recursal/Fanatic-Fandom huggingface dataset:
Rhimas Tower

The **Rhimas Tower** is a tall structure that sits along the Titanic Ridge.

## Background

Similar to other active towers along the ridge, the overlord of Rhimas tower hosts human subjects and oversees its own dimensional gate, which leads to a universe named Panaton. However, unlike the other overlords, Rhimas has only recently attained its position, after an assassin had killed the original overlord without reports of its death ever reaching the other towers and their masters. But rather than electing a new master, it reanimated itself, creating a mobile humanoid body and assuming the role of its deceased overlord, Rhimas. The dimensional opening was also incorporated into its new guise.

Since beyond the gate lies Panaton as well as its palette of dangerous inhabitants, Neither Rhimas or the original would normally allow creatures emerge from the other side. Humans that serve under the overlord rather use the gate from the Haunted Tower for their hunting purposes. But sometimes, in order to get rid of certain issues, the new Rhimas will gladly suck them into its form and deposit them specifically into the Slow Ocean, where they'll entangled amidst a temporary flow too far removed from Rhimas' to ever remain an issue.

Similar to the celebration of song held within Taiashar Tower, Rhimas hosts daily social gatherings, but which have of recent days been strained. Seeing as how the new incarnation of Rhimas has never been human, its social skills remain unpolished and its social structure has even begun to disintegrate. In the end, Rhimas has begun to also view its human residents as vermin to be eradicated in due time.

Rhimas is able to siphon energy from its bodily gate in order to deliver really devastating blasts of transdimensional energy, but to do so would require its return to the tower's apex and a re-connection with the larger mechanism, ultimately limiting its mobility.

## Miscellaneous

The newer version of Rhimas is completely unaware of the fact that the original Rhimas had sent Lerian over as a spy into Taiashar Tower.

## References

1. ↑ Cordell, Bruce, “Titanic Ridge.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 33. Numenera. ISBN 978-1-939979-47-6
2. ↑ Cordell, Bruce, “Titanic Ridge.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 33. Numenera. ISBN 978-1-939979-47-6
Sheen

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

## Background

When she turns, you realize that the thing you had mistaken for a bundle of sticks and twine is a woman - an impossibly thin woman, her face all angles and lines, her arms summer twigs. Her clothes drape across her like sailcloth, and though her face is young, her eyes are old, old, old.

Her hands are pitted and scarred from alchemical processes, the apparatus for which stands in dizzying profusion behind her. Sheen hails from the Clock of Kala, the city of Sada Emidu, where she was exiled for her illegal research. Or rather, would have been, had she not fled to the Bloom. Now she plies her trade here, converting experiences into essences...
Feddik

**Feddik** was the pet thuman of Calaval before he became the first Amber Pope.

Calaval's pet was affected by Iron Wind in Plain of the Brick. Left part of it was totally changed, ahundred of tiny and vermiform tendrils wave were time ago its left limbs were. Flesh which supported its paws and all left side have appearance and touch like little metallic parts. Some orifices which function cannot be supposed opened and closed in the new parts of the beast. Left side of his head was a hotchpotch of eyes which opened and closed as if a crowd of little machines should be a new guest in its head.

The Iron Wind refefined completely Feddick. Every part which touched the wind has changed. It was a painful and traumatic experience and finally Calaval sacrificed it.

## Sources

* *The Amber Monolith* (First appearance)

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

In a part of the south lands of the huge and unique supercontinent of the Ninth World is a collection of territories collectively called **The Steadfast**.

The Steadfast is a collection of kingdoms and principalities, comprising nine different countries. Although each kingdom and principality has its own ruler, a figure called the Amber Pope manages the Order of Truth, a religious organization, led by Aeon Priests, which is highly respected in all region.

## Nine Rival Kings. The Nine

Collectively, the rulers are often called the Nine Rival Kings, or just “The Nine”. These kings, queens, princes, and councils share no love for one another and truthfully have little in common except for a unifying religion. This religion, called by its adherents The Order of Truth (and by all else as the Amber Papacy), reveres the past and the knowledge of the ancients as understood by the enigmatic Aeon Priests. By decree of the Amber Pope, The Steadfast and The Order of Truth wage war with the lands to the north, believed by many to be enthralled by a secretive and mysterious cult called the Gaeans. Nobles in The Steadfast are called to the Crusades, making war against the infidels with ever stranger weapons discovered or devised by the priesthood.

## Geography

The Steadfast includes all the land from the sea to the Black Riage, south of the Tithe River and north of the Sadara River.

The nine kingdoms of the Steadfast and their capitals are:

STEADFAST COUNTRIES

## Travel

Generally speaking, the Steadfast is more settled and civilized than the Beyond, but it can be just as dangerous. Communities are isolated. Travel on the roads is risky and nearly unthinkable at night — but at least the roads exist.
Satsada

A slender woman dressed in an assortment of colors and styles, **Satsada** looks as if she's too distracted to pay attentiont o what she's putting on. She wears comfortably fitting pantaloons, a bloused shirt, and a strange form of armor that looks like tubes wrapped around her waist, extending to her neck. These tubes enter her neck on either side. Her eyes are milky white. Her medium-length hair is striped from front to back in alternate rows of white, black, and red, and it's all pulled back into a loose ponytail. She has bronzed bracers on her wrists.

## Personality

Satsada is fretful and anxious. She sees disaster looming all around her, although few people listen to her warnings. Rather than become shrill, she has withdrawn into herself. She and Riastrad have a special bond and are rarely seen without one another.

## History

A child of a trader who came in from the Steadfast, Satsada was exposed to strange radiations of the wastes between, and her powers developed as a result. Once her mother discovered the Bloom, the trader was intoxicated with the idea of reaching untapped new markets. She left her sick daughter in the care of business associates in the Bloom, and against the warnings of her daughter, ventured deep through the winding passages of the creature. She never returned, and her compatriots treated her daughter as a business opportunity. They discovered Satsada's new abilities and helped her develop them. When they realized that she focused on disaster instead of fortune, they sold her to the Memovira, who used her for the occasional prediction to avert potential disasters, and who sold her services as a mercenary in various psychic wars.

## Interactions

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

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

## Interactions

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

A **Quishamis** is a creature of living crystal generally attuned to the red tide.

## Physical description

The Quichamis is a being of living crystalline structure, capable of turning into liquid form, at which point only its heart and brain remain solid shards. To move, it creates and destroys its limbs at will.

## Behavior

The Quishamis has an inherent need to create and recreate. A roaming creature, it creates intricate designs in its native sands, only to pass over them again, improving them. Thus, they are tied to the red tide.

## Habitat and diet

The Quishamis are native to the wastelands.

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

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

## Background

A tall, thin, and exquisitely dressed older man stands in the shade of an exquisitely crafted stall. The cut, color, and quality of his clothes are a symphony of harmonious coordination, while the expression of benevolent condescension he gives you would be more at home on the face of a king. Sangolin runs his shop out of the heart of the square and is well informed about all the comings and goings in the city and especially among the wealthy.

## Interactions

### Quests

* Stay of Execution: Provides the City Official badge... At a proper fee, of course.
Light Weapons

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

## Overview

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

Light weapons like daggers, clubs, and pistols require quick movements and clever misdirection.

## Availability

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

**Sathosh** are tentacle-faced abhumans that communicate on a subsonic level and feed on blood.

## Background

Sathosh are gaunt abhumans that have a long tentacle writhing from where their faces should be. They're silent, and they see and communicate via subsonic pulses they emit almost constantly. It's perhaps easier to think of them as having hyper-acute hearing and a sort of sonar.

Sathosh are also communal creatures, thriving on the presence of others of their kind and living without any type of hierarchy. They're kind and loving to one another but hateful and cruel to all other lifeforms.

## Abilities and Traits

##### Environment:

Sathosh dwell in packs of at least s6 - usually closer to 12 - anywhere but the coldest climates.

##### Combat:

A swarm of four sathosh can attack a single foe in melee, making one level 5 attack that inflicts 6 points of damage. Further, two sathosh next to each other can join their minds in communion and launch a mental attack on one target at short range; it inflicts 6 points of Intellect damage and ignores Armor.

Sathosh feed on the blood of creatures they slay, absorbing it through their tentacle.

##### Interaction:

Without some kind of subsonic device or mental powers, it's impossible to speak to or understand sathosh.

##### Use:

A local farmer reports that a strange creature has invaded his hay barn.

##### Loot:

Each sathosh is likely to have a light or medium weapon - a knife, a sword, a spear, a dart thrower, and so on. A sathosh lair has 1d100 shins, other miscellaneous gear or goods, and probably an oddity or two.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 251. Numenera. ISBN 978-1-939979-45-2
2. ↑ Cook, Monte, et al. “Creatures.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 251. Numenera. ISBN 978-1-939979-45-2
Rapid Fabricator

**Rapid Fabricators** are mutated versions of fabricators that act rogue.

## Background

This shuddering, booming jungle of structures moves itself by deforming, rolling, and sometimes extruding metallic legs or wheels. A rabid fabricator is the size of a house and always voracious for more input material, be it synth, metal, or even flesh. Buzzing, smoking, emitting chemical odors, and leaking hafts if sun-bright light, a rabid fabricator isn't subtle. Those who attempt to steal the fire of creativity from the prior worlds but get it wrong and burn themselves. These automaton-like creatures can improve themselves over time so long as they get a hold of the right plans, allowing them to further enhance their already frightening ability to extrude manipulators, cables, and blades of all shapes and sizes.

## Abilities and Traits

##### Motive:

Hungers for iotum and other base materials

##### Combat:

A rabid fabricator can create specialized modules that emit rays of electricity and simultaneously target up to three creatures within long range.

At the same time, though, any creature within the immediate range of a rabid fabricator risks being caught inside an intake orifice. If caught, a victim will sustain 7 points of damage. A character who dies from this damage is consumed, and their body becomes raw material for further fabrication. Installations, artifacts, or any similar numenera objects of level 7 or higher will distract a rabid fabricator from going after living creatures, unless it's attacked, in which case it defends itself.

As long as the rabid fabricator has taken raw materials recently, it regains 3 points of health per round.The entity is able to break down installations and other numenera objects of up to level 7 over the course of minutes to hours.

A rabid fabricator can be treated as a rank level 4 rampaging beast.

##### Interaction:

Rabid fabricators might communicate through a control surface that's found somewhere along there bodies, but obviously, accessing the control surface itself is dangerous. Doing so could calm one for several days, especially if it's offered continual, raw material input.

##### Use:

A wright makes a mistake, and the fabricator installation begins to act crazy.

##### Loot:

A destroyed rabid fabricator yields up to a few cyphers and 4 or 5 rolls on the Iotum Result Table.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Numenera Destiny, Monte Cook Games, LLP, 2018, pp. 271. Numenera. ISBN 978-1-939979-45-2
2. ↑ Cook, Monte, et al. “Creatures.” Numenera Destiny, Monte Cook Games, LLP, 2018, pp. 271. Numenera. ISBN 978-1-939979-45-2
Sir Arthour

**Sir Arthour** is a character in *Torment: Tides of Numenera*.

## Background

This man has leathered, dark brown skin and hair as white as the full moon. He peers at you from beneath long strips of eyebrows, sucking on a long pipe that has been made from either segmented wood or the leg of an enormous insect. His clothing is blue and formal, like a priest or a professor of some kind. All over him - on his belt, in every pocket, on both shoulders, even hovering in the air around his head - are glowing, chittering devices of all kinds.

Sir Arthour Torein is a traveler, explorer and expert on numenera, with a treasure trove of lore and information at his disposal.

## Interactions

*This article is a stub. You can help Numenera Wiki by expanding it.*
Savant's Slipknot

**Savant's Slipknot** is a Cypher in *Torment: Tides of Numenera*.

## Description

At first glance, this appears to be a crude arm bracelet woven in the shape of a hangman's noose, the kind of item a macabre child might make. Closer examination of any of the three cords used in the weave twists the perception of the viewer, making that cord appear to grow thicker while one of the other two thins and fades from sight. By breaking the knot, it is possible to absorb the object's powers.

## Location

* Valley of Dead Heroes: Fished out of the acid pool.
Stealth

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

## Overview

+15% bonus per level on uses of the Hide ability. Only usable in Crisis. Inability confers -15% penalty.

Slinking through the shadows offers quite a few opportunities to evade or surprise enemies.

## Availability

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

The **Sarracenians** are an organization dedicated to the worship of exotic plant life.

## Background

This widespread group of scholars studies and worships plants, in particular unusual and carnivorous plants and plant-like predators. Typically distinguished by their dark greenfibrous clothing, which is often accented with brightly-colored adornments, Sarracenians are a varied and loose-knit group. Some stay put within their hometowns, tending to lavish greenhouses, gardens, and zoos, while others travel the world in search of unique finds. Some Sarracenians are scientists who split genes and crossbreed creatures in secret laboratories, while others sing to the petals of their favorite flowers and call them friends. Still other members of the group fight, breed, or train the plant-like creatures that inhabit the world. Most Sarracenians have only two things in common: a nearly religious reverence for any species of animal-like plant or plant-like animal, and a firm belief that the Wild Garden, located in the Caecilian Jungle, is there mecca and the birthplace of all that they worship.

Once a prominent organization in the Steadfast, its members held in high esteem for their skills with medicinal healing, poison, genetic splicing, defensive mutations, and more, the Sarracenians have long since fallen from favor. Despite the decline of the organization as a whole, individual members are still in demand for their knowledge and understanding of the living plant world. To have a Sarracenian as your herbalist, healer, biologist, or plant breeder is a boon indeed.

### Sarracenians of Note

The Sarracenians don't have a formal hierarchy, and those who claim to speak on behalf of the entire group do so of their own volition and usually without any consensus as to their authority. Local individuals speak up authoritatively when plants become topics of political interest.

##### Chi Brogs:

This vocal advocate of plant life has spiral tattoos on his forehead and a short, well-groomed moustache. He lives in Thaemor and is trying to earn himself a place among the advisors to country's reclusive leader. Lacking any progress on that front, Chi spends his days advising any gardener or farmer in Auspar who will listen to him.

### Membership Benefits

##### Symbol:

Carnivorous plant holding the sun in its jaws

##### Badge of Membership:

Dark green clothing of woven plant fibers, blue lips

##### Member Benefits:

In lieu of taking a new skill, members can learn more about secret herbal remedies and other health-related preparations. As a result, they and all their allies in immediate range add 1 to their recovery rolls.

## References

1. ↑ Cook, Monte, et al. “Organizations.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 220. Numenera. ISBN 978-1-939979-77-3
Redstone

**Redstone** is a settlement located within the land of Seshar.

## Background

Redstone is a moderately-sized village carved into the side of one of the canals in a slope. A quarry at the top of the slope gives the village its name, as it's the source for an interesting red stone that always seems to contain a pattern of multiple straight lines with regular angles.

## References

1. ↑ Cook, Monte, et al. "The Beyond." Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 197. Numenera. ISBN 978-1-939979-77-3
Psychic Guard

**Psychic Guard** is a Ornament (Artifact) in *Torment: Tides of Numenera*.

## Description

A brown ring, seamlessly woven with overlapping scales. The ring is warm to the touch, and gently contracts when worn. It leaves the wearer with a feeling of promise to a greater unity.

## Location

* Quest reward for completing Beleazar and the Beast by giving Beleazar notes or salvaging the beast.
Spiny Scishan

**Spiny Scishans** are manipulative undersea predators that bury themselves in the bottom of the ocean and mimic beloved items to lure prey.

## Background

Rising just above the sand, a flutter of red and gold catches your eye. Is it the fallen flag of your worst enemy? A piece of clothing from a loved one? A delicious and easily caught fish?

The closer you draw, the more certain you are that you know that shape and color, that lucky (or rather unlucky) you: you've fallen into the trap of a spiny scishan, a 4-foot telepathic predator that buries itself either in sand or loose gravel along the sea floor, using its kite-shaped tail to attract prey.

## Abilities and Traits

##### Combat:

The spiny scishan lays its trap by burying most of its body in the sand and waiving its tail about. When a creature is within short range, the scishan uses its telepathic abilities to discover an image of something the creature cares about. Then it manipulates its tail to more closely resemble that image, drawing the creature ever closer until it can pounce. It does 5 points of damage with a mouth full of thin, needle-sharp teeth.

##### Use:

Scishans add a bit of weirdness to any underwater encounter, as each player character is likely to see something unique and personal in the kite tail trap.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 151. Numenera. ISBN 978-1-939979-45-2
2. ↑ Cook, Monte, et al. “Creatures.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 151. Numenera. ISBN 978-1-939979-45-2
Ravage Bear

**Ravage Bears** are tough, ravenous creatures that reside within the Ninth World.

## Background

A ravage bear is a hideous mammalian predator that hunts entirely by sense of smell. It's blind and nearly deaf, but it still tracks and senses prey easily. It's very protective of its young, and if hungry, it becomes extremely dangerous. Otherwise, it gives most creatures a wide berth.

## Abilities and Traits

##### Environment:

Ravage bears dwell alone or in pairs (usually with a few cubs) in wooded, rocky, or mountainous areas, typically in cold in temperate climates.

##### Modifications:

Makes Might defense rolls as level 6. Runs, climbs, and jumps as level 7

##### Combat:

A ravage bear grabs its foe with powerful arms, holds them fast, and then squeezes and tears at them until they're dead. It can hold only one creature at a time. While a ravage bear is holding a creature, it can attack only the held creature. In each round that a held creature doesn't escape, it suffers 4 points of damage in addition to damage from attacks made against it.

A ravage bear can move very quickly in short sprints. In combat, it can go into an insane fury and will fight to the death. If it takes 10 or more points of damage, its defenses are hindered, but its attacks are eased. Ravage bears are immune to visual effects, such as illusions. However, olfactory effects can confuse and "blind" them temporarily.

##### Interaction:

Ravage bears are animals and act like them.

##### Use:

Ravage Bears are likely chance encounters in the wilderness or unlucky travelers.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 249. Numenera. ISBN 978-1-939979-45-2
2. ↑ Cook, Monte, et al. “Creatures.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 249. Numenera. ISBN 978-1-939979-45-2
Silver

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

## Background

The arcane humanoid shimmers and displaces across multiple versions of itself in a blink. So quick is the motion that you almost doubt your senses. The black-clad being makes slow, deliberate movements, its eyes like dull grey jewels set into an expressionless face. You sense a malevolence caged. Silver seeks enlightenment throughout the Necropolis, in the form of the Philiactery cypher. He requires it to create a husk that would liberate him from inside the machine.

He once sought knowledge in the ways of the ancients, trained as a nano. He entered the Bloom near Sagus Cliffs and discovered an artifact that enslaved him within the mechanical body. The Necropolis and Tantalum are there to help him liberate himsef.

## Interactions

### Other interactions

* Silver's appearance is random and depends on the number of Tombs visited (and statues/memorials read).
	+ You first meet him after reaching and reading 10 tombs.
	+ The second meeting is after 30 tombs and he will be distraught.
	+ The final meeting occurs after you have visited 50 tombs and collected the Philiactery (it spawns upon interacting with any memorial).
* You can give it to him for 40 XP. He will then give you a choice of a reward: A ranged weapon (Gravitational Overseer), a cypher (Image Projector) and teaching you what he knows (+1 Lore: Machinery).
Smart Traveler's Star

**Smart Traveler's Star** is a Oddity of equipment in *Torment: Tides of Numenera*.

## Description

This grey metal choker bears a small nine-pointed star on its front and fits snugly when worn, adjusting to the size of its owner. It protects its bearer from small inconveniences encountered during travels and everyday life - including mild to moderate rain, floating road dust, and campfire smoke - allowing her to remain fresh even after days of extensive walking. The choker doesn't stop real danger, though, and the wearer shouldn't walk into a hailstorm or a house fire without more suitable protections.

## Location

* Lost Anchorage: Behind the stuck airlock door.
Ralleviku Castle

**Ralleviku Castle** is a mysterious structure located near the edge of the Milky Way galaxy.

## Background

Reaching Ralleviku Castle isn't easy. It's a stone structure that floats within a gigantic gaseous world without a name. The fortress is hewn from a single solid piece of rock - probably a transplanted asteroid. it looks like a stylized castle, complete with battlements and a hideous stone maw for an entrance. Inside, passages wind through the castle, connecting various chambers, though few - if any - have an obviously discernible purpose.

The only living beings in the fortress are two humans,a ghru, and a lattimor. Stranger still, their minds seem to have been altered. None appears to have any memory of who they are, where they came from, or how they got here, and instead act as stewards and servants maintaining the castle If asked about their names, each simply says, "I am a humble servant of the castle." Visitors are welcomed and offered food and rest.

The larders are always filled with excellent food and drink, and the environmental conditions are always comfortable. Sleep is always restful here. As time passes, the castle's effect makes it harder and harder to not feel happy and content, and it also becomes harder to want to leave. Those who remain for more than a month become Humble Servants.

The servants never react with hostility unless they're attacked or mistreated. If the PCs attempted to leave, the servants try to convince them to return again for further succor. If the PCs arrive at Ralleviku Castle in a vessel, they discover that someone has sabotaged the engines while they rested. Three difficulty 8 tasks must be completed to enact repairs, taking five hours each.

If the PCs escape the castle, once every few months thereafter, they hear a whispering voice - in a dream, when they are alone, or amid a crowd of strangers - beckoning them to return to Ralleviku Castle.

## References

1. ↑ Cook, Monte, et al. “Other Worlds.” Into the Night, Monte Cook Games, LLP, 2018, pp. 138. Numenera. ISBN 978-1-939979-40-7
Stillness Cage

**Stillness Cage** is a Oddity in *Torment: Tides of Numenera*.

## Description

When a living animal is placed inside this birdcage, the device automatically activates, putting the creature into stasis. Theoretically it could preserve a living being indefinitely, though the cage's size limits this to very small creatures. This cage is inactive, and you do not have the means to reactivate it.

## Location

* Caravanserai: Received from the Silver Orphans for telling them about Sylph.
Shield of the Ceturl Prince

**Shield of the Ceturl Prince** is a Offhand item in *Torment: Tides of Numenera*.

## Description

This shield is made of a polished emerald material. It can take the heaviest of blows without showing so much as a crack. Four gemstones are embedded in the shield in the pattern of a ceturl's eyes. These gems are imbued with numenera and slow all enemies who land blows on the shield.

## Location

* Valley of Dead Heroes: Sold by Tantalum.
Seshar

**Seshar** is a fertile region within the Beyond. It borders Matheunis to the west and south, the Black Riage to the northwest, the Divided Seas to the east, and the Ba-Adenu Forest to the north.

## Background

The land of Seshar is an extension of Matheunis, the Cold Desert, but two factors set it apart:

First, it was originally a separate kingdom ruled from what had been its capital, Nebalich. The ruling family couldn't sustain its holdings, however, and the kingdom collapsed more than 250 years ago. Second, Seshar's length and breadth are marked by a series of canals, which date back to the prior worlds and are arranged in a mysterious, almost maze-like patterns. The canals are all deep and regular, with smooth, 50 ft. escarpments on either side, often showing baroque embellishments and even graven images. The people of Seshar simply call them canals or rivers and regard them as if they were natural.

The canals are vital to Seshar's well-being. Small barges and ships allow trade between the villages of the region. These villages are built on the high embankments of ancient design, or they nestle in clefts cut into the side of the embankments. As you move away from the canals, the land becomes arid and lifeless other than scorpions, insects, and the occasional desert bloom. Margr, however, are a real scourge in the area, and raiding marauders pose a serious threat. Thankfully, they rarely come too close to the canals.

## Cities

• Nebalich

• Redstone

• Guran

## Hearsay

#### The Power of the Hand:

Along the canalways of Seshar lies one village no one wants to travel past if they can help it. Tirrum's inhabitants are cannibals who waylay travelers and eat them - all except their hands. The people of Tirrum revere hands and hang them from cords in their homes, wear shrunken hands as totemic jewelry, and use them to adorn weapons and tools in creative, albeit disturbing, ways.

## Weird

#### Man From the Stars:

In a small village called Everen lies a man named Yrk. He claims to be an extraterrestrial fugitive hiding from others of his kind. Yrk appears to be completely human, although his understanding of the numenera is impressive.

#### Margr Chief:

Bastoon, the leader of one of the larger margr tribes, wears a collar that looks like it was meant for an animal. In truth, it allows him to create duplicates of himself that lasts about ten minutes, freeing him to do two things at once. Bastoon doesn't seem to know how to operate the collar properly, however, so the duplicates appear randomly.

## Miscellaneous

Those who make the long trek to Seshar to visit Yrkallak Tower - renowned as a place of great learning and study - will find only the twisted remains of its run-in with the iron wind.

## References

1. ↑ Cook, Monte, et al. "The Beyond." Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 196-197. Numenera. ISBN 978-1-939979-77-3
2. ↑  Cook, Monte, et al. "The Beyond." Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 197. Numenera. ISBN 978-1-939979-77-3
3. ↑ Cook, Monte, et al. “The Beyond.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 197. Numenera. ISBN 978-1-939979-77-3
Overlord Automaton

**Overlord Automatons** are automatons found within the Ninth World.

## Background

Overlord automatons are artificial intelligences encased in metal shells with numerous limbs, sensory extensions, and other devices that allow them to interact with and understand the world around them. They belong to a class of automaton found in prior-world ruins that include entities known as accelerators. Unlike accelerators, who devise elaborate plans for avoiding death at any cost, overlord automatons have a machine-enhanced, outsized sense of purpose and personal destiny. They believe they exist to be overlords over biological entities. Thus they concoct elaborate plans over the course of many years to take over nearby communities. Because they want to get the details exactly right, it’s rare for an overlord automaton to finally move forward. They prefer to look for just one more powerful device or hidden ally.

## Abilities and Traits

##### Modifications:

Perceives, persuades, and deceives as level 8; Speed defense as level 5 due to size.

##### Combat:

Overlord automatons would prefer not to fight, at least not directly. Instead they deploy underlings and other creatures pledged to the overlord. But it if comes to it, an overlord can defend itself with bladelike appendages, attacking up to three foes as a single action. Additionally, an overlord can attempt the following abilities.
Dazzling Display: The overlord produces a hypnogogic light show. Living creatures with eyes within short range who fail an Intellect defense task are dazzled by the overlord’s majesty and cannot attack for one round.
False Reinforcements: The overlord produces a burst of electromagnetic radiation tuned to believe they are facing three times the number of foes on a failed Intellect defense task.
Force Field: The overlord erects a level 8 force field it can use to trap up to two foes standing next to each other, or to retreat behind and escape.

##### Interaction:

Overlords are manipulative and egocentric. It is extremely difficult (level 9) to gain one’s respect; they tend to look down on other creatures and consider them chattel. They speak a wide variety of languages and are smart enough to pick up new ones within minutes.

##### Use:

An overlord secretly rules a village that the PCs are staying in, but hides its presence as it plans greater conquests.

##### Loot:

A destroyed overlord automaton yields 1d100 + 20 shins, 1d6 + 1 cyphers, and an oddity.

## Miscellaneous

GM Intrusion: The overlord automaton promises the character something they desperately want if the PC agrees to betray their allies or do a task for the automaton.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Numenera The Ninth World Bestiary 2, Monte Cook Games, LLP, 2017, pp. 123. Numenera The Ninth World Bestiary 2. ISBN 978-1-939979-64-3
Stim

**Stim** is a Cypher in *Torment: Tides of Numenera*.

## Description

This odd syringe contains a liquid that moves on its own, regardless of how it's held. The needle is pristine and adorned with strange symbols. When injected, the liquid inside grants a momentary and pure clarity, giving a significant boost to a single great challenge facing the user.

## Location

* Valley of Dead Heroes: Obtained from the red rift.
Severed Child

**Severed Child** is a quest in *Torment: Tides of Numenera*.

## Synopsis

I saw a disturbing memory inside a floating crystal in the Valley. The memory belonged to a man tormented by horrors beyond his control - and bloodthirsty cultists who kill for him whether he wants them to or not. The memory contained few leads to follow, but the name of a young girl was mentioned - Choi. This Valley is full of the dead and their memorials. Maybe someone knows more about what happened to her.

## Walkthrough

* Head over to Beltrax or Motley (depending on your decision in the beginning of the valley). Beltrax will point you to a tomb where he remembers the name was mentioned (4221). Motley will guide you to the tomb of Oddwald the Sane (5143).
* Talk with him to get the target tomb code. Or just interact with the Choi's grave marker to learn that the name of the girl is Choi *Cai'sul*. Find Ronos Cai'sul. He will give you the code to Ronos' tomb, 2413. Go there. Interact with the memorial, use the name of his daughter, and read the whole sad story of his vendetta against the Endless Gate cult. You will also learn that Marcysa was interred at 1254.
* Head to the Endless Gate Entrance. Interact with the tomb to the left to find the Twisted Metal Merecaster.
* Continue with Endless Horror until you find Inifere. When you use the Merecaster, make sure to ask him to give you Choi back. Doing so completes the quest and adds her to your collection of reflections.
Shuisse

**Shuisse** is a Oddity of equipment in *Torment: Tides of Numenera*.

## Description

A metallic, honeycomb-like structure slightly larger than the average human hand. It oozes with a thick blue syrup. While the syrup grants no special properties when consumed, it is sweet and delicious. An item best kept wrapped so as to not sully other personal belongings.

## Location

* Underbelly: Fished out from the waters of the lake using Crooked Qeek's fishing rod.
Rebel Fortress

The **Rebel Fortress** is the headquarters of the Insurgents in the realm of Celerillion.

## Background

The Rebel Fortress will rarely remain the same place for long. It flits about the Unfettered Range, flying so high above the plain that it's location is only to be seen by chance. The Insurgents name their mobile abode after its intended purpose: as a nexus of rebel activity against the Philosopher. The Insurgents don't hold with the cautious nature that the Philosopher enforces on his people. They don't believe that the Precipice exists and would like to throw down all the conservative rules and procedures that have kept the tonbrium hidden throughout Celerillion.

Every insurgent is encourage to practice oriception, specifically in tasks related to conceptual attack. There aren't any Conceptors or Hunters among their ranks and all consider themselves fighting a war that will eventually give rise to a new order. They won't stop as they say until the Philosopher himself is overthrown. Besides soldiers, the Rebel Fortress also houses various weapons unearthed by the movement throughout the years, which manifests as dangerous concepts discovered from within cerebral husks. The full extent of said armory remains a secret.

The Insurgents are led by a tonbrium named Garl, who always wear thick armor forged from silver logic. Garl is known to be a master tactician. He's also not above lying in order to sway others to his cause. He's convinced that many of his fellows as well as more than one group of dimension walkers, that the Philosopher is nothing more than an evil despot that needs to be expunged so as to prevent some unspecified catastrophe. In truth, if Garl, were ever to seize such power, it would re- ignite the expansionist dreams of the former tonbrium empire.

## References

1. ↑ Cordell, Bruce, “Celerillion.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 121. Numenera. ISBN 978-1-939979-47-6
Stratharian War Moth

**Stratharian War Moths** are large, flying insects designed for combat.

## Background

Bred for battle in a prior world, these creatures are gigantic moths with pale yellow wings and bodies the color of skulls. Most hold a wingspan of at least 5 ft. When they open their wings wide, they shed a brilliance that withers flesh without harming nonliving objects.

## Abilities and Traits

##### Movement:

Long while flying; immediate while on the ground

##### Combat:

Stratharian war moths can swoop in to attack with a bite, but their major offensive power is the flesh-withering light from their wings. The light manifests as a short-range cone of energy that inflicts 4 points of damage to living creatures. Creating this light requires an action, and a moth can use the ability once every other round. If a moth is reduced to 3 heath or less, it flies away.

A Stratharian war moth is immune to any mind-influencing effects.

##### Interaction:

The war moths think only in terms of battle.

##### Use:

Stratharian war moths make for a dangerous encounter, usually in the wild. However, a wandering pack could come upon a village and terrorize it, keeping people trapped in their homes until help arrives - perhaps in the form of traveling PCs.

## Miscellaneous

"Stratharians" didn't create the war moths, but they were the first to find and make use of the creatures in the early days of the Ninth World. The Stratharians are gone now, destroyed by the very creatures they sought to unleash upon their enemies.

No one really knows the origin or meaning of the word "Stratharian."

## References

1. ↑ Cook, Monte, et al. “Creatures.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 255. Numenera. ISBN 978-1-939979-45-2
2. ↑ Cook, Monte, et al. “Creatures.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 255. Numenera. ISBN 978-1-939979-45-2
3. ↑ Cook, Monte, et al. “Creatures.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 255. Numenera. ISBN 978-1-939979-45-2
Stinging Cloak

**Stinging Cloaks** are deadly underwater predators that wield multiple stingers.

## Background

Stinging cloaks of all sizes and colors swim with two or more wide wings. Most cloaks are benign, but one of the largest varieties is a predator sporting several stinging tails A stinging cloak's body is more than 16 ft. from wing tip to wing tip, and is perfectly shaded to blend into its watery environment as it stalks prey. When one attacks, the stinging tails lash like a nest of disturbed snakes. Otherwise, the tails trail placidly behind the stinging cloak as it flaps through the deeps.

## Abilities and Traits

##### Combat:

A stinging cloak is usually a lone predator whose many stinging tails are especially venomous. An attack with the tails inflicts 5 points of damage and transmits a paralytic poison that inflicts 5 points of Speed damage if the victim fails a Might defense roll. Worse, the poison continues to inflict 1 point of Speed damage per round until the victim succeeds on a Might defense roll.

The stinging tails constantly lash. Anyone coming close enough to make a melee attack on a stinging cloak suffers 1 point of Speed damage on a failed Might defense roll. Likewise, when the cloak attacks a foe, if the attack misses, the target still takes 1 point of damage from one of the lashing stingers, though it doesn't manage to inject venom. (If the stinging cloak's attack hits, there isn't any additional damage from the lashing tails.)

##### Interaction:

The stinging cloak is a predator with animal-level intelligence. However, if a cloak is birthed and raised by a skilled trainer (the creatures are live-birthed, not hatched from eggs), it can be trained to guard and serve as a companion.

##### Use:

Sometimes two or three stinging cloaks hunt together. A less expected encounter would include a stinging cloak and another creature that the cloak is guarding or accompanying. This could be as simple as a human fisher whose boat is guarded by a stinging cloak when she takes it out each day, but it could include creatures that have an improbable alliance with a cloak.

##### Loot:

A defeated stinging cloak has a venom sac that some intelligent creatures of the ocean prize.

## Miscellaneous

A colony of stinging cloaks trails after the constantly moving Skelliroth fleet, hunting both heeldra and the human traders and fixers who move between dredges.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 153. Numenera. ISBN 978-1-939979-45-2
2. ↑ Cook, Monte, et al. “Creatures.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 153. Numenera. ISBN 978-1-939979-45-2
Sn'erf

**Sn'erf** is a character in *Torment: Tides of Numenera*.

## Background

Slouched before you is a figure clad in a dusty, unremarkable robe. Loose folds of rough cloth shift to reveal a vaguely humanoid form with elongated facial features and two elaborate biomechanical arms. You can't help but notice the size, the shape, and even the number of its digits changing as it tinkers with a bizarre-looking device on the table.

It glances up at you. Its eyes are the size of your palms. You realize it is a visitant - a being from another world. The visitant's mechanical fingers race over the device before it, bending at bone-breaking angles to adjust and tweak the parts within. Sn'erf (Snelanarga(with a brief poem about the ambient temperature of dust in moonlight here)gonthas(the word that describes a color similar to 'blue')ramalerf) is an exile from another world, banished for inadvertent sacrilege and perversion.

Sn'erf is a visitant explorer who arrived
in Sagus via the Bloom. Its species procreates by ceremonially removing limbs
when they reach a certain age. The limb is then grown into a new being (Removing different body
parts allows the creation of biologically different castes; removing legs creates soldiers/warriors, arms create laborers/craftsmen, heads
create administrators/leaders.) The lost limb of the parent does not grow back, and in fact it
is considered a great sin and disrespect to one's offspring to replace the limb.

Unfortunately for Sn'erf, who gave up both arms to create its two children, it
was studying a numenera artifact when the artifact suddenly activated, grafting itself to Sn'erf and forming a pair of biomechanical arms. This was seen by its people as a great
sacrilege, and it was disowned by its children and banished. Sn'erf has wandered ever since, becoming fascinated with the ways in which other
species procreate - such things had never crossed its mind, and it made a detailed study of
them. Eventually, Sn'erf found its way to Sagus Cliffs, where it was welcomed at the Order of
Truth as a visiting scholar. It now resides there, doing research on various forms of
procreation.

Sn'erf talks explicitly of reproductive practices, but at a scholar's distance.
It is fascinated by the differences it has discovered, but does not understand why people find
the topic uncomfortable/exciting. At some point, it tried to learn about human reproduction, but its contact decided to be funny and Sn'erf is beginning to quietly suspect that procreation does not involve 2-26 partners, impalement of the abdomen, and a post-coital handshake.

## Interactions

### Quests

* Foreman's Brood: Manufactures the Procreative Surge Turbine for the Crippled Foreman.
Freedman

**Freedman** is a quest in *Torment: Tides of Numenera*.

## Synopsis

You've purchased the deed to a young slave boy named Coty. His future is in your hands. Coty doesn't know what he wants to do with the rest of his life, and needs a little guidance. Attempt to find some employment for him.

## Walkthrough

* Talk to Parsim Flint and buy the deed to Coty for  400. You can negotiate the price down to  300 by passing an  Intellect Persuasion check, or  250 if you fail it.
* Talk to Coty and you will be able to free him, but to ensure he doesn't go back to his old habits, you will need to find him a job.
* There are three job opportunities for Coty. Brusca in the Courtyard will give him a job as a guard. Sundermun the Elder in The Vast Interior will take him on as an apprentice. The Observant Speck at the Shrine of Great Chila will hire him to clean the place.
* Return to Coty.
Ovoid Merecaster

**Ovoid Merecaster** is a piece of equipment in *Torment: Tides of Numenera*.

## Description

This ovoid chunk of machined steel is about the size of a fist, with four star-like points studding its surface. Two hexagonal holes punch clear through its center, and it resembles nothing so much as a gear. It is surprisingly light in your hands, and vibrates when you aren't looking directly at it.

## Location

* Quest reward for bringing the Magmatic Annulet to Dracogen.