recursal/Fanatic-Fandom huggingface dataset:
Shallamas

**Shallamas** is a mercantile city in the Kingdom of Navarene.

## Background

Known by many as the City of Echoes, Shallamas is a sprawling trade city of 80,000 people, as infamous for its thieves as for the wealthy merchants they prey upon. It's home to the Provani family, another of Navarene's aristocratic houses. The Provani garner great wealth from the caravans that enter the city with goods from the south and leave with goods from Navarene and the Beyond. Even exotic goods from the mysterious lands to the north, such as liquid silk and synthwood, flow through Shallamas.

The City of Echoes is surrounded by an impressive stone wall with many towers. Three main gates provide access, each with its own associated market, and a fourth market lies in the center of Shallamas.

The city gets its name from a strange phenomenon that has no explanation. Without warning, residents from time to time see and hear "echoes" of recent past events. although these echoes seem real, they're more like illusions or holograms, you can't interact with them. The events can be as recent as a few minutes ago or as distant as a year in the past. In th Shallamas court system, an echo of an eyewitness observing a crime or confirming an alibi is every bit as valid as seeing it actually happen. Echoes have never been observed with inaccuracies.

Argust Provani, the ruler of the city, employs a capable and sizable guard to maintain order, but he also controls an elite group of secretive operatives called the Shadowlings, who infiltrate criminal organizations and destroy them from within. The Shadowlings are though to be as ruthless and violent as the criminals they combat, but they do help to keep the city's merchants and traders safe from thievery.

## References

1. ↑ Cook, Monte, et al. “The Steadfast.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 139. Numenera.
Shattered Orb

The **Shattered Orb** is a hazardous environment found within the Explorable Region of the Gloaming.

## Background

The residents of the Gloaming believe that this deadly terrain once housed a great, hollow sphere of glass, more than a mile in diameter, that had shattered under unknown circumstances. This theory is proven by the fact that many pieces of concave, rounded glass and jagged shards cover up the entire area. The surface area of the glass shards spans about 20 miles all across, with most of the pieces located near its central point. While many of the pieces are small enough to pick up with just one hand, others have been known to be as large as 10-20 ft. across.

Anyone found traversing this region must make a Speed defense roll every hour or so, with those who fail suffering 2 points of piercing or cutting damage from the glass shards.

## References

1. ↑ Cook, Monte, et al. "The Gloaming.” Into the Night, Monte Cook Games, LLP, 2018, pp. 128-129. Numenera. ISBN 978-1-939979-40-7
Sea of Secrets

The **Sea of Secrets** is a body of water located along the southwestern coast of the Steadfast.

## Background

Infamous for being cold and dangerous, the Sea of Secrets is home to many pirate bands (the worst hailing from Ancuan and Aras Island), ship-devouring serpents, and terrifyingly powerful storms. Along the southern parts of the sea lay small but numerous icebergs which prove quite hazardous for sailors. It's said that further down south lies a city encased in solid ice which only the brave and experienced have even a chance of reaching.

## References

1. ↑ Cook, Monte, et al. “The Steadfast.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 166. Numenera.
Stay of Execution

**Stay of Execution** is a side quest in *Torment: Tides of Numenera*.

## Synopsis

A man named Ris is slowly being executed in Circus Minor. His friend Tybir asked me to help save him. Tybir has a plan to forge a stay of execution, but he needs my help to get the materials for the forgery and deal with the authorities.

## Walkthrough

* There are two ways about this quest, the direct one and the subtle one.
* The direct one includes persuading the Horrified Man, Intrigued Woman, Excited Man, and Unmoved Woman to stand behind Ris and defend him. Once you convince all four, Yeen the Overseer relents and orders the levies to disperse and Ris freed.
* The subtle one includes heading to the Government Square and executing Tybir's plan. To do it, you first need to secure a badge from Sangolin ( Speed/Quick fingers or  40 for a pair of red boots). Then talk to the City Official and arrange for the archived stay of execution order. Tybir will forge it.
* Return to Yeen. If you talked to him before, you will need to use  Intellect/Deception to convince the Overseer you were originally undercover. Otherwise, give him the forged release form.
* Once freed, Ris immediately chews Tybir out for bailing him. Even if you side with Ris, Tybir will state that he never got paid for his trouble. It will also become apparent that Tybir's primary interest in saving Ris was the fact that the Devourer of Wrongs would have pointed to Tybir next, if he got to eat Ris. That said, he cares for the kid - and if you do not complete the quest, you'll permanently lose Tybir's loyalty, as Ris will die.
Rogue Stichus

**Rogue Stichus** is a character in *Torment: Tides of Numenera*.

## Background

Partially hidden in the trash of the dump is a frightened stichus, though it doesn't look like the other sticha you've seen. Its chitin is thin and soft, and its claws are small and malformed. It stares at you from its hiding place, chittering. Because of its physical deformities, you can barely understand its speech. "Don't hurt. Not tell."

## Interactions

### Quests

* Hidden Enemy: This is the stichus you are looking for... Or at least, it seems you are.
Polar Fortresses

The **Polar Fortresses** are ancient structures that dot each of the moon's poles.

## Background

Each of these technologically advanced complexes sports its own small, abandoned city, complete with domes and sprawling structures that are filled with various machinery, albeit covered in frost and ice. These places are sealed from the outside but contain an atmosphere that's breathable and warm for humans. Each complex also holds a facility for converting polar ice into drinkable water. Luckily, these devices can still function on their own.

Hovering cylindrical automatons that seem equipped for war patrol these cities in groups of 3-4, attacking any intruders and fighting to the death.

### North Pole Fortress

Remnants beneath large glass domes, though now empty, suggest that vast orchards and gardens were once sustained by the water generated from the complex. However, these have long since disappeared, the place now remains lifeless. However, explorers that choose to scavenge throughout the warehouses and numenera-laden chambers might find a wealth of shins, cyphers, oddities, and even artifacts, alongside preserved foodstuffs and other useful gear for surviving on the moon. A working wheeled vehicle which can seat up to 8 people can also be found, being the only one among a dozen that still functions. The vehicle can move up to 100 miles and hour, but driving it at those speeds across the moon's barren surface aren't advised.

### South Pole Fortress

The only location of the entire moon to be inhabited by humans, at least, to any significant degree, the South Pole Fortress hosts a small group of 38 people who have taken up residence. These inhabitants have walled off a section of their home city to keep the automatons at bay. Their leader is a woman named Naryla, who appears more machine than human. The other residents follow her to a fanatical degree and believe that one day their descendants will construct a new nation upon the moon's surface. While Naryla herself tends to be suspicious of outsiders, she's still usually pleasant and diplomatic, welcoming those that earn her trust. Her group has uncovered an extensive collection of supplies, cyphers, and gear from their explorations throughout the city, but they'll still require help to destroy the remaining automatons so that they can fully claim the entire fortress as their own.

## References

1. ↑ Cook, Monte, et al. “The Moon.” Into the Night, Monte Cook Games, LLP, 2018, pp. 33. Numenera. ISBN 978-1-939979-40-7
2. ↑ Cook, Monte, et al. “The Moon.” Into the Night, Monte Cook Games, LLP, 2018, pp. 33. Numenera. ISBN 978-1-939979-40-7
3. ↑ Cook, Monte, et al. “The Moon.” Into the Night, Monte Cook Games, LLP, 2018, pp. 33. Numenera. ISBN 978-1-939979-40-7
Outworn Buckler

**Outworn Buckler** is a piece of equipment in *Torment: Tides of Numenera*.

## Description

This simple wooden buckler, painted green, would not be out of place in a pile of surplus training shields. Two large black iron straps form an "X" shape across it. It looks like it has taken more than its share of weapon blows, and it may have been in use for far too long.

## Location

* Miel Avest: Sold by Lady Anshe.

[[Category:]]
Padun

**Padun** is a structure found within the Ba-Adenu Forest.

## Background

Padun is an enormous oval-shaped wall, almost 15 miles across, deep in the Ba-Adenu Forest. The original structure seems to have been built from a soft metallic substance carved or shaped into round stones. Over the years, a variety of materials, including stronglass and purple trees from the Ausren Woods, have been used to extend and repair the wall.

Its surface features countless windows, doorways, holes, and other entry points. Some have been constructed and include doors that close and lock. Other entrances appear to be the remnants of wars, battles, and attacks.

A number of cities, fortresses, and strongholds have been built within the wall, but all failed and are now little more than ruins. For every potential ruler who sees the giant wall and imagines a kingdom of loyal and protected subjects, there's someone else who will take advantage of the difficulty in defending such a large structure and space.

## References

1. ↑ Cook, Monte, et al. “The Beyond.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 185. Numenera. ISBN 978-1-939979-77-3
Spawn-Warrior of Ochramaris

**Spawn-Warriors of Ochramaris** are hulking creatures that serve their eponymous entity.

## Background

Though they often slump and crouch, the pawn warriors of Ochramaris are about the size of a hulking human man. These furry, apish creatures are literally born for combat. The spawn-warriors defeat the enemies of Ochramaris and watch over their master, its territories, and its subjects. They seem to delight in subjugating others, pushing and even striking subjects, especially when it isn't necessary, chortling with deep laughter afterward. They seemingly have developed no more sophistication than that.

If somehow removed from the relative proximity of its sire, a spawn-warrior would become catatonic for a few days. Eventually, however, it might develop its own capacity for free thought and determination. But that still remains a theory.

## Abilities and Traits

##### Modifications:

Climbing, jumping, and Might defense as level 6.

##### Combat:

Spawn-warriors are tough, agile fighters that can inflict horrible wounds with their muscular hands, but that is the least of their inherent dangers. Their tails are barbed and envenomed, inflicting 1 additional point of Speed damage wherever they strike. Even worse, however,m is the touch of their bizarre tongue to organic flesh. Those struck by said muscle won't suffer any immediate damage, but wherever their flesh came into contact, will transform into a brief mist of crystalline fragments after one round. At this time, the victim will suffer 5 points of damage. If the spawn-warrior's still within immediate range, it can inhale some of the fragments and draw energy from them, adding 1 point to its health (even if undamaged).

Each round, a spawn-warrior must choose one of its attacks to use as its action.

##### Interaction:

The spawn-warriors receive frequent telepathic messages from their sire, and they can likewise reply ( however, they can't initiate the communication). Thus, if Ochramaris is alert and inquiring among its spawn, it can thus communicate through them. The spawn-warriors can speak in a halting, guttural manner, but only if their master tells them what to say.

##### Use:

Within the city of Seavel inside Lostrei, Ochramaris rules, and its spawn-warriors are its guardians and enforcers.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Ninth World Guidebook, Monte Cook Games, LLP, 2018, pp. 244. Numenera. ISBN 978-1-939979-24-7
2. ↑ Cook, Monte, et al. “Creatures.” Ninth Worth Guidebook, Monte Cook Games, LLP, 2018, pp. 244. Numenera. ISBN 978-1-939979-24-7
Slow Ocean

The **Slow Ocean** is a vast body of water found within the realm of Panaton.

## Background

The Slow Ocean is filled with water, but its chief characteristic is its slowed time. Any creatures that swim through it and any ships that sail across its watery surfaces will exist within a state of "stopped" time. Ripples generally don't change time states and in an across the Slow Ocean. Observers see an unmoving flat region as hard as stones and the color of blue-green crystal. At its edges, frozen waves fail to break. That is, unless an observer spends time watching a wave or a ship come in to shore, which can take a full day to transpire, like watching the sun inch along the sky. Attempting to change the state of something in or on the surface to one other than stopped time is three steps more difficult than normal, and even if successful, the changed state will last for only a single round.

Falling into the Slow Ocean changes a creature's time state to "stopped." If this happens near a water craft or a submerged ocean creature, what was previously moving at what appears to be slower than a snail suddenly rushes forward.

### Mulr

Various creatures will swim throughout the Slow Ocean. The most obvious, however, are the whale-like Mulr, with finned white bulks a hundred feet in length. They're drawn to activity in the surface, because the Mulr prefer the taste of flesh that's only recently transitioned from some other time state. Sometime the Mulr hunt in pods, other times they'll serve as mounts for the octopi who've colonized a coral region within the Slow Ocean. (Nether the dothin nor the Thexx know anything about these octopi, other than the rare sighting of one riding a Mulr.)

### Durators

A race of humans never before seen to the land of Panaton sail the Slow Ocean. Their ships are large, double-hulled sea canoes that are 60 ft. long and 5 ft. across, typically with two sails and a crew of usually 15 people. construction materials can vary, but they'll often include salvaged synth and harvested wood components. The Durators are a secretive people that are fully aware of the nature of the Slow Ocean and even of Panaton itself, and keep oral traditions alive of their arrival onto Panaton uncounted generations earlier. They choose to keep to the Slow Ocean because life along dry land speed past, safely leaving them behind to sail forever. However, from their perspective, something interesting falls into the water every few minutes or so, and becomes synced with their native time stream. For Durators, each "day" on the Slow Ocean lasts for almost a year. Thus, the Durators can choose to be picky about what they pick up, or more often, pirate.

## References

1. ↑ Cordell, Bruce, “Panaton.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 82-83. Numenera. ISBN 978-1-939979-47-6
2. ↑ Cordell, Bruce, “Panaton.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 83. Numenera. ISBN 978-1-939979-47-6
3. ↑ Cordell, Bruce, “Panaton.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 83. Numenera. ISBN 978-1-939979-47-6
Stone Trees

The **Stone Trees** are enigmatic structures that lie on the surface of the planet Naharrai.

## Background

No one really knows where they come from, or if they date back to mythic days from when Naharrai was a dead world, even if they came about somehow afterward, but 128 immense stone pinnacles rise up at the edge of the Baharail Sea. They range from 600 - 1,000 feet in height, and each is 80 - 100 ft. in diameter. Natives refer to them as the Stone Trees, and with good enough reason - as they appear to be the trunks of enormous trees. They even have occasional protrusions that could easily be where branches once connected. However, these structures are made from stone, not wood or even petrified wood, which raises the question as to whether they're natural, whether some intelligent hands crafted them, and whether or not the resemblance to trees what intentional, if so. No one alive knows for sure.

To make the trees even stranger, they're apparently honeycombed with open veins filled with air ripe with helium. In various places throughout each pinnacle, vents allow the helium to escape into the open air. Some of these passages range from 5 - 8 ft. in diameter, but most are actually smaller.

### The Treehomed

About 1,000 ellaticurids have taken to living within the Stone Trees, dispersed throughout the many pinnacles. They live in side of wooden structures built into their sides, utilizing huge clothed sails buoyed by helium escaping from the vents to ensure that there homes will never fall. The treehomed, as they're called, are excellent climbers and dislike spending too much time along the ground. They gather food from plants and lichens that grow on the stone trees and hunt birds and any other animals that make their homes there. Still, however, they must return to the ground to collect water (although they do attempt to catch rainwater whenever they can). These trips to the ground sometimes involve procuring food and wood, among other needs. They're a practical, quiet people, who live in small groups and contend with great challenges.

The treehomed are insular and distrustful of outsider from any race, although unlike others of their kind, they aren't immediately hostile towards ghru anymore than they are towards anyone else that comes their way. Even so, most ghru are still hostile towards them.

## Miscellaneous

Some explorers and daredevils have attempted to plumb the depths of the Stone Trees using the tubes and passageways, wearing various kinds of breathing apparatuses to prevent asphyxiation from the helium-rich air.

## References

1. ↑ Cook, Monte, et al. “Naharrai.” Into the Night, Monte Cook Games, LLP, 2018, pp. 48. Numenera. ISBN 978-1-939979-40-7
2. ↑ Cook, Monte, et al. “Naharrai.” Into the Night, Monte Cook Games, LLP, 2018, pp. 48. Numenera. ISBN 978-1-939979-40-7
3. ↑ Cook, Monte, et al. “Naharrai.” Into the Night, Monte Cook Games, LLP, 2018, pp. 48. Numenera. ISBN 978-1-939979-40-7
Scrow

**Scrow** are are size-changing scavengers native to the Ninth World.

## Background

Residing within cities by hiding inside water droplets, scrow have escaped notice for who knows how many thousands or millions of years. Only recently have they begun to return to the world - or at least the scale - in which they may have originally lived. Their appearance is somewhat humanoid, despite elongated proportions, slick flesh, and odd devices studded throughout their bodies.

Scrow have an interest in ruins and seem intent on scavenging them for parts, iotum, and information, usually working on one ruin at a time before moving on to another. Presumably, scrow who transition to human scale bring their entire worlds with them in some kind of storage device, though the specifics are still unknown.

## Abilities and Traits

##### Environment:

Prior word ruins, in groups of either two or three

##### Movement:

Short; can "disappear" by returning to microscopic scale as an action

##### Modifications:

Tasks related to understanding, salvaging, and crafting numenera as level 7.

##### Combat:

Scrow rely on long-range energy ray weapons. Most scrow on expeditions also carry at least one scalar detonation, which are like level 8 cypher-like devices that can be tossed up to a short range and affect all creatures within immediate range. The detonation randomly change's a target's scale, but not uniformly or consistently, which damages their bodies, inflicting 8 points of damage that ignore Armor.

##### Interaction:

If communication can be established, scrow may cooperate explorers. However, scrow tend to see other salvagers as competition for the parts they need to bring back to their own miniscule cities that are beginning to fail after who knows how many millennia.

##### Use:

A new ruin appears in a destructive blast (the result of a scrow losing its machines that anchored it to the microscopic scale). Maddened horrifically wounded, and dead scrow are everywhere.

##### Loot:

Scrow equipment can be salvaged for two or three cyphers.

## Miscellaneous

Scrow are aware of other entities able to transition scales, but they go out of their way to avoid all such creatures. If a scrow city were to fail, it would probably return to human scale in a catastrophic size change.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Numenera Destiny, Monte Cook Games, LLP, 2018, pp. 274. Numenera. ISBN 978-1-939979-45-2
2. ↑ Cook, Monte, et al. “Creatures.” Numenera Destiny, Monte Cook Games, LLP, 2018, pp. 274. Numenera. ISBN 978-1-939979-45-2
3. ↑ Cook, Monte, et al. “Creatures.” Numenera Destiny, Monte Cook Games, LLP, 2018, pp. 274. Numenera. ISBN 978-1-939979-45-2
Shanna Germain

**Shanna Germain** is the lead editor for the *Numenera* role-playing game. She is also involved in the writing of the *Torment: Tides of Numenera* video game. Beyond that, she is an award-winning writer and editor and she sometimes teaches.

## External links

* VorpalBlonde.com - Official site
* Facebook.com/ShannaGermain Official Facebook page
* Plus.google.com/ShannaGermain - Official Google+ page
* Twitter.com/ShannaGermain - Official Twitter account

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

**Ephremon** is the largest city within the Ba-Adenu Forest.

## Background

The large city of 20,000 people occupies many levels of the forest, from cave-like dwellings among the tree roots to nest-styled homes in the high canopies. A large circle of carefully tended ester trees creates a makeshift wall around Ephremon, and lookouts sit in well-fashioned tree rests to keep an eye on things inside and outside the city. A complicated system of risers, ladders, adn swings (all made from metal, synth, and wood) allow access to every level of the city.

Most inhabitants are agile and avid climbers, having learned at an early age how to move between the levels. However, visitors are likely to struggle and fall behind as they attempt to follow a native to any level beyond the ground.

Residents worship a creature call the Falgreen, which appears to the pious in the form of a floating young woman in a tattered black and green dress, with twigs for hair. The fiercely devout say that for the price of a child, the Falgreen will promise long life, but most people merely consider her to be a bringer of luck and a safety net during their travels among the treetops.

## References

1. ↑ Cook, Monte, et al. “The Beyond.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 185. Numenera. ISBN 978-1-939979-77-3
Seechar Observation Pod

The **Seechar Observation Pod** is a large, observational structure within the underwater city of Minifera.

## Background

Attached to a flexible, extendable stalk, the Observation Pod soars high above the cityscape. Depending on what its observing as well as the surrounding water conditions, its long stalk will either continually contract or lengthen to where it can even pierce the surface of the ocean. Its chief far looker is a female naiadan called Irisis, who keeps repairing the multitude of machines and dyremmi constructs that perform many different routine observations. Strangely enough, Irisis also seems to know every single naiadan and naiadapt citizen on a personal level, while the latter know her only by reputation alone. If one wishes to keep secrets in Minifera, she's the one to bribe. Otherwise, if one wishes to know any secrets of the city, she'll be divulge them.

## References

1. ↑ Cook, Monte, et al. “Minifera.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 103. Numenera. ISBN 978-1-939979-45-2
Outfits

**Armor** is worn in the body slot and serves a simple purpose: Ensuring that you or your companions don't die too quickly.

## List of armor

This section lists armor that can be purchased and worn by the Last Castoff. Heavy armor is distinguished by penalties to  Might and  Speed.
### Light armor

 Exuvia | +3  Armor+4  Resistance+1  Intellect | * Valley of Dead Heroes: Sold by Tantalum.

### Medium armor

 Synth Breastplate | +4  Armor+2  Resistance-3  Might and  Speed-15% on Esotery attacks

### Heavy armor

 Reactive Plate | +6  Armor+4  Resistance-6  Might and  Speed-30% on Esotery attacks

## List of companion armor

This page lists all items worn by your companions - these cannot be removed, but can be upgraded to superior version

upgraded:
5  Armor3  Resistance
 Aligern's Vest | 1  Armor2  Resistance
upgraded:6  Armor3  Resistance
 Rhin's Shirt | 1  Armor4  Resistance
upgraded:3  Armor6  Resistance
 Erritis' Undershirt | 4  Armor | * Carried by Erritis
Essence of the Elder Unagran

**Essence of the Elder Unagran** is a Cypher of equipment in *Torment: Tides of Numenera*.

## Description

This tubular flask has no opening to release the essence trapped within. Instead, the flask must be cracked open to release a sparkling blue mist. Inhaling the mist will cause you to experience the last moments of a majestic elder unagran, swimming free in the depths of the ocean. Its two rows of eyelike organs sparkle vividly, the long, undulating, armored skin crackling with electricity.
Inhaling this mist also produces a sense of lost freedom, of something great being stolen - the unfathomable comfort of the vast, open sea. This is followed by a desire for vengeance. The unagran's life was stolen, and for this, someone must pay.
For the duration of the effect, you will experience visions of life as an elder unagran and gain a measure of the creature's strength and rage. When you speak, your words will be echoed by clicks and squeals, and your skin will sparkle with weak electrical impulses.
Sagus Cliffs Council

The **Sagus Cliffs Council** is the governamental institution of Sagus Cliffs.

It is an elected council composed of two sort of representatives. First, the Slave Families send each one a representative and elect among themselves the council leader for a year. The other representatives come from major institutions of the city:

* The Bridgers' Guild
* The Memovira
* The Mercantile Exchange
* The Slaver's Consortium
* The Sounders' Guild
* The Universtiy

Those organizations don't have a great political power and are merely tools in the hands of the Slave Families.

*This article is a stub. You can help Numenera Wiki by expanding it.*
Soul of the Forgotten

**Soul of the Forgotten** is a Oddity of equipment in *Torment: Tides of Numenera*.

## Description

This casket is all that remains of a forgotten people who once lived and prospered in the Ninth World. Their names are etched into the lid in markings that resemble no known language. While beautifully engraved on the outside, the casket is minimalist, even bare, on the inside. A single pastille lies within, containing the essence of those who created it. You can use it and eat the pastille for 4 XP.
Picalah

**Picalah** is a settlement along the outskirts of Dessanedi.

## Background

Picalah is a city of about 10,000 people. many of whom came to the area as a result of the find in the Lambent Fields. The simple city is having difficulty dealing with the influx of new people as well as the contentions over the fields.

Shortly after the discovery of the mechanical creature's body, Picalah split apart, with four organizations at the helm of the controversy.

While the four groups fight, the mining operations are at a standstill, except for those who sneak by or pay off the guards in the dark of night.

Stackle Spire is the city's director. She believes that the purpose of the Lambent Fields is to bring prosperity, fame, and a high quality of life to Picalah and its inhabitants. She keeps the army at the field's borders and continues to fight for the right to mine numenera.

Lorne Mamm is the Mag of the Populace Priory, a religious sect that believes the giant creature is one of the gods that came before and deserves to be worshipped as such. The Populace Priory advocates that a large, open-air place of reverence be built in the center of the dig.

Colten Gangy is the overseer of the Land Laws, a group of city natives who argue that the fields are a burial ground for giants. The whole area must be reburied out of respect for the dead. The group insists that replanting the land with a giant grove of trees would keep the dead happy in their graves and prevent them from rising to destroy the earth.

Finally, Efrix Morle is the voice of the Lambent Order, a newly founded sect of those who worship the numenera. They argue that Picalah must fund a careful excavation of the fields to look for more giant mechanical creatures and build a museum to protect and display their remains.

## References

1. ↑ Cook, Monte, et al. “The Beyond.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 183-184. Numenera. ISBN 978-1-939979-77-3
Sun

The **Sun** is a star around which the Ninth World (Earth) and other planets revolve.

If the first civilisation could have see a bright yellow star in the sky, it is now of a reddish-yellow color, indicating a drop in temperature.

## Sources

* *The Amber Monolith* (First appearance)

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

**Parsim Flint** is a character in *Torment: Tides of Numenera*.

## Background

The fat little man turns toward you, a wide smile already on his face. Indeed, his smile is unnaturally wide, reaching almost to his ears. You notice that his mouth contains \*two\* rows of white, well-manicured teeth. He sells the slaves acquired at Sagus and nearby communities to merchants of the Bloom, seeking to open its maws with the right kind of flesh.
Pariall

**Parialls** are ultraterrestrial creatures that mimic their environments.

## Background

Parialls hide in plain sight, usually in flat pieces of art, as chalk drawings, or as scratches on drit or stone. A pariall reveals itself to lone victims, taking on full dimension and substance in order to physically attack.When hiding, a pariall mimics its surroundings. For instance, if hiding in art, it might appear as a kindly old scholar, a child, or an animal in a landscape. But when one takes on dimension, its true form is also revealed, which is a horrible fusion of flesh and limbs as of many, many dissimilar creatures.

Like a snail with its shell, a pariall takes its two-dimensional curled-up pocket plane with it when it moves, though unlike a snail, the curled-up dimension is invisible.

## Abilities and Traits

##### Environment:

Almost anywhere, but more likely near artistic displays

##### Movement:

Immediate when disguised, short when fully formed

##### Modifications:

All tasks related to disguise and stealth as level 6.

##### Combat:

Parialls move imperceptibly along flat surfaces, preferring to appear disguised as pieces of art as they do. When one attacks, it reveals it full form. A target damaged by a pariall must make a Might defense defense roll or be pulled into a curled-up pocket plane of two dimensions.

Victims pulled into a curled, two-dimensional space find it wholly unsettling if they haven't visited a similar space before. Out of their element, their only course of action is to attempt a Might task or Intellect task to drop back into three dimensions.

##### Interaction:

Parialls are intelligent creatures, and a few speak the Truth. A defeated pariall might choose to bargain rather than lose its life. Parialls have an expansive knowledge of other dimensions, since they slide along planar edges like people walk along roads.

##### Use:

In order to use a gate leading to an area of interest, the characters must pass through a gallery of paintings. One or more of those paintings is infested with parialls.

##### Loot:

Parialls keep the belongings of their past victims with them in their curled-up dimensions, and defeating one might cause the entire pocket dimension to empty out, revealing a few cyphers amid all the bones and garbage.

## References

1. ↑ Cordell, Bruce. “Ultraterrestrials.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 152. Numenera. ISBN 978-1-939979-47-6
2. ↑ Cordell, Bruce. “Ultraterrestrials.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 152. Numenera. ISBN 978-1-939979-47-6
Scrawled Note

**Scrawled Note** is a Quest item of equipment in *Torment: Tides of Numenera*.

## Description

This note was in Motley's pocket. The ink is brown and cracked and might be blood.
Most of it is illegible, scratched in a hasty scrawl, but you can make out four numbers at the bottom: 5143.

## Location

* Necropolis Entrance: Dropped by Motley if you convince him to flee.
Shatonin

**Shatonin** is an omath settlement within the glacier of Niress.

## Background

Hewn from the sides of circular bore about a mile wide, providing a watery egress into Niress' interior, Shatonin is a city below the surface. Most of its chambers have even become submerged, though the remaining ones are fairly dry, thanks to a series of airlocks. Due to its location, Shatonin has since become the center for trade and exploration for Niress to the rest of the Ninth World.

Many of the merchants are omaths, who will trade with one another via their unique psychic currency (favors), though it's also common for them to be seen trading with other creatures such as humans, naiadapts, etc. Trade with other lifeforms usually involves the exchange for knowledge or even unique cyphers and artifacts from throughout the icedrift. Their experience with humans in particular has led to specific, warm, air-filled chambers to be set aside so that human clientele can be served by robotic intermediaries, due to the omath's greater awareness of discomfort humanity has toward their forms.

One particular omath who abides by this behavior is Badusk, a merchant whose icy shell is lined with golden filigree, specializes in trade near the Skelirroth Fleet. He claims to hoild a device that either knows or that can predict the exact location of the Fleet at any given time. Badusk has become popular with dredges, whose unique produce, called Cuinum, is sought after by humans just as it is by him. However, Badusk secretly covets an illicit omath birth unit which others of his kind are unaware of. He'll sometimes trade with other omaths by promising to "evolve" them into a higher state of being, such as himself.

## References

1. ↑ Cook, Monte, et al. “Niress.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 72-74. Numenera. ISBN 978-1-939979-45-2
Pillars of Eternity

***Pillars of Eternity*** is a video game developed by Obsidian Entertainment and release on March 26, 2015.

Like *Torment: Tides of Numenera*, it was financed on Kickstarter and developed on Unity. Through a partnership established during *Wasteland 2* development, InXile and Obsidian shared information and technologies to help create better CRPG on Unity. Thus, *Torment: Tides of Numenera* benefited a lot from the development of *Pillars of Eternity*.
Qianne

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

## Background

A woman, barefoot and in rags, stands defensively beside her tent. Despite her obvious poverty, she crosses her arms and holds her chin high. She is the victim of a pair of degenerates operating out of Little Nihiliesh, who keep fleecing her for protection. Qianne is an innkeeper, providing a safe place to sleep and some entertainment to those who need it. She hails from Stirthal, one of the largest cities in the Steadfast, on the edge of the Voil Chasm. She arrived in the Bloom after the Catena she was onboard of crashed and tunneled through the Bloom.

## Interactions

### Quests

* Twice the Trouble: You can elect to help her (provided you don't use  Might (Intimidation) to rob her of what little she has left).
People of Needles

The **People of Needles** are a large conflagration of cultists based inside of a large forest within the Explorable Region of the Gloaming.

## Background

Located within a forest that spans hundred of miles in each direction, the ones outsiders call the "People of Needles" are people from a huge mixture of Confederation species who are all dedicated to a faith known as the "Way of the Wood". They're all devout followers of teaching from now-deceased beings known as the six elders, which embody the idea that the woods themselves are a single, sentient organism far more superior than any other in existence.

Active leaders maintain a firm grip over all the devotees and instruct them to carry out any and all tasks which benefit their community, such as gathering food, constructing homes, patrolling the forest, expelling interlopers, etc. They were given their name due to the fact that, when slathering their bodies with it, the sap from a particular tree can cause most species to grow hard, needle-like protrusions from their skin, granting each recipient +1 to all Armor as well as the ability to deal and addition l point of damage during melee combat.

Due to their extremely fanatical and focused nature, many who aren't members of their group fear and distrust them. Their devotion is so strong, that even activities like eating or self-preservation, are considered secondary to their faith. The People of Needles follow their leaders without question, with any non-believers generally not tolerated.

## Miscellaneous

Despite its reverence of the forest as a whole, the Way of the Wood doesn't actually hold any of the individual trees, plant or animal life to be sacred in value. As such, the cultists usually hunt the woodland creatures, cut down trees for construction purposes, as even utilize the indigenous flora for medicinal purposes.

## References

1. ↑ Cook, Monte, et al. "The Gloaming.” Into the Night, Monte Cook Games, LLP, 2018, pp. 129. Numenera. ISBN 978-1-939979-40-7
2. ↑ Cook, Monte, et al. "The Gloaming.” Into the Night, Monte Cook Games, LLP, 2018, pp. 129. Numenera. ISBN 978-1-939979-40-7
Sorg Warbreaker

**Sorg Warbreakers** are soldiers for the Sorg species.

## Background

A sorg's massive bivalve shell is twice as large as a human being. Normally closed, the shell is encrusted with tech items (including levitation devices), weaponry, and decorations denoting the individual's grand achievements. When necessary, dexterous manipulator tendrils will squeeze out from inside the closed and pressurized shell.

## Abilities and Traits

##### Movement:

Immediate; long when flying or in microgravity

##### Modifications:

Speed defense as level 4 due to size; knowledge of tactics and strategy as level 6.

##### Combat:

The average sorg is equipped with shell-mounted weaponry that's able to target foes at long range with detonations that inflict 5 points of damage to the target and all other creatures within immediate range. alternatively, a sorg could attack a single foe within long range with a ray that paralyzes the target for about a minute, which is useful for capturing enemies and live food. High-status sorg usually have more potent weaponry mounted on their shells.

Usually, the only time a sorg will open its shell is to eat a paralyzed, but still living creature. Sorg encountered within the empty void are often in command of advanced space vessels.

##### Interaction:

Even among their own kind, sorg don't recognize an inherent right to happiness, freedom, or even life. All of these must be earned, and the weak pay the ultimate price. So even though sorg have translation technology built into their shells, negotiating with one will be difficult. However, if outsiders can win a concession from a particular sorg, it's usually good to its word. Other sorg, though, might feel differently.

##### Use:

A sorg vessel claims salvage rights to a site that the PCs are currently exploring. It claims those rights by dint of sending in a sorg battle company to clear out the characters and any other means of resistance.

##### Loot:

A sorg shell can be salvaged for at least one cypher and sometimes an artifact.

## Miscellaneous

An open shell reveals the true form of a sorg: a mass of muscular tissue supporting a beaked mouth frilled with many tendrils.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Into the Night, Monte Cook Games, LLP, 2018, pp. 152. Numenera. ISBN 978-1-939979-40-7
2. ↑ Cook, Monte, et al. “Creatures.” Into the Night, Monte Cook Games, LLP, 2018, pp. 153. Numenera. ISBN 978-1-939979-40-7
3. ↑ Cook, Monte, et al. “Creatures.” Into the Night, Monte Cook Games, LLP, 2018, pp. 152. Numenera. ISBN 978-1-939979-40-7
Pilot-Major Genjes

**Pilot-Major Genjes** is a character in *Torment: Tides of Numenera*.

## Background

Worry stamps its lines on the features of this man. Like the others in the Anchorage, he wears a suit of ornate armor, but he has set aside his helmet. His hair is thinning, and wrinkles web around his eyes and across his forehead. Genjes maintains the navigational Cortex and supervises the sensors and filters onboard the Anchorage, thoroughly devoted to his duty.
Ranged Weapons

**Ranged Weapons** is a Weapon skill in *Torment: Tides of Numenera*.

## Overview

+15% bonus per level on attacks with ranged weapons. Inability confers a -15% penalty on attacks of this type.

Aiming crossbows, pistols, and stranger firearms benefits from a keen eye and focused breathing.

## Availability

The skill can be selected during character creation by the Glaive.
Perseia

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

## Background

A beautiful, violet-haired woman from another time and another reality, originally interred in a stasis pod in the Valley of Dead Heroes, Perseia has been on the run from her "lover" (or rather, entitled, self-centered annoyance), trying to find a way back into her stasis pod.
Specter's Fathom

**Specter's Fathom** is a location in *Torment: Tides of Numenera*.

## Background

This small Fathom is dominated by an omniscope resembling the one in Caravanserai. It is likely that this omniscope is supposed to represent the one from Caravanserai as the small foundation of rock surrounding the base of the fathom omniscope appears to the the same type of rock as the Caravanserai cliff.

## Points of interest

This part of your psyche is where the Specter reveals its true colors: It's a copy of the Changing God's consciousness, here to seize your body and take it for your own. You appear here after learning the truth from Mazzof, and have to defeat him in order to avoid losing yourself.
Sundermun the Younger

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

## Background

This friendly-looking youth is dipping strips of cured Bloom-flesh into colored dye. He looks up as you approach, revealing startling yellow eyes. He is the apprentice of Sundermun the Elder, tasked with harvesting Bloom-flesh for sale. He is filled with optimism and is not aware of his mortality, despite the insistence of Sundermun the Elder that Bloom will get to them.
Refined Fleetfoot Moss

**Refined Fleetfoot Moss** is a Usable in *Torment: Tides of Numenera*.

## Description

This pliable synth container is tightly sealed, holding a swirling purple gas. As you observe the object, the gas seems to move faster and faster, pushing against the container where you touch it. The substance was harvested from a vast structure in The Beyond, before being treated by the Order of Truth with processes to amplify the effects of the gaseous substance. When inhaled, the rush of mental energy is vastly more powerful.
Stalking Shade

**Stalking Shades** are shadowy creatures that hunt from another dimension.

## Background

Stalking shades never fully appear with the dimension that they hunt, but instead project their shadow. Thus shades appear similar to the regular shadow cast by a nearby object or a creature being stalked, making shades hard to identify as anything dangerous. However, when someone one or more stalking shades are about ready to pounce. Victims are pulled into the dimension where the stalking shade's true form resides and are then consumed.

Stalking shades move across the dimensions, but are often drawn to locations where the fabric between worlds is at its thinnest.

## Abilities and Traits

##### Environment:

Almost anywhere, either alone or in groups of four

##### Combat:

A stalking shade relies on its deception and stealth in order to attack a victim from ambush whenever possible. Once it attacks, the shade loses the shape of whatever shadow it was mimicking and ten takes on a horrific snake-like (or tentacle-like) silhouette. When a victim is hit by an attack, it suffers 5 points of damage and must succeed on a Might defense task or be partly pulled into the dimension where the staking shade's true physical form resides. A limb or some other part part of the victim's body seems to disappear when this happens. The victim takes 4 points of Speed damage (ignoring Armor) each round it's caught, as whichever lies in that nameless alternate dimension gnaws on the victim, until the victim succeeds on a Might task to break free. A victim who dies from this damage is completely pulled into the nameless alternate dimension, and is gone.

Unless a foe deals transdimensional damage to a stalking shade, killing one will merely dismiss the shadowy shape; whatever cast the shadow in the first place remains unharmed, though it can't cast a shade again into the same location for at least 28 hours.

##### Interaction:

Stalking shades behave like clever, predatory animals, albeit ones that have the ability to hunt using ultraterrestrial means.

##### Use:

Weird shadows are sometimes seen dancing along the walls of the prior-world ruin located nearby. When locals investigate, the shadows slip away. Except for last week, when three local children went to watch over the shadows and never returned. The village elders are seeking someone knowledgeable about the numenera to investigate.

## Miscellaneous

When multiple stalking shades appear, they might represent a single entity with multiple "limbs" casting its shadow into our reality.

## References

1. ↑ Cordell, Bruce. “Creatures.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 155. Numenera. ISBN 978-1-939979-47-6
2. ↑ Cordell, Bruce. “Creatures.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 155. Numenera. ISBN 978-1-939979-47-6
3. ↑ Cordell, Bruce. “Creatures.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 155. Numenera. ISBN 978-1-939979-47-6