TEXT: Requires the 
  Numenera Corebook 
  From 
  Monte Cook 
  Games
  Karl Larsson
  Andreas Walters
  David Schirduan
  Andrew Montgomery-Hurrell
  Notable 
  Ninth Worlders 
  A Collection of Diverse and Unique Characters
  Notable 
  Ninth Worlders 
  A Collection of Diverse and Unique Characters
  
  Credits
  Authors 
  Andreas Walters 
  David Schirduan
  Andrew Montgomery-Hurrell
  Karl Larsson
  Editorial Board
  Gareth Hodges
  Andrew Montgomery-Hurrell
  Lael Buchanan 
  Karl Larsson
  Art by
  Eren Arik
  Conor Burke
  Fil Kearney
  Giorgio De Michele
  Published By
  Metal Weave  
  Games
  Copyright © 2014 by Andreas Walters
  MetalWeaveGames.com
  All rights reserved. This book or any portion thereof may not be reprinted, published or dis-
  tributed without the author’s permission.
  This product was created under license from Monte Cook Games, LLC.  Numenera and its 
  logo are trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte 
  Cook Games characters and character names, and the distinctive likenesses thereof, are trade-
  marks of Monte Cook Games, LLC.
  Visit the Numenera website at www.Numenera.com
  Visit Monte Cook Games at www.MonteCookGames.com
  
  In an interview with Monte Cook on the GM Intrusions Podcast, Monte talked 
  about his favorite part of Numenera; the small stories. Numenera is the story of 
  individuals trying to make their way in a strange and bizarre world. Every game 
  should not have the fate of the universe hanging in the balance, and sometimes it 
  can be fun to step into someone else’s “mundane” world, even for a little while. 
     NPCs have always fascinated us, as the possibilities are endless for who you 
  can put in a game. This book is meant to expand the list of NPCs titled Friends 
  and Foes on page 273 of the Numenera Core Rulebook. The short list provided 
  wasn’t enough. In addition, many GMs talk about the need to prep an NPC, as 
  the Ninth World is a weird place filled with weird people. 
     You will find that the NPCs in this book do not have modifications or specific 
  gear. This was done intentionally, as it better allows the GM to improvise when 
  using or adapting these NPCs into their campaigns. 
     This supplement was intended to be a Glimmer, but my supplements seem to 
  stretch further than their intended length. I brought on two great thinkers; David 
  Schirduan, who shared my desire to create an NPC supplement, and Andrew 
  Montgomery-Hurrell, a supporter/contributor and member of the review board 
  at Knowledge of the Ninth. I couldn’t have pulled this project off without their 
  help. 
     Enjoy Notable Ninth Worlders, and have some great adventures.
  What You Need To Play
  This is a supplement to the Numenera tabletop roleplaying game, which you 
  only need the Numenera Core Rulebook to play. This book also references 
  creatures listed in the Numenera Bestiary. Both of these books can be found at 
  your friendly local gaming store or purchased online at
   http://www.montecookgames.com/shop/ 
  A Note From the Authors
  
  Table of Contents
  Authors Note
  Introduction
  Notables
  The Amannon
  Captain Silver
  Cloydor Traveil
  Professor Hurel-Gom
  Six
  Rivals
  Aldus Provani
  Cowl
  Jaredude
  Orso The Foot
  Stijn
  Preacher Stolai
  Yanice
  Sources
  Ada
  Andela Udios
  Coveh Yert
  Enoch
  Guster
  Jali Monkemell
  Nurman
  Peter
  The Plugged Speaker
  Psylis Taro
  Shaka
  Traders
  The Disaster-Monger
  “Green Finger” Seppenton
  Jurgmond
  Kalyptein
  Marko
  Creating NPCs
  
  Name 
   
   
   
  Type 
          DL
  Ada   
   
   
   
  Sources 
   
  2
  Aldus Provani 
    
   
  Rivals 
   
  4
  The Amannon    
   
  Notables 
   
  6
  Andela Udios   
   
   
  Sources 
   
  1
  Captain Silver    
   
  Notables 
   
  4
  Cloydor Traveil    
   
  Notables 
   
  4
  Coveh Yert   
   
   
  Sources 
   
  1
  Cowl  
   
   
   
  Rivals 
   
   
  4
  The Disaster-Monger    
  Traders 
   
  5
  Enoch   
   
   
   
  Sources 
   
  3
  “Green Finger” Seppenton  Traders 
   
  5
  Guster  
   
   
   
  Sources 
   
  3
  Jali Monkemell   
   
  Sources 
   
  2
  Jaredude   
   
   
  Rivals 
   
  4
  Jurgmond   
   
   
  Traders 
   
  3
  Kalyptein   
   
   
  Traders 
   
  3
  Marko  
   
   
   
  Traders 
   
  6
  Nurman  
   
   
   
  Sources 
   
  2
  Orso The Foot    
   
  Rivals 
   
  6
  Professor Hurel-Gom    
  Notables 
   
  3
  Peter   
   
   
   
  Sources  
   
  2
  Preacher Stolai   
   
  Rivals 
   
  3
  The Plugged Speaker   
  Sources 
   
  5
  Psylis Taro  
   
   
  Sources 
   
  3
  Shaka   
   
   
   
  Sources 
   
  4
  Six   
   
   
   
  Notables 
   
  7
  Stijn   
   
   
   
  Rivals 
   
  5
  Yanice  
   
   
   
  Rivals 
   
  3
  NPCs Alphabetically
  5
  
  6
  Notables
  These NPCs are significant 
  presences in the Ninth World 
  and may even have a high social 
  standing or reputation. Every 
  encounter with this type of NPC 
  should be distinctive, and can 
  often a great source of memora-
  ble interactions in a game. 
  Rivals
  When not adventuring in the 
  wilderness, a villain or rival is 
  an excellent way to give a story 
  some depth. Rivals are complex 
  NPCs who probably drive many 
  of the plots of your stories. 
  Rival NPCs bring out the best, 
  or worst, in player characters 
  by being competitors for what-
  ever the PCs might be seeking, 
  whether it’s treasure, honor, 
  information, jobs or friends.
  Traders
  Everyday objects are found with 
  everyday traders, but if you 
  want the PCs to buy something 
  really distinctive, the trader 
  should be so too. The traders in 
  this category offer strange and 
  unusual wares, even for Ninth 
  World standards.
  Sources
  Adventurers often have a wide 
  network of sources to call upon 
  in the time of need. These con-
  tacts can often point the char-
  acters in the right direction to 
  resolve whatever quest they are 
  currently engaged in, or per-
  haps even show them where 
  they may find their next big 
  quest.
  Weird Fun
  Inspiration can come from many 
  places, such as popular culture 
  or everyday life. Don’t be sur-
  prised if these characters are 
  strangely familiar. 
  Introduction
  If you’re running shorter games or a series of one-shots, it can be helpful to 
  have a list of recurring characters for your players to interact with. 
     Sometimes the Steadfast can be a small place, and your players may run into 
  them every session or two, depending on the situation. All characters have 
  a good reason for roaming the land, but feel free to change details or modify 
  them in whatever way works best for your games.
  The NPCs in this supplement are organized into the following categories:
  
  7
  
  8
  The Amannon
  Level: 6(18)
  About: The Amannon is a 
  powerful nano who replaced her 
  head with a potent numenera 
  artifact that resembles the Table 
  Rock of Bodrov. Her neck is a 
  thin metal flute that expands 
  out into a perfectly flat disc.
     The Amannon’s true name 
  is unknown, but she offers her 
  services to those who can bring 
  her powerful artifacts she can 
  replace body parts with. She 
  can get annoyed by petty thugs 
  or crimes happening in her 
  vicinity if they distract her from 
  her thoughts, or are otherwise 
  irritating in some way. Such 
  disputes are usually resolved 
  by The Amannon teleporting 
  one of the participants to some 
  random distant location.
     While she no longer has a 
  head in the normal sense, she 
  is still able to see, talk, smell 
  and hear.  While she no longer 
  needs to eat she still has other 
  human urges, but her unusual 
  appearance often makes inti-
  mate encounters unlikely. She 
  might approach a PC for such 
  a liaison; reimbursing them in 
  shins, by performing an act of 
  great magic such as teleporting 
  the party, or crafting simple 
  cyphers or artifacts.
     The Amannon is haughty 
  and arrogant and isn’t the most 
  friendly of characters, but those 
  that manage to see past her 
  brusque personality find an 
  intelligent, highly ambitious 
  woman who wants to become 
  Table Rock of Bodrov
  Corebook pg 139
  Notables
  Windriders
  Corebook pg 152
  more than human, or perhaps 
  leave behind her humanity 
  entirely.
  Uses: The Amannon is an 
  unusual nano that can serve as 
  a way to demonstrate, and give 
  limited access to, high tier nano 
  abilities for lower tier players.
  Captain Silver
  Level: 4(12)
  About: Agnes Silver is the 
  captain of one of a handful of 
  Slinging skiffs, so named 
  because they cannot be steered 
  in the traditional fashion. Unlike 
  the Windriders, skiffs ride upon 
  invisible magnetic currents, 
  which results in seemingly 
  random and erratic paths. 
  Luckily, Silver has a coveted 
  compass which he uses to 
  navigate. His Slinging Skiff is 
  a relatively large vessel, with a 
  full crew (15 members), and has 
  ample room to carry 10 
  passengers on long voyages. 
  
  9
     He hates being called by 
  his real name, Agnes, and the 
  discovery of his name could no 
  doubt be used as a method of 
  blackmail. He maintains a small 
  stock of trinkets aboard his 
  vessel,  which he will occasionally 
  sell or use to trade with locals. 
     Like the Iron Wind, you can 
  never tell where Captain Silver 
  came from, or where he will 
  head next. He never visits the 
  same place twice and will grant 
  a free ride to anyone willing 
  to travel with him, though the 
  destination is a mystery.
  Uses: Silver is a great way to 
  move your PCs across large 
  distances. However, if they 
  embark on his ship, they give 
  up the right to choose their 
  destination and Silver’s skiff can 
  find itself anywhere in a pretty 
  short amount of time. Send the 
  PCs wherever you want!
  Cloydor Traveil
  Level: 4(12)
  About: An Angulan Knight 
  of the highest order, Cloydor 
  was reknowned for his bravery, 
  prowess and righteous smiting 
  of aberrant scum from the face 
  of the Ninth World. That is, 
  until his bond-mate xi-drake 
  was killed in an assault on a 
  mutant stronghold. He has not 
  been the same since.
     Turned to drink, drugs and 
  other mind-altering numenera, 
  Cloydor is but a shadow of a 
  once-great man. Even the 
  mutants that feared his very 
  name now pity him. Cloydor 
  spends as much time as possible 
  trying to relive his memories, 
  Xi -Drake
  Corebook pg 265
  retreating further and further 
  into the past.
     Even in his current terrible 
  state Cloydor receives shins, 
  meals and drinks from those 
  who remember his glory days, 
  or those who want to offer some 
  kind of condolence for his lost 
  xi-drake. Other Knights tend to 
  be wary of him, lest he besmirch 
  their reputations by association. 
  The worst treatment he gets 
  though, is from his own family. 
  A noble house, the Traveils 
  distanced themselves from their 
  fallen family member, even 
  going so far as to erase him 
  from their records and denying 
  he was ever one of them. 
  Cloydor’s behaviour after his 
  loss is their greatest shame, and 
  any other member of House 
  Traveil takes great offence at 
  even the utterance of his name.
  Uses: Cloydor serves to provide 
  a fallen man in need of help, a 
  quest to restore a man to what 
  he once was. A darker use of 
  him is as an unredeemable object 
  of pity or scorn. While any 
  mutant would say he had done 
  terrible things butchering their 
  kin, Cloydor’s great deeds of 
  purging mutation and helping 
  or rescuing those in need can be 
  heard in many a song. Rarely 
  do such legends develop while 
  their protagonist still lives, and 
  Cloydor can also serve as a 
  cautionary tale that even the 
  greatest hero can fall.
  
  10
  Professor Hurel-Gom
  Level: 3(9)
  About: Hurel-Gom, as her 
  name would imply, is a lattimor. 
  She works as a professor in the 
  illustrious University of Doors, 
  specialising in Portal-Philosophy. 
  When in neem state, she is an 
  excellent, understanding 
  professor well-loved by her 
  students and her treatises on the 
  nature of doors and ‘doordom’ 
  are well known within the 
  academic community as being 
  both inciteful and articulate.
     Students have learned to 
  avoid her while she is in fugue 
  state. Though still an excellent 
  professor, her neem-state 
  penchant for understanding and 
  forgiveness when confronted 
  with a late term paper or missed 
  lecture are entirely absent. 
  Instead she becomes a bit of a 
  faculty prankster, teaching her 
  students an entirely different 
  form of lesson when they wake 
  up on the other side of strange 
  doors, sometimes even in their 
  own minds. What they learn on 
  the journey home is not
  something they’re likely to forget.
     When in bursk state, Hurel-Gom 
  isn’t up for teaching such 
  intellectual pursuits as 
  philosophy. However, she is still 
  a teacher in her soul, and puts 
  her talents to good use as the PE 
  teacher for the University’s 
  limited physical education 
  department. After all, she says, 
  there are dangerous places and 
  things behind doors; you should 
  be fit and able to defend 
  yourself.
     Some of the faculty find 
  Rubar
  Corebook pg 255
  Notables
  Hurel-Gom’s unconventional 
  teaching styles disruptive, and 
  others harbour a secret grudge 
  against her, feeling that the 
  ‘allowances’ she gets due to her 
  lattimor nature are unfair.
  Uses: Hurel-Gom can serve as 
  an interesting example of 
  lattimors on the more 
  intellectual end of the scale 
  and a nice way of showcasing 
  them as more than just brutes. 
  She can also be a comedic or 
  surprise twist in any adventure 
  involving students at the 
  University, or perhaps a hook 
  for stories involving faculty 
  backstabbing, plotting or 
  prejudice.
  Six 
  Level: 7(21)
  About: Across the Ninth World 
  there are tales of a frightening 
  automaton that wanders across 
  the wilderness, terrorising those 
  it encounters. However, the 
  rumours are not entirely 
  accurate for Six, as it calls itself, 
  is no more frightening than a 
  common house rubar. 
  Standing an imposing 9ft tall, 
  Six is a large mechanical arm 
  mounted centrally on a 
  hexagonal frame of six pincer-
  like legs. This would be quite a 
  fearsome automaton to behold, 
  were it not for  Six’s adornments 
  of flowers, ribbons and other 
  symbols of peace. These are 
  Six’s attempts to convey to 
  others that it is not the weapon 
  of war it appears.
     Six cannot speak in a 
  conventional sense, restricted 
  to gesturing with its immense 
  Lattimor
  Corebook pg 122
  
  11
  escaping, especially if a 
  warning blast from its 
  finger is not enough to 
  scare off attackers.
  Uses: Six can work as an 
  interesting NPC to show 
  how weird 
  Numenera can be. 
  Perhaps Six has gained 
  a following of believers 
  that protect it and speak 
  its message, or the 
  players come across 
  rumours of a terrible 
  creature stalking the 
  landscape and 
  burning things. Six 
  makes for 
  encounters 
  based on cases 
  of misunderstanding, 
  prejudice or 
  mistaken identity.
  arm or using a powerful ray built into the tip of one finger to burn messages 
  in perfect Truth onto nearby surfaces. When engaged in conversation, it likes 
  to communicate about philosophy. It is an ardent pacifist and spends its time 
  sculpting or drawing on surfaces using its ray. It attempts to spread its message 
  of peace and pacifism to others, but often finds the words go unread.
     Being in possession of such powers, unfortunately, draws attention from 
  those who wish to claim them for themselves, and many times adventurers or 
  thieves have attacked Six 
  in order to ‘defeat the monster’ or just carve it up for valuable artifacts and 
  cyphers. Six, refusing to attack, even in self-defense,  often has a lot of trouble 
  
  12
  Aldus Provani
  Level: 4(12)
  About: Aldus Provani is a 
  minor cousin of the same 
  Provani family that rules 
  Shallamas; as such he is accorded 
  respect and a title among the 
  nobility. Of course, belonging 
  to a family of assassins makes 
  him a target in their various 
  power plays, but being low on 
  the social ladder he is usually 
  ignored, which suits him just 
  fine. Not that an attempt on 
  his life would matter, given his 
  strange and unique ability to 
  create duplicates of himself.
     His parents have great things 
  planned for him and hope he 
  might survive the family 
  infighting and politics to earn 
  their branch of the family a 
  higher place in the hierarchy. If 
  such a thing is to come to pass, 
  they say, he must first learn 
  how the world works, build up 
  some experience, lay traps and 
  plans and build a power base. 
  He finds the concept rather dull, 
  and the whole situation beneath 
  him. He leapt at their offer to 
  leave and gain valuable 
  experience, but he has no inten-
  tion of playing their games.
     Vain and self-serving, the only 
  person he truly loves is himself 
  (perhaps a little too much, given 
  his abilities and predilections). 
  Aldus knows he deserves 
  whatever he takes; might makes 
  right, and might comes from a 
  will to rule. So he’ll learn as his 
  family suggested, bide his time, 
  and one day return to claim 
  what is his.
  Uses: Hedonistic and debauched, 
  Aldus is an example of the 
  more lethal noble elite. With his 
  Provani training Aldus has a 
  killer instinct, and his psychotic 
  self-interest makes him cold, 
  calculating and extremely 
  dangerous monster hidden 
  behind a smile. Even worse, 
  with his ability there can be two 
  of him at a moment’s notice. 
  Aldus can be used as a 
  backstabbing court politician, a 
  dangerous psychopath or just 
  a deadly, clever foe unafraid to 
  eliminate anything in his 
  pursuit of power.
  Cowl
  Level: 4(12)
  About: No-one has seen the 
  assassin Cowl’s face and lived 
  to tell the tale. This should be no 
  surprise, for she is a Nalurus who 
  uses her disease as a weapon, 
  sneaking into places with stealth 
  and guile, or merely bumping 
  into people in the street and 
  ‘accidentally’ revealing herself. 
    What makes Cowl truly 
  villainous is her complete 
  disregard for normal people. If 
  it would serve her, she’d escape 
  with her face exposed, turning 
  half a town’s brains to mush in 
  the process, and her reputation 
  for having done so in the past 
  leaves many a guard 
  in fear. They know 
  that they can not risk 
  stopping her, lest they 
  unleash her wrath upon 
  innocents.
     Cowl isn’t a mercenary 
  killer for the fun of it. 
  Nalurus are shunned 
  Rivals
  Shallamas
  Corebook pg 139
  Nalurus
  Bestiary pg 90
  
  13
  and reviled, making normal 
  work almost impossible for 
  them in civilised places. With 
  every contract Cowl saves her 
  shins up to fund expeditions 
  into the unknown places of the 
  Steadfast and the Beyond in the 
  hopes of finding a cure for her 
  condition. She was not born a 
  Nalurus, but a human farmer 
  who changed after unearthing 
  a strangely-patterned device in 
  her fields. The disease claimed 
  the lives of her two sons but 
  their stepfather, a Varjellan 
  named Sfritz, managed to avoid 
  looking upon her and survived. 
  She left her farm and her 
  husband in order to save him 
  from her face, but she will do 
  anything to get back to him.
  Uses: If you need a deadly and 
  efficient assassin and a 
  mystery about people dying 
  with their brains leaking out 
  of their heads, Cowl makes an 
  excellent choice. Being more 
  complicated than just outright 
  evil, Cowl is trying to find a 
  way to regain the life she lost, so 
  can also serve as an interesting 
  example of morality and things 
  good people are driven to by 
  madness and desperation.
  Jaredude 
  Level: 4(12)
  About: Jaredude is the world’s 
  greatest swordsman, or so he 
  would have you believe. 
  Travelling across the Steadfast, 
  Jaredude challenges with 
  “Relic”, his rapier, any who 
  dare claim a modicum of prow-
  ess with a blade.
     Jaredude is vain and proud, 
  so much so that the thought of 
  anyone else being the center of 
  attention is taken as a personal 
  insult. Many have fallen to 
  Jaredude’s blade for no more 
  than offending his pride.
     If there is a contest of 
  swordsmanship, or any quest 
  that requires the use of a blade, 
  Jaredude puts himself forward. 
  Any that refuse him or 
  otherwise get in his way are fair 
  game. After all, he is the 
  greatest swordsman in the 
  world! To challenge him in any 
  way is to ask for death; it is only 
  right that he grants them their 
  wish.
  Uses: Jaredude might interrupt 
  any task the PCs are attempting 
  if they have any renown with 
  a sword, challenging them to a 
  duel. If they are answering a call 
  for adventurers or swords for 
  hire, he will openly belittle them 
  in front of potential employers in 
  order to secure his own exclusive 
  position as the one to perform 
  the task. Jaredude could easily 
  become a recurring character, 
  with whom the players could 
  have a love/hate relationship, if 
  he lives that long.
  
  14
  Orso The Foot 
  Level: 6(18)
  About: Orso the Foot leads a 
  band of extremely violent cou-
  riers. Those who need packages 
  delivered at any cost hire Orso 
  and his gang because they will 
  stop at nothing, cutting their 
  way through places and people 
  with a series of deadly cyphers 
  and artifacts. While not 
  outrightly antagonistic when 
  not on a job, their callous 
  disregard for human life and 
  joyous revelling in the slaughter 
  of innocents during their ‘runs’ 
  makes them wanted men and 
  women across the Steadfast, and 
  widely feared as an unstoppable 
  force of nature.
     Orso is the most brutal of the 
  gang, ruling with a bloody iron 
  fist. He draws no lines on what 
  he will deliver, happily serving 
  the beating heart of an enemy 
  into his employer’s hands, or a 
  screaming child into the maw of 
  some hideous creature.
     Orso gets his nickname from 
  the savage way he disposes of 
  those who challenge his rule. As 
  runners, their feet are their most 
  precious asset and Orso, rather 
  than killing them outright, cuts 
  The Order of Forgetting is a larger organisation than many believe. While most 
  see only the preachers and doomsayers on the streets and give them no mind, 
  behind the scenes a greater machine is in motion, wheels turning inexorably 
  towards the goal of a world free of the detritus of the past. 
     The Order has its staunchest members in rural areas, but even the great cities 
  that praise technology, such as Qi - the seat of the Amber Pope himself - are not 
  free of their influence. Many have been harmed by a relic of the past and, while 
  the Aeon Priesthood would caution that understanding is the road to safety and 
  prosperity, the Order preaches against the hubris of anyone thinking they could 
  ever understand such unnatural horrors. 
     There is a quiet war, not of swords and blood, but of minds and information. 
  So far, the Aeon Priesthood is winning, even going so far as to spread rumors of 
  the Order being in league with the Gaians. Despite their name, the Order never 
  forgets. A battle for the hearts and minds of the Steadfast is coming, the preachers 
  say; will you fight for a future for humanity, or for a past without it?
  off their feet and leaves them to 
  die. He wears a necklace of big 
  toes around his neck as a 
  trophy and a warning to 
  potential challengers. 
  Uses: Orso is a vicious, violent 
  man willing to do anything for 
  coin, and finding excuses to spill 
  blood. If the players are seeking 
  something, Orso may have been 
  hired to obtain it first and will 
  have no qualms about taking it 
  from the players with extreme 
  prejudice.
  Stijn 
  Level: 5(15)
  About: Stijn is a Varjellan 
  who serves on the personal 
  royal guard of King Laird of 
  the Sea-Kingdom of Ghan. He 
  earned his place at the King’s 
  side after saving him from an 
  attack by agents of Draolis. The 
  truth, however, is that the attack 
  and rescue was a double-bluff 
  engineered to inject Stijn into the 
  King’s circle of trust.
     Stijn is an agent of the Jagged 
  Dream. His unique Varjellan 
  perspective allows him unique 
  insights in manipulating events 
  to the Dream’s ends. Through 
  his years of loyal service, friend-
  Ghan
  Corebook pg 145
  Jagged Dream
  Corebook pg 224
  Varjellan
  Corebook pg 121
  Rivals
  
  15
  ship and advice to the King, 
  Stijn has increased the size of 
  the King’s standing military 
  force and planted seeds of war, 
  capitalizing on the King’s fear of 
  another assassination attempt.
     Stijn is a true believer; squab-
  bling nations will tear them-
  selves apart, but he has seen 
  the future and beyond the war 
  & conquest lies peace. Only by 
  embracing destruction can the 
  people of the Ninth World find 
  the strength for lasting survival 
  - to do otherwise is to condemn 
  themselves to stagnation and 
  extinction.
  Uses: Stijn is a perfect spy. His 
  odd, inhuman mannerisms are 
  the perfect cover for his 
  activities. For now he is a loyal 
  servant of the court and a close 
  friend of the King, but sooner 
  or later he will act; perhaps he 
  receives an assassination order 
  or the players find something 
  to make them suspicious of his 
  motives, drawing them into a 
  deeper plot.
  Preacher Stolai 
  Level: 3(9)
  About: “The Aeon Priests are 
  liars, every one of them. They 
  don’t care about understanding, 
  only about slipping an invisible 
  noose around your neck and 
  giving you the rope to hang 
  yourself. Their duplicity knows 
  no end; even the very words 
  they call Truth are just tools of 
  their masters, meant to ensnare 
  you with misguided faith.
     The numenera are evil. The 
  cyphers and artifacts of worlds 
  past are not toys or treasures, 
  but traps left behind by 
  
  16
  power-mad fools that thought 
  they could control them. After 
  all, where are those ancient 
  ones now? Gone! Destroyed by 
  the very things the priesthood 
  would have you pick up in their 
  hubris. Understanding is the 
  enemy. To know the numenera 
  is to know death and to invite 
  it down upon all you know and 
  love.”
     These are just some of the 
  sermons Preacher Stolai of the 
  Order of Forgetting might yell 
  out in the streets. A zealous 
  believer that all things numen-
  era are terrible traps from the 
  past waiting to lure humanity to 
  destruction, the preacher shares 
  his message loudly with anyone 
  who stops long enough to listen. 
     Most folks think he is a mad 
  old fool, but he isn’t alone in 
  his beliefs and has gathered a 
  sizable following that parrot his 
  message. While never resorting 
  to violence, the Order of 
  Forgetting often try to acquire 
  as many cyphers, artifacts and 
  oddities as possible in order to 
  destroy them or, failing that, 
  lock them away so none can 
  be tainted by their corrupting, 
  seductive influence.
  Uses: The Preacher can be used 
  as an obstacle or interesting 
  enemy, especially if one of the 
  PCs Fuses Flesh with Steel or 
  has obvious numenera bonded 
  to them. The PCs might want to 
  confront him, or he might wish 
  to accost them or save them 
  from their ‘addiction to 
  corrupting past’.
  Yanice 
  Level: 3(9)
  About: Yanice is the pilot of 
  the Amarak Racer and five-time 
  champion of the Wyr Race in 
  Qi. A giant of a woman, she 
  stands at an impressive 7 feet, 
  eye-to-eye with lattimors. Her 
  skin is an earthy grey with a 
  metallic sheen, which she can 
  make magnetic at will, which 
  proves quite useful in her races.
  Employed by the Marish Clan, 
  she is still paying off a huge 
  debt she incurred to them years 
  ago. Her success on the racing 
  track is making her dissatisfied 
  with the terms of repayment, 
  and she seeks a way out of her 
  deal.
  Uses: The Wyr Race is a big 
  thing for the underground com-
  munity in Qi, and is a spectacle 
  that could easily attract the PCs. 
  Yanice has 
  the mutation
  Magnetic Flesh 
  Corebook pg 126
  Wyr Race
  Naval Encounters
  Rivals
  
  17
  
  18
  Sources
  Ada
  Level: 2(6)
  About: In the outer, unprotect-
  ed neighborhoods of Qi lies the 
  residence of Ada, thought to be 
  an old, wise master of numen-
  era. Those who come to her for 
  answers, known as Questioners 
  in her household, are quite 
  surprised when introduced to a 
  small girl, appearing to be about 
  16. She exudes wisdom and 
  maturity well beyond her years 
  and is famed for her uncanny 
  knack of knowing exactly what 
  Questioners need. Regardless 
  of the obscurity or difficulty of 
  the question, she can provide 
  answers. 
     In payment, Ada desires only 
  one thing; the fruit from a 
  Phycer tree. 
  Uses: When the PCs are stuck, 
  or desperately need to know 
  one fact to move them forward, 
  Ada can help. If a PCs presents 
  her with phycer fruit she thanks 
  them, then immediately con-
  sumes it. Her eyes glaze over 
  and answer the PCs’ question 
  truthfully.  If they find her be-
  fore they are stuck, Ada’s an-
  swer can take their adventure in 
  a new direction.
  While the phycer fruit is rare, there are several ways to get one: 
  • 
  The market only has one merchant who sells phycer fruit, and he wants a piece 
  of Numenera in exchange.
  • 
  The only phycer tree nearby is guarded by monsters no one has been able to 
  slay yet.
  • 
  The woman who tends the phycer tree will only exchange fruit for hand-made 
  objects. wood carvings, custom machines,or anything impressive that the PCs 
  may have made (especially those who have the focus Craft Unique Objects)
  • 
  The nearest phycer tree has mutated, and will only dispense fruit when it is 
  watered with the blood of a dangerous creature.
  Andela Udios
  Level: 1(3)
  About: Andela is a small 
  orphan child. She is curious 
  and nosy, often getting herself 
  into all sorts of trouble. When 
  quizzed about her parents she 
  claims they died in a fire, and 
  now she’s being looked after by 
  her best friend. Her best friend, 
  she claims, is invisible.
     Andela has a bit of a reputa-
  tion around town as a trouble 
  magnet. While no-one has ever 
  caught her stealing, things go 
  missing around her, or end up 
  broken or moved around in odd 
  ways. Of course, when 
  confronted about it, it is always 
  her invisible friend’s fault.
     The weirdest thing about 
  Andela is her habit for asking 
  strange questions or, as she 
  would say, asking them on 
  behalf of her invisible friend. 
  The questions and statements 
  are as random as they are 
  shocking to hear from the 
  mouth of a small child, and 
  those that have encountered a 
  Philethis before might find their 
  oddness strangely familiar.
  Uses: Andela can serve as a 
  hook to pull the party into an 
  Plethis 
  Corebook pg 252
  
  19
  investigation of the strangeness 
  that follows her. Perhaps locals 
  find her presence creepy or 
  annoying and want to be rid of 
  her. She can also serve as a way 
  to subtly introduce Philethis 
  into a game or just add a bit of 
  weirdness.
  Coveh Yert 
  Level: 1(3)
  About: Coveh is a simple man 
  trying to get rid of a curse. 
  Hovering above his head is a 
  luminous inverted triangle. It 
  doesn’t seem to do anything 
  and appears to be made of light. 
  It is intangible, so he can’t get 
  rid of it no matter how much he 
  tries to bat it away. The triangle 
  glows bright as day, 
  making sleeping very diffi-
  cult for the poor man, and 
  has caused him a great deal 
  of misery. His husband left 
  him because he couldn’t deal 
  with Coveh’s depression and 
  sleep-deprivation. Coveh hates 
  the triangle with such bile 
  that he shakes with rage when 
  talking about it, though bring-
  ing up his plight more often 
  results in tears of frustration. 
  The man is clearly on the verge 
  of doing something stupid, 
  perhaps even going so far as to 
  attempt suicide to be free of it.
  Uses: Coveh is searching for 
  someone that can remove or 
  destroy the triangle so he can 
  lead a normal life. He doesn’t 
  really have anything to give as a 
  reward, but he is desperate and 
  willing to do just about 
  anything if offered a solution to 
  his problem. Perhaps the PCs 
  try to help him or perhaps they 
  come across him as an adver-
  sary, where the sorry man has 
  been promised relief if he steals 
  from the PCs, hurts them or 
  otherwise causes a nuisance.
  
  20
  Enoch
  Level: 3(9)
  About: A huge barrel of a man, 
  Enoch speaks very quietly. Ev-
  ery time he encounters the PCs, 
  he acts as though they are best 
  friends and have known one 
  another a long time.  Any claims 
  to the contrary will make Enoch 
  worry for the mental health of 
  the PCs, asking “Is your head 
  alright, my friend?”
     Each time he is encountered, 
  he tells the players a rumor he 
  has heard, assuring them that he 
  “would only entrust this secret to 
  my closest friends”. These rumors 
  may be scandalous or unbeliev-
  able, but all are impossible for a 
  normal man to know. The PCs 
  may disregard this information, 
  or investigate it.
  Uses: Enoch is a strangely enjoy-
  able man who is always friendly to 
  the PCs. He seems to know every-
  body, and there’s always a family 
  member or friend who needs help.
  Leaning to the future
  If one believes that Enoch’s 
  information is true, perhaps he has 
  visions of the future or sees events 
  happening elsewhere in the world, 
  or has access to the DataSphere.
     A character Trained in history may 
  realise that the events Enoch 
  describes occurred 200 years ago. 
  Those Trained in deception may 
  discover that Enoch speaks outright 
  lies. They may be plans concocted 
  by someone else, but never put into 
  place.
     The secrets that Enoch speaks may 
  be a combination of all the above; the 
  players must discern which if they 
  are to act on the information..
  Guster
  Level: 3(9)
  About: Guster is extremely fit 
  and wiry, with naught to his 
  name but a simple tent pack and 
  handheld numenera water 
  device. His goal is to run 
  around the known world, 
  visiting every town and city in 
  the Steadfast. He is often seen 
  exhausted, sweating, and v
  igorously chugging water. 
  For the price of a meal or some 
  supplies he’ll gladly tell you of 
  the things that he’s run past, 
  or away from, in his travels.
  Uses: Guster is a good way 
  to inform your characters of 
  something strange or bizarre 
  happening in the wilderness, 
  or between cities. He can reveal 
  strange events and phenomenon 
  that very few others have seen.
  Sources
  
  21
  Nurman
  Level: 2(6)
  About: Nurman lives in every 
  city. He’s well known across 
  the Steadfast, and has a home 
  in every major town. Curious 
  PCs can discover that Nurman 
  is actually a series of clones all 
  sharing a single consciousness. 
  When he goes to sleep at night, 
  memories and experiences are 
  synced between all the Nurmans. 
  Most of his knowledge is small 
  talk and local gossip. 
     He is willing to pass on 
  information, but the only thing 
  Nurman asks in return is small, 
  living creatures. Capturing an 
  insect, tiny mammal, or 
  something else small and living 
  will be a good enough trade, 
  as long as he can enclose it in a 
  single fist.
  Uses: Each Nurman never 
  leaves his hometown. Almost 
  all of his knowledge is limited 
  to the cities & towns his copies 
  inhabit. Use Nurman to give 
  the players info on schemes, 
  rumors, or goings on across the 
  Steadfast. Aside from that he 
  would serve as a useful resource 
  for gossip, local events and 
  customs. 
  Jali Monkemell
  Level: 2(6)
  About: Jali is a once-Nano who 
  gave up the study of the 
  numenera in order to set up a 
  full time business as a profes-
  sional cleaner. Using the few 
  tricks learned from studies, Jali 
  uses hedge magic to offer an ef-
  ficient and cheap service, clean-
  ing everything from clothing to 
  carts and even whole houses.
     To look at, Jali seems a 
  reasonably attractive male with 
  shoulder-length blonde hair. Or 
  maybe a reasonably attractive 
  woman. It’s hard to tell and Jali 
  isn’t one to volunteer the 
  answer, preferring to identify as 
  gender neutral or androgynous.
     When questions about Jali’s 
  past come up and turn to why 
  Jali abandoned the path of the 
  Nano, they remains 
  tight-lipped. When pressed, 
  they merely cite ‘personal 
  reasons’ without elaborating 
  further, making it quite clear it’s 
  none of your, or anyone elses, 
  business.
  Uses: Cleaners see a lot of 
  things in the work they do and 
  often fade unnoticed into the 
  background. In this role Jali has 
  heard and seen a great many 
  secrets that their clients might 
  prefer to remain hidden. Jali 
  has secrets as well, and usual-
  ly keeps their mouth shut, but 
  sometimes things slip in casual 
  conversation. Jali can also serve 
  as a demonstration of the more 
  mundane uses of hedge magic.
  
  22
  Peter
  Level: 2(6)
  About: Peter is a hard-work-
  ing man with a wife and two 
  kids. His strangest trait is that 
  he, and his whole family, are 
  always smiling. Not in a forced, 
  false way, either. Peter found 
  some strange pills while work-
  ing in the mines. He was at the 
  end of his rope at the time, and 
  extremely depressed. Since he’s 
  been taking those pills, though, 
  everything has brightened up. 
     He regularly goes back to 
  the mines to find more pills for 
  himself and his family. If the 
  PCs follow him they will dis-
  cover a buried medical facility 
  full of interesting and danger-
  ous numenera. The facility is 
  controlled by a sleeping mind 
  in the datasphere; exploring any 
  further than Peter goes to collect 
  his pills may awaken it.
  Uses: The Aeon Priests that 
  know Peter and his family are 
  suspicious of their new-found 
  permanent happiness, and 
  sends the PCs to investigate. 
  Following Peter into the mine 
  may give them access to amaz-
  ing new pharmacopoeia, or 
  accidentally awaken the ancient 
  presence that lives there.
  The Plugged Speaker
  Level: 5(15)
  About: As the people of the 
  Ninth World know, there are 
  creatures and entities of high-
  er order than mortal folk. The 
  Plugged Speaker, as she calls 
  herself, claims to be in the ser-
  vice of one of these creatures. 
  Her Data-God has many things 
  it wishes to accomplish with 
  and through her. Its ultimate 
  goals are a mystery, even to the 
  Speaker herself, but that doesn’t 
  prevent her from bringing oth-
  ers into the fold.
     She often hires adventuring 
  groups and mercenaries to 
  conduct a variety of seemingly 
  unrelated tasks with obscure ob-
  jectives. She may even accompa-
  ny the party on such a journey. 
     Tasks include destroying 
  dangerous numenera located in 
  a nearby village or exploring a 
  local ruin to acquire and return 
  various artifacts with a connec-
  tion to the datasphere.
  Uses: The typical quest-giver, 
  The Speaker can point the PCs 
  in interesting directions, or hire 
  them for a specific task. Mis-
  sions can be harmful or dis-
  tasteful, so feel free to make the 
  Data-God nefarious and calcu-
  lating, using the PCs as pawns 
  in its unknowable schemes.
  Sources
  
  23
  Psylis Taro
  Level: 3(9)
  About: Psylis is a private in-
  vestigator based in Shallamas. 
  Most people would think a 
  private investigator would be 
  redundant in the City of Echoes, 
  but while it is hard to commit a 
  crime without the events being 
  replayed somewhere, there isn’t 
  always a witness to those re-
  plays, or at least one willing to 
  come forward.
     That’s where Psylis comes in. 
  Using his charm, his detective’s 
  wit and a little bit of blackmail, 
  greased palms and other ‘off-
  the-book’ deals, Psylis can find 
  the witnesses you need. Of 
  course, he’ll take other jobs as 
  wel; he is a man of many talents 
  with a knack for finding just 
  about anyone or anything in the 
  City. With friends, and enemies, 
  in high and low places, you 
  want to be the one Psylis owes 
  a favour to, never the other way 
  around.
  Uses: If the PCs get in trouble, 
  Psylis could be the one to get 
  them out. Perhaps the players 
  witness an Echo and Psylis calls 
  upon them, or the players need 
  to locate a witness themselves 
  and call upon Psylis’ services. 
  Later, he may call in a debt to 
  put them between himself and a 
  powerful enemy.
  Shaka
  Level: 4(12)
  About: An accomplished trav-
  elling dancer, Shaka pays her 
  way with lithe movements and 
  the selling of information. She 
  almost always knows some-
  thing relevant (for a reasonable 
  trade, of course). For this infor-
  mation she can either be paid 
  in shins, or you can compete in 
  a riddle game. If she wins, you 
  owe her a favor, and gain no 
  information. If you win, she will 
  tell you what she knows.
  Uses: Shaka can be placed in 
  a bar or tavern if the PCs are 
  looking for information. Be sure 
  to keep a list of riddles handy in 
  case the PCs are broke. She’s a 
  quirky way to shortcut players 
  to the information they need, 
  and to prevent you from having 
  to generate a new bartender in 
  every town.
  
  24
  Traders
  The Disaster-Monger
  Level: 4(12)
  About: The entity known 
  as the Disaster-Monger is 
  as obscure in form as in 
  origins. It may not even be 
  a single being. There is no 
  way to know whether the 
  Monger is a person, a spe-
  cies, or something else.
     If it is a single entity it is 
  widely traveled, though no 
  one has ever met it on the 
  road, only in markets and 
  the sites of huge disasters. 
  The Disaster-Monger is 
  drawn to places of calamity, 
  often appearing in the mid-
  dle of such events. Its shad-
  ow-like form keeps it safe 
  while it will sifts through 
  the debris looking for valu-
  able goods. It is particularly 
  drawn to Numenera-created 
  disasters, but any will do if 
  there’s loot to be had. Once 
  it has harvested a disaster 
  site, it appears in the near-
  est marketplace and sells its 
  findings for shins and cy-
  phers. What use the creature 
  has for these objects, no one 
  knows.
     The Disaster-Monger is 
  almost impossible to harm, 
  since its form is pure shad-
  ow. Objects it sells are 
  drawn from its shadowy 
  body, and payment it re-
  ceives vanishes into the 
  same darkness. The only 
  features it shows are its pale 
  glowing eyes, and the wick-
  ed yellow mouth that forms 
  when it speaks in a cold 
  raspy voice.
  Uses: PCs can meet the Di-
  saster-Monger in two ways; 
  offering second-hand objects 
  taken from sites of disasters 
  in a market the group is 
  passing through, or when it  
  appears with nothing to sell, 
  prompting the fear that a 
  disaster is about to happen. 
  
  25
  Green Finger Seppenton
  Level: 5(15)
  About: “Green Finger” Sep-
  penton is an unusual merchant 
  dealing in unusual plants. No-
  one quite knows where he finds 
  his wares, but he can be relied on 
  to get the rarest plants, even ones 
  known to be extinct. Many of his 
  wares have never been seen be-
  fore, and his best customers tend 
  to be Aeon Priests who, despite 
  pleading, have never learned 
  his secret for finding such floral 
  treasures. Shoppers must resign 
  themselves to buying his wares 
  when he comes to town.
     Apart from his penchant for 
  plant life, “Green Finger” earned 
  his name for the strange muta-
  tion he has. The third finger on 
  his right hand is missing but, 
  rather than a stump, a gnarled 
  green  vine grows in its place. 
  Most people who have seen 
  mutants before pay it no mind, 
  but rumour has it that “Green 
  Finger” once strangled a man 
  to death with it, and that the 
  thorns dug deep into his victims 
  flesh and drank deeply of the 
  poor bastard’s blood. Seppenton 
  laughs it off when such tales 
  are mentioned, but even as he 
  laughs the vine twists and coils 
  as if angry at being accused.
     When Seppenton arrives in 
  town he has 1d6+4 plants for 
  sale. They may be poisonous 
  flowers, organic cyphers or am-
  bulatory pets. Sometimes they 
  are merely mundane vegetables 
  of obscure origin but more often 
  than not they are something the 
  PCs have never seen before and 
  identifying them is a difficulty 
  9 task. Most take Seppenton 
  at his word when he describes 
  their properties and usage. He 
  will sell one of his plants from 
  between 10 and 2000 shins, 
  depending on the properties and 
  the demand, with the cheapest 
  being simple nausea-inducing 
  poisons and the most expensive 
  being complex organic cyphers 
  that grow into houses, vehicles 
  or weapons. The Aeon Priests 
  always have first refusal on his 
  goods, so obtaining a particular-
  ly useful or powerful plant from 
  him can be difficult if there are 
  priests around.
  Uses: Seppenton can be an inter-
  esting way to introduce poisons 
  or complex organic cyphers and 
  artifacts into a story. He might 
  also act as the centerpiece or 
  hook for an adventure; the play-
  ers being hired to find out where 
  he gets his goods.
  Lattimor 
  Corebook pg 122
  
  26
  Jurgmond 
  Level: 4(12)
  About: Jurgmond is proba-
  bly the most famous Lattimor 
  found in the Steadfast. He is 
  best known for a technique 
  which allows cyphers to be used 
  again after their depletion. This 
  discovery is still in its infancy, 
  but it has come to the attention 
  of the Amber Papacy. As a true 
  numenera scientist he is alway 
  looking for more volunteers 
  who can ‘test’ the various nu-
  menera that arrives in his shop 
  or creates. These tests usually 
  come with the following advice:
  “Please ensure that there are 
  no potential casualties or other 
  innocents nearby. Activation 
  Kalyptein  
  Level: 3(9)
  About: Kalyptein isn’t one per-
  son, or even a person at all, but 
  a small colony of six kalyptein 
  crabs that make their homes in 
  intellect-enhancing and telepa-
  thy-granting artifacts. The crabs 
  travel across the Ninth World, 
  seeking a ‘Promised Land’ for 
  their kind, full of wondrous and 
  plentiful numenera for them to 
  consume and call home. They 
  get confused by human con-
  cepts such as names, and all re-
  fer to themselves and each other 
  as Kalyptein.
     While they do not understand 
  most human references or man-
  Kalyptein Crabs 
  Bestiary pg 70
  of this device is still in 
  testing, and is not even 
  theoretically safe. Any 
  explosions, protrusions, 
  rifts, portals, summoned/
  created entities, or ra-
  dioactive matter should 
  be contained as much as 
  possible, and explored as 
  distantly from civiliza-
  tion as practical. Have 
  fun!”
  Uses: Be careful with 
  Jurgmond as he tweaks 
  with how cyphers were 
  originally designed to 
  work. And don’t be 
  afraid to give the PCs 
  a dangerous or custom 
  numenera to test. It 
  could summon a dan-
  gerous monster, do 
  serious damage, destroy 
  equipment or worse.
  Traders
  
  27
  nerisms, the crabs are generally 
  not hostile as long as they are 
  treated kindly or ignored. They 
  have taken advantage of their 
  abilities to trade for larger and 
  more complex numenera to in-
  habit and, due to their propen-
  sity for sneaking and stealing 
  numenera, have earned a small 
  reputation as a band of travel-
  ling thieves.
  Uses: Kalyptein is another 
  great example of the weird of 
  Numenera and can also servel 
  as comic relief, or as a surprise 
  perpetrator of a theft the players 
  have been hired to solve.
  Marko  
  Level: 6(18)
  About: A powerful Nano who 
  trades only in numenera. He 
  usually has a diverse assort-
  ment of cyphers, oddities and 
  artifacts which he uses to trade 
  and make his living. Each time 
  he is encountered his stock is 
  completely different. It is a mys-
  tery where his inventory comes 
  from, and while some believe 
  that he hides an artifact capa-
  ble of altering the numenera he 
  holds, no one knows for certain.
     He carries 1d4+2 random cy-
  phers and oddities, and some-
  times an artifact. Marko accepts 
  shins or almost any other nume-
  nera. His exchange rate is two 
  cyphers for one new, random 
  cypher, but artifacts and oddi-
  ties require haggling.
  Uses: Marko is a different sort 
  of shopkeeper. Players love 
  gambling, and Marko allows the 
  GM to take advantage of this 
  while allowing PCs to get rid of 
  cyphers they no longer want.
  
  28
  Weird Fun
  Commander Loy
  Level: 5(15)
  About: A military character with an 
  unwavering belief that an army of auto-
  mations from deep space destroyed the 
  past eight worlds, and will come back to 
  do so to the Ninth World. He will go to 
  any lengths and destruction to stop this 
  unbelievable threat.
  LeFuse
  Level: 3(9)
  About: A human who had fused both 
  mind and machine, he can be identified 
  by his unique gold band which replaced 
  his eyes in the fusion process.
  Oculus 
  Level: 1(3)
  About: A young boy of about 15, Ocu-
  lus discovered some odd goggles when 
  playing with his friends in a nearby ruin. 
  The goggles allow him to play some sort 
  of strange game. Since no one else can 
  see the game, he looks like a fool running 
  around town bumping into buildings, 
  dodging unseen foes, and screaming at 
  nothing.
  Strath 
  Level: 6(18)
  About: A master of martial arts, Starth is 
  a mysterious masked figure who dresses 
  in a manner reminiscent of the Strathar-
  ian war moths (Core Rulebook pg 261). 
  He can be seen in the night, attempting 
  to blend into the shadows with his garish 
  costume. Speaking to him will only result 
  in some strange mutterings about his 
  parents.
  Transfar 
  Level: 1(3)
  About: Transfar is a recluse known 
  for having incredibly strong powers of 
  
  29
  telepathy. For the outrageous price of 
  100 shins, he will grant you a 5 minute 
  conversation with anyone, anywhere. No 
  one knows his physical location but he 
  can be contacted by donating 100 shins 
  to high-ranking Aeon Priests and asking 
  to “make a Transfar Call”. Transfar never 
  speaks directly, acting only as a telepathic 
  go-between.
  Tyler
  Level: 4(12)
  About: Tyler is a man constantly spoken 
  of, but never seen. 
  • His name is praised or cursed in bars
  • Small notes and posters are posted 
  around town, looking for Tyler, offer-
  ing rewards, or slandering his name.
  • Random objects are stamped with 
  “Property of Tyler”, anything from a 
  house to a stool, sword, or flask.
  • Women run up to the PCs and ask if 
  they’ve seen Tyler. They may be wist-
  ful, or angry.
  • Many claim to have special knowledge 
  “as a friend of Tyler’s”.
  • Shopkeepers claim that their shop is 
  “Tyler’s favorite in the Steadfast”
  Whether or not the PCs ever meet Tyler is 
  anyone’s guess. Any attempt to imperson-
  ate Tyler is a level 6 task.
  Urijen 
  Level: 3(9)
  About: Urijen is a cartographer armed 
  with a special flying numenera that takes 
  pictures from high in the sky. His maps 
  are incredibly accurate, but are also ex-
  pensive and exclusive. He only trades for 
  maps of places he doesn’t have drawn 
  yet. These can be as simple as the inside 
  layout of a house to a sketch of the tun-
  nels beneath ancient ruins. Eventually, he 
  claims, he’ll have every inch of the land 
  properly mapped and catalogued.
  
  30
  Creating NPCs 
  Type
  1. Android
  2. Hologram
  3. Human
  4. Lattimore
  5. Mutant
  6. Varjellen
  Weirdness
  1. A leg is missing, but stands normally.
  2. Body parts seems to fade in and out of          
  existence.
  3. Changes gender appearances every so often
  4. Claims to have always been in the same        
  location as the PCs
  5. Crawls on all fours constantly.
  6. Crystals instead of hair, making a resonant 
  noise when they turn
  7. Eyes change colors depending on their mood
  8. Face is motionless, but they can still talk
  9. Has a fully-functional tail
  10. Has an elongated neck
  11. Has tattoos that are constantly shifting,  
  changing shapes and color.
  12. Has two tongues
  13. Is covered in mushrooms
  14. Is embedded with a number of oddities
  15. Never makes eye contact.
  16. One limb seems to have a mind of its own
  17. Smokes a pipe that dispels blue smoke and 
  never seems to run dry.
  18. Their beauty varies by the onlooker.
  19. Voice doesn’t match their mouth
  20. Wears large beetles as armor.
  Motivation
  1. To achieve balance
  2. To avoid notice
  3. To be praised
  4. To become accomplished
  5. To die in glory
  6. To enjoy life to its fullest
  7. To entertain
  8. To explore unknown
  9. To gain respect
  10. To hide
  11. To indulge
  12. To kill a particular creature 
  13. To locate a lost thing
  14. To make profit
  15. To not screw up
  16. To show kindness
  17. To show kindness
  18. To show malice
  19. To travel
  20. To uncover a secret
  
  31
  Hook
  1. A witness to a grave event, however can only remember details under the      
  influence of a variety of dangerous, mind-altering substances.
  2. Asks to accompany the PCs on their travels.
  3. Asks the PCs for help accomplishing their Motivation.
  4. Asks the PCs to exact revenge to settle a petty vendetta.
  5. Asks the PCs to help them capture a dangerous creature to keep as a pet.
  6. Firmly belives that the PCs will bring the destruction of the town.
  7. Has been transformed by a nearby facility.
  8. Has something the PCs want.
  9. Is in possession of a destructive artifact.
  10. Is married to one of the PCs.
  11. Is pregnant, claiming one of the PC’s is the father.
  12. Is spreading lies about the PCs.
  13. NPC has a piece of numenera that they are giving away, no cost, with no        
  explanation. I’m sure its fine.
  14. NPC is afraid that he doesn’t really exist.
  15. Sputters random legends, some that have come true, others that haven’t, yet.
  16. Thinks that the Aeon Priests are hunting them.
  17. NPC wants to hangout with the PCs, and just tag along with them for a while.
  18. Only appears at a specific time of the day and has vital information.
  19. PCs are tasked with preventing the NPC from accomplishing their Motivation.
  20. They can’t speak, but desperately try to communicate they they need a piece of 
  fruit immediately.
  
  32
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SOURCE: textdata/thevault/Cypher System/Campaign Settings/Numenera/Third Party/Metal Weave Designs/Notable Ninth Worlders.pdf