2014 PbF Initiative: Numenera Reference
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This geeklist is a reference for the 2014 Numenera PbF Initiative: Numenera, part deux.


The start of the adventure is here: http://rpggeek.com/thread/1134805/numenera-pbf-initiative-ic

The adventure continues here: http://rpggeek.com/geeklist/173263/2014-pbf-initiative-numen...
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1. RPG Item: Numenera GM Screen [Average Rating:7.21 Overall Rank:5321]
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REFERENCES & RESOURCES

I don't like to search all over for reference information, so my plan is to create a reference list here, for my very much reference enjoyment...and hopefully yours, too!

Please note: if you end up liking the system and being interested in it, please consider purchasing at least the player's guide or core book. There are many resources available online, but the items put out by Monte Cook are high quality, visually outstanding, often inexpensive, and definitely go to support more high quality work. /plug


NUMENERA WEBSITE: the Official one.
This is a solid resource to get an overview of the world, and the basic play. To get more detailed information, you can buy the core book, or also get a player's guide, which covers character creation.

Note: If you buy the core book, DO NOT read the adventures in them! The Beale of Boregal is from the core book. In general, it would be best to avoid reading the campaign pieces until/unless you're interested in running them or are sure you're not going to run them as a player.

Numenera Wiki: https://numenera-western-pa.obsidianportal.com/wikis/main-pa...

Short story: The Amber Monolith.
This is a short story written by Monte Cook that gives a good overview of the world of Numenera.
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2. RPG Item: Numenera XP Deck [Average Rating:6.43 Overall Rank:6990]
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CHARACTER REPOSITORY

And so shall the player characters of the adventure be recorded...thusly...suchly...something...y.
 
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3. RPG: Numenera [Average Rating:7.53 Overall Rank:64]
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THE STORY SO FAR: THE WANDERING WALK



The Wandering Walk is a pilgrimage route through the Ninth World. No one knows the exact length of the Wander, nor can anyone point to its exact beginning or end. Many people speculate that the Wander is actually
a closed circle that encloses the whole of the Ninth World and that some travelers, especially those with enhancements or otherworldly attributes, have been trekking its eternal loop since before recorded time. For most, the Wander is too physically taxing to be used as a trade or travel route. It slips through fluid-filled canyons, curves inside crawlspace tunnels, and winds through woods, forests, and much of the Beyond. The rewards seem few, and the dangers are many. Yet at any given time of the year and at any given point along the known sections of the route, the Wander is laced with pilgrims, explorers, and those who are foolish enough to think it offers safe passage.

Those who follow the Wander for religious, spiritual, or other reasons are called Peregrines or just Birds (though the latter term is usually derogatory). Although their dress varies, true Peregrines carry some mark of the Wander. Typically, the mark is an elaborate and continually growing circular bloodscar along their palm; there is little else to do along the Wander when one is not wandering, and the intricate nature of the scar gives bragging rights to show how long a traveler has survived along the way. Experienced Peregrines carry the scar up the length of their arm or on both palms.

Of course, there are also many who trek the Wander for other kinds of growth—namely, the growth of their pockets. These skulkers who come to borrow from the bodies of the fallen often become inadvertent pilgrims themselves, either getting lost along the route or walking it to find a home where they can settle with their newfound spoils. They don’t generally make it far before they fall to the elements or to the hand of another skulker. And thus, the Wander captures all in its eternal length.

You've gathered at one of the Mouth Cairns tucked in the shadow of a hulking metallic structure along the Wander. These shallow, circular hollows each marked by a short, round wall built from the jaws of dead Peregrines—are considered among the few safe places along this stretch of the route. Those who enter a bone circle must give some promise of their good intent to the slain lest the dead mouths awake and cast their retribution. Even those who don't believe in the so-called Slaytongue may find themselves at the end of a weapon if they try to break the peace here.

You've heard the rumor that something's attacking even those sequestered in the cairns. Travel through the area is more dangerous than usual. Others camping in and around the Mouth Cairns have heard similar stories.

The camp is mostly peaceful, with about a dozen travelers sharing the sleeping and cooking space. There is no light swarm, but there are stars and glowglobes and a little drink, and the weather in the lee of the structure is dry and passable. In the early evening, you hear some disgruntled talk about the lack of a light swarm and a few whispered tales of the Iron Wind coming into the area. But it’s only when the conversation turns toward a recent rash of deaths in the Mouth Cairns that the group grows restless.
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