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TABLE OF CONTENTS
PART 1: INTRODUCTION
6
8
10
17
59
82
88
91
94
99
101
104
111
112
127
133
141
142
151
157
CHAPTER 2
USING THIS
SOURCEBOOK
SPOILER ALERT: This book contains minor spoilers for the
Torment: Tides of Numenera computer game.
Greater Garravia,
page 10
Character Options,
page 142
Foci, page 145
Descriptors, page 142
Tides, page 151
If youre new to the tabletop gaming side of Numenera, youll need the Numenera
corebook to use this book.
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PART 2:
THE SETTING
10
17
59
82
88
91
94
99
101
104
CHAPTER 3
GREATER GARRAVIA
Beyond, page 174
Clock of Kala,
page 213
Sagus Protectorate,
page 17
Lost Sea, page 59
Ossiphagan, page 82
Bordermarch Hills,
page 88
Twisted Twins,
page 91
Garravia Sound, page 94
Lower Garravia, page 99
Temple Waste, page 101
Forge of the Night Sky,
page 82
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GREATER GARRAVIA
WHY TRAVEL TO
GREATER GARRAVIA?
For those who want to bring characters
across the great expanse from the Steadfast
or the Beyond, there are a number of
opportunities for exploration and discovery,
both along the way to and within Greater
Garravia itself.
Perhaps the player characters (PCs) are
searching for a transdimensional creature
or connection, a way to travel to the stars
and beyond, or a numenera device that
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Castoff, page 15
Changing God, page 14
Convergence,
page 223
Jagged Dream,
page 224
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GETTING THERE
FROM THE WEST
Travel in the Ninth World is rarely easy, and
perhaps there is no route more difficult
than one that crosses the entire continent.
Getting to the fairly civilized areas of the
GREATER GARRAVIA
Protectorate from more established western
lands like the Steadfast is a journey that one
would do well not to embark upon lightly.
But for those with the means, or the
determination, there are always ways. The
Grey Grasp is perhaps the most common
means of travel, but also the longest and
not without its dangers. There are other
ways to get to the Sagus Protectorate from
the west, but they are likely no easier or
safer than the Grey Grasp.
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Southern Wall,
page 211
Wuolfok is a commonly
known constellation in the
night sky. A fierce abykos of
legend, Wuolfok is said to
put an illusion of itself in the
sky on the nights it wanders
the walk, hunting for those
carrying transdimensional
numenera.
The Wandering Walk
intersects with the Grey
Grasp just past the Clock of
Kala and even runs parallel
to it for a short distance
before veering off.
Moaning statue: level 6.
Finding the hidden cave
entrance is a level 7 Intellect
task, provided that youre in
the right general area.
Tower of Birds, page 96
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CHAPTER 4
THE SAGUS
PROTECTORATE
SAGUS CLIFFS
Sagus Cliffs is a city built upon a great
crag that rises more than half a mile (1
km) into the sky. Winding its way down to
the water through switchbacks and cutout
caverns, the city is vast, both vertically and
horizontally. The crag it sits atop seems like
a natural geological formation; however,
its strata are built not from rock, but from
the ruins of preceding generations and
prior worlds. The shifting, uneven nature
of the debris makes for unsteady ground,
and some areas of the city are fallingor
have fallenfrom the cliff face into the
oceans below. At the cliffs base, the ocean
crashes and swirls around a reef of ancient
technology from ages past.
Centuries ago, this thriving city was the
heart of the Sagus Protectorate. Built largely
on the backs of slaves, the city offered a
prosperous, luxurious life, at least for those
fortunate enough to be in the upper levels
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Casmeen: level 3
Mimeon: level 3
OTHER PEOPLE
AND PLACES OF NOTE
Slidelock puzzle: level 9
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Devourer of Wrongs:
level 6
Dendra Ohur, page 106
Clockmaker: level 4,
history as level 1; followed
by a floating box artifact
that does 5 points of
Intellect damage to
anyone attempting to
harm the Clockmaker
or steal anything from
within the Clock
Spinning automaton:
level 5 cypher; activates
when its given name
is spoken (within short
range), opening to reveal
a mechanical plant. The
plant produces a random
level 2 cypher each day
for 1d6 + 2 days.
The long sticks in the
Butterfly Eaters hair are
light stabbing weapons
called prailes.
Ranperi: level 3; skills
related to the numenera,
micro-expressions, and
human senses as level 4
THE BLOOM
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MAWS
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Gullet, page 52
Grisseler: level 6;
climbing, running, and
jumping as level 7;
knowledge of the Bloom
as level 9
CHAPTER 9
GARRAVIA SOUND
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GARRAVIA SOUND
often concluding with a devastating sweep
against the shore, but for some reason
never head out to sea.
MARTELING
WHALE TOWNS
Garravia Sound is a common stop for
marteling whale towns seeking to trade
with Sagus Cliffs and the surrounding area.
These mobile towns are located on the back
of giant marteling whales, and often bring
unusual goods from far-off lands and deepsea locations. They also offer foodstuffs
such as fresh deepwater fish, sea salts, and
various forms of ocean plants, seeds, and
fruits.
Because much of the shoreline is shallow
and rife with hidden dangers that have had
disastrous results for the martelings in the
past, the whale towns anchor far off shore
and announce their presence via sound.
Each city has a unique portcallsome
whale towns use devices to produce a
complicated series of tones and pitches,
while others employ singers who serenade
those on shore with an inventory of their
unusual offerings and enticing prices. If
weather permits, traders from Sagus Cliffs,
the Bloom, and the small towns along the
TIAOW CHAIN
This watertown is located on a connected
group of two dozen floating metal platforms
tethered just a mile or so off the Elish
Strand. Tiaow Chain has become known
as the place of unearthly delights for those
who have the means to obtain them.
Each of the platforms is approximately
500 feet (150 m) long and 200 feet (60 m)
wide, and despite their location far offshore,
they arent rocked by waves, upended by
storms, or dampened by rain. Standing on
one of the platforms feels as calm, still, and
dry as standing inside a building on land,
yet there are no tangible walls or ceiling.
Upon a platform, no moss grows, no dust
settles, and no wind stirs. The temperature
is always ambient, and the air smells
strongly of sweet berries.
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CHAPTER 13
THE NUMENERA
CYPHERS
Cyphers are one-use, cobbled-together or
scavenged bits of technology that characters
frequently discover and use. Any time
There are two types of cyphers.
CYPHER TABLE
When giving cyphers to characters, either
choose from this table or roll a d20 for
random cyphers.
d20
Cypher
01
Bloodglobe
02
Bravery blast
03
04
Charmpaste
05
Conflict advisor
06
07
Datasphere blast
08
Dolk
09
Fresh vapors
10
Irresistible pull
11
12
Oozing control
13
Polyphemal claws
14
Prestidigitator
15
Root spike
16
Scorpions desire
17
Shadow peddler
18
Smiling tattoo
19
Sunspot totem
20
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THE NUMENERA
BLOODGLOBE
Level: 1d6 + 4
Usable: This glassy globe contains a viscous
fluid extracted from the Bloom. Even
the odd purple color of it makes you
uncomfortable, and when you hold
the globe tightly it vibrates as if with a
malicious intent.
Effect: When thrown at an enemy, the globe
shatters and the fluid inside lashes out
at anyone in immediate range of the
explosion, hitting them with the Blooms
mental and physical energies. The fluid
does 3 points of Intellect damage to
anyone it touches.
CHARMPASTE
BRAVERY BLAST
Level: 1d6
Internal: Inhalable vapor, ingestible liquid
Usable: Powder rubbed into skin
Effect: If the user is impaired or debilitated,
this cypher allows them to act as if hale
for their next three actions.
Level: 1d6
Usable: Small tube of reddish, aqueous
paste. It is warm to the touch and gives
off a sweet, balmy perfume.
Effect: When applied to the teeth, it
temporarily stimulates facial muscles
into a gentle twitch. From a distance,
this twitch can easily be mistaken for a
disarming and somewhat trustworthy
grin. The perfume not only is pleasant
from a comfortable distance, but it also
acts as a very mild intoxicant, making
the user appear a bit more approachable
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