Numenera is a game in which player characters explore the ruins of aeons past to gather amazing treasures and help build a new future for a world struggling in darkness. Since the launch of Numenera in 2013, we have delivered well on the first part, but we’ve always wanted to do a more thorough job exploring that second part. That desire has led us to Numenera Discovery and Numenera Destiny.
Numenera Discovery will be a book that covers familiar territory; it is basically a revision of the original Numenera corebook. Next summer, we will allow the original corebook to go out of print, and Numenera Discovery will take its place. In Numenera Discovery, you’ll get some revisions to make things clearer and more fun, and to increase the options available to players. Nanos, Jacks, and Glaives will get an overhaul. Many foci and some of the descriptors might see some reworking. You’ll have more options, clearer rules, and perhaps a bit of expansion to the regions of the Steadfast and the Beyond that are covered in the existing corebook.
As excited as we are about Numenera Discovery, we may be even more excited about Numenera Destiny. This title will enable characters to truly become a part of the setting—to help shape the future of the Ninth World. The people of the Ninth World are locked in a medieval-like state, a world of struggle and danger and often suffering in the shadow of the prior worlds’ wonders. Numenera Destiny allows you to build adventures and campaigns in which players don’t just explore the wonders of the past—they utilize them to help lift the Ninth World out of darkness.
You can make the world a better place. Help a community defend itself from abhumans or the iron wind. Create centers of learning or trade. Innovate, build, and protect. Manage an entire community and help it prosper and grow—or simply create a cool base or vehicle for your adventuring group. Numenera Destiny will allow you to take what you discover and make your mark on history as someone who elevated the Ninth World into the future.
Adventuring—exploring the weird and wondrous remnants of the prior worlds—remains, of course, at the core of Numenera play. Numenera Destiny will give you new things to do with your discoveries, along with entirely new and epic ways to structure your campaigns. You’ll discover materials, power sources, and treasures that you can utilize in an entirely new, robust crafting and building system. And perhaps best of all, Numenera Destiny will offer three new character types and a number of new descriptors and foci geared toward this innovative style of play.
Latest Updates from Our Project:
A Look at Numenera Destiny
over 8 years ago
– Wed, Sep 27, 2017 at 12:14:02 AM
As interested as you probably are in the kinds of updates we’re planning for Numenera Discovery (our first one is here), it’s possible that Numenera Destiny is something you’re even more keen to learn about. So let’s talk about Destiny!
If Numenera Discovery pits humans against a dark, weird, and inscrutable world, then Numenera Destiny reveals a light on the horizon. That light is the player characters, who attempt to understand, use, and maybe even master what was previously unfathomable.
At 416 pages (the same size as Discovery), Destiny will be replete with amazing material, including a completely revised and expanded crafting system. This crafting system (which will replace the system in the current corebook) will provide specific guidance on every aspect of crafting, whether the PCs want to design and build a canoe to travel on the river, a watchtower to keep an eye out for margr, or a lightning tower to defend their new community.
Hand-in-hand with the crafting system upgrade is a robust and adventure-possibility-rich set of rules for salvaging. Destiny will instruct PCs on how take weird and broken scrap and salvage it for special components called iotum. Iotum includes material like synth, but also even rarer components like as apt clay, pliable metal, mimetic gel, thaum dust, and even the especially rare and valuable data orbs and bits of cosmic foam. None of these, of course, would be anything other than micro-treasures, if PCs were not also able to find plans of the ancients, too. Plans from a time when the prior worlds spoke to the stars, reshaped the creatures of the world, and mastered form and essence.
With plans of the numenera and iotum, PCs will have the opportunity to create all manner of items, structures, installations, artifacts, vehicles, and even automatons.
With all these new rules for crafting and creating, it should come as no surprise that Destiny also provides guidance and rules for ways PCs can establish a base or even a community of their own. Rules for how communities gain stats, and how communities can interact with each other (or with an advancing horde) are also being designed. Which, of course, means that a system for easily jumping into and out of long-term play will be provided.
All PC types can use the crafting and salvaging system, create communities, and engage in long-term play. But the three brand new types described in Destiny will speak even more fully to these subsystems. The names of these new types are already in the wild, but just to confirm, they are the Arkus (plural: Arkai), Delve, and Wright. As with any type, the new ones in Destiny will have a broad base of abilities to choose from at each tier, but these new types will have a specialty in leadership, salvaging, and crafting, respectively.
What else can you find in Numenera Destiny? A whole lot more, including more artifacts, cyphers, creatures, new areas of the setting, new adventures, and so on. If you want more details about these topics and new types, we’ll be previewing some specific examples later in the Kickstarter campaign, and the playtester backers will have access to a whole lot more.
Iadace! —Bruce and the MCG Team
The Pen is Mightier than the Sisk: Ten Ellomyr Stories
over 8 years ago
– Mon, Sep 25, 2017 at 11:31:07 PM
Iadace, traveler, and welcome back to Ellomyr!
The defenses are going up—we've already passed 1,950 backers, which takes Ellomyr's defenses to level 4. We also asked you, the backers, to write at least ten great Ellomyr defense pieces in exchange for an additional level of protection, and wow did you deliver! You blew through the challenge, and helped shore up Ellomyr’s defenses, increasing the level of defense by +1.
So here they are: 10 amazing Ellomyr defense creations, in no particular order. These aren’t being rolled into the official tale of Ellomyr right now, so don’t worry about whether they're consistent with each other’s narratives and our our narratives.
We have another update on activity in Ellomyr coming later today. Leading up to the margr attack on Friday, Ellomyr will face new challenges and opportunities, so keep helping us reach more backers—every 50 we bring on board helps us do more for the village. There will be more calls for specific content, too, so don’t put down that pen!
Garth’s Digital Character Art
Submitted via our Contact Us Page; find more of Garth’s work at the Photomaginarium
Yyx'weth, a Vigilant Nano who Manipulates Force, disciplines herself to push her Bubble of Protection further and further to shield others. (some Bubbles of Protection are apparently less invisible than others as they ripple the fabric of space-time!)
Corel Mei is an Empathic Jack who Steps Into the Outside, such as the nearby mirrored labyrinths of parallel realities in search of clues to the margyr stronghold.
Kayok Builds-the-Fire is a Hideous Seeker who Defends the Weak. Hiding in the edges of shadows so as not to frighten his allies, Kayok aims to strike when and where the magyrs least expect it.
Skie’s Diruk Gilthk
From the Numenera 2 Kickstarter comments.
The tiny Diruk lurked in the tall grasses and overgrown bushes of the village’s surroundings, having been watching one that called itself Neiten track down prey. One day the flesh creature decided to turn back to the village. Gilthk could not fathom the reason why, the shorter-lived creatures seemed so fickle, but was glad it followed as Neiten came across the Margr, stupid beast beings Gilthk had developed a disliking for… they valued such alien things it was hard for the visitant to consider them even sentient.
The bush it hid in was trampled upon as a group of more fleshy beings burst upon the scene, ravaging the Margr with precision. Their attention had been so focused on the Margr that they had missed the foot tall stone creature lurking in the bushes. Gilthk saw no reason to expose itself, not yet, and listened as they adventuring party described hordes of Margr gathering… the news of such large numbers immediately drew the Diruk to think of its tribe, marching slowly across the valley top to the west – the Margr would crash through them if they broke the village and kept going.
That made the Diruk reconsider its observation tactics and, pushing down lingering fear about exposing itself to humankind, Gilthk stepped forth and followed after the group. It knew the earth well, it knew the rocks… and the minerals, and despite its size – it barely came to the knees of a human – it was strong like the rock beneath their feet. Perhaps, and Gilthk knew it was only dreaming as the thought crossed its mind and the furnace within burned hotter, there were those among the village that might be willing to part with crystals it could eat. Fleshlings tended to prize such things, after all.
And so it was that the Diruk walked into town, a local rumour manifested, and offered assistance in fortifying defenses to the first person it saw, unaware of social custom or hierarchy among the town.
Oddity's father had told her to stay out of the way while the grown-ups prepare for the coming margr attack, but dangit, she had ideas that were bubbling up inside her and she had to let them out! Oddity tromped up to Auzenne the Builder, who had built the schoolhouse, and told her she should build a new village down the road, just as big as Ellomyr, that the bad guys can have fun attacking instead! “Then they’ll leave us alone!” Oddity said, smiling and nodding to indicate that she'd settled the matter. Auzenne patted her on the head like adults do and said she’d play with her later.
Then Oddity tracked down Purple Golan the clothier, who had sewn her festival dress for her, and told him he should make margr clothes for everyone in town so the bad guys will think we’re just like them when they arrive. “Then they’ll leave us alone!” Oddity looked up at Golan hopefully, but all he did was act like her idea was a good solution and send her on her way.
Oddity was just arriving at the town square to seek out Elder Fron when her father caught up with her. “Time for lunch, Oddity.”
Oddity stamped her foot on the dusty ground. “But I have to tell Elder Fron my idea!”
Gurner Fron stepped out of his house. Oddity’s father began to apologize for the interruption, but Gurner waved him off. “What’s this about an idea, young lady?”
Oddity looked between Gurner and her father, and back again, then burst out with, “If we all play a super-mega game of 'hide from the Wind,’ the bad guys won’t be able to find us. Then they’ll leave us alone!"
Gurner looked into Oddity’s mismatched eyes and considered what she’d said. “Oddity, I don’t think the margr will leave even if they think the town is empty. I think some of us will have to fight to defend it. However, your idea sounds like a good way to protect the people in town who won’t be fighting. It might help if you were to start training the other children in ‘hide from the Wind.’ If your father thinks this is a good plan, that is.”
Oddity’s father picked her up. “I think it’s a great plan. Come on, Oddity. Lunch will give you the strength you need to start your training."
Oddity’s father took her home, just as the Trilling Stone began to sing.
Stormquiss’s Dancer in the Dust
Posted in the Kickstarter comments, excerpt from part V.
“Is that it? Is that all they have? I have heard worse sounds coming from the privy behind the tavern.” There were some nervous laughs.
“They have come for our homes. They have come for our flesh and blood and bone.” She paused, turning to catch the eyes of those on the barricade. “If they win all of our stories will be gone forever. The time Gurner locked locked himself in that self-same privy. The time that Abindh’s sheep were trapped in the floods and we formed a human chain to save them. Our tragedies, like the Red River. Our ghost stories, like the Dancer in the Dust. Our births, our weddings, our honoured dead. These Margr would wipe them from memory forever.” She paused again and turned her gaze to the enemy. The cries of the Margr were fading to a mutter and a clatter. Everyone that could see her was looking at Nieten, and for the first time it seemed as if the shy, competent Glaive revelled in their attention. “If we allow it. Only we can stop them and stop them we will. Together. Behind us are our homes. Ahead of us, our enemy. We stand between. Let us make sure the two never meet. Let us give Gurner some real stories to tell. Are you with me?”
The defenders roared, and Misereya raised her sword cane with the others and felt a giddy energy suffuse her.
For the first time in years, Sauda was unsure about what to do. Ellomyr was her home, and so had to be protected. But she had never been a warrior, even when she had been young, when things had been at their darkest. She had excelled at surviving, but never by killing. On the Walk, she had reasoned, talked, paid, redirected, tricked, hidden from or just run faster than her problems. Jelani and Nsi could fight if they had to, but she trembled at the thought of losing them. And thinking of Nsi, she glanced out and saw him hurrying back to the house...safe, and just a few minutes away.
At a loss of what else to do, she went into the house to make an inventory of what she had: tools, a few hunting items, some shins, food, clothes and some synth cloth to make more. She also had a few cyphers hidden away which might be of some help, and of course her cooking ring. Some of those might be useful...but none of it was enough. She needed to find something to do or some way to help; she didn't know how to make a difference.
Nsi came up the lane and found Jelani was fixing the lock on the house while Sauda figured out ways to turn the woodpile into a defensive structure, or even a barricade for the door. His arrival helped calm her just a bit because they could all do something to get ready, and they were together. Together.
It hit her, then--the thing she needed to be doing. Ellomyr had to be protected because it was her home, and so it had to be protected by people coming together. In a sense, it didn't matter what they did to get ready. If they believed in it, and worked on it as a community, through any fears, strife or uncertainty and if their differences blended together toward the greater purpose of making it through the next few days, the small community would find itself stronger and more alive than it had ever seemed when they were 200 individuals who happened to live near each other. Her garden chorus could become a chorus of the community.
And as the words "Brucha", "ditches" and "tower" started coming more loudly than the words "margr", "attacked" and "danger", Sauda allowed herself a deep breath and a tiny golden spark of hope.
Aubrey’s Vault of the Starborn Machine – Hiero Sol & Ro
“There are times when a hero must run, but there are times when he must also make a stand for himself!” Hiero looked back over his shoulder in dramatic fashion, “That is why I gathered you five here today. I did not bring you here to stop you from running. I brought you here so that I could offer you a choice. These past few days, every soul in your village has been working together to protect the only home they’ve ever known, and the people that they care about. Even heroes from far and wide have arrived to protect this village, some of us even risking the lives of those we hold most dear.” Hiero glanced at Ro, “But I understand your fear. None of you are masons nor carpenters. For you to stay in this village is too continue to hang your hope on the actions of others. Because of this, I have decided that the best use of my time he is not the application of my super-mega-metalworking skills, but in passing along my awesome knowledge to you.” The metal man turned halfway and looked directly into Arturo’s eyes. “You want to protect the people that mean the most to you?” A spear extended out towards the man. “I can teach you how.”
As the knight fell silent a gust blew by, filling the empty air with a howl. The five figures, most now with reddened eyes, stared up at Hiero as he stood at the top of the hilly plain. The sun seemed to peak over the horizon behind him in just that moment, casting the knightly figure as a silhouette. It had taken Hiero years of practice to get the timing for that move just perfect.
“As I said before. I’m not here to stop you from running. I’m merely offering you a choice. Become the hero who can protect what you love, or the villain that leaves it behind. Also, if by chance you still wish to abandon this village,” Hiero pointed over his shoulder and down the other side of the hill with his spear, “At least have the decency to tell its people to their face.”
All at once the five villagers became aware of a sound on the other side of the hill. They shuffled over to the edge where Hiero stood, and found what seemed to be a quarter of the village marching towards them. It shouldn’t have been a surprise. Hiero’s beam of plasma had lit the sky like daybreak. It was no wonder people had come to investigate.
“So.” Hiero said looking between the five villagers he had been speaking with, “What will you do from here.”
The five people stared uncertainly at each other.
A small voice spoke up. “I want to be a hero.” Said Ro, with a look of youthful conviction.
The five villagers turned towards the mutant child. Belara was the next to speak.
A small ring of villagers sat around several others, a mutant, and a mechanical knight. They had come to investigate the strange light that had gone off in the morning, but had instead found a training session in progress. Some went back to the village to work, some sat around to watch, and some even insisted on swapping in. The mood was only slightly killed by the lone, silent, sand-haired man that had crossed their path as they were heading up the hill. Aside from that, things went rather well. Hiero made sure later to thank Ro for tipping him off as to the intentions of the five villagers.
The next morning, Hiero had to bring more practice spears.
Kurtis Theorin’s Crossovers and Elita Who Watches
Kurtis’s posts can be found on the G+ Ellomyr Community and in the Kickstarter comments. Of note is their crossover post, weaving together fan creations and official update characters; this is an excerpt.
“…And then Nieten will be in charge of constructing the south wall. Alright, that should wrap up this meeting about our defenses. It looks like we have many… interesting new visitors to our small town. Let me be the first to thank you for lending a hand. Let us know if you have any advice to offer. Now, any questions? Yes, Faël? Speak up I can’t hear you. … Faël we talked about this. Yes, we have nanos trying to turn the trilling shard into a weapon. But we are being very careful about it, okay. I told you that you are free to oversee Volos’ work if— … Well, you’re welcome to that opinion. The offer stands. Let’s move on. Any—Okay! Yes! Yes! No need to shout Mr. Sol! I hear you. What is your ques—? … ‘Is this a righteous adventure?’ Um, I wouldn’t call this an adventure, but considering our enemies want to murder us all and steal everything we own, yes: our cause is “righteous’. I’m sorry Ro, I can’t hear you. Mr. Sol, what is your companion asking? … Uh, W-well I don’t think any of us have written heroic ballads before… Gurner could you--? … Gurner says he could tell a tale about Heiro Sol’s battle against the margr while someone plays music. Would that work? Yes? Okay, good. Of course we need to survive the battle first. Anyone else? The vistitant, yes! Iadace! What is your name? … I’m sorry, Knave of what? … No! No! It’s a fine name! What did you have to say? … Huh, that’s not a bad idea. You should talk to Nieten. Who else? Oh, blast it, Faël! If this about the damn shard again I will throw you in the Angry!
Brandon Neff’s Devin
From the Kickstarter comments.
Devin heard the whispers in the street. He wasn’t privy to the information, but then Devin had never let that stop him. Eavesdropping, snooping and compiling information came natural, as natural as breathing to the fifteen year old boy. He didn’t always mean to pry, but he always found himself straining to listen. The news was grim. Strange beasts had been routed near the river, some had even reported seeing corpses. Devin caught himself holding his breath in a mixture of excitement and trepidation.
Why Ellomyr? Why now? There was much work to do. His father should know. But there was a nagging voice in his head that demanded proof. These thoughts and more traversed the wide open spaces of his mind as he made his way to the river. Visions of a margr horde pouring down into Ellomyr, sacking and burning teased through his thoughts, picking apart knots of safety and comfort through the threads of consciousness. Forcing the images from his mind, he drew out a different image, one of a few sheep ravaged by some predatory animal. Yes, that’s what the villagers must have come across, the torn remains of livestock. Hah! It all made sense…there was no margr invaders, just the confused imaginings of whomever stumbled across the bloodied ground. Ah, of course! Shaking his head, he brought his mind back to the present.
He nearly collapsed. Lying against a large rust-colored stone slap, not a score of paces from where he stood, was a horned margr! Devin froze, his legs suddenly without feeling. The margr was covered in blood, struggling for breath. The stone where it lay was smeared with crimson. The beast slowly turned its horned head to look at Devin, a look of defiance flaring to life in an instant. Devin willed every muscle in his body to heed his urgent call and took a shaky step backwards. The margr began to rise, leaning heavily upon a shattered spear.
Kneeling in the woods just outside Ellomyr, Rundyn examines a set of fresh tracks. Margr. A rustle in the brush behind forces her to turn around. A single margr emerges from the thick bushes, spear held aggressively out front. Rundyn falls onto her back, scrambling backwards away from the beast. “Take it! Take it all!" She cries. "Just don’t hurt me. Please!” She tosses a small bag at the feet of the margr, jingling and clinking as the shins and the cyphers within bump into each other.
The beast relaxes its shoulders, sets the butt-end of its spear on the ground and smiles. “Your skull make pretty trophy.” It grunts. It picks up the bag, curious to its contents, it unties the string. A bolt of energy rushes out causing the margr to convulse and fall to the ground, unconscious.
Rundyn, her body stiff and frail, not what it once was, finds her way to her feet and shuffles over to the margr. From the pocket of her vest she produces a small, grey disc. She grimaces and hesitates for just a moment before hugging the beast close. “This stench is never going to wash off.” She whispers as she breaks the disc in half, instantly transporting the two back to her Golden Sliver.
The margr comes to. Its feet and hands bound.
“Ah! You’re awake! I was beginning to think I’d killed you. Now tell me, what’s your interest in the village?” She asks.
Andrew Thompson’s Brine
From the Kickstarter comments. We love the Ellomyr Sanitation Project! Brine Part 3:
The weeks before the abhumans arrived had been quite stressful for Brine. Having constructed a series of stasis chambers and hired several burly animal handlers, everything had been ready to fill his Menagerie with all of the wildlife that he could get his hands on. His dreams were coming to fruition!
The next part of his operation had met with setbacks, however. The streets of Ellomyr had filled with an alarming number of adventurers, making it impossible to wheel in an orgulous without some self-titled adventurer swinging an axe at it. Smuggling the creatures in by air had also backfired spectacularly – Brine spent days scraping broken hound excrement off the roof of the schoolhouse. That’s not to mention his attempts to import beasts directly through the datasphere (his connection was never stable enough to get a whole Ravage Bear)…
The broken hound incident had given him an idea though. He had remembered early talk of the Ellomyr Sanitation Project, and with a firm handshake and a sizeable donation of shins, he had gained access and a partial map of the tunnels beneath the bustling township. In no time at all, he had developed an automated transit system, whereby his cages could collect a beast from a location outside of the city limits and deliver them underground right into the cellars beneath his tent. It was perfect.
Brine sighed. He knew that his hard work would be for naught if the abhumans sacked Ellomyr. With great reluctance, he tweaked his smuggling systems’ mechanisms, and prepared his Null Boars for battle. With a flick of a switch, he could empty the Menagerie directly into the middle of the encroaching abhuman hoard. The thought brought a tear to his eye…but he knew that saving the city would bring fame and tourists to his collection of beasts, so it was the only path forward.
He rested his hand over the lever, awaiting the right moment to strike.
Ellomyr and the Valley of Sins
over 8 years ago
– Mon, Sep 25, 2017 at 11:31:03 PM
Iadace, traveler, and welcome back to Ellomyr!
The village elders have decided to send some particularly brave souls into a nearby vale where, reportedly, they might find some numenera devices that could be of use in the coming battle—weapons, shields, and so on. This is a dangerous place, though—the locals call it "The Valley of Sins." Will the explorers make it back alive, and in time to help? Maybe—that’s up to you.
We’ve passed the 1950 backers mark, which has taken Ellomyr’s defenses to level 4. Oh, but wait! Because we had 10 great contributions from backers (see the previous update), those efforts added +1 level to the defense. So we’re actually up to level 5. We have the most basic defenses are in place—but could we do more to prepare for the margr invasion?
Help us reach 200 more backers, and the excursion to The Valley of Sins will be successful. Furthermore, if we can get 10 more great contributions about the expedition (vignettes, numenera items, prior-world encounters, sketches—whatever you like) by Wednesday the 27th, the numenera treasures that they bring back will be more substantial, exciting, and useful to the defense of Ellomyr. So tell us about your characters exploring the Valley of Sins, what they find there (both good and bad), and how they fare against the dangers.
Tomorrow we will have an update that talks about some of the new character types in Numenera Destiny, and perhaps that might inspire you to include them in your stories and vignettes.
So, in summary, if we get 2150 backers before the horde arrives on Friday, we’ll not only have conventional defenses in place, but some cool numenera cyphers and artifacts to help protect Ellomyr. In truth, there’s likely to be even more things happening this week, and it’s very possible that decisions will need to be made on how to best utilize all our resources on behalf of the community. And we will need your help in making those decisions, so on Thursday look for an update explaining how you can weigh in and help manage the defense against the invading margr horde.
Probably the biggest impact you can have on shaping the story of Ellomyr, however, is helping us increase the number of backers. Sharing the link to this Kickstarter on social media or with your friends is a massive help. Consider sharing it with people who are currently not familiar with Numenera or even people who have never played an RPG at all. For just 25 dollars, they can back this campaign and get the Numenera Starter Set, which we’ll deliver to them soon after the Kickstarter ends. That set gives them everything they need to learn the game and get started, and hopefully love it so much that they’ll not only thank you for it, but they’ll be new Numenera fans going forward.
"I'm not so sure this is a good idea," Viel said, hitching the last of the packs to the back of the aneen. "We never go there. We call that place the 'Valley of Sins.' The name should be a clue."
Jird just nodded. "I've been to dangerous places before. Truth is, the world is full of them. The whole world is really just one big, dangerous place, really.”
"Ellomyr didn't used to be."
Jird nodded at the younger woman. "I understand. So, what do they say about this valley? Why's it so bad?"
Viel shook her head. "Demons. Ghosts. A blue mist that will turn you inside out if you've ever told a lie.”
Jird nodded again. "Sounds about right. But that's where we'll find the numenera we can use. There's some things I'd like to build that will help us against the margr."
"But why aren't any of you taking one of the windriders that you brought?"
"Because you'll need them when the margr get here, and we might not be coming back."
Viel's shoulders sagged.
"See, I just told you the truth there. So no worries about that blue mist for me.”
Viel managed a smile.
Iadace! —Monte and the MCG Team
Building Tomorrow Is Upgraded—Time for a New Book!
over 8 years ago
– Mon, Sep 25, 2017 at 09:07:57 PM
Wow! What a great way to wake up on a Monday morning—to another unlocked stretch goal. We have unlocked the upgrade to Building Tomorrow, making that book a 192-page hardcover with a double-sided poster map. This book is going to be great—and if you’re getting it as a reward, either as an add-on or because your backer level includes all the unlocked titles, your rewards just got that much better!
If you’re not getting all the books, take another look at our backer levels. You might consider an upgrade, particularly in light of our next stretch goal. Which is. . . .
Priests of the Aeons
Another book! This 160-page hardcover includes new foci and descriptors, cyphers and equipment, and other options and items for your character. It also covers the Aeon Priesthood in detail, giving you information on working with—or joining—the Aeon Priesthood to help enlighten the Ninth World.
We’ll add this book to the lineup when we get to $420K. So, for the sake of Ellomyr, and for to make Priests of the Aeons a reality, please help spread the word about Numenera and this campaign! #numenera2
Iadace! —Charles and the MCG Team
Ellomyr: The Wind Rider
over 8 years ago
– Mon, Sep 25, 2017 at 12:40:30 AM
Iadace, traveler, and welcome back to Ellomyr!
The margr are getting closer, but work on the community’s defenses continues apace! We now have well over 1900 backers. At this rate, it looks pretty likely that our basic defenses will get up in time, if everything goes well, but there’s so much more we could do. This is where it’s up to you: Help us reach more backers, because every 50 we bring on board helps us do more for the village in the face of this margr threat.
It feels good to do something other than scan the horizon for incoming attacks, even if it makes me nervous to watch Acel falling off the windrider more often than he stays on it. Jird—she seems to be the leader of the group who arrived, bringing these devices with them—says they’re safer than walking, and they’ll give us an advantage when the next attack comes.
I’m not so sure about the first one, but the second one rings true. Defending from the air is something we don’t have much experience with, but even I can see the advantages it would bring over the margr. And anything else that comes our way. Ellomyr seems to be a beacon for bad things lately. I have no idea what’s causing it, but I think these strangers—not strangers so much anymore—might be just the thing we need to not just survive it, but stop it altogether.
I watch as Acel skims through the air, tumbles, nearly falls, and then rights himself with a whoop. The others respond with cheers. He’s the one I’ve helped make Ellomyr safe for, all these years. And now he’s the one who’s going to help keep it that way.