recursal/Fanatic-Fandom huggingface dataset:
Steristi

**Steristi** is a character in *Torment: Tides of Numenera*.

## Background

Nearly every inch of this merchant's body is covered in tightly-wound robes and furs. A hood obscures its head, and a mask conceals its face. It caresses a cracked, ancient scroll with dark fingers. The merchant's spread-fingered hands glide over a faded parchment with the faint sounds of quills scratching. Vibrant letters in an unfamiliar tongue appear in their wake.

Steristi is the silent partner of Falinda. Falinda and Steristi are in love, and have been for many, many years. Falinda has never heard Steristi's voice.

## Interactions

### Other interactions

* Watching **Steristi** work will yield +2 XP.
* With Lore: Natural (Trained), watching **Steristi** work and asking "You cut holes in the page and ink flows up... almost as if you're tattooing it", will result in The Last Castoff being given the Amulet of the Eternal Traveler.
Perception

**Perception** is an Exploration skill in *Torment: Tides of Numenera*.

## Overview

Unlocks conversation options and +15% bonus per level on difficult tasks marked with this skill. Inability confers -15% penalty.

Visual, aural, and even olfactory acuity. Allows the character to notice things others would miss.

## Availability

The skill can be selected during character creation by the Jack.
Spirit Shroud

**Spirit Shroud** is a Cloak (artifact) item in *Torment: Tides of Numenera*.

## Description

The garment has no defined edges, like a wrapping cover, but someone fitted onto it a dozen crude metal hooking fasteners. When properly draped over one's outer clothing, the fasteners provide a weathertight overlap. Ethereal and mist-like, the shroud's almost non-color nonetheless reflects a vibrant white not unlike the snow and ice it protects against.
It may well have been plundered from a grave, but the material seems new: spotless and utterly devoid of wrinkles. Why anyone would want to protect the dead from the cold is a valid question. It will find better use amongst the living.

## Location

* Quest reward for completing The Sorrow's Prey.
Phayclor

**Phayclor** are squid-like monsters that feast on energy beneath the seas of the Ninth World.

## Background

These bizarre squid-like creatures are composed partly of flesh, partly of cyphers and artifacts that they accumulate to siphon energy from, and partly of delicate energy fields liberated from said objects, which these creatures use as a protective (and offensive) mantle. Phayclor are about twice the size of a human.

The sea is a wide and deep place, and many varieties of phayclor inhabit it, but all seek out powered devices as sustenance. A rare few phayclor live long enough to grow far, far larger. Thankfully, these rarely stir from the ocean depths.

## Abilities and Traits

##### Modifications:

Defends against energy attacks as level 8; stealth as level 7 when using chromatophores to blend into surroundings.

##### Combat:

A pahyclor can attack by lashing a foe in immediate range with a tentacle that inflicts 4 points of damage and holds the target from moving (until it can escape), or it can release an energy burst in the water that stuns all creatures in immediate range, causing them to lose their next turn. This latter attack can be attempted once every other round.

A phayclor can also use a random cypher that it's incorporated into its body, either gaining the effect the cypher provides (if useful) or hurling the cypher as a level 7 detonation. Each time a phayclor uses one of the cyphers making up its body, it loses 1 point of health.

Finally, a phayclor can feast on energy directly. If a beam or energy attack made against it misses the phayclor, it's healed by the residual energy and regains 2 points of health.

##### Interaction:

Phayclors speak with each other through rapidly flashing chromatophores. They have no ability to understand other creatures, unless one uses a cypher that can open a channel of communication.

##### Use:

A colony of phayclor has taken up residence in the bay, making things dangerous for everyone who lives in the area. It's possible that they could be convinced to relocate, but only for a quantity of cyphers offered as a bribe.

##### Loot:

Every phayclor "carries" 1d6 + 1 cyphers, though if slavaged, most are found to be at the minimum possible cypher level thanks to the phayclor's metabolic feeding.

## Miscellaneous

A famous painting in Qi features a colossal phayclor reaching up out of the ocean to pull a zeppelin to its doom.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 148. Numenera. ISBN 978-1-939979-45-2
2. ↑ Cook, Monte, et al. “Creatures.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 148. Numenera. ISBN 978-1-939979-45-2
Rarrow

**Rarrow** is a special city within the kingdom of Ancuan.

## Background

If Ishlav is a city built on a city, Rarrow is a city hidden within a city. The founders built it on both sides of a spatial rift. The city on this side of the rift is called Rarrow, but its counterpart on the other side is called Hidden Rarrow. About 5,000 people live in Rarrow, another 2,000 live in Hidden Rarrow.

No one knows precisely where Hidden Rarrow lies in relation to Rarrow. Is it in a parallel dimension, on another planet, or just elsewhere in this world? Many people have their own theories. Hidden Rarrow seems to have the same or a similar sun, but the moon never appears in the night sky, and the stars are similar but not identical. This latter fact lends credence to the belief that the rift isn't spatial in nature but temporal, and that Hidden Rarrow lies further in the future.

The rift is 200 ft. wide and runs through the middle of each half of the city, but it's invisible. Passing through the rift results in a smooth transfer from one side to the other without any sensation of transition. The people of Rarrow know exactly where the rift lies and have built a plaza around it(a matching plaza exists in Hidden Rarrow), but they don't mark it in any way, so newcomers sometimes stumble into it by accident. The rift is unmarked because the city's inhabitants want Hidden Rarrow to remain - well, hidden. They want it to be a sanctuary to which they can flee if invaders ever come to Rarrow. On the other side, defenses are in place - a stone wall and towers to defend against invaders who use the breach with hostile intent. The street in the plaza on the Hidden Rarrow side can be rigged to collapse, and beneath it is a wide pit that the defnders can fill with oil to create a burning "moat."

The people of Rarrow are sea traders and fishers. The harbor is a calm but deep port, and a tall lighthouse at the edge of town guides ships in on the frequent cold and foggy nights. The mayor lives in and works out of a large house in the center of town made from the hull of an ancient flying craft of metal.

Hidden Rarrow is a sanctuary sought by refugees, those on the run, or those simply looking to disappear. Rumor has it that if you pay the city a hefty fee, you can get a place to stay for as long as you wish - with no questions asked regarding who or what you're trying to hide from. It's alsohome to a significant marketplace of taboo, forbidden, or even dangerous goods. This black market isn't an illegal enterprise within the city, but the authorities of the other locales hate it, for it's a place where weapons, artifacts, and worst of all secrets can be bought and sold, and used far beyond Rarrow's borders.

## References

1. ↑ Cook, Monte, et al. “The Steadfast.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 163-164. Numenera.
Slugspitter

**Slugspitter** is a Ranged Medium weapon in *Torment: Tides of Numenera*.

## Description

This is a long, metal device with a narrow tube and a trigger mechanism. It has an opening to feed tiny slugs of metal into the tube. With a quiet puff of air, it fires these slugs rapidly and at high velocity.
Some slugspitters are cobbled together from other numenera, while others are ancient weapons that survived the ages intact. Producing a slugspitter from scratch is beyond the reach of Ninth World human technology.

## Location

* Valley of Dead Heroes: Sold by Tantalum.
Shrine of Great Chila

**Shrine of Great Chila** is a location in *Torment: Tides of Numenera*.

## Background

This shrine is dedicated to the memory of the Great Chila.

## Points of interest

* this small room contains the standard elements of a shrine, an altar, a portal, and its caretakers. The two named persons are The Observant Speck and Ragmin.
* You can use  Speed (Quick Fingers) to snatch the Azure Steel Merecaster from the altar.

## Characters

* The Observant Speck and Ragmin.
* Coty (if you get him a job at the Shrine)
Sundermun the Elder

**Sundermun the Elder** is a character in *Torment: Tides of Numenera*.

## Background

Near a display of goods that all appear to be made of Bloom-flesh - either tanned, beaten, carved or cured - stands an old man who looks fairly tanned, beaten, carved and cured himself. He also has startling yellow eyes. Sundermun and his younger self are actually one person, except the Elder is the Younger after a temporal paradox sent him back in time.

## Interactions

### Quests

* Freedman: Sundermun's place is one of several places you can hook your freed slave up at.
Shadowstep

**Shadowstep** is a Bonded item in *Torment: Tides of Numenera*.

## Description

This set of brown spikes look like the roots of a plant. A pleasant flowery smell, accompanied by a gentle warmth, surrounds them. When placed against the user's feet they take root, driving themselves into the flesh. Once planted they allow one to move more swiftly, as if the spikes give their user a boost with each step.
There are many rumors whispered about Shadowstep, especially in the shadows of alleyways and dark corners of taverns, for they allow those with ill intent to quickly catch up with a target or make a fast getaway. One story tells of a glaive who tried to skip town after he stole from his fellow travelers, only to find the party's jack ahead of him wherever he went, until in desperation he leapt from a cliff. The jack returned the stolen loot, but kept his part for herself.

## Location

* Rewards for completing Eyes of the Adversary
Machine Eater

**Machine Eaters** are ravenous beasts native to the Phaeton Halo. They hunger for automatons and other machine-related life.

## Background

Machine eaters burrow vast subterranean tunnel complexes within solid structures tumbling through the Phaeton Halo. When they're encountered inside empty space, it's usually because one's in the process of traveling from one spinning Halo component to another, or because the machine eater happened to sense a particularly strong numenera signature.

To the otolins and other forms of machine life, machine eaters are nothing but vicious and pernicious predators, to creatures of living flesh, machine eaters aren't usually lethal, though they will pursue any character who carries enough devices of the prior worlds. Machine eaters want to extract the power that many machines rely on to operate.

Machine eaters are also void-adapted creatures.

## Abilities and Traits

##### Motive:

Hungers for devices of the numenera and automaton vital energy

##### Modifications:

Perception as level 8 for detecting automatons, machine life creatures, and any creatures bearing cyphers and artifacts

##### Combat:

A machine eater clamps its sticky pedipalps onto its target, inflicting 4 points of damage. Against automatons and biomechanical creatures, that damage will ignore Armor.

Instead of dealing damage, the machine eater can instead choose to drain an oddity, an artifact, or a cypher carried by the target. when this occurs, the item becomes useless, and the machine eater regains a number of points of health equal to the level of the drained object.

A machine eater can also attempt to stun any automatons an biomechanical lifeforms within short range by generating a pulse of energy. The affected targets will lose their next round of action, and artifacts and cyphers can't be used for one round.

##### Interaction:

Machine eaters aren't at all sapient creatures; they're much more equivalent to burrowing vermin on Earth, though with a more predatory bent.

##### Use:

A meteorite struck a city in the Ninth World. Unfortunately, it was riddled with tunnels and contained a nest of machine eaters. Now the surviving creatures are moving out into the city and causing havoc by eating every tech device they come across.

##### Loot:

1d6 cyphers (each one higher than normal, up to a maximum of level 10) can be salvaged from a machine eater's deactivated body.

## Miscellaneous

The otolins believe that machine eaters enjoy a communal life inside their colonies. Studies are ongoing - if a tainted power source could be introduced to the colony, it would likely wipe out an entire nest and render that region of the Halo safe.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Into the Night, Monte Cook Games, LLP, 2018, pp. 145. Numenera. ISBN 978-1-939979-40-7
2. ↑ Cook, Monte, et al. “Creatures.” Into the Night, Monte Cook Games, LLP, 2018, pp. 145. Numenera. ISBN 978-1-939979-40-7
3. ↑ Cook, Monte, et al. “Creatures.” Into the Night, Monte Cook Games, LLP, 2018, pp. 145. Numenera. ISBN 978-1-939979-40-7
Raster

**Rasters** are flying beasts found within the Ninth World.

## Background

Raster are biomechanical creatures that use antigravity suspensors and large, bat-like wings to carry themselves aloft at great speed despite their size. A typical raster has a 30 ft. wingspan. They're native to the land of Ancuan in the southern region of the Steadfast.

## Abilities and Traits

##### Environment:

Rasters dwell in clutches of three to five, usually not far from a large body of water.

##### Movement:

Long while flying; short while on the ground

##### Modifications:

Perception within long range as level 5, but beyond that, as level 2

##### Combat:

Rasters avoid danger and combat if possible. If they must fight, they prefer to use a long-range energy generator in their head that fires bursts of invisible energy (long range, 6 points of damage). They never fight to the death, as it's usually easy fro them to escape by flying away.

##### Interaction:

Sometimes rasters are encountered in the wild, nesting on rocky islands along the coast. More often, however, they're tamed, trained, and used as aerial mounts. Riders use sonic prods to control them.

##### Use:

A small clutch of rasters has moved into a ruined keep not far from a small town. The mayor, who wants to refurbish and use the keep, seeks mercenaries to clear out the rasters. Meanwhile, local raiders have put the word that they would pay well for any young rasters brought to them alive.

##### Loot:

The biomechanical nature of a raster means that its body contains 1d6 - 2 cyphers (which also means that some bodies have none).

## Miscellaneous

Many people have seen epic battles between rastriders and xi-drake mounted Angulan Knights in the skies over the lands of the southern Steadfast.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 248. Numenera. ISBN 978-1-939979-45-2
2. ↑ Cook, Monte, et al. “Creatures.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 248. Numenera. ISBN 978-1-939979-45-2
3. ↑ Cook, Monte, et al. “Creatures.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 248. Numenera. ISBN 978-1-939979-45-2
Sticha Lair

**Sticha Lair** is a location in *Torment: Tides of Numenera*.

## Background

These caverns have been excavated by the sticha and serve as their home and spawning ground.

## Points of interest

* Entering the lair immediately triggers a crisis. You have two goals here: Steal three egg clusters (if you want to make sure that the city has an edge over the sticha) and reach the exit into the Buried Crossroads, to access the Changing God's sanctuary.
* The sticha will become aggressive if they detect you. Bringing a group with Stealth skills is highly recommended, as it makes sneaking through the lair much easier - and avoids antagonizing the sticha needlessly.
* In order to steal the eggs, you need to reach each cluster and interact with it. The clusters have different options for interaction, however, it takes one action to open each and another to secure the eggs.
	+ The northwestern cluster: You can use  Might (Smashing) to destroy the eggs or  Speed (Quick Fingers, Lore: Natural) to puncture the membrane and loot them. With  Intellect you can use either Persuasion or Deception together with Lore: Natural to convince the sticha breeders to surrender the eggs. Then you can use  Speed (Quick Fingers) to collect them. If the Castoff has the Tidal Surge skill, you can use it to attune to the nests and make them open themselves with ease.
	+ The eastern cluster: You can smash the eggs or tear open the membrane to expose the eggs. With  Intellect (Lore: Mystical and Lore: Natural), you can sap the nest's energy and expose it that way.
	+ The southwestern cluster: You can use  Might (Smashing) to destroy the nest and eggs or  Might (Lore: Natural) to crack it open. Then you can use  Speed (Quick Fingers) to snatch the contents.
* Afterwards, you can either leave the way you came or head to the Buried Crossroads. Note that there's an alcove by the exit that contains some shins and Brood's Ears. There's another alcove by the acid pool to the east that has Odd Gloves in it.

## Characters

* The area is filled with six sticha of different ages, periodically using echolocation to check their surroundings. You can interact with the musical statues to throw them off your trail (they will automatically receive the captivated fettle, forcing them to approach the statues).
Reactive Plate

**Reactive Plate** is a Body item in *Torment: Tides of Numenera*.

## Description

Unlike most armors made in the Ninth World, this breastplate was shaped from exotic materials like synthsteel and pliable metal, scavenged from the wreckage of prior worlds. Only a few armor-smiths could accomplish such a feat, so armor of this quality is rare and prized.
A tiny module containing a simple machine intelligence has also been incorporated into the armor. It perceives the nature of incoming attacks and attempts to modify the material composition of the breastplate to better protect the wearer. This is far more effective against physical attacks, but the armor provides a lesser measure of protection against chemical, transdimensional, and other forms of damage.

## Location

* Valley of Dead Heroes: Sold by Tantalum.
Pursectran

**Pursectran** is a parallel world ruled by a flying-fortress city inhabited by the Pure.

## Background

In a cognate world that diverged from the base dimension during one of the prior worlds, the Earth is under stewardship of a flying fortress-city called Pursectran. The fortress is composed of a constantly shifting jumble of reflective metallic blocks, sinuously reaching tendrils, and an armada of tiny golden automatons. Pursectran also sends forth tiny elements of itself, shaped at need, which appear like high-flying gliders of metal and synth.

Entities called the Pure inhabit the fortress. the Pure might be a kind of automaton, though they flow into and out of each other in the same way the outer fortress changes shape and purpose. This means that each is part of a greater whole, but each also claims a sense of individuality. Many of the Pure don't exist as discreet bodies at all, but rather as though forms that inhabit imagined environments hosted within Pursectran.

The flying fortress is constantly harvesting the surface of this divergent Earth for objects and devices. Even drit is valuable, or at least worthy of study.

The only other intelligent creatures the Pure encounter are usually dimension walkers, because in this timeline, all intelligent creatures joined with the Pure aeons earlier. Thus, when dimension walkers are encountered, it's something of a momentous occasion. Such visitors are greeted by a representative called the Pure Emissary who flies down as a gliding wing, then transforms to reveal itself as a being that mimics the visitors. It can speak most languages and quickly learn new ones. It invites visitors to return with it to Pursectran, where many wonders can be learned. Those who accept are taken up into the fortress and become, for a time, as the Pure, which means they exist as both one and many. Most dimension walkers who experience this gestalt discover that it's so transcendental that they never wish to leave. The Pure are happy to welcome new members, though also perfectly willing to allow anyone to leave at anytime, usually with parting gifts in the form of several cyphers and an artifact, and an invitation to return at any time.

## References

1. ↑ Cordell, Bruce, “Alternate Realities.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 134. Numenera. ISBN 978-1-939979-47-6
Recalescent Stone

**Recalescent Stone** is a piece of equipment in *Torment: Tides of Numenera*.

## Description

Attached to a fine chain is a hunk of polished meteoric metal fashioned into the shape of an eye. While cool to the touch, it has the bright glow of cooling metal that does not seem to dissipate. You can sense a barely contained surging power behind the glow, a promise of power to those who can control it.
You gained this item at great cost by plucking it from a malevolent scaled statue.

## Location

* Crefton Fathom: Plucked from Dracogen's statue.
Shield of Two Skies

**Shield of Two Skies** is a piece of equipment in *Torment: Tides of Numenera*.

## Description

This large, unwieldy item does not look like a shield at all but rather a piece of debris. It was once polished to a mirror sheen, though the pocked reflection it offers to the onlooker is distorted. The shiny surface does not reflect the world around it... at least, not exactly. Instead of conventional insulation, it appears to channel heat and cold into somewhere... else, perhaps the dimension it reflects. Whether this world is inhabited - and how its denizens might react to the shield's presence - is yet to be determined.

## Location

* Chiurgeon Slump: One of the possible rewards for outdrinking Artaglio.
Navarac

**Navaracs** are flying, reptilian creatures native to the Swarmstar that despise all humans.

## Background

Navaracs hunt down humans. Sure, they kill and eat prey of all kinds but somehow seem to have an almost irrational hatred toward mankind. Although these flying reptiles aren't very intelligent, they do possess a sort of cunning that can make them terrifying hunters. They can be awkward when not in flight, but that happens rarely on occasion.

## Abilities and Traits

##### Combat:

Navarac will attack with a vicious bite. They also use torn loops of mantle filaments to either lash at or entangle foes up to a short range. Overall, however they will try to use the unique environment the Swarmstar provides to their advantage. They cut the filaments their foes hang from, knock them off ledges, or even grab them and drop them, often swooping down to grab them again later. They can knock weapons from their hands (most likely to be lost forever). When attacking humans inflicting pain and terror is just as important as bringing down prey to feed.

If a navarac is reduced to less than 6 points of health, it will usually attempt to fly away. If one or two fly away, then a whole group will probably follow - but only to come back again and again with their harassing tactics to eventually wear their enemies down.

##### Interaction:

Navaracs don't speak or even have human-level intelligence, but they're more intelligent than what many would suspect. A nonhuman might be able to have a very simplistic, non-linguistic interaction with a navarac, but the creatures hate humans too much to do anything but kill them.

##### Use:

A small pack of navaracs has set up a number of traps - loose filaments, loop snares, sharp sticks hidden amid said filaments, etc. - around a hanging city to catch or kill those who come and go.

##### Loot:

Navaracs are known to rest inside filament tangles. Within a nest, an explorer might find man-made objects of value (including a cypher or two) that were kept as trophies.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Into the Night, Monte Cook Games, LLP, 2018, pp. 149. Numenera. ISBN 978-1-939979-40-7
2. ↑ Cook, Monte, et al. “Creatures.” Into the Night, Monte Cook Games, LLP, 2018, pp. 149. Numenera. ISBN 978-1-939979-40-7
Spirril

**Spirrils** are animate plant-like creatures that entangle their prey with their coils.

## Background

A spirril is an animate piece of coiling, fibrous plant matter that can grow 100 ft. or more in length. Green and red serrated leaves grow in great spike-like tufts along its body, as do occasional smaller globular white fruits.

Spirrils can survive in air or underwater with equal facility. In air-filled pockets (or on the surface), they can slither across or up any surface, somehow adhering even to completely smooth walls or ceilings. In water, spirrils undulate like sea snakes, homing in on prey. In any environment, spirrils can squeeze through tiny apertures no more than a few inches in diameter, which allows them to hide in almost any terrain.

## Abilities and Traits

##### Environment:

Usually underwater, near water, or in a humid environment

##### Modifications:

Speed defense as level 5 due to size; perception tasks as level 4.

##### Combat:

Spirrils can grab prey and encase it in coils of tightening vine. To do so, a spirril makes up to two vine attacks as a single action (with a vine end or a loop or two within its body). Anyone struck by an attack takes 7 points of damage and must succeed on a second Speed defense roll or be enveloped by the spirril's mass of coils. A victim at the center of the tightening coil suffers 7 additional points of damage each round. He can attempt to struggle free with a successful Might-based task, or attack from inside with nothing larger than a light weapon.

A spirril's fruit contains different concentrations of spores. Some serve the plant for reproduction, and others are fore defense. A spirril can hurl a spore fruit up to a long distance away, where it explodes in an immediate radius and the acidic spores inflict 7 points of damage. Some spirrils can hurl spore fruit that inflicts intellect damage (ignores Armor).

##### Interaction:

Spirrils usually act like simple predators, but they can show a cunning in hunting prey that requires extensive planning and the ability to predict how prey might think. Explorers with the ability to speak with plants or fungi find that spirrils possess a form of intelligence, but even so, it's hard to convince them that humans and other animals are anything more than compost that hasn't stopped moving yet.

##### Use:

A seaside community wakes one morning to find a particularly thick tide of seaweed has washed shore. When villagers go to clean it up, the "seaweed" animates and drowns those trying to gather it. Now the animate vine lengths have besieged the town.

## Miscellaneous

Spirrils are active most of the year, but they require twenty days every year in which they lie fallow and defenseless while undergoing a life-sustaining renewal process. During this period, they must hide away or risk becoming sustenance for other creatures.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 152. Numenera. ISBN 978-1-939979-45-2
2. ↑ Cook, Monte, et al. “Creatures.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 152. Numenera. ISBN 978-1-939979-45-2
Rumblings of Discontent

**Rumblings of Discontent** is a quest in *Torment: Tides of Numenera*.

## Synopsis

Brusca, the captain of the Memovira's guards, has asked me to look for two of her patrols that are late in returning from their rounds deeper in the Bloom. Brusca told me the patrols were taking a wide route around the Bloom, so they could be anywhere.

## Walkthrough

* The first patrol (or second, depending on the order) is in the Old Slave Block, in the third cell. You need to use  Might (Smashing) to break the door down or  Speed (Quick Fingers, Lore: Machinery) to pick the lock open. Examining it also uncovers a trap you can remove with  Speed (Quick Fingers), netting you the Sac of Molecular Acid. Inside is one of the patrols belonging to Memovira.
* You can promise to tell the murdens that the guards have escaped, while they hide elsewhere, allowing them to slip out unnoticed. Or tell them to make a break for it, which causes them to run into murdens and die. If you want them to live, tell the murdens about the prisoners, then when they are in the abattoir, talk to the thug and tell him to leg it.
	+ Incidentally, saving this patrol also allows Zebbak to return to his kids in Cliff's Edge. that's the injured thug.
* The other patrol is in Little Nihliesh.The Memovira Sergeant and the mutants are about to come to blows. A crisis begins, which you can resolve by choosing sides - or gaining trust and defusing the situation.
	+ The Spiny Mutant can be talked to. You can inquire as to the origins of the situation, the person in charge, or how Memovira might retaliate - each of which consumes an action. After you talk to him once, you can use  Intellect (Persuasion) to convince the mutants to keep the patrol alive. Then a final check of  Intellect (Persuasion, Intimidation) will allow you to convince the mutants to let the patrol go.
	+ The Sergeant is a little more useful, as you can use  Intellect (Deception, Intimidation) to suggest someone will come up to check on the patrol.
* Return to Brusca for a reward.
Scholarch's Archive

**Scholarch's Archive** is a Bonded Artifact in *Torment: Tides of Numenera*.

## Description

This bony, segmented chain unravels at the touch of living flesh and latches eagerly onto a user's spine.
Once attached, the user will sense the presence of another mind within their head that is wise, knowledgeable, and contagiously rude.

## Location

* Cliff's Edge: Sold by Madelia Glittering
Scorpion's Reach

**Scorpion's Reach** is a land feature unique to the kingdom of Ancuan.

## Background

This sprawling peninsula is filled with the ruins of prior worlds. Known for its weirdness and mysteries, it's frequented by explorers, discoverers, and numenera scholars. Scorpion's Reach is also dangerous, offering regular encounters with Oorgolian soldiers, magistophores, disassemblers, and other remnants of the past.

## References

1. ↑ Cook, Monte, et al. “The Steadfast.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 163. Numenera.
Prata

**Prata** is a character in *Torment: Tides of Numenera*.

## Background

In the shadows cast by the folds of this merchant's cowl, you glimpse hints of verdant chitin and amber mandibles erupting from pale human flesh. Her voluminous robes cannot hide the fact that her movements are... off, as if too many joints inhabit too little space. But her voice - her voice is a warm, tumbling flood of spoken thoughts and impulses.

Prata is a half-insect lady, transformed by proximity to countless, countless cyphers and other artifacts. She doesn't mind it one bit, remaining her infinitely chipper self.
Persuasion

**Persuasion** is a Exploration skill in *Torment: Tides of Numenera*.

## Overview

+15% bonus per level on difficult tasks marked with this skill. Inability confers -15% penalty.

Convince an otherwise-reluctant character to see things your way or to do what you want them to do.

## Availability

The skill can be selected during character creation by the Jack.
Red Ocean

The **Red Ocean** is a vast, vermilion body of water that encompasses a good swath of Celerillion.

## Background

Once upon a time, someone dreamed a sea, and thus a sea crashed and roared, breaking upon a beach of red sand. Unlike the vast majority of oriception events, the sea didn't fade but instead grew larger and larger, until its unknown depths had expanded in every direction for thousands of miles. The reddish waters are translucent and, just possibly, also conscious. Or perhaps it's the consciousness of numberless aquatic creatures that swim throughout it, in total creating a self-sustaining act of conceptual creation.

A tonbrium fortress lies along the edge of the Red Ocean, but otherwise most tonbrium will skirt the sea. The stories that they tell recount a drowned cerebral husk slowly crawling across the ocean floor, a story that within Celerillion must give rise to just such an entity or, at the very least, a concerning facade thereof.

A group of tonbrium calling themselves the Wayfarers sail 3 great ships of magnificent oriception, numbering 500 tonbrium in total. They all live inside the bowels of the ships, but will spend most of their time up among the rigging, watching out for dream storms, for great beasts that sometimes rise from out of the depths, and for islands of moving vegetation that can mire and pull down their vessels. They don't give heed to the Philosopher or the Insurgents, and prefer to go their own way. Of course, they'll recognize that an unruly mind is an invitation for disaster. Unlike the military structure imposed by the Insurgents or the enforced asceticism and dearth of imagination under the tutelage of the Philosopher, the Wayfarers believe that the way to live in the Unfettered Range is through experience, joy, and observation. They aren't afraid to imagine wonderful things, thus simultaneously creating those very conceptions. All of their creations are released into the sea, where they will either fade away or find themselves a new, independent existence.

## References

1. ↑ Cordell, Bruce, “Celerillion.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 122. Numenera. ISBN 978-1-939979-47-6
Rachar

**Rachar** is a city in the Kingdom of Iscobal.

## Background

Growing from the ruins of a prior age, Rachar is a place full of ancient buildings made from stone, steel and Glass that still stand. Some of these structures have proven to be too difficult for the inhabitants, some have no easy egress or point of entry, and others are unstable and threaten to collapse. A few of these buildings house dangerous and mysterious machines that are best avoided. If necessary, the buildings are barricaded to people out.

Living amidst machines and structures from the past, the city is no stranger to the weird; talking Statues, moving walls and streets, sudden energy fields that block doorways, it's always filled with the unexpected. A floating structure of metal and synth hovers high above the city. It may have once been a vehicle of sorts, but no one has yet discovered how to make it move. The city watch utilizes it as an observation platform to monitor Rachar and the surrounding lands for any signs of trouble. Reaching the Platform itself usually involves the employ of a gravity-manipulating mutant named Baurn.

Rachar is ruled by one of King Noren's friends, a man named Terrhvyss. He has a metal clawlike hand and an artificial eye, but often hides these features as if embarrassed by them. He is a wise and capable leader who covertly hoards the numenera in a vault within his estate. A few people who happen to know his secret believe that he stockpiles the numenera because he loathes the artifacts of the past and wishes to protect the world from the dangers that they represent. In actuality, however, he gathers the objects in order to rebuild his own body.

## References

1. ↑ Cook, Monte, et al. “The Steadfast.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 155. Numenera. ISBN 978-1-939979-45-2
Piquo

**Piquo** is a character in *Torment: Tides of Numenera*.

## Background

The mutant boy gazes at the entrance to the chiurgical parlor, flinching at each scratch of razor metal on metal from within.

By your estimation, he is in his late teens but is the size of a young, malnourished child. His arms are little more than bone wrapped in red-speckled skin, and a raw line zigzags down between his mismatched eyes and over his blade of a nose, as if pointing directly at his thin lips.

He sees you looking, and birdlike muscles flex in his frail jaw.

## Interactions

### Quests

* Wayward Son

*This article is a stub. You can help Numenera Wiki by expanding it.*
Stingcharge

**Stingcharge** is a Ranged Light weapon in *Torment: Tides of Numenera*.

## Description

This pronged device generates and projects short-ranged, powerful bursts of electrical power at targets. It has been cleverly modified to fit onto a human arm and rests comfortably in your hand.

## Location

* Underbelly: Sold by Mechela.
* Buried Crossroads: In a chest by the probability machine.
Sagus Protectorate

The **Sagus Protectorate** refers to a terrority and the authority who (claims to) rules it. An early settler, Sagus, gave it its name.

## Description

The Sagus Protectorate originates from the conflict between the Tabaht, a powerful early tribe, and other ethnic groups. Under constant threat, those groups fled to escape the Tabaht. One of them eventually found the ruins of what would become Sagus Cliffs. With the city powerful defenses, they managed to repel the Tabaht and to establish themselves as a strong power in the area. Ultimately, the Tabaht disappeared, and the Sagus Protectorate expanded its power. It accumulated an immense wealth thanks to the strategic location of Sagus Cliffs as a major trade hub, with a fee on all merchandises passing through, which helped in extending the territory borders.

However, two centuries ago, a slave revolt changed the situation. A new social hierarchy was established, with the Slave Families at its top. Nevertheless, the former aristocracy managed to retake the power after hiding for decades in the population, by intermarrying in secret with the new leadership. In the meantime, the influence and the territories of the protectorate were greatly diminished. The Sagus Protectorate represent in name a large area, but the control of the Slave Families is limited to the lands near Sagus Cliffs.

Compared to the Steadfast, the Protectorate lies on the other side of the Clock of Kala. Marshlands polluted by chemicals and plains that serve as hunting-ground for monstruous aerial predators can be found between the Clock and the Protectorate. To the west, the Sagus Protectorate borders the Arwin Wood, while the Garravia Sound sea can be found on the east, and the Verxulian Waste on the south.

## Behind the scenes

The Sagus Protectorate is one of the principal place of action of the *Torment: Tides of Numenera* video game.

*This article is a stub. You can help Numenera Wiki by expanding it.*

[Tides of Numenera organizations][Tides of Numenera locations]
Stillborn Construct

**Stillborn Construct** is a Oddity in *Torment: Tides of Numenera*.

## Description

This inert little figure of metal and synth was cobbled together from parts of the Crippled Foreman, making it one of the construct's "children." With your help, the Foreman transferred some of its energy into the little creature, but for some reason it never came to life.

## Location

* Reward for completing Foreman's Brood. You can take the dead construct without taking other children.
Sferic

**Sferics** are expert machine crafters in the Ninth World.

## Background

A sferic is a 15 ft. tall automaton sporting a few large metallic limbs specialized for digging, several smaller limbs for grasping and cutting, and even a limb that can emit a concentrated tip of flame that seems as hot as the sun.

A sferic has a reputation for being a builder's dream, but relying one is far from safe. Give it a plan or, if you don't have one, tell it what you'd like to build. The sferic will then begin to build the requested device or structure, but it may request special components if the item requested is higher than level 5. At some point during the crafting process, it may also decided that it requires bio-circuitry and attempt to salvage it raw from whichever living things is closest.

## Abilities and Traits

##### Modifications:

Resists mental attacks and deception as level 7

##### Combat:

A sferic will usually prefer to avoid combat. However, if it decides to salvage bio-circuitry from a living creature, it extrudes tendrils at a target within immediate range. Each round, the chosen victim must resist the tendrils burrowing into their skull or lose their next turn and take 5 points of Intellect damage (ignoring Armor). Once a sferic inflicts 15 points of damage on a given creature, it will have the material that it desires, though the target will permanently lose 3 points from its intellect pool (if it even recovers at all).

If attacked, a sferic will ably defend itself through its digging and cutting implements, physically attacking every creature within immediate range as its action.

##### Interaction:

These creatures are perfectly amenable to negotiation and build requests. They don't volunteer the fact that they sometimes require bio-circuitry in return.

##### Use:

The PCs need bio-circuitry for a particular project, and they've learned that a creature known as a sferic is adept at salvaging that material in quantity.

##### Loot:

Sferics can be salvaged for a few cyphers, 10 units of bio-circuitry, and perhaps even an artifact, each.

## Miscellaneous

Sferics know many plans, but extracting a particular plan that either a wright or other crafter can use is a long process involving communication and negotiation. Finalizing such a deal may require that a gift of "raw" bio-circuitry be bestowed upon the sferic.

Salvaging bio-circuitry from a normal living creature isn't something that just about any creature can do; it's a special ability that only the sferics possess.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Numenera Destiny, Monte Cook Games, LLP, 2018, pp. 275. Numenera. ISBN 978-1-939979-78-0
2. ↑ Cook, Monte, et al. “Creatures.” Numenera Destiny, Monte Cook Games, LLP, 2018, pp. 275. Numenera. ISBN 978-1-939979-78-0
3. ↑ Cook, Monte, et al. “Creatures.” Numenera Destiny, Monte Cook Games, LLP, 2018, pp. 275. Numenera. ISBN 978-1-939979-78-0
Suhlacil

The **Suhlacil** were a sentient race of nebulae millions of years old from across galaxies.

## Background

They were known to form large masses within their forms, over time, and hurl them towards celestial bodies at light speed.

It's believed that a great war was waged against them in ages past, ultimately leaving them defeated but not destroyed. Ruins from the war can be seen along the surfaces of far-distant worlds like Nullen.

## References

1. ↑ Cook, Monte, et al. “Other Worlds.” Into the Night, Monte Cook Games, LLP, 2018, pp. 136. Numenera. ISBN 978-1-939979-40-7
Rathscor Fortress

The **Rathscor Fortress** is a structure located within the Pytharon Empire.

## Background

Guarding the southern border of the Pytharon Empire is the great fortress of Rathscor. Lord Myallatur commands the fort and all its defenses. His soldiers, the Mahal Shards, are infamous for their prowess and might - and also particularly their speed. The Shards include cavalry, riders of reptilian coursers called brehm.

## References

1. ↑ Cook, Monte, et al. “The Steadfast.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 158. Numenera.
Patience Everlasting

**Patience Everlasting** is a piece of equipment in *Torment: Tides of Numenera*.

## Description

The polished pearlescent surface of this crystal shimmers, a faint glow illuminating it from within. When touched by another object, a seemingly random color blooms from the point of contact, with the potential for it to overtake all of the crystal's hue. Pressing another object before the change is complete summons another color, and when the two meet they blend into a third. The crystal will eventually turns black, resisting all further change until reset to an opaque shade of ivory.

## Location

* The Ascension: Looted from the locker near the square.
Scriptures of the Great Devourer

**Scriptures of the Great Devourer** is a Item of equipment in *Torment: Tides of Numenera*.

## Description

This handful of crumpled papers is covered with messy scrawl. They purport to be part of the "canon" of the Bloom cult, but they seem little more than the incoherent ramblings of their author, a cultist named Inkpot. Most of the pages are covered with grimy fingerprints and thick, dried blotches of yellow phlegm.

## Location

* The Vast Interior: Given to you by Inkpot.
Riven

**Riven** are ultraterrestrial, creatures from parallel dimensions.

## Background

Riven are echoes of creatures that perished in timelines extinguished by disaster. So in a way, they're like ghosts, but ghosts that physically haunt parallel worlds after there own world is no more. They sometimes resemble blurred images of familiar creatures, such as seskii, though in most cases the bodies appear more skeletal and often glimmer with transdimensional energies. Riven act as if always threatened, and constantly lash out, or run from, everything and everyone around them.

## Abilities and Traits

##### Modifications:

Defense as level 5 due to transdimensional skipping.

##### Combat:

A riven's exposure to transdimensional energies that caused its change benefits it in combat, because it's hard to predict exactly where a riven will be from moment to moment. Riven attack with ferocity of the crazed and the desperate. When they're encountered, together, 4 of them can concentrate on one foe and make one attack as if they were a level 4 creature, inflicting 8 points of damage. Each riven must still be attacked individually, as normal. If their numbers are reduced to fewer than 4, they retreat into a parallel dimension. Attempting to follow a fleeing riven could strand a character in an alternate reality, or forcefully knock them back into their own reality when the riven returns to a dimension that no longer exists.

If a tooth of a bestial riven breaks off in the attacked PCs skin during combat, until removed (a Might action) the character suffers one point of damage per round.

##### Interaction:

These desperate, crazed entities understand only destruction and fear. They can't be reasoned with or calmed, not even those that look like humans or other intelligent beings.

##### Use:

After PCs visit what appears to be a dying parallel dimension, or view one through an artifact, they're attacked by a riven that bears an uncanny resemblance to them.

##### Loot:

Riven that appear bestial never carry any loot, but those that resemble warped versions of humans may carry some shins and possibly a cypher.

## Miscellaneous

What's so powerful that it can extinguish whole dimensions? Possibilities include runaway processes that are beyond the creator's original intent, weapons wielded by god-like beings, and certain classes of predator that operate many magnitudes higher along the food chain that normal creatures.

## References

1. ↑ Cordell, Bruce. “Ultraterrestrials.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 153. Numenera. ISBN 978-1-939979-47-6
2. ↑ Cordell, Bruce. “Ultraterrestrials.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 153. Numenera. ISBN 978-1-939979-47-6
3. ↑ Cordell, Bruce. “Ultraterrestrials.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 153. Numenera. ISBN 978-1-939979-47-6