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TABLE OF CONTENTS
Y
ou fly high above everything, mounted For example, you can easily look up the
Corridors, page 53 on a red-eyed biomechanical beast with invisible corridors that lace the Ninth World’s
transdimensional and telepathic senses vast ocean, and much, much more.
Bezdel, page 21 (perhaps a bezdel). Your privileged perch
provides a wide overview of Break the Horizon. Part 2: Strangers on the Path includes a
This book is all about travel in the Steadfast, bestiary of new creatures you might encounter
Beyond, and much farther, including distant during your Ninth World travels. Plus, a
galaxies and other dimensions. It adds chapter detailing several NPCs who also get
greater levels of mobility to your Numenera around the Steadfast and the Beyond, one or
campaign, with options and equipment that two of whom characters might meet.
let you travel longer and explore more—
including all the weirdness and prior-world Part 3: Where the Synth Meets the Road includes
wonder you might expect from travel options a lexicon of travel-themed GM intrusions plus
Encounters and Hazards in the Ninth World. the expansive chapter called Encounters and
Along the Way, page 78 Intrigued, you unfold a colorful map scribed Hazards Along the Way, containing multiple
by Aeon Priests purporting to be a guide. And single encounters and hazards to sprinkle into
indeed, the document describes many strange the game that PCs might experience along the
things you might find as you venture forward. way to someplace else.
Part 1: Roaming the World contains several Part 4: Adventure Beckons contains two
Why Travel?, page 6 chapters, beginning with Why Travel?, detailing full adventures, either of which could stand
potential travel seeds for player characters alone, but both are designed to be layered
(PCs) and nonplayer characters (NPCs) into a campaign where PCs are already on
alike. The next few chapters introduce new the road for something else when something
travel equipment, mounts and commonplace interesting happens . . .
vehicles, and vehicles and travel devices from
prior worlds. Some of these, the PCs might be
able to purchase if they find the right purveyor.
Others are things characters might find or
salvage (or craft, for Wright characters).
Numenera Discovery Numenera Destiny
Be on the lookout for in-world advice
sections from The Safe Wayfarer Travel Guide. Throughout this book, you’ll see page
Consider reading them to your players (or references to various items accompanied
provide pieces here and there as printed by these two symbols. These are page
documents, such as a broadsheet or pamphlet references to Numenera Discovery and
Amber Gleaners, created by the Amber Gleaners). Some of this Numenera Destiny, respectively, where you
page 245 advice could make all the difference when can find additional details about that rule,
going someplace strange. At minimum, each ability, creature, or concept. Often, it will
one provides the seeds for an encounter or be necessary to look up the reference to
two. In fact, most have ties to specific options find information you need. Other times, it’s
presented in other parts of the book. not necessary, but looking it up can deepen
Finally, Part 1 concludes with a your experience and understanding of the
comprehensive listing of all the travel options game and the setting.
presented in every Numenera title to date.
4
EQUIPMENT FOR TRAVEL
CHAPTER 2
W
hen possible, characters rely rarer—the products of particularly astute
on cyphers or artifacts to help tinkerers and Wrights, most likely. Most
them on their way as they travel special items follow the guidelines for the
the Ninth World and beyond. Experienced availability of special equipment as described Special equipment,
page 98
travelers also rely on equipment that isn’t in Numenera Discovery.
scavenged from the numenera. Using Some equipment (and all special Items for Exploring,
gleaned bits of knowledge or observations equipment) is local to only certain locations. page 97
of how prior-world magic operates, crafters, That is to say, just because one can find a
Wrights, Aeon Priests, and others who are particular item in one place doesn’t mean it
just extremely motivated have developed ways can be found for sale elsewhere.
to fashion clever and useful items out of the
materials at hand. In the right situation, such OVERLAND EQUIPMENT
contemporary equipment can be just as useful The equipment described on the following
as a cypher or artifact. tables supplements the equipment presented
For purposes of the entries on the next in Numenera Discovery, including the Items
pages, “Equipment” items are fairly common, for Exploring table that lists such basic fare as
and “Special Equipment” items are much explorer’s packs, matchsticks, rope, and so on.
11
EQUIPMENT FOR OVERLAND TRAVEL
Beastlure 10 shins Various forms, but often takes the form of a device that is hung from a tree or
planted on a spike. It uses wind to spin or otherwise move with a motion that entices
various predatory beasts. Eases tasks to hunt or track beasts in some circumstances.
Cold-weather clothing 5 shins Heavy, insulated, long coat; includes insulated gloves and boots.
Medicinal 10 shins A small bottle of 10 pills that provide pain relief and some defense against standard
diseases. Eases Might defense tasks against disease if taken within 28 hours of
exposure.
Mirror 5 shins Hand-size, ideal for looking around corners or using a grooming kit’s contents.
Ringlock 10 shins A sturdy metallic ring (level 5) about 6 inches (15 cm) in diameter that can be locked
shut; good for securing latches, chests, doors, and similar barriers.
Scent-eraser soap 8 shins A small bottle of liquid, soapy material. If used to fully wash with in a bath or
standing bath, your natural odor is neutralized. Creatures that use scent as a
component of their perception (and almost all do) are hindered when attempting to
find or track you. (Six doses per bottle.)
Scent-proof bag 2 shins Fits over an explorer’s pack (or items of equivalent size) and safely contains any
scents of food or other odors that might draw a predator in the wilderness.
Shin belt 3 shins Appears as a normal, if somewhat thick, belt; contains hidden compartments that
can be filled with shins (up to 200). Hinders pickpocketing attempts by two steps.
Sleepleaf 2 shins Sheaf of dried leaves that smells faintly of mint. Crumbling 1 leaf into hot water and
consuming before sleep adds +1 to your next ten-hour recovery roll. (Each sheaf
contains about 10 dried leaves.)
12
MOUNTS & COMMONPLACE VEHICLES
CHAPTER 3
MOUNTS &
COMMONPLACE VEHICLES
W
hen people of the Ninth World UNDERSTANDING MOUNT
travel, most prefer to arrive at LISTINGS
their destinations as quickly and Each mount is presented with its level (and
comfortably as possible. Those without target number in parentheses), its price (if
extraordinary means rely on trained creatures the characters can find a seller, which isn’t
and commonplace vehicles whenever possible. guaranteed), and a short description.
19
Rambu level 2 (6) 30 shins
Bodrov, page 138 The broad back of the many-legged, sturdy The people of Bodrov have learned the
rambu can hold up to four riders either trick of quickly descending from their
mounted or in a small howdah. A rambu can 500-foot (150 m) tall plateau by jumping
move a short distance each round. off when standing in proximity to a hive
of buzzing whittle-wasps. Almost always,
Zennit
Zennit level 2 (6) 90 shins a swarm of wasps emerges to catch the
This 12-foot (4 m) tall furred bipedal creature falling Bodrovian, then settle them safely
is somewhat humanoid, although its head is on the ground below.
not human in any way; its long snout, tusks,
and piercing, rage-filled eyes suggest a predator. However, like a parent that gives rides to their
child on their back, a domesticated zennit can serve as a normal-sized human’s mount. A zennit
can move a long distance each round with a rider, though only for about an hour unless it has a
special saddle. Such a saddle can sometimes be obtained from a dealer in exotic mounts for 10
additional shins.
20
MOUNTS & COMMONPLACE VEHICLES
AIR
25
CHAPTER 7
NPCs
P
Cs encounter all kinds of NPCs while d10 NPC Met While Traveling
traveling, when visiting a strange new 01 Croxton
community, or even in the bowels of
02 Darli Kos
a ruin that both the PCs and other explorers
happen to be investigating at the same time. 03 Divine Nex
Friends and Foes, Using the same format as the friends and 04 Duchess Aranda
page 267 foes presented in Numenera Discovery, the 05 Jas the Eye Eater
NPCs in this chapter can be found wherever
06 Kresithan
the GM wants to use them. They work well
for encounters on the road, in a town, or 07 Merthon
anywhere else. Choose an interesting NPC or 08 Sarrank
roll for one randomly. 09 Storyteller
NPCs are assumed to be Ninth World
10 Zin the Wanderer
humans, unless noted otherwise.
Smile! When you meet humans for the first time, there’s no better way to get off on the right
foot than if you lower your own intimidation factor by smiling. Regardless of your actual
intent, smiling at strangers puts them more at ease. Weirdly, smiling may also put you more
at ease too.
Identify Likenesses. If you wish to interact with a stranger, begin with small talk. One of the
best forays into small talk is to look for similarities between yourself and the stranger and
just call attention to them. Believe it or not, this further helps both of you feel comfortable
with the interaction.
Talk or Move On. It may be that you just want to avoid conflict with newly met strangers. Or,
you may want to question them about the area or make a request. Either way, a great way
to keep the conversation going for a bit is to simply follow any statements they make with a
related question. Then, offer another statement or observation that applies to the situation
and follow that with yet another question. And so on. Doing so engages the stranger and
may actually accomplish the goal you’re seeking in the first place, which could simply be to
discover something new.
72
NPCs
CROXTON
Appearance: Middle-aged man with grey dreadlocks woven with charm-like bits of numenera.
Glowing eyeshades hide his eyes. The symbol for the Order of Truth is visible on a banner he
sometimes unfurls when first seeing other travelers on the road.
About: Croxton publicly indicates that he is on a journey of discovery, moving from place to
place across the Steadfast and the Beyond in order to update his Almanac of the Ancients
(see below). He is quite proud of this slowly growing tome but also realizes it is quite
valuable. To prevent others from trying to take it from him, he is usually happy to let well-
mannered petitioners read from it for about an hour in return for a gift of food, spirits, or
numenera.
The truth is that Croxton originally left his position in Qi ten years ago because a relationship
with his lover ended badly. Hurt and humiliated, Croxton sought purpose externally. And,
though that old pain still rears its head, it does so less and less these last few years.
Stats: level 5, Speed and Intellect defense as level 6; creates level 5 offensive, defensive, and
utilitarian effects using various devices of the numenera secreted about his person
Almanac of the Ancients: After referencing this tome for at least one hour, one task related to
the numenera is eased by two steps. Alternatively, a reader who succeeds on a difficulty
5 Intellect task after referencing this tome for at least two hours can predict the next
occurrence of the iron wind within about 500 miles (800 km).
DARLI KOS
Appearance: Youthful but battle-hardened, Darli bears many scars and a set of impressive armor,
pieced together from various other sets—some of which is obviously salvaged from the prior
worlds. A broken hound follows Darli wherever she goes; she treats it like a pet and calls it Broken hound, page 226
“little guy.”
About: Darli is happy to talk about battles she’s fought in all across the Steadfast, which seems
impressive at first. But the more she talks about the many wars in which she’s participated,
the more it seems like she is much too young to have had time to fight in so many different
engagements. Whether she is preternaturally old in a young body or is masquerading as a
veteran with war stories isn’t immediately clear. If questioned or challenged on it, she just
shrugs. Either way, her stories are entertaining enough to provide her free room and board
most places, as well as leads for new mercenary contracts.
Stats: level 5, storytelling as level 7; health 22; Armor 3; two sword attacks inflict 5 points of
damage each.
DIVINE NEX
Appearance: Slim, non-binary person of indeterminate age; usually wears a brilliant red and
black cloak and one of several dozen masks. Some of the masks are beautiful, others are
horrific, and many are sculpted to display a specific strong emotion like happiness, sadness,
anger, or surprise.
About: Divine Nex makes a living moving from community to community, providing knowledge,
entertainment, and news of distant locations. No one has ever seen Nex not in costume;
when they are not singing, reciting sublime poetry, teaching ethics or some other kind
of philosophy, dancing with amazing grace, or imbibing tea or wine while engaged in an
extended conversation, Nex retires back to their Scarlet Tent. Scarlet Tent: level 6;
Stats: level 4; entertainment (especially tumbling and acrobatics), healing, philosophy, disguise, has no exits or entrances,
woodworking, and persuasion as level 6 but Divine Nex knows
the secret of entering
and leaving at will
73
CHAPTER 8
ENCOUNTERS AND
HAZARDS ALONG THE WAY
W
hen traveling to new locations,
everything is—by definition—
unexpected. In the Ninth World,
the unexpected is also often weird.
This chapter provides you with single
encounters and hazards to sprinkle into your
campaign whenever the characters undertake
a trip. As written, the encounters are one-off
happenings that PCs experience along the way
to someplace else. Of course, PCs may befriend
an NPC, get a disease, make an enemy, or
otherwise incur longer-term consequences in
your game, depending on how they react to
the situation you present.
78
ENCOUNTERS AND
HAZARDS ALONG THE WAY
79