recursal/Fanatic-Fandom huggingface dataset:
Wharn

**Wharns** are large, lumbering, space beasts built for an ancient period of war.

## Background

Wharns are void-adapted behemoths. If prompted, the datasphere responds that wharns are living battle automatons that fought during a prior age, serving as the first line of defense - though against what isn't made clear. An age later, wharn descendants now glide through the airless night for centuries at a time, as if either dead or deactivated. But don't be deceived, however. For reasons known only to themselves, these behemoths sometimes light up, their open eyes burning with deadly energy, and their flex claws of particle-beam fury.

In spite of this ferocious aspect and war-machine heritage, wharns don't destroy every craft (and void-adapted lifeform) they come across, or even most. Indeed, sometimes a wharn may attempt to initiate communication via various machine channels. But what comes across are usually nonsense sounds and tones, and sometimes, mathematical formulas.

## Abilities and Traits

##### Environment:

Anywhere floating throughout the void, often along the periphery of the Phaeton Halo

##### Combat:

Most of the time, wharns are inactive and might just seem to be tumbling artifacts. In this state, explorers might be able to partly wake one in an attempt to negotiate. However, if a wharn is damaged, or if the passive senses deep within its body wake it to combat for reasons of its own, the creature becomes aggressive. Because of its size, a wharn can attack large vessels, and because of its discerning senses, it can also go after human-sized targets.

A wharn's primary weapons are its claws, which can extend within an instant, becoming exotic matter beams able to reach a target within 20 miles. Unless a target is protected by some kind of force field, the 10 points of damage inflicted upon the victim ignores Armor.

A wharn's eyes can pierce most forms of camouflage, cloaking effects, and cover that's less than about 700 ft. thick.

##### Interaction:

If interaction with a warn can be at all initiated, the war machine will be willing to transmit strange tones and mathematical symbols indefinitely. After at least an hour of such communication, someone attempting to collate the information provided can tease out at least one simple statement, which is that "Mozck must be eradicated."

##### Use:

The PCs, attempting to enter a floating ruin or structure somewhere in the night, are distracted when a wharn attempts to destroy that very same ruin or structure.

##### Loot:

The carcass of a wharn can presumably be salvaged for dozens of cyphers (or more).

## Miscellaneous

A wharn will always activate and attempt to destroy any craft, system, or automaton that's been touched by or is currently infested with Mozck.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Into the Night, Monte Cook Games, LLP, 2018, pp. 157. Numenera. ISBN 978-1-939979-40-7
2. ↑ Cook, Monte, et al. “Creatures.” Into the Night, Monte Cook Games, LLP, 2018, pp. 157. Numenera. ISBN 978-1-939979-40-7
3. ↑ Cook, Monte, et al. “Creatures.” Into the Night, Monte Cook Games, LLP, 2018, pp. 157. Numenera. ISBN 978-1-939979-40-7
Yenth

**Yenth** is a town located in the Steadfast, within a kingdom called Malevich. It has a population of 14,000, and it’s a trade city because it sits on a unique border. Yenth is built around a Numenera complex from aeons past that houses a large extradimensional portal. Explorers and scholars reactivated the portal thirteen years ago and discovered a parallel universe on the other side—a world very different from the Ninth World, yet similar in certain ways. Weird landscapes and odd flora and fauna fill the land on the other side of the gate, but humans can survive there. In fact, it’s home to small cloisters of humans—or creatures so akin to humans that they’re mostly indistinguishable. However, their motivations and outlook are alien; even when the difficult language barriers are overcome, it’s hard for Ninth Worlders to truly understand them. Still, the people of Yenth have established trade with the ultraterrestrials and call their world "New Yenth". The ultraterrestrials desire odd things — plants, animals, and substances fairly common in the Ninth World. In trade, they offer unique devices. Most of them seem to offer little value other than as oddities.

The portal to New Yenth is difficult and complicated to use, and as far as anyone understands, it can be opened only from this side. But some people still fear that ultraterrestrials have infiltrated Yenth, posing as Ninth World humans for a mysterious purpose. Others believe that the ultraterrestrials are the descendants of long-lost travelers and explorers from Earth who now just want to come home.

Whether or not the rumors of large-scale infiltration are true, at least one person from the other side hides amid the humans of Yenth. The ultraterrestrial Nariiv secretly dwells in the city, posing as the owner of a leatherworking shop. He is a refugee from the parallel universe, hunted by his own kind for crimes committed (or, as he claims, allegedly committed) in his own world. Nariiv is a skilled warrior and a master of various weapons and combat styles, many never before seen in the Ninth World.
The Airship Thief

**The Airship Thief** is a side quest in *Torment: Tides of Numenera*.

## Synopsis

Master Rennio, an airship captain at the Caravanserai, is looking for the man who stole one of his vessels. Until the thief is caught, he has grounded his remaining ship.

## Walkthrough

* After talking to the Master, head down to Cliff's Edge. You can find the thief standing by the crashed airship... It turns out it's Erritis.
* Talk to Erritis. You can mention the ship and state that he owes the captain an apology... Or use  Intellect (Persuasion) to convince him to talk to the poor man.
* Return to the Master for the resolution. Erritis will be there offering excuses, while Rennio will be positively furious and demand conversation. You can:
	+ You can use  Intellect (Intimidation, Deception) to convince Rennio to back down. Erritis will be free and return to Cliff's Edge.
	+ Pay off his debt ( 300).
	+ Convince Erritis to work it off for Rennio. Erritis will resist at first, then turn it into an adventure. Choosing this makes it impossible to get him as a companion until you need to go the Valley of Dead Heroes. You will not be able to use the Bronze Sphere to add Erritis as a companion in the Valley of Dead Heroes if you use this option.
	+ Look for another way to resolve the conundrum. This includes heading to the Council Clerk in the Government Square and talking to him about a certificate of indemnity. However, to acquire it, you need to first aid (or blackmail) Lord Vuntgen or help Peliai negotiate a settlement with the sticha. This is by far the *best* option that guarantees you the Master's eternal gratitude.
Underspine

The **Underspine** was a Numenera located in the underground capital of the Tabaht tribe. It was a great structure, curving and jeweled.

It was the center of the belief system of the tribe, and was considered as a god-servant because it gave them directions and power. The Tabaht often fought each other to control the Underspine.

The Underspine was probably destroyed with the rest of the Tabaht capital when an accident occured and caused the cavern where it was located to collapse.

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

[(remnants)]
The Fourth Mark

**The Fourth Mark** is a mysterious structure along the coast of Draolis.

## Background

Overlooking the crashing waves of Eldan Firth, the Fourth Mark resembles a gigantic upright axe or hammer. the narrow, tower-like base rises up 500 ft. or more, and the crescent-shaped top is 100 ft. across.

Entering the Fourth Mark is a simple matter. An open doorway at ground level provides access to a winding stair that leads up to the shaft to the top. However, there your progress ends, for no one has ever opened up the smooth synth hatch that would provide an entrance to the "head" of the tall structure. Dejected explorers have trudged back down and out after trying explosives, destructive rays, and all manner of cutting tools. None has left a mark.

Guaral, a fisher in a nearby village, had this to say:

"That old eyesore gets its name from a legend my grandpappa told me. Folks from that time say there was, back then, more of'em - four to be all exact. All of 'em standing watch over the firth there. Called 'em the four marks, like they's marked some special spot or some such. They also says that some folks a-came from across the sea and entered each of 'em, one at a time, and when they's done, each of them towers sunk into the sea. But when they got to the last one, somethin' scared 'em outta there. They left it, and there it stands still today."

## References

1. ↑ Cook, Monte, et al. “The Steadfast.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 146. Numenera.
Nalurus

**Naluruses** are a mutant race of people that are native to the Ninth World's Earth.

## Appearance and Traits

All naluruses are humanoid in appearance, albeit stricken with a deadly kind of hereditary disease. This ancient illness causes them to look stopped and fragile, painting their heads with spirals, geometric shapes, and all other manner of disquieting linework. Unfortunately, the disease that almost killed them is transferrable via sight, begins to experience a rapid and very painful chain reaction, soon after liquifying the victim's brain so that it runs out of their ears, nose, eyes, and mouth as some disgustingly pink fluid.

However, other members of their kind are unaffected when looking at the shapes. In fact, if a nalurus were to look at their reflection while recovering from an injury, the rate at which they heal slightly increases. They have also developed an increased sense of Might as a side effect of their resistance against the disease.

## Society and Culture

It is because of their dangerous disease, that all naluruses try to conceal their faces with hoods or masks, especially when in the company of other uninfected humans. As a result of their affliction, whatever can be said of their society encourages knowledge of all things related to toxicology and medicine. Do the otherwise limited perception provided by certain conciliatory headwear, most naluruses will tend to wield unique kind of advanced walking staff which can also be used as a weapon in certain situations. Another consequence of the strain this unknown disease has placed upon the nalurus people is that their cultural outlook has leaned more towards the negative, with even some of their demeanor being seen as gruff or even discourteous.

## References

1. ↑ Cook, Monte, et al. “Racial Options.” Character Options, Monte Cook Games, LLP, 2018, pp. 43-44. Numenera. ISBN 978-1-939979-14-8
2. ↑ Cook, Monte, et al. “Racial Options.” Character Options, Monte Cook Games, LLP, 2018, pp. 44. Numenera. ISBN 978-1-939979-14-8
The Observant Speck

**The Observant Speck** is a character in *Torment: Tides of Numenera*.

## Background

In a shadowy corner of the shrine lurks an old woman, so tiny and unremarkable that she blends into the gloom. She's been watching you since you arrived, following you with bright, intense eyes. You notice that one of her arms is missing at the elbow. The Speck is the caretaker of the shrine and one of the Bloom's inhabitants most attuned to the thoughts of the great creature.

## Interactions

### Quests

* Freedman: Speck can offer Coty a job. Rhin doesn't like it, though.
Ulenic City

**Ulenic City** is a sprawling complex within the Endless Abode.

## Background

Other beings inhabit the endless abode, besides the eleens, and more than can be even counted considering how large the dimension is. One group of creatures that fits this description are called ulenics, who've created a city of sorts from several continuous rooms and corridors. Ulenics are many-limbed, carapaced organisms that lack eyes and communicate through scent, or if need be, special devices that translate scents into audible language. They tend to ignore other creatures that aren't other ulenics, unless that creature becomes too annoying to ignore. Creatures that sense via sight will probably no be able to tell ulenics apart from one another, but ulenics can sense the position and rank of other of their kind simply by how they smell. A strict hierarchy among all ulenics is unconsciously clear to them, which entails that the enforcement of unpopular commands or laws is rarely required.

Ulenics are found wandering around almost anywhere within the Endless abode, collecting items and raw materials, but most of their number will remain concentrated in Ulenic City. Approximately 5,000 ulenics reside within the city, and given the nature of the Abode, it's quite difficult to sense their true number. The city itself is only more rooms and corridors, though they're filled with ulenic furnishings and décor, which aren't particularly obvious to human standards.

Large chambers within the city are used for food production and ulenics rely upon aquaculture, with many of these rooms flooded and set aside for farming purposes. Marine flora and fauna of all varieties care caught and harvested, then prepared in secondary chambers. Ulenics, thanks in part to their scent-enforced caste system, lack an economy of internal trade. This means that there aren't any shops and only special rooms where collected goods are silently redistributed according to need.

Yet despite their scent-enforced hierarchy, sometimes ulenics will rise up and try to overthrow their higher-ranked counterparts. These revolts end up being short lived, and result in the rebels' deaths or their expulsion from the community. This is the reason for why more than a few rival ulenic communities, much smaller than those found within Ulenic City, exists around other areas of the Endless Abode.

At the top of the ulenic hierarchy is the one that ultimately presides over the rest. Its name is roughly translatable as "Perfection of the Scent," though calling it "Your Perfection" is also considered acceptable. This ruler resides within an expansive room in which salvaged devices have been reformatted to serve as a massive glowing throne It's possible that the device actually has some functions beyond merely looking impressive, given that Ulenic City hasn't ever been threatened by either the Hunger in the Halls or by a flux storm of any kind.

## References

1. ↑ Cordell, Bruce, “Endless Abode.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 51. Numenera. ISBN 978-1-939979-47-6
Uxphon

**Uxphon** is a canyon-based city beside the Cloudcrystal Skyfields.

## Background

The city of Uxphon lies at the heart of a geological formation known as Deathwater Canyon, a landmark along the western edge of the Black Riage whose distinguishing trait is the vast network of pipes that burrow all throughout it. The tubes themselves are approximately 10-15 ft. in diameter and can even split into groups of 2-3 at certain junctures. Said to be mainly empty, none so far have been able to discern their point of origin or even termination. Nonetheless, Uxphon is positioned around a central point along the system where some water still seems to be flowing. In addition to the water, the 25,000 people who reside within Uxphon utilize the pipes either as thoroughfares or to circulate heat throughout the city. The homes of many are situated in relation to the pipes which provide heat, their location also allowing for running water, either hot or cold, thanks to some recent miraculous innovations in engineering.

As a result of its great age, 7 families throughout Uxphon have claimed titles of nobility and respectively live within their own ancestral manors. Rumors abide, however, of subterranean passageways and secret chambers that allow for the concealment of hidden treasures, scandalous debaucheries, etc. While some local thieves have claimed to have seen such things and while most of their boasts could be considered lies, there may yet be such hidden chambers among the different manors. Aside from its commoner class, Uxphon also hosts a relatively large slave population, owed very much to its renowned slave market, which is, in turn fueled by the business of the city's gladiatoral arena, where enslaved combattants fight each other alongside any captive beasts. Those able enough to survive and become successful can win their freedom and even become wealthy in their own right.

## Miscellaneous

The current champion of Uxphon's arena is a level 8 woman by the name of Llaritan, who uses magnetism to wield multiple weapons at the same time.

A favorite game of the arena is called the Reaping, where combatants must face off against one another inside an arena filled with explosive organic pods.

## References

1. ↑ Cook, Monte, et al. “The Beyond.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 171. Numenera.
2. ↑ Cook, Monte, et al. “The Beyond.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 171. Numenera.
3. ↑ Cook, Monte, et al. “The Beyond.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 171. Numenera.
Thlipsid

**Thlipsids** are cyborg humanoids that can control time.

## Background

Also known as the hour merchants and moment thieves, thlipsids are few in number and never seem to stay in the same place for long. Thlipsids are sometimes sought and other times hunted, but they're rarely trusted, given that they deal in time stolen from others.

Thlipsids are humanoid, though most seem to be augmented with mechanical limbs and other prostheses without an obvious humanoid equivalent. When entering communities, they don't advertise their differences but instead spin an illusion or hide their true shapes beneath concealing cloaks and masks.

Thlipsids are sometimes sought by wrights looking to find a bit more time to construct their latest project or by the elderly who want a few more days or years to live. However, those looking for thlipsids likely don't get the kind of extra time they imagined..

## Abilities and Traits

##### Movement:

Short; every other round, can move up to three times its normal movement by contracting time

##### Modifications:

Knowledge of time and temporal engineering as level 8

##### Combat:

Though adverse to combat, an hour merchant is quite capable of defending itself with a touch of one of its mechanical prostheses. When it does, space-time collapses and that creature freezes in time for one minute. A creature frozen in time can't act or be acted upon.

Once every other round, a thlipsid can take three actions in one turn as it expands the time it stole for its won benefit.

If an agreement has been reached, an hour merchant will sell time taken from others in the form of a small metallic token. Thereafter, the buyer can choose to take one extra action up to once each day and usually no more than three times in total.

##### Interaction:

Affable and engaging when encountered inside a bazaar, but threatening if encountered alone with no one to see.

##### Use:

Someone claiming to sell time has appeared in the community market square.

##### Loot:

A thlipsid's partly mechanical body could be salvaged for 2d6 shins, a couple of cyphers, and one roll on the Iotum Result Table.

## Miscellaneous

Thlipsids pay about 1 unit of io or 10 shins for every six seconds that they legitimately purchase from a creature, but they charge three times that when they sell the same.

A thlipsid can steal time only from a conscious and sapient creature; it can't just collapse space-time randomly and store the result for later use.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Numenera Destiny, Monte Cook Games, LLP, 2018, pp. 279. Numenera. ISBN 978-1-939979-45-2
2. ↑ Cook, Monte, et al. “Creatures.” Numenera Destiny, Monte Cook Games, LLP, 2018, pp. 279. Numenera. ISBN 978-1-939979-45-2
3. ↑ Cook, Monte, et al. “Creatures.” Numenera Destiny, Monte Cook Games, LLP, 2018, pp. 279. Numenera. ISBN 978-1-939979-45-2
The Amber Monolith

*This article is about the short story. You may be looking for the location which bears the same name.*

 **Format** | PDF

**The Amber Monolith** is a short story set in the *Numenera* universe, written by Monte Cook. It is the first Numenera book and the first short story set in the Ninth World to be released. It is freely available at the *Numenera* website.

*The Amber Monolith* presents itself as an in-universe book, the *Sacred Chronicle of High Father Calaval*, with only a selected number of chapters. It narrates the adventure of Calaval and his exploration of the Amber Monolith.

## Appearances

**Characters**:

* Amber Pope (first appearance - only mentioned)
	+ Calaval (first appearance)
* Doroa of the Silent Song (first appearance - only mentioned)

**Locations**:

* Ninth World (first appearance)
* Citadel of the Conduit (first appearance - only mentioned)
	+ Cloudridge (first appearance - only mentioned)
	+ Plain of the Brick (first appearance)
		- Amber Monolith (first appearance)

**Organisations**:

* Aeon Priests (first appearance - only mentioned)
* Order of Truth (first appearance - only mentioned)

**Species**:

* Human

**Creatures**:

* Thuman (first appearance)
	+ Feddik (first appearance)

**Technology**:

* Numenera (first appearance)
	+ Cyphers (first appearance)
	+ Datasphere (first appearance - only mentioned)
	+ Iron Wind (first appearance)

**Culture**:

* *Sacred Chronicle of High Father Calaval* (first appearance)

**Astronomy**:

* Sun (first appearance)
The Calm

**The Calm** is a location in *Torment: Tides of Numenera*.

## Background

A calm section of your mind, where the Specter resides, allowing you rest and introspection. As you progress through the story and regain memories, The Calm will slowly expand and develop into a place of wonder, suspended over an abyss of your mind.

## Points of interest

* This are is visited immediately after completing the Dark Fathom and creating your character, introducing Crisis resolution and the rest of core mechanics of the game. After you deal with the Sorrow by destroying the reflections its anchored to, use the portal to leave.
* You may return to the Calm after you die or enter another fathom, allowing you to converse with The Specter and gain insight into what you need to do next. Some characters, like Tranquility, can also put you into a trance and allow you to enter the Calm without violence.
* Throughout the game, the player can accumulate reflections of characters which confer certain abilities.

## Characters

* The Specter and the Sorrow
* Choice-dependent: Oom, Seria, Nychthemeron, Choi, Inifere, and Catena Intelligence.
Terredel

**Terredel** are beasts with psychic powers. They are native to Naharrai.

## Background

"Vanished like a terredel" is a typical ellaticurid saying which refers to something that disappears quickly and unexpectedly.

Running across the grasslands of Naharrai, a pack of terredel can be quite a terror to behold. These predators hide among the tall grass and burst out to bring down prey too slow to escape. In addition to their savage attack, they can cloud a foe's mind, making them seem to be attacking from behind or to the side, even as they lunge from straight ahead.

## Abilities and Traits

##### Combat:

A terredel will leap to attack with its mandibles. Against more challenging prey, however, the creatures attack in pairs, making a single attack roll as a level 5 creature that inflicts 6 points of damage.

Each terredel also has an inherent psychic ability. Moments before it bites, it strikes its prey with a mental assault (all part of a single action on the part of the terredel), which will make the target believe that the attack's coming from a different direction. If the target fails an Intellect defense roll, the difficulty of the Speed defense roll to dodge the attack is then increased by two steps.

##### Interaction:

It's rumoured that a few ellaticurids have learned to master terredel, training them to be companions, guards, and even hunting animals.

##### Use:

A sudden cry for help comes from the deep grass. If the PCs investigate, they'll find a lone, ghru beset by a pack of terredel. If rescued, the ghru will take the characters back to his community so they can be rewarded.

##### Loot:

A terredel brain contains a chemical compound. If properly treated (a difficulty 5 task for someone with experience or knowledge of such things), the compound can be used as a cypher that restores 4 points to one's Intellect Pool.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Into the Night, Monte Cook Games, LLP, 2018, pp. 154. Numenera. ISBN 978-1-939979-40-7
2. ↑ Cook, Monte, et al. “Creatures.” Into the Night, Monte Cook Games, LLP, 2018, pp. 143. Numenera. ISBN 978-1-939979-40-7
Thunder Cannon

**Thunder Cannon** is a Ranged Heavy Artifact weapon in *Torment: Tides of Numenera*.

## Description

Though this bulky metal device was not intended as a weapon, a handle was added at some time in the past, allowing it to be wielded as one. When someone takes hold of the handle, a low buzz emanates from the device. The sound intensifies as the weapon prepares to fire, building to a crescendo and discharging with a thunderous roar. The cannon's 'projectiles' are blasts of sonic vibrations, capable of striking a target with deadly force.

## Location

* Valley of Dead Heroes: Sold by Tantalum.
Vendav Ring

The **Vendav Ring** is a circular hoop of yolk-yellow synth that floats about the Phaeton Halo.

## Background

The Vendav Ring is approximately just over half a mile in diameter but hundreds of feet thick. A thin screen of dim light reaches across the ring's interior portion, depicting scenes within of unknown locales: a sunrise over a ringed planet, a lightning storm surging through some cloudscape, coral-like growths blooming in a sunlit, aquatic environment, a star entering into supernova, a galaxy being devoured by a supermassive black hole; a waterfall tons of miles long; a herd of what seem to be strange animals along a prairie, an organic eye as large as the ring itself, a completely alien landscape, etc. However, each of these scenes will only last a second at a time and almost never repeat.

Those that wish to explore the ring will only uncover a faint energy signal of some kind. All attempts to travel with the ring have failed, ranging from mechanical devices passing threw only to its opposite side, with their interior electronics fried, to organic lifeforms which simply disappear and reappear later as ghosts, flickering in and out of existence.

Regardless of its original purpose, however, these days it's used by the otolin population for suicide as well as for the execution of biomechanical criminals, when all else fails.

## Miscellaneous

Vendav is actually the name of a mythical being in otolin lore who was originally the "betrothed" of Phaeton, prior to the latter's destruction.

## References

1. ↑ Cook, Monte, et al. "The Phaeton Halo.” Into the Night, Monte Cook Games, LLP, 2018, pp. 81-82. Numenera. ISBN 978-1-939979-40-7
2. ↑ Cook, Monte, et al. "The Phaeton Halo.” Into the Night, Monte Cook Games, LLP, 2018, pp. 81. Numenera. ISBN 978-1-939979-40-7
Zebb

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

## Background

Zebb is an impoverished child, begging in the streets of Cliff's Edge together with his two siblings, Nym and Avina. Their father, Zebbak Uralau, has gone to the Bloom a year ago and has yet to return - and the shins stopped arriving recently as well.

## Interactions

### Quests

* The Sorrow's Prey: After giving him 5 shins, you can ask him for clues as to the ruined house that the dead castoff inhabited.
The Chalcedon

**The Chalcedon** is a character in *Torment: Tides of Numenera*.

## Background

This man is less flesh than muscle, running in corded bands from his thick neck down his broad chest, wide arms, and callused hands. He focuses on you, his cold eyes flicking from your face and the shape of your tattoo to the width of your shoulders, like a prospective buyer sizing up a particularly dangerous animal.

Chalcedon is the commander of the Changing God's forces in the Endless Battle, the guardian of his grand design, and his champion. He believes that the switching of bodies is less necessity and more strategy, ensuring that each castoff is stronger than the last.
The Newborn Maw

**The Newborn Maw** is a quest in *Torment: Tides of Numenera*.

## Synopsis

A new Maw has appeared in Little Nihliesh recently, and the mutant leader of the area, Gar-koto, has asked you to open it and learn where it leads.

## Walkthrough

First you need to figure out what the maw wants. Any one of the following actions will be sufficient for this:

* Bring Aligern near the maw and ask him what he thinks the maw wants after it tries to... Gently caress him.
* If Delny is free of Vrung and she has still has her psychic abilities, you can ask her to help you figure out what the maw.
* If you have the Magmatic Annulet, you can use  Intellect to try and sense what the maw wants.
* Being Bloom-Juiced allows you to listen to the maw and realize what it wants.
* If you or Matkina are Bloom-bonded, you can simply order it to open.

It turns out the Maw feed on guilt. Now:

* You can order it to open if you or Matkina bonded with the Bloom.
* You can open it with the Transdimensional Scalpel.
* You can try to persuade Aligern to feed himself to the maw. If you succeed, Aligern will agree and go up to the maw.
	+ If you pull Aligern out when he calls for help, he is largely unharmed, but the Maw will not open.
	+ If you leave Aligern in, the Maw will continue feeding and eventually open, but Aligern will confront you once he recovers. If you lied to him about pulling him out when you were persuading him, he will leave the party permanently. Otherwise, he will stay, but with a major loss of approval. Either way, if the Maw was allowed to feed on Aligern until it opened, an echo of Aligern will appear later in the Gullet.
* You can feed Coty to it, if he's still your slave.
* You can feed Herja to it if you tell Gar-koto what the maw wants. Herja will try to kill herself when fed to it - you can stop that with  Speed (Initiative) and then  Might or  Intellect (Intimidation) - and if you feed her to the maw, an echo of her will appear in the Gullet. You will get Herja's Prison, though (you can keep it after talking to Gar-koto if you pass an  Intellect (Persuasion, Intimidation) check.
* If you have absorbed the catena intelligence from the Catena Interior into your mind, you can feed yourself to the maw, and it will consume the intelligence, causing it to be lost permanently.

Once the maw is open, enter it and return to Gar-koto to claim the reward.
Vonetion

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

## Background

The man before you emanates gloom. His body is emaciated, and though he is quite tall, his hunched posture makes him appear shorter. The bags under his eyes are black and pouched, and his lips are almost comically downturned.
Most of the time, his body is nearly transparent, though he fades in and out of view. Terror describes every line in his body, every sidelong glance. Vonetion is being slowly consumed by the Bloom, witnessing terrible horrors as he is absorbed...
Zaofi the Sculptor

**Zaofi the Sculptor** is a character in *Torment: Tides of Numenera*.

## Background

This portly man's cracked and bleeding hands are always moving - picking fretfully at his thick lips, running through his thinning hair, or molding aimless shapes in the air. His clothes are marked with paint, dust, dried blood, and clay. His eyes brim with frustrated tears as he studies the strangely-familiar sculptures arrayed about him. You slowly realize that the sculptures he created are those of the Sorrow.

## Interactions

### Quests

* The Sorrow's Prey: Zaofi asks you to recover information about one of the Sorrow's victims from the Dendra O'Hur cult in the Underbelly, so that he can finish his sculpture.

### Other interactions

* You can question Zaofi about the Sorrow for experience and gain numerous adjustments to your Tides.
Third Man

**Third Man** is a Cypher in *Torment: Tides of Numenera*.

## Description

This small stone statue of a handsome man is cunningly carved. Something resembling music plays from it, filling the minds of the user and its allies with the hope and belief that victory is not only possible, but inevitable - no matter what odds are being faced.
Wondor

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

## Background

As you approach this bulk of stone and fur, it starts to move, becoming less of an inanimate object and more of a man. Before you stands a giant figure with a beard so thick it seems like sculpted granite. But when you see his gentle eyes, a tangible wave of peace washes over you. Wondor was... Modified by the Changing God before, made peaceful and happy by an action that seems to be surprisingly like lobotomy.
Tantalum

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

## Background

An old, battered-looking swordsman in dull gray armor stands here, whistling tunelessly. His hands hover near the hilt of his well-used sword. Scars wreathe his face, and what you took for a helmet reveals itself to be a dome of metal grafted to him. Tantalum is a peculiar man, infused with tantalum, a metal that permanently bonds with human flesh. The Chiurgeons who bonded it to him allowed him to control weapons, armor, anything he's bonded to with the power of thought - at the expense of a good chunk of his brain. He came to the Necropolis to remember himself - and now helps others do the same.

Of course, Tantalum's not all that he seems. He believes that history is dead and the living would be better served spending their lives trying to improve themselves and their lot, rather than prowling old tombs. He sent Silver and Hiro on a meaningless quest into the Necropolis to teach them that lesson.
Waits-for-prey's Head

**Waits-for-prey's Head** is a piece of equipment in *Torment: Tides of Numenera*.

## Description

This head once belonged to the deadly combat construct that called itself Waits-for-prey. Now it's yours. That is, it belongs to you, but it's not actually part of your body.

## Location

* Memovira's Courtyard: Received for defeating Waits or convincing it to feed itself to the maw.

## Uses

Can be used to open the Maw to the Heart.
Dungeon

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

**Areas** contain of 2 stages (excluding Techno and Emerald Caves) filled with randomly generated rooms in Burning Knight. Each area gets harder and harder as you progress through the castle, introducing new enemies, mechanics, and much more.

## Castle Ruins

The first area in the game. An entrance to the castle, scattered with chairs, tables, and buckets. A set of enemies can be encountered there. Most rooms have spike traps in a few spots. Trap rooms may also be found, needing to press a button to escape.

## Desert Palace

The second area in the game. A deserted wasteland, with not much left but new enemies that lurk throughout the sandy sets. Moving platforms can be found in this area, traversing over a void.

## Ancient Jungle

The third area in the game. A large, honey-infested underground jungle forest, blooming with trees and bushes. The rooms in this area are way bigger compared to any other. Beehives dangle from trees, protected by many new enemies.

## Ice Ruins

The fourth area in the game. The chilliest place all throughout the castle, so cold that most of the ground froze up and turned to ice. Each room is separated by destructible snow walls, having to discover rooms which introduce many more *cold* enemies.

## Secret Library

The fifth and final area in the game. Unknown grounds, walls and walls structured with many books. Rooms are usually separated with walls, the only way of movement in between with fancy teleporters. All the way at the bottom of the castle rest magical, and crazy enemies who seek not much but your death.

## Techno

The sixth area in the game. Only accessible if using a *bucket perhaps*? This technical trove isn't controlled by enemies, but rather a secret boss, who has made many deals in the past.

## Emerald Caves

The secret area separating Castle Ruins I and Desert Palace II. A mysterious but mystical cavern, with way more rooms than any other area, only way of entering by exploding open a *green and small* gateway. The rooms in this area bring pools of lava which burn anyone who dare step on them and a gang of green enemies.
Vimruth

**Vimruth** are deadly predators native to the seas of Perelande.

## Background

Bursting up right through the crust of the Perelande oceans, a massive vimruth can send a whole group of characters flying in all directions. The vimruth is arguably the most feared predator on all of Perelande, making both the wedoth and the etteramerith wary of crossing the open crust. The amphibious vimruth can sense movement through the crust and will happily attack a wedoth boat alongside a group of creatures on foot. A lone traveler, however, might be safe, as only a starving vimruth would waste the effort on such a small meal.

## Abilities and Traits

##### Combat:

A vimruth's first attack is almost always by surprise, from beneath the crust (perhaps as a GM intrusion). In this dramatic attack, everyone within an immediate area is knocked off their feet. Those failing a Speed defense roll (difficulty 9 due to surprise) suffer 8 points of damage and fall into the water through the new opening in the crust. On its next action, the vimruth drains the heat from the surrounding water, flash-freezing it. Those in the water at the time of automatically suffer 6 points of the ambient damage and are trapped in the ice. Until they can break free (which is a difficulty 7 task), they suffer 3 points of ambient damage per round.

After trapping prey in the ice, a vimruth will switch to more convenient tactics, attacking up to three targets as a single action. Trapped characters are struck automatically.

A vimruth also has an additional +10 to Armor against cold.

##### Use:

The PCs meet some wedoth crossing the crust. The interaction is tense. Suddenly, a vimruth strikes, attacking everyone. If the PCs survive by working together, it likely will help improve relations afterward.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Into the Night, Monte Cook Games, LLP, 2018, pp. 156. Numenera. ISBN 978-1-939979-40-7
2. ↑ Cook, Monte, et al. “Creatures.” Into the Night, Monte Cook Games, LLP, 2018, pp. 156. Numenera. ISBN 978-1-939979-40-7
Transdimensional Power Source

**Transdimensional Power Source** is a Quest item of equipment in *Torment: Tides of Numenera*.

## Description

This cylinder was one of ten that once fueled the crashed catena in the Bloom. It appears to tap into the power of collapsing singularities. It is a rare source of energy, and only a few special devices would benefit from its unique properties.

## Location

* Catena Interior: Stripped from the reactor.

Uses: can be combined to power the Mesmeric Handle and create a light Melee weapon.
Black Widow/Dialogue

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Burning Knight Wiki/Section 4

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Tonbrium Hunter

**Tonbrium Hunters** are intelligent creatures from the realm of Celerillion.

## Background

Ebony skinned, hairless, and with eyes cover up by goggles to limit their natural shine, tonbrium Hunters explore the dimension of Celerillion. They're specially trained to use conceptual creation to aid them as they explore, seek out and slay neanics, and prospect for special items of power, especially conception jewels and psychic seeds. Hunters are the scouts, foragers, and protectors of their people.

## Abilities and Traits

##### Modifications:

Tasks related to conceptual creation and conceptual attack as level 5.

##### Combat:

A hunter can summon a mundane melee or ranged weapon with a thought, or conceptually create some sort of other calamitous event, such as fire spontaneously engulfing the target within long range. These are all treated as level 5 attacks that inflict 5 points of damage. When a hunter hits with an attack, the difficulty of the target's action is increased by one step while it remains within long range.

A Hunter can use conceptual creation to provide food, armor, and any other aid it can think of, as necessary, but the natural caution and asceticism of the tonbrium means that most Hunters don't accumulate much in this way unless they're preparing to deal with a particular issue or problem. For instance, if a wounded Hunter has time, they will create a healing cypher-like aid that restores health.

##### Interaction:

Tonbrium speak their own language, but if communication is bridged, a Hunter will negotiate. Each Hunter has their own code of conduct, nut all see the protection of their people - the tonbrium - as their first duty. Anything falls under the primary responsibility is likely to be seen as a threat that should eliminated immediately.

##### Use:

If PCs become at all lost in Celerillion, it's probably a far-ranging tonbrium Hunter that finds them.

##### Loot:

Sometimes a tonbrium Hunter carries a psychic seed. Very rarely, a group might have one conception jewel among them.

## References

1. ↑ Cordell, Bruce. “Ultraterrestrials.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 157. Numenera. ISBN 978-1-939979-47-6
2. ↑ Cordell, Bruce. “Ultraterrestrials.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 157. Numenera. ISBN 978-1-939979-47-6
Burning Knight Wiki/Section 3

Guides

* How to play guide for Burning Knight
* System requirements
* Release date
* Game support

Videos

*See more videos*

Twitter

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Development History

***Burning Knight* development** was started on the 17th of February 2018. It was initially meant to be a submission for the LOVE2D Jam 2018, but the scope of the game was to big for it to be created in LOVE. After this, on the 19th of February, the official Burning Knight development started.

### Pre Demo-Builds

February 20th
* Basic dungeon generation was added
* Basic physics was added

February 21st
* Level saving was added
* Lighting was added
* Items and Mobs started to be implemented
* Sprite tilling systems were added

February 22nd
* The first sprites were added to the game
* Support for scaling was added
* Player input systems started being implemented
* Water tilling added

February 23rd
* The player character (gobbo) was added
Burning Knight Wiki

Welcome to the Official Burning Knight WikiWelcome to the Official Burning Knight Wiki
The free *Burning Knight* wiki encyclopedia with 19 articles that **anyone** can edit!
Please feel free to contribute by creating new articles or expanding on existing ones.

About Burning Knight

***Burning Knight*** is a 2d top-down roguelike about an ancient genie, a goblin and their countless attempts to kill one another while trying to make friends. Run, slash, use weird magic and shoot your way through an unpredictable dungeon packed with hilarious and sinister enemies. [Read more...]

Content

* Monsters
* Dungeons
* Game Modes

* Characters
* Items
* Achievements

Featured images

Guides

* How to play guide for Burning Knight
* System requirements
* Release date
* Game support

Videos

*See more videos*

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Main page sections: 1 · 2 · 3 · 4. Changes for the main page can be proposed here.
The Furtive Eidolon

**The Furtive Eidolon** is a Cypher in *Torment: Tides of Numenera*.

## Description

Anyone who wears this skintight suit and head covering becomes invisible (or nearly so) to the naked eye. It also resists many forms of scanning. It warps light around the wearer's body in such a way that things behind him can be seen. The effect is not flawless, often leaving a visible silhouette similar to heat haze, but in certain environments it can help him to hide in plain sight - especially if he remains motionless.
Despite its advantages, the suit is not perfect. When the wearer moves, he creates a bubble or blur in the air that may be quite noticeable.
Burning Knight

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

***Burning Knight*** is a 2d top-down roguelike about an ancient genie, a goblin and their countless attempts to kill one another while trying to make friends. Run, slash, use weird magic and shoot your way through an unpredictable dungeon packed with hilarious and sinister enemies.

## Game support

For game support about questions, bugs, or other issues, please see any of the following links:

* **Offical Discord**
* **Game website**
* **Offical Twitter**
* **Offical Subreddit**

Developers

* **Egor Dorichev (programmer, designer, producer)**
* **Mate Cziner**
* **José Ramón García**

## External links

* Official website
* Steam page
* itch.io page
System requirements

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

The following are the minimum and recommended **system requirements** for *Burning Knight*. While these requirements do not represent a guaranteed working configuration, meeting the minimum requirements should ensure at least a launch-able environment.

## See also

* How to play guide for Burning Knight
* Release date
How to play guide for Burning Knight

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

This page will serve as a basic **how to play guide for *Burning Knight***. While there is very little information available at this time, we urge you to check back often, as new information is being added all the time! Feel free to edit this guide with any tips, tricks, and suggestions.

## Controls

WASD to move

Left click to shoot

Right click to dodge

E to interact

Space to use Active Item

Q To place a Bomb

## See also

* Release date
* System requirements