recursal/Fanatic-Fandom huggingface dataset:
Fields of Frozen Flowers

The **Fields of Frozen Flowers** are a dangerous locale in Matheunis.

## Background

*your heart you do swear*
*so I beg of you show it*
*with a bloom for my hair.*
*Not golden, nor crimson,*
*nor any other hue.*
*For the heat of your heart,*
*frost alone shall prove true.''*

Here, among the icy lakes, perhaps more than any other place int he world, hearts are broken, loves are lost, and futures are drowned - all in pursuit of a flower that will last no longer than the time it takes to pluck it from its watery garden and carry it away.

Deep in the Cold Desert, far southeast of Nihliesh, reside the Fields of Frozen Flowers. Consisting of three interconnected salty lakes that are lightly frozen half the year, the fields are a place of mystery, love, and death. During the times when the wind is dead quiet and the world is covered in frost, ice flowers form and float over the thinly frozen water of the lakes. Born when the lakes' salt and bacteria combine with the moisture from the still air, every frost bloom is as different and temporary as a flake of snow. Thus, they're considered by many to be the only tangible evidence of the vast diversity and delicacy of true love.

In many parts of the Cold Desert and beyond, young people memorize the poem "The Frost Flowers," and a common conversation among new couples is to wonder whether a frozen bloom has begun to form along the thin ice of the lakes. Symbols of the frozen flowers are used in jewelry, writings, and tattoos to prove the strength of one person's feelings fro another.

Although the flowers are abundant, they're difficult to gather and even harder to retain. The ice beneath the blooms is thin for walking and may drift with the wind, and the temperature of the salty water is far below freezing. The briny liquid swims with all manner of sharp-toothed and snake-headed creatures, hoping for a snack. IF a suitor manages survive the water and its inhabitants, success is still unlikely; once the flowers are plucked and in hand, they begin to fall way immediately, sometimes leaving little more than a single snowy drop on the palm.

So many young lovers are lost to love's watery garden that there's a myth of bodies building up below the surface, creating a bridge to walk on. There are other myths, too, of the dead men rising from beneath the surface, their hands now frozen enough to carry the flowers all the way to their beloveds.

More than one young man has been sent bring back a flower by a lover who hopes that he won't return. And many young men who've gone off to "bring back a flower" have been found in other parts of the world, living happily with no thought of the one they swore love to.

Along the shores of the lakes, villages have sprung up to support (and profit from) those who take the lover's swim. Most services offer hearty drink, warm clothes, weapons, and numenera designed to ease the task, but a few places provide lodging and celebration for the rare couples who make it through the trials of true love.

## References

1. ↑ Cook, Monte, et al. "The Beyond." Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 204-205. Numenera. ISBN 978-1-939979-77-3
Far Brohn

**Far Brohn** is a mercantile settlement in the Pytharon Empire.

## Background

The trading city of Far Brohn lies near the northern edge of the cold desert of Matheunis. Tall stone walls help to protect it from the frigid winds of the south, but their real purpose is to keep out the bandits, abhuman raiders, other terrible threats that emerge from the desert. Chief among these dangers are the mind-screaming hordes of sathosh, which frequently attack trading caravans on the way to and from Nihliesh. The merchant lords of Far Brohn are always looking for help against these raids.

The city itself is secure. Its walls are laced with numenera devices (level 6) that affect the minds of those that assault them, using sonic vibrations to cause panic and confusion.

## References

1. ↑ Cook, Monte, et al. “The Steadfast.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 157. Numenera.
Gravitational Overseer

**Gravitational Overseer** is a Ranged Medium Artifact weapon in *Torment: Tides of Numenera*.

## Description

This blue metal device is made up of a complex array of discs facing outward, with a long tapering end to point at your target. Controls have been cobbled onto the alien device. When aimed at the target, an amount of the victim's bodily fluid blood compresses - while still in their body - before being drawn at high velocity into the device.
The machine heats up momentarily. The fluid captured by the Overseer does not appear to be manifest anywhere, and it is not clear where it goes.

## Location

* Necropolis Tomb: Received from Silver for completing his little errand.
Dendra O'Hur Chapel

**Dendra O'Hur Chapel** is a location in *Torment: Tides of Numenera*.

## Background

This chapel is a morbid, yet necessary place where the bodies of those who pass to a better life are consumed by Dendra O'Hur cultists.

## Points of interest

This is a small chapel, with the ceremony spot in the center surrounded by acolytes. Bodies lie on slabs surrounding the center, with the one second from the left of the altar being the victim of the Sorrow (The Sorrow's Prey). Examine it and touch to trade 2 health for 2 XP.

## Characters

* Imbitu, the leader
* Devourer of Wrongs
* Gh'zei
* Kiyatawa
* Mallet
Encroaching Darkness

**Encroaching Darkness** is a Chiurgical upgrade in *Torment: Tides of Numenera*.

## Description

This tiny, ink-black blot is a living creature, made of thick fluid. When applied to skin, it can shape itself into a number of different kinds of black tattoos, shifting easily into complex glyph shapes. When the wearer is asleep, the Dark crawls over the skin, changing into new patterns as it finds a new place on the body to rest. When it has found a suitable spot, its tendrils dig deep into the flesh, providing some form of a restorative boon.

The exact nature and origin of the Encroaching Darkness is hard to determine. Aeon Priests have debated whether an individual Darkness is in fact one entity or an entire civilization living on another being's skin. The relation of the Darkness to the wearer is meant to be symbiotic, but the symbiosis appears imperfect.
Image Projector

**Image Projector** is a Cypher of equipment in *Torment: Tides of Numenera*.

## Description

Fear disrupts the flow of energy around it much like a rock disturbs a flowing river. This image projector detects these minute changes in the energy flow, reconstructs the fear that caused them, and projects it back on a returning vector at a heightened amplitude. Used on a sentient being, the results are quite dramatic, and sometimes spectacular.
There are markings on it that look like they may have been numbers or identifiers, but if so, they are damaged beyond any comprehension.
Enigmatic Sphere

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

## Description

As you pick up the small, plain obsidian sphere, it turns a frosted white and changes size to fit comfortably in the palm of your hand. Marked with fine lines in all directions, it is smooth and cool to the touch and extremely light. When you heft it around in your hand, however, you notice that its weight seems to temporarily increase as more momentum is applied to it.

## Location

* Quest reward for completing Endless Horror.
Eldmor

**Eldmorem** (Singular: **Eldmor**) are destructive, ultraterrestrial creatures.

## Background

Eldmorem are dimension-traveling destroyers that arose in a distance parallel dimension. Half-living, half-automaton, eldmorem lie in cysts between dimensions, waking from the sleep of ages only when disturbed. When that happens, a lone eldmor stretches to its full 200 ft. length and attempts to destroy everything it encounters there.

## Abilities and Traits

##### Motive:

Destroy transdimensional travelers and their planes of origin

##### Environment:

Anywhere dimension walkers begin and end their trips

##### Combat:

When "encysted" between dimensions, eldmorem appear as inanimate, weathered boulders the size of small mountains. Upon waking, they unfold to reveal their true shape. Though large, eldmorem can easily discern prey much smaller than themselves. Sometimes the eldmor can summon a dimensional duplicate of the character, which is similar in most ways except the duplicate is bound and determined to kill the character.

An eldmor's primary weapons are its eyes, which emit twin blasts of destructive transdimensional energy at targets within 5 miles, inflicting 1 points of damage that phases past protective gear (and thus ignores Armor).

Eldmorem can also catch a target that fails a Speed defense task in it s manipulators. If the caught target fails an Intellect defense task on the subsequent round, the target is ejected from the current reality and into some random dimension. the random dimension where victims of eldmorem sometimes find themselves aren't necessarily immediately dangerous, though they can be. The more significant problem for victims, however, is usually find a way back home.

##### Interaction:

Eldmorem can communicate telepathically, but mostly choose not to. They're odd, weary, and usually motivated to act only because of ancient instructions.

##### Use:

The PCs, traveling across the dimension, discover a few months later that an eldmor completely destroyed a location they visited briefly, this plus a few related clues that something very powerful is slowly hunting them across dimensions.

##### Loot:

An eldmor corpse can be salvaged for 2d6 cyphers.

## Miscellaneous

The random dimensions where the victims of eldmorem sometimes find themselves aren't necessarily immediately dangerous, though they can be. The more significant problem for victims, however, is usually finding a way back home.

## References

1. ↑ Cordell, Bruce. “Creatures.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 149. Numenera. ISBN 978-1-939979-47-6
2. ↑ Cordell, Bruce. “Creatures.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 142. Numenera. ISBN 978-1-939979-47-6
3. ↑ Cordell, Bruce. “Creatures.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 142. Numenera. ISBN 978-1-939979-47-6
Fasten (WW)

**Fasten** is a parallel incarnation of the town of Fasten for the Whispering World

## Background

Unlike many small villages, Fasten still hasn't been burned out, but nor is it wholly abandoned by whispers. Regardless, it's now devoid of the 500 or so people that once lived there working as craftspeople, merchants, and even farmers. But it seems clear that someone must still reside here, because a large section of the town is barricaded behind an eclectic mix of stone, mounted spikes, stung-up wire, and not to mention the pitfalls, collapsing walls, and other traps set about its perimeter. At any given time, one or two traps hold whispers that have wandered in and who lack the sophistication to get free. If the changed were ever to mass at Fasten's edges, no doubt the settlement would be overrun through sheer numbers alone. Luckily, however, the place hasn't drawn much attention due to he lack of noise and movement within the village.

Visitors to Fasten who are able to make it past the barriers and traps - which excludes most whispers - will eventually encounter the sole survivor of the town: a man named Fletcher Elis. Once upon a time, this diminutive man with an exaggerated limp ran the settlement's general store. He was full of stories and loved giving his customers an earful That changed, unfortunately, when everyone around him fell victim to the whisper plague. As the sole survivor, Fletcher has assumed a different role for himself, or more accurately, has forced it upon himself through his growing insanity. The ex-shopkeeper will collect whisper caught within his traps. He'll then kill or disable them, and finally burn the bodies he's collected in large piles at the center of the town circle every few weeks or so. He doesn't understand why, but he seems immune to the trigger phrase.

Unfortunately, Fletcher has lost the capacity to tell the difference between a regular person and a whisper. Even if persuaded that a person isn't changed, Fletcher knows that it's just a matter of time before they become another one of those beings. Thus, he'll interact with visitors from the roof of the Village Hall. He'll yell at them to leave, and would be happy to demonstrate his artifact by disintegrating a nearby object. Someone with uncommon persuasion abilities might be able to get Fletcher to assist them, in the form of supplies gathered from his store and from nearby villages, but that help is grudging, and soon Fletcher will ask that the visitors leave so he can get back to his work.

## References

1. ↑ Cordell, Bruce, “The Whispering World.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 68-69. Numenera. ISBN 978-1-939979-47-6
Gh'zei

**Gh'zei** is a character in *Torment: Tides of Numenera*.

## Background

This short, squat woman rakes absently at the swollen red tattoos decorating her pale, naked scalp. Her claws draw blood, but she doesn't seem to notice. Her head jerks up at the sound of your footsteps, and her too-large mouth widens in a sharp-toothed smile.

Gh'zei is a mutant from a brutal, high-gravity world - she is short, squat, and
androgynous. Her flesh is covered with weird, alien symbols in the form of tattoos and
scarification, and she's creepy as hell.

The Truth is not her native language, but she has learned to speak it passably
well. Her world is far more primitive, in technological terms, than the Ninth World - more of a
stone age culture. Human meat is the only available source of animal protein on their world, so it
makes up a significant portion of their diets. They not only eat the flesh of competing groups -
they also eat their own dead.

However, they see their cannibalism as an act of preservation. No human soul is
lost if the body is completely consumed by other humans - it just scatters back into those who
consume it. Legacy, to her, is merely what is literally passed from one being to the next via
eating - all else is too easily lost.

She will also speculate about how much easier life on her world would be if they
had 'cattle' like the player who they could partially consume, then allow them to regenerate,
then consume again. It would change their world entirely.She wants to know if there are others
like the player, and the player can tell her or not (though Matkina will be angry if the player reveals that she is like him - Gh'zei looks
at her hungrily).

## Interactions

### Quests

* Circles in Red: She is one of the suspects.
Dread Excavator

**Dread Excavators** are massive constructs that destroy any nearby structures.

## Background

When the distinctive silhouette of a dread excavator lurches over the horizon, it's high time to evacuate. Almost nothing can prevent the inexorable advance of these vast wrecking machines whose external metallic shell shelters a pod of organic soup that serves as the creature's brain. Its enormous central arm is tipped with a spinning wheel lined with diamond teeth - booth a blade and a siphoning scoop that can breach literally any material. Its massive wheels are webbed together by a tread composed of virtuon particles, thus allowing it to cling to any surface, even that of water or the sides of much larger structures.

A dread excavator can reach heights of 300 ft. tall and long, and the toothed disc at the end of its central arm is 70 ft. in diameter.

Dread excavators are sometimes found disassembled into lone sections, quiescent. Which is how they should be left. If any one section is activated, it begins the process of finding the other sections, reassembling and repairing itself over the course of several months. Once it finishes, it moves toward the nearest intact assemblage of structures and begins its job of wrecking and excavating.

## Abilities and Traits

##### Modifications:

Speed defense as level 7 due to both size and speed

##### Combat:

Dread excavators prefer to focus on walls, buildings, and installations, but they will defend themselves if directly attacked by foes. A dread excavator can attack foes up to a very long distance away by telescoping the length of its central arm and bringing down the spinning, toothed wheel to inflict 15 points of damage on all creatures and objects within an area a short distance across. If targets caught under the wheel successfully defend, they suffer 8 points of damage instead.

At close range, a dread excavator can eject a couple of 10 ft. diameter flying drones. These drones primarily serve to repair the excavator, they can also fight foes by emitting jolts of electricity that can inflict 7 points of damage to anyone within immediate range. When not defending the excavator, the drones can each repair 5 points of damage to the excavator each round.

A dread excavator can also be treated as a level 6 rampaging beast.

##### Interaction:

If communication can be established with the organic soup that serves the role of the creature's brain, PCs might be able to negotiate, but only if they offer a target that seems an even more tempting place to demolish than whatever the excavator currently has its sights set on.

##### Use:

A dread excavator is a threat that has the potential to destroy any community, regardless of its size.

##### Loot:

The salvaged remains of a dread excavator can yield 3d100 shins, 1d10 cyphers, and 1d20 rolls on the Iotum Result Table.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Numenera Destiny, Monte Cook Games, LLP, 2018, pp. 260. Numenera. ISBN 978-1-939979-45-2
2. ↑ Cook, Monte, et al. “Creatures.” Numenera Destiny, Monte Cook Games, LLP, 2018, pp. 260. Numenera. ISBN 978-1-939979-45-2
Herja's Prison

**Herja's Prison** is a Oddity of equipment in *Torment: Tides of Numenera*.

## Description

This disk held Herja captive inside a psychic cage. Now inert, it looks like a flat circle of metal. You do not know how to reactivate it, but it might be valuable to a merchant.

## Location

* Quest reward for feeding Herja to the Little Nihliesh maw during the Newborn Maw.
Fatherteller

**Fatherteller** is a Oddity in *Torment: Tides of Numenera*.

## Description

This small polished disk looks like a handheld mirror, but anyone who looks into it sees an image of their father - or their species' equivalent - looking back at them, mirroring their every move.
When you hold it, though, all you see is your own face.
Denovan Russ

**Denovan Russ** is a character in *Torment: Tides of Numenera*.

## Background

The man looks up at you momentarily before looking away into the distance at nothing in particular. He takes a drag on his smoke. His presence strikes you as odd, as if something about him were trying to inspire dread in you. Denovan is a shell-shocked veteran who refuses to say anything about the Endless Battle.
Eyes of the Adversary

**Eyes of the Adversary** is a side quest in *Torment: Tides of Numenera*.

## Synopsis

A potentially dangerous entity may be lurking in the Fifth Eye tavern. Dhama of the Bloom called this entity an Adversary, a mind-eater. These malign beings were defeated in a psychic war by Dhama and his friends, but he believes that a single Adversary survived. He asked me to help him find and confront his old enemy.

## Walkthrough

* Talk to Dhama and accept the quest. Go to the bar, talk to Feriok, get some of that experimental black ichor to quaff for 10 shins.
* After drinking, walk over to the box by the psychic warriors to meet Malaise. Talk to him, then return to Dhama and point him out. The warriors will realize, in shock, that the Adversary has adapted - and propose fighting it. You can decide to let them at it (Dhama will die), assist them (Dhama may die), or handle it alone (Dhama won't die).
* You will be transported to the Psychic Battlefield. The fight is difficult and you will be assisted by your fellow warriors. Focus on defeating the two large adversaries and it should be over in no time.
* Be sure to talk to your fellow fighters to receive thanks and gifts!

### Non-combat options

* It is possible to avoid the fight entirely by resisting Malaise via a couple Effort checks. The words of Qra may help you with that.
* First, Malaise will ask you three questions to determine the compatibility of your wills. You can use Effort or guess the right answer for each of the questions. Remember, the Malaise wants mayhem and destruction:
	+ The first questions shows a world lit thanks to high technology. The appearance is deceptive, as these lights belong to unstable reactors about to devastate the world (Malaise desires that).
	+ The second features a mob of hungry people trying to enter a storehouse protected by armed guards. The catch here is that the bunker contains the seed of the first adversary and if the mob reaches it, they will rise. Malaise obviously wants that.
	+ The last shows the Sorrow about to kill a young woman with a castoff tattoo. Allowing her to be killed creates the very reality you struggle through and the Adversary desires.
* The difficulty of defeating Malaise increases the more compatible you are. Merging or failing to resist will *kill you permanently*, so keep that in mind. Use the Words of Qra from Theoboros to make the fight easier.
* Either way, the quest is completed.
Heart Interior

**Heart Interior** is a location in *Torment: Tides of Numenera*.

## Background

This is it, the heart of the Bloom. Here, it bonds, communes, and consumes...

## Points of interest

* Commune with the Heart. You can ask for your companions' help, with  Intellect (Persuasion), to gain access to their ability pools. To show it you mean business, you need to resist.  Might allows you to rip one of the bloom-tongues out,  Intellect to resist, and the Transdimensional Scalpel to slash it.
* Next you can try to start forcing it into submission.  Intellect does the most here, allowing you to search its memories, take control of its systems, and of course, search for Ishen. Probing the memories in-depth gives you a permanent +2  Intellect.
* Locate Ishen with  Intellect, then use it again to pull him out of the body of the Bloom.
* After your commune is gone, the Bloom will also reveal that the Memovira is actually the First Castoff, Maralel. And Ishen is actually Mazzof. Talk to him to reveal quite a few secrets. You also receive the Frictionless Merecaster.
* Return to Memovira's Courtyard through the portal.
Flawed Simulacrum

**Flawed Simulacrum** is a side quest in *Torment: Tides of Numenera*.

## Synopsis

A young man named Finzin has asked for my help in dealing with a levy that's been following him around. It seems to have developed an unhealthy fascination with him, and he wants it to leave him alone.
Finzin asked me to speak to the levy and find out why it's following him around. He says that it's lurking nearby, close to where Finzin is hiding in Cliff's Edge. I should look for a levy that isn't smiling like the others of its kind and is holding a charred wooden object in its hands.

## Walkthrough

* Head to Cliff's Edge and talk to Finzin. The levy in question is just on the other side of the square. After you learn why it's following him, Finzin will have a slight freak out and ask you to convince the levy to leave him alone.
* You can use  Intellect (Persuasion) to persuade Finzin to give the levy another year of his life. He will tell you to go to the Order of Truth to arrange for another year to be ripped from him and given to the levy. Head to the Order of Truth and interact with the machine by the levy maker. After using  Intellect (Lore: Machinery), you can attempt to build a transfer device with  Speed (Lore: Machinery, Quick Fingers). Talk to Finzin again and get awarded 2 sprayflesh and 50 shins.
* Or, if you have the Tidal Affinity skill, you can use it to purge the memories of the lost year from the levy's mind, taking 3 damage in the process. Return to Finzin for the same reward.
* Or talk to Sygin at the government square and tell her about the situation. Return to Finzin for the same reward.
Essence of the Severed Tongue

**Essence of the Severed Tongue** is a Cypher of equipment in *Torment: Tides of Numenera*.

## Description

A black marble with the texture of smooth obsidian, marked by minute holes all over its surface. When held near one's head, the surface suddenly becomes transparent, and a droplet of some glowing red substance comes alive within it, writhing and rippling menacingly.
Once placed firmly in the ear, a din of whispering voices becomes audible. Each voice seems to be individually comprehensible. One's mind is filled with possibilities and spoken words seem to leave of their own accord off the tongue, controlled and steered by the voices within this bauble. Once the conversation is over, the voices cease and the marble becomes inert.
Healing

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

## Overview

+5 bonus points per level healed when any healing ability or item is used. Inability confers -2 penalty to healing.

Expertly administer care to wounded allies, applying the needed treatments through esoteries and cyphers.

## Availability

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

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

## Background

This man is long-limbed and bony, unmuscled, with a sunken chest. Sparse hair on a scarred scalp. Rags hang from his slumping body. He wears the castoff tattoo, but he's like no castoff you've seen.
He regards you with bloodshot eyes, fever-mad. But just as the pupils remain black and pure amid the veins, you sense something hard and sane within the madness.
His words are hoarse and dangerous.

Inifere suffered a life of horror and self-hate, eventually coalescing into the focal point of the Children of the Endless Gate. When the Sorrow caught up with him, he escaped into the Endless Gate, wallowing in self-hate.

## Interactions

### Quests

* Endless Horror: Inifere is at the root of the cult. If you bring him the Twisted Metal Merecaster you will be able to alter his past.
Health

**Health** is an abstract measure of your character's resilience expressed in numerical form. In other words, it's how much damage characters can take before expiring. It's a straight-forward statistic, depleted by taking damage (in crises or through dialogue choices), and restored by resting or using healing items, like the sprayflesh.

When Health is fully depleted, the Last Castoff dies, but death is
not always the end. Instead, you will usually revive in the Calm and be able to
resume your travels upon returning to the real world.

Companions you take with you on your travels do not die when their Health
is depleted fully. Instead, they are knocked unconscious and will come to once it is
safe, retaining a tiny amount of Health.
Fire Wight

**Fire Wight** is a character in *Torment: Tides of Numenera*.

## Interactions

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

A **Fire Wight** is a sentient humanoid creature, composed of light. Fire Wights are so different from organic creatures that they do not recognize them as lifeforms.

## Physical description

Composed of light, the Fire Wight is radiant, it eyes even brighter still.

## Behavior

Among its own kind, the Fire Wight displays enormous generosity, never hesitating to give to another, even if it means endangering itself in the process. Its selflessness shows it is strongly attuned to the gold tide.

## Habitat and diet

A Fire Wight catalyses water for energy.

*This article is a stub. You can help Numenera Wiki by expanding it.*
Hidden Naresh (WW)

**Hidden Naresh** is an alternate incarnation of Hidden Naresh but for the Whispering World.

## Background

Conditions within Hidden Naresh weren't pleasant even before the outbreak of the whisper plague, at least, not for those used to light, the ability to think, and even personal space. However, mycos - a term that refers to a variety of mind-altering and mind-enhancing drugs available throughout the city - offer a prophylactic protection against the triggering phrase of the whispers. This means that Selasia was correct about the relative safety offered by this place. However, some refugees may find that the way Hidden Naresh "eats you alive" is less enticing than living a dangerous life on the run.

## References

1. ↑ Cordell, Bruce, “The Whispering World.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 68. Numenera. ISBN 978-1-939979-47-6
Evacuation

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

## Synopsis

As you were dallying in the mere and talking to Mazzof, the Sorrow finally broke down the barriers surrounding Miel Avest and invaded it. Your task now is to save your skin - and others, if need be.

## Walkthrough

* This crisis is a large one - and a test of your skills. Technically, all you need to do is reach the teleport pad, but to maximize the benefits, you should make an effort to save trapped castoffs, either by removing obstacles in their way or talking to them. Notably, the other castoffs will not stand by idly and activate the generators to remove Sorrow flames as well - and fight back as well as they can. Sometimes passing through the Sorrow fire is worth it, as it costs some HP to do so, but doesn't instantly kill you.
* You're on a time-limit. Every one complete turn, a new Sorrow Fragment will emerge. After three complete turns...the Sorrow itself appears. Now you're on an extremely tight time limit, as it instakills folk - and wrecks the teleport platform.
* Smash the rubble in your way using  Might (Smashing) to gain access to a castoff and (left) and the arguing pair of castoffs (right). The dead body has the Kaleidoscopic Merecaster and Liquid Death oddity.
* To save Elkeshai, simply activate the generator to the north.
* To save Melmoth, you need to use  Intellect (Intimidation). You only get one chance to do it.
* To get out to the pad, you need to clear the debris using  Speed (Quick Fingers, Lore: Mystical), then  Might (Smashing) or  Speed (Lore: Machinery, Perception) Except that isn't much of a help, as the Sorrow wrecks it. Aadiriis will volunteer to delay it - nothing you say will dissuade her - and buy you time.
* The last one between you and the feretory needs more  Might (Smashing).
* Reach the feretory. You need THREE actions to turn it on. Do it. Pray the Sorrow is delayed long enough (you can use Tidal Surge to force a connection and bypass the requirement for three actions). Welcome to the Bloom. You are welcomed by Dracogen.
Implosion Zone

The **Implosion Zone** is a dangerous sector at the bottom of the trench that holds the underwater city of Minifera.

## Background

Within the Implosion Zone, the walls of the trench narrow to only just below 1,000 ft. from each other. Many of the Miniferan populace see it as a scarcely-seen den of non-recyclable garbage and dangerous items and thus give it little thought. Because the Implosion Zone is often subject to waves of gravity flux, any object or creature that's at least within immediate range of the trench bottom is bombarded with a level 10 gravity attack that ignores most Armor. This subjects the victim to 20 points of gravity damage and more often than not crushes them into nothing more than drifting dust. Infrequently, the subatomic dust that would otherwise clog up the ravine are sent back upward via gravity storms.

12 large cables, which all extend up towards the Trench Midzone, are sunk deep into the Trench floor, placed there at the time of Minifera's founding, and having proven themselves greatly resistant to the gravity effects of the Implosion Zone. These level 10 synth cables go down approximately 200 meters through the stone, sea floor until finally plugging into a massive object embedded within the Earth's mantle, the size of a very small moon with a 160 km diamater, known simply as the Attractor.

Of the countless artifacts that are scattered across the trench bottom, many consist of devices once owned by the ancestors of the current naiadan population, the Proto-Naiadans. Such objects include several sets of gravity modulators, phase modulators, powered grips, and even a few gravity spears. Those who fear for the increasing swell of gravity storms may use any of these tools in order to trace the power lines through the Earth's mantle and finally discover the truth about the Attractor.

## References

1. ↑ Cook, Monte, et al. “Minifera.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 106. Numenera. ISBN 978-1-939979-45-2
First Castoff's Tomb

**First Castoff's Tomb** is a location in *Torment: Tides of Numenera*.

## Background

This small tomb in the Necropolis is dedicated to the First Castoff, filled with her statues - each depicting her in a different mask.

## Points of interest

* You can interact with the memories on the walls. The first from the right is the complete memory of building Miel Avest (first glimpsed in the Dark Fathom, as you rebuilt your mind), when the Changing God and the First Castoff selected the area. The other frieze depicts her death. Matkina will comment on that fact with cold satisfaction.
* To open the door beyond, simply interact with the mural and place your forehead against it.
Humming and Hiding

**Humming and Hiding** is a Item in *Torment: Tides of Numenera*.

## Description

Humming and Hiding - The Secrets of the Labyrinth of Sound
"I will not tell you \*why\* I found myself lost within the crumbling tower of Kasmus Gol. Nor will I speak on the state I found myself in, or who was with me. Promises were made in the spiraling depths of the Labyrinth of Sound. Promises I intend to keep.
Instead, I will tell you of my escape from that echoing prison. 'But Krasha,' you might say. 'I know enough of the Labyrinth to say that it is but a dark room, navigated by music rather than crude movement. Furthermore, it is deserted! One will not, for example, stumble over bands of thieving murden there, as you did in your thrilling account of "The Crossing of Deep Vormask."'
To this, I respectfully ask you to close this book and explore the Labyrinth on your own, bereft of my guidance. You will find the melody-scarred bones of my friends still cooling there. You will stumble over grotesque evidence of the choices I made to escape those lightless halls. And you will see how far your rudimentary knowledge will take you.
Otherwise, remain silent, and read on."

## Location

* Quest reward for completing Borrowed and Lost.
Hard Sea

The **Hard Sea** is a region of ocean that randomly configures its color, consistency, and substance on the planet Xeobrencus.

## Background

Approximately 400 miles in diameter, the Hard Sea is infused with a semisolid yet ephemeral aspect, thus causing it to be as tenuous as a gas one day and then has hard as stone the next. Because of this, the area is extremely dangerous, especially whenever the waters turn to gas, which can allow access to the sea bottom with any crushing pressures to deter the wildlife.

The standard flora and fauna alike happen to be mostly absent from the Hard Sea. Rather, strands of an extremely-tough sea grass take their place, growing in vast quantities throughout the region. Holding many useful qualities, the sea grass can be weaved to make really strong garments, objects, or even other items by atavist and dreaming ranthra alike. Even the Diluvian will send its sphere-like automaton servants to the Hard Sea on occasion, just to harvest the grass.

Notable fauna residing in the Hard Sea are ochoz, creatures that resemble ship-sized mollusks bearing massive whorled shells. They move slowly across the sea bottom, only becoming visible once the water turns to gas. They're known for excreting dung-stone deposits that happen to be layered the cyphers.

A particular colony of dreaming ranthra are also known to reside in caverns located within the Hard Sea. They seem to know when the sea is safe enough to send swimmers (or perhaps skydivers, whenever its consistent with air) as well as whenever to sound the retreat before the waters turn as hard as granite.

## References

1. ↑ Cook, Monte, et al. “Xeobrencus.” Into the Night, Monte Cook Games, LLP, 2018, pp. 95-96. Numenera. ISBN 978-1-939979-40-7
Grounding Cloak

**Grounding Cloak** is a piece of equipment in *Torment: Tides of Numenera*.

## Description

This cloak, while heavy, has a very smooth surface when touched. It has a little static electricity on the outside, which creates small sparks when holding something metallic to it. A brown substance that contains small web-like lines impregnates the cloak, connecting to wiring embedded in the fabric. The cloak has the capacity to absorb overwhelming electrical charges.
Descriptor

**Descriptors** are packages of skills and small bonuses that help set your character apart from others of the same Type. Your Descriptor is a short statement that defines a character’s personality, such
as “Wrathful” or “Intelligent”. There are a large number to choose from, and they
reflect what kind of person you will be.

In gameplay terms, Descriptors provide a number of benefits to statistics, Skills,
and in some cases, special Abilities as well, but they also often come with penalties.
Once selected, a character’s Descriptor cannot be changed.

## List of descriptors available in Torment

The following descriptors are available during character generation
Dessanedi

**Dessanedi**, the Jagged Wastes, is a region in the Beyond. It borders the Clock of Kala to the east and the Plains of Kataru to the west and south.

## Background

The land of Dessanedi is a mostly barren field of broken, jagged glass that lies south of the Great Slab. north of the Plains of Kataru, and west of the Clock of Kala. Although paths lead through the aptly named Jagged Wastes, travel in this region is slow, arduous, and filled with cuts and scrapes - or worse.

Underfoot, traversable paths are nothing but tiny shards of glass. On either side stand outcroppings of serrated glass and razor points. If the Jagged Wastes weren't the only way to reach the pass called the Sheer, it's unlikely anyone would ever come here.

Scholars suspect that at some point in the distant past, the sand-swept dunes of Dessanedi were turned to glass, perhaps through intense heat. Time has broken and shattered the glass, making the wasteland very difficult to cross.

Nothing grows in the Jagged Wastes, and other than a few scavenger birds, little lives there, making it at least a quiet journey. The significant communities are found on the very edge of the wastes, in regions that might technically be considered part of the Plains of Kataru.

## Cities

• Yosh-ul

• Picalah

• White Lake

## Other Points of Interest

• Lambent Fields

• Great Slab

## Hearsay

#### Manhunt:

A murderer from Yosh-ul has fled into the Jagged Wastes. The nomads seek hardy folk to track him down and retrieve him. but this decision has stirred up contention among the tribes. Some say the windstorms this time of year are likely to claim the criminal before any posse can find him. Others want the more tangible justice of a trial and traditional death by scorpion sting.

## Weird

#### Rune Tower:

In the middle of the Jagged Wastes stands a pristine tower of what also appears to be glass, but the structure looks sturdy, and local gossip says it's indestructible. The tower is 30 ft. tall, and at the top it projects images of unknowable symbols made of light.

#### Warrow Beetles:

Throughout the wastes, you can find strange, translucent beetles that appear to subsist on the glass. These warrow beetles can't be eaten safely, as they have more in common with mineral than with flesh.

## Miscellaneous

The vilgrim flower flower has crystalline petals that shimmer and vibrate in the wind to attract insects - which it then devours.

## References

1. ↑ Cook, Monte, et al. “The Beyond.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 182. Numenera. ISBN 978-1-939979-77-3
2. ↑ Cook, Monte, et al. “The Beyond.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 183. Numenera. ISBN 978-1-939979-77-3
3. ↑ Cook, Monte, et al. “The Beyond.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 183. Numenera. ISBN 978-1-939979-77-3
Fallen To Earth

**Fallen To Earth** is a main quest in *Torment: Tides of Numenera*.

## Synopsis

I miraculously survived a fall from many kilometers above the Earth's surface, only to find myself in another unexpected situation. My only hope of stopping the Sorrow - the creature that hunts me - is to climb inside the crystal resonance chamber and activate the device. Unfortunately, the resonance chamber was badly damaged by my fall, so it'll need to be fixed.
The two people who found me have conflicting opinions about where I should go for help. Aligern suggested that I speak with the cultists of the Changing God, while Callistege directed me to the Order of Truth.

## Walkthrough

* After getting your bearings and talking to Aligern and Callistege, you find out that you need to find a way to repair the resonance chamber.

* To progress the quest, you need to get out of the Reef of Fallen Worlds. Head to the north-west and find Qorro looking for the fallen star. See the Reef article for more details on dealing with him.
* Inside Circus Minor, talk to Casmeen and Mimeon, accepting the quest to deal with the clock. Interact with the clock and try to touch the figures to activate the device. Interact with the three nodes it activated, allowing you to interact with the memories you saw in the fathoms of your mind. The goal is to lock the memories in the correct order, according to the surroundings you see when interacting with the nodes (you can always use  Might/Smashing, Lore: Machinery to destroy them).
* The order is: Hundreds year old memory (lush valley, as you can see Circus Minor in its youth), recent memory (as it shows the current Circus, except with the denizens being younger), and the ancient one (as it depicts the Tabaht invasion of Sagus). The clock then activates. Interact with it to arrive at the Clock Fathom. Talk to the Castoffs here and discuss their situation. They will suggest that you search yourself for the a special ability granted to you by your maker. Do it.
* Select your Focus to complete character creation. Exit into The Calm and then to the Circus Minor. Talk to Casmeen.
Fluid Armature

**Fluid Armature** is a Bonded Artifact of equipment in *Torment: Tides of Numenera*.

## Description

At first, this finger-length capsule seems to be made of metal. On closer inspection, it is a pellet of quicksilver contained by an unseen field.
Pressing this capsule into the flesh covers a user in a protective subdermal layer that somewhat slows reaction times.
Infestation

**Infestation** is a fathom quest in *Torment: Tides of Numenera*.

## Synopsis

Fragments left behind by the Sorrow's incursion have wormed their way deep into the Labyrinth. Like plagues in my mind, they are stunting my potential.

## Walkthrough

* This quest begins immediately after you reclaim the Clock Fathom. Enter the Sorrow's Fathom and confront the Sorrow fragments. You can do it directly, by summoning your companions as Reflections, or use the machines to bait and trap the sorrow fragments.
* The machines can by activated using  Intellect (Lore: Machinery) to expunge the Sorrow fragments. Then you need to either wipe them out or trap them again. Trapping them is the most cost-effective, although you need to ensure they are in range of the tidal pulse when it's unleashed.
Hayrest

**Hayrest** is a coastal city within the Divided Seas region.

## Background

The circular lake city of Hayrest, situated along the southern shore of the Navae Marica, teems with people. For its relatively small size, it boasts a population of 50,000.

Within its carefully constructed moats, which flow around and through the city as though they were natural rivers, Hayrest is a center of scholarly pursuits and handicrafts. Such a place is surprising so far from the Steadfast, but it might be due to the strong influence of the city's varjellen population. Once consisting of just a few visitants in a small section of the city known as the Mark, the varjellen have migrated to Hayrest in creasing numbers. The Mark has grown to encompass nearly a quarter of the city and is now home to varjellen and humans alike. Here, you'll find not just markets of interesting and unusual goods but also art studios, scientific laboratories, and street universities.

Additionally, Hayrest is known for water transports of all types, including a special bubble diver that's made only by Vestiai Lagim, a varjellen who runs the Lagim Divedown in the Mark.

## References

1. ↑ Cook, Monte, et al. “The Beyond.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 189. Numenera. ISBN 978-1-939979-77-3
Devourer of Wrongs

**Devourer of Wrongs** is a character in *Torment: Tides of Numenera*.

## Background

An enormously fat figure stands near the back of the execution platform. Because of its metal mask and the obscuring layers of devices, filters, and hoses it wears, you can't be sure if it's a man or a woman, or even if it is entirely human. Its thick neck bulges and clenches as if it was chewing something.

## Interactions

### Quests

* Stay of Execution: The Devourer is the last stage of Ris' punishment, consuming the condemned after they expire.
Golden Sanctum

The **Golden Sanctum** is a mysterious structure in the kingdom of Navarene.

## Background

Hidden deep within the Westwood, this secret citadel belongs to the organization calling itself the Convergence. It's a beautiful and relatively new castle, well guarded and well maintained. There aren't any paths to the Golden Sanctum. Members of the group reach the citadel by other means that are as mysterious and unknown as the activities they conduct once they arrive.

## References

1. ↑ Cook, Monte, et al. “The Steadfast.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 138. Numenera.
Encephalic Rush

**Encephalic Rush** is a Usable in *Torment: Tides of Numenera*.

## Description

This pliable synth container is tightly sealed, holding a swirling purple gas. The purple substance is harvested from a vast structure buried beneath the sands of The Beyond, which seems to constantly replenish, though it is hard to gather. If the container is jammed hard against a surface, it becomes permeable, unleashing the gas within. The original purpose of the gas is not known, but when inhaled by a human being it provides a rush of mental energy.

## Location

* Reef of Fallen Worlds: In the north-eastern pile.\* Circus Minor: Sold by Prata.
Fortress of Vibborn

The **Fortress of Vibborn** is a sturdy, militarized ghru structure on the planet Naharrai.

## Background

Vibborn is a sophisticated fortress that houses ghru soldiers and fighting vehicles. An odd structure on Naharrai landscape, the fortress is a metallic sphere about 200 ft. in diameter, supported by single metal leg. Ghru insectoid craft flutter in and out of the hangar bays, armed with level 6 missiles that often carry with them a poisonous gas (creating clouds that cover a short area). 150 are billeted here, and they maintain a "stable" of 25 aerial craft.

The fortress wields 2 weapons, which are long poles that come out of the sphere whenever needed. Those within can cause these weapons to emit concentrated bursts of pure sonic energy that can strike any area within 500 ft. of the structure. The energy affects all within immediate range of where it hits. Those caught inside the area will suffer 10 points of damage if struck. Affected targets are also rendered deaf for 2 rounds.

## References

1. ↑ Cook, Monte, et al. “Naharrai.” Into the Night, Monte Cook Games, LLP, 2018, pp. 46. Numenera. ISBN 978-1-939979-40-7
Jorian

**Jorians** are an intelligent race of amphibious creatures native to the underwater city of Joria.

## Miscellaneous

Jorian names typically are composed of a single syllable and end with a vowel sound.

## References

1. ↑ Cook, Monte, et al. “Joria.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 39-40. Numenera. ISBN 978-1-939979-45-2
2. ↑ Cook, Monte, et al. “Joria.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 40. Numenera. ISBN 978-1-939979-45-2
3. ↑ Cook, Monte, et al. “Joria.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 40. Numenera. ISBN 978-1-939979-45-2