted (whether successful or not), you usually grotesque and somewhat debilitating.
cannot try again for at least an hour afterward. The fourth category, distinctive mutations,
also provides significant abilities, but they
FUGUE STATE mark the character as an obvious mutant.
Skill: You are trained in perceiving. Last, cosmetic mutations bring no special
capabilities at all and are merely cosmetic
BURSK STATE (although sometimes dramatically so).
Skill: You are trained in attacks made with one
weapon type chosen at character creation. In theory, there is a sixth category that might
be called crippling mutations, but characters
Skill: You are trained in breaking things. never have this kind of mutation. Mutants with
Skill: You are trained in perceiving. crippling mutations might be born without
Inability: You cannot take time to limbs, with barely functional lungs, without
think. Tasks involving lore, knowledge, or most of their brain, and so on. Such mutations
understanding are hindered. prevent a character from being viable.
Inability: You cannot take time to talk. Tasks
involving interacting with others in a pleasant If you want to play a mutant, you have special
manner are hindered. abilities, but they come at a cost. In lieu of
Inability: You cannot take time to a descriptor—or rather, by choosing mutant
contemplate. Tasks involving concentration as your descriptor—you gain two beneficial
or study—including using type abilities—are mutations. If you opt to take a harmful
hindered. mutation as well, you can have three beneficial
mutations, or one powerful mutation, or one
NEEM STATE beneficial and one distinctive mutation. You
Skill: You are trained in all interactions with others. can also have from zero to four distinctive
mutations, which is up to you. Mutations are
Skill: You are trained in tasks involving study, always rolled randomly, although the player
contemplation, or mental concentration, and GM can work together to ensure that the
including esoteries. resulting character is one that the player wants
to play.
Mutants are not BENEFICIAL MUTATIONS 86–88 Puncture resistance: You have +2
abhumans. Abhumans to Armor against damage from puncturing
The following mutations do not require attacks.
are creatures whose any visible changes or distinctions in the
ancestors—perhaps character. In other words, people who have 89–91 Slicing resistance: You have +2 to
through mutation— these mutations are not obviously recognized Armor against damage from slicing attacks.
became something other as mutants. Using beneficial mutations never
than human in the costs stat Pool points and never requires an 92–94 Bludgeoning resistance: You have
distant past, and rejected action to “activate.” +2 to Armor against damage from crushing
their humanity. Now attacks.
they breed true, bestial 01–05 Strengthened bones: You gain +5 to
offshoots that have your Might Pool. 95–96 No scent: You cannot be tracked or
become a distinct species. located by scent, and you never have offensive
06–10 Improved circulation: You gain +5 to odors.
your Might Pool.
97–99 Scent: You can sense creatures,
11–15 Improved musculature: You gain +5 to objects, and terrain by scent as well as a
your Might Pool. normal human can by sight. You can detect
scents with that degree of accuracy only in
16–20 Improved nervous system: You gain short range, but you can sense strong odors
+5 to your Speed Pool. from much farther away (far better than a
normal human can). Like a hound, you can
21–25 Improved neural processes: You gain track creatures by their scent.
+5 to your Intellect Pool.
00 Sense Material: You can sense the
26–30 Thick hide: You gain +1 to Armor. presence of any single substance within short
31–33 Increased lung capacity: You can hold range, although you don’t learn details or the
your breath for five minutes. precise location. You and the GM should work
34–36 Adhesion pads: Your hands and feet together to determine the substance: water,
have naturally adhesive pads and thus are iron, synth, granite, wood, flesh, salt, and so
assets in tasks involving climbing, keeping on. You do not need to concentrate to sense
your footing, or retaining your grip. the material.
37–39 Slippery skin: You secrete a slippery
oil, giving you an asset in any task involving HARMFUL MUTATIONS
slipping from another’s grip, slipping from
bonds, squeezing through a small opening, Unless noted otherwise, the following
and so on. mutations are visible, obvious, and grotesque.
40–45 Telekinetic shield: You reflexively use They offer no benefits, only drawbacks.
telekinesis to ward away attacks, giving you an
asset in Speed defense tasks. 01–10 Deformed leg: All movement tasks are
46–50 Suggestive voice: Your voice is so hindered.
perfectly modulated that it is an asset in all
interaction tasks. 11–20 Deformed face/appearance: All
51–53 Processor dreams: When you sleep, pleasant interaction tasks are hindered.
you process information so that after you
wake, you have an asset in any Intellect actions 21–30 Deformed arm/hand: All tasks
held over from the previous day. For example, involving the arm or hand are hindered.
if you have to determine whether an unknown
plant is poisonous, you could “sleep on it” and 31–40 Malformed brain: All memory- or
make the determination the next day with an cognitive-related tasks are hindered.
asset on the action.
54–60 Poison immunity: You are immune to 41–45 Mentally vulnerable: All Intellect
all poisons. defense tasks are hindered.
61–65 Disease immunity: You are immune to
all diseases. 46–50 Slow and lumbering: All Speed
66–70 Fire resistance: You have +3 to Armor defense tasks are hindered.
against damage from fire.
71–75 Cold resistance: You have +4 to Armor 51–60 Sickly: All Might defense tasks are
against damage from cold. hindered.
76–80 Psychic resistance: You have +3 to
Armor against Intellect damage. 61–63 Horrible growth: A large goiter,
81–85 Acid resistance: You have +5 to Armor immobile tendril, or useless extra eye hangs from
against damage from acid. your face, hindering all pleasant interactions
(with most creatures, particularly humans).
64–66 Useless limb: One of your limbs is
unusable or missing.
67–71 Useless eye: One of your eyes is
unusable or missing. Tasks specifically
involving eyesight (spotting, searching, and so
on) are hindered.
398