recursal/Fanatic-Fandom huggingface dataset:
Embered Peaks

Embered Peaks is a simple town located far out in the Beyond. The town is named after the mountain range that surrounds it, which looks like a seven-fingered hand. Both the town and mountains are located approximately 35 miles North-West of Cylion Basin, which marks the beginning of the The Fifth Stretch of The Wandering Walk.

The town is headed by a group of priestlike magistrates called the devoir who, among other things, control a powerful machine which lies under the town. Magistrate Yieran, the leader of the devoirs, has taken on most of the responsibility for this machine, which has the power to allow people to ask one question of a recently deceased body.

In the center of the town is the Forum of the Dead.
Diffractory Lens

**Diffractory Lens** is a piece of equipment in *Torment: Tides of Numenera*.

## Description

This lens was attached to the faceplate of an armored suit. It acts as a focusing apparatus for light and energy beams. As if imbued with sentience, the beam of light directed from this lens bends and twists in bewildering ways, dodging around or refracting from solid obstacles.

## Location

* The Gullet: Salvaged from the metal suit.
Heart of Mal'i

**Heart of Mal'i** is a Cypher of equipment in *Torment: Tides of Numenera*.

## Description

The pendant is composed of lead, set with a heart-shaped indentation filled with a green liquid. No matter how you turn the object, the acidic-smelling solution does not tip out. The liquid seems to gently slosh as if it had a will of its own. When placed against skin, the metal grows warm and sizzles gently until it becomes fused, though it causes no damage. It can easily be peeled off without leaving more than a mild blister.
While bonded with the pendant, the wearer feels a sensation of contentment, tinged with childlike wonder and confusion at the shape and nature of the world. The item seems to hold some manner of charge - one that slowly builds through the tick of time and ages.
Grinder of Infinities

The **Grinder of Infinities** is an advanced device capable of allowing one to travel to different dimensions.

## Background

Several devices, each known as a Grinder of Infinities, exist throughout the Ninth World. Despite this, however, Aeon priests who've studied the matter believe that they're all manifestations of one single object. But the transdimensional object's many edges emerge in various realities. Each emergence appears to be a discrete item.

One instance of the Grinder of Infinities can be found within an obelisk from a prior-world structure that hangs above the foothills of the Black Riage mountains found in eastern Thaemor. The obelisk's bottom-most point is still a thousand feet above the rocky, mountainous ground. Gaining entry will require finding one of the three phase doors that lead to a series of tunnels and chambers. One chamber features a 9 ft. cube floating about 3 ft. above the floor. Each of the cube's 6 sides will open into the interior space that isn't share with any of the other sides - some sort of transdimensional effect in in play. Struts, components, and any other devices of clear technological significance fill the cube's center.

Entering the cube will the components to spin up to a lethal velocity, and the intruder must succeed on a difficulty 4 Speed defense roll or suffer 5 points of damage. This will continue unless someone succeeds on a difficulty 4 Intellect -based task and regains temporary control over the device. Once considered "safe", characters that are skilled in the numenera can discover its full capabilities. They'll also learn that the grinder itself is a shifting portal that leads to an infinity of alternate dimensions.

PCs must spend a few days studying and experimenting and finally succeed at a difficulty 7 Intellect task in order to activate the portal. If the attempt at all fails, they will need to roll on the Transdimensional Mishap Table. In addition to, the device will lose is "safe" status, regaining lethal velocity once more.

If the characters succeed, those within the cube will see each interior surface shimmer, revealing strange scenes (all sides except the one the PCs emerged from, which remains unchanged). The scenes can show clearly anything : incredible cities, floating mountains, never-before seen creatures, empty pink space, volcanoes erupting with sound, tornadoes, peaceful forests filled with bizarre trees, red waves crashing onto a beach with purple sands, etc. Moving through any one of these faces will transport one to a different dimension, the same as depicted in that particular face's scene.

An intelligent character that succeeds on a difficulty 7 task with the device can select any dimension they so desire, but only if they have specific planar coordinates or at the very least an exact description of the dimension in question.

## References

1. ↑ Cordell, Bruce, “Introduction.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 11-12. Numenera. ISBN 978-1-939979-47-6
Infused Crystalline Shard

**Infused Crystalline Shard** is a Melee Light weapon in *Torment: Tides of Numenera*.

## Description

You scavenged this crystalline shard from the wreckage of the Changing God's resonance chamber. It is sharp and can serve as an improvised weapon. In the Reef of Fallen Worlds, a superheated beam from a mysterious black obelisk struck the shard, infusing the crystal with the obelisk's power.

## Location

* Reef of Fallen Worlds: Defend yourself with the Crystalline Shard from the Obelisk.
Druissi

**Druissi** is a city located within the Ba-Adenu Forest.

## Background

A small town in the northern section of the Ba-Adenu Forest, Druissi is home to around 1,000 inhabitants. It's built on the visible part of ancient, unknown wreckage that generates a stable, low-level heat year-round. Residents of Druissi take full advantage of this, using the conductive heat to warm everything from food and water to their homes.

## References

1. ↑ Cook, Monte, et al. “The Beyond.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 185. Numenera. ISBN 978-1-939979-77-3
Daughter's Fathom

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

## Background

This strange area of your mind is created when the Ghostly Woman from the Fifth Eye Tavern strangles you.

## Points of interest

* This fathom is slowly constructed as you gather the women the Ghostly Woman sent you to find. At first, there are only the crossroads to be found.

## Characters

* Ghostly Woman: In the center, initiates the quest.
Edum

**Edou** (Singular: **Edum**) are ravenous vermin that infest areas where the sorg were present.

## Background

Edou are voracious and will eat anything they come across. They're particularly fond of the succulent meat found within a sorg shell and will break off hunting (or even eating) other prey if there's an opportunity to feast upon sorg instead.

Edou are no larger than half a foot in diameter, but they tend to move in swarms of dozens or even hundreds. Edou have a thick exoskeleton that resembles the dusty crust of a comet, several sets of pincers perfect for mooring onto spacecraft hulls or the hard shells of their favored prey, a flexible proboscis with a drill-like head, and cavities for expelling vapor jets that allow them to move through the void with both precision and speed.

## Abilities and Traits

##### Movement:

Immediate; short when either flying or in microgravity

##### Modifications:

Speed defense as level 3 due to small size.

##### Combat:

An edum can attack with its pincers and inflict 2 points of damage to the victim. It will automatically clamp on to the creature it hits and remains clamped until either pried off (a Might task) or killed. The round after it attaches to a target, it inserts its proboscis (ignores Armor) and automatically feeds for 2 points of Speed damage; this damage continues in each subsequent round it remains attached.

Five or more edou can coordinate their attack, acting alike a swarm. When they do, they make a single attack against one target as a level 4 creature and deal 4 points of damage. However, the more concerning thing to the victim is that, following the attack, five or more edou are now attached to its form, and thus each must be killed or pried off individually before the target is sucked dry of life.

##### Interaction:

Edou aren't mindless, but they are hungry swarm predators, with little fear for their individual continuity.

##### Use:

A dealer in strange food has a special crystal cage filled with snapping edou. The dealer says that the creatures taste wonderful but are vicious little things. She explains that she found them when they emerged from the side of a curved ruin at the center of a nearby crater.

## Miscellaneous

For all their power and mastery, the sorg can't seem to keep edou from infesting their vessels, which indicates a deeper level of edou-on-sorg parasitism than the shelled creatures care to admit.

## References

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

**Government Square** is a location in *Torment: Tides of Numenera*.

## Background

Government Square, home to the city council and the Order of Truth. The rest is embassies and city records, with the assorted local facilities. The Government Square is where all the opulence and splendor of the city wind up - with precious little to spare for the others.

## Points of interest

* The center of the district has the odd fountain. It is filled with creatures called Jalleys, and they chatter in a thousand dead tongues. The Priests say that a new Jalley is born each time an old language dies. Sangolin has his store nearby. You can use  Speed (Quick Fingers) to grab a Jalley. Listening to the words triggersan ancient memory.
* The Red Thicket is a place where you can talk as loud as you like in there, and no one but the person you are talking to can hear you. It features Irathor Brenn and Iyene Who Knows.
* The Council Clerk and Sigyn stand by the Council Tower.
* The House of Empty Time is located to the northwest, by the Council Tower. Alcen Perie can be found here if you interrogate Paja and Kellenor as to where their adopted son really comes from.

## Characters

Vendors
* Sangolin
* Iyene Who Knows

Other
* Irathor Brenn
* Sigyn
* Council Clerk
Fleetfoot Moss

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

## Description

This moss-covered pebble looks almost ordinary, and if it were lying on the ground, it would be difficult to spot. But the moss shifts in unexpected ways, and the pebble vibrates as it does. If held against the skin, the moss latches on and is absorbed, providing powerful resuscitating energies. These pebbles are found by diving into the waters around Sagus Cliffs, perhaps grown by an unknown interaction with the surrounding numenera.

## Location

* Broken Dome: By the sarcastic terminal.\* Circus Minor: Sold by Prata.
Frost Brooch

**Frost Brooch** is a piece of equipment in *Torment: Tides of Numenera*.

## Description

This brooch has been carved from a substance that resembles ice in every respect other than temperature. Yet it radiates a subtle warmth inwards, draining the warmth of the immediate environs. It absorbs a portion of the excess heat directly from the host's skin should the host become too warm.

## Location

* Trade Post: Sold by the merchants after it's restored.
Gravity Bomb

**Gravity Bomb** is a Cypher in *Torment: Tides of Numenera*.

## Description

This strange, crudely crafted metal plate is lighter than it looks. A hole in its center glows with a soft, yellow radiance. Two handles nearby allow the user to carry the device. When treated violently (such as being struck or thrown) the cypher's light hardens, and gravity settles harder on everything in the vicinity.

## Location

* Upper Antechamber: On the northern wall.
Everlit

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

## Description

This looks like an ordinary, white candle set on a metal base. Its material is firm, pliable, and doesn't burn or melt. There is no wick. An illegible inscription is engraved on the metal base. When you turn your eyes away, a flickering flame lights up the room, casting dancing shadows. The flame always disappears when you look back.

## Location

* Little Nihliesh: Salvaged with Crimper.
Impure Essence

**Impure Essence** is a Cypher of equipment in *Torment: Tides of Numenera*.

## Description

Blobs of muted light slowly twist and turn within this otherwise clear liquid. You sense some limited consciousness within, reaching out to you. By ingesting this essence, something will happen. Probably.

## Note

Currently seem to be bugged (v1.1), increasing two highest stat pools by +2 and giving -1 to the lowest one (a +3 to pools total instead of +0).
Dracogen

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

## Background

An earnest, gray-skinned non-human with a toothy smile. He is tall and wide across the shoulders, and exudes great strength. His hands terminate in long claws. The Bloom is controlled by a crime lord, the Memovira, who also determines who enters and leaves. Dracogen is an information broker, but he is trusted by everyone in the Bloom... and they also know not to cross him. Dracogen already knows that the player is a castoff from his tattoo. He also knows about the Sorrow, but he tells the player that the Sorrow can't get inside the Bloom... not yet, anyway. Dracogen has dealt with castoffs from the compound before. The castoffs gave him a Merecaster for safekeeping.

He'll give that Merecaster to the player - and also introduce the player to the Memovira, who has the other Merecasters - but only if the player does a service for him. He wants the Magmatic Annulet from a place called the Ascension. This bestows "Dracogen's Price." Dracogen tells the player that the portal leading to the Ascension can be accessed from a nearby Trade Post. (Player's first quest objective is to go to the Trade Post.)

## Interactions

### Quests

* Dracogen's Price: Dracogen introduces himself, provides some information on the Bloom, and says he can get the player in to see the Memovira if the player fetches him a Magmatic Annulet from a place called the Ascension.

## Behind the scenes

Dracogen is a character created by Steven Dengler, a super backer in the *Torment: Tides of Numenera'*s Kickstarter campaign. His name appears in one of the opening screens of the game, before the menu.

Steven Dengler is a Canadian entrepreneur who was also involved as a super backer with a lot of other video games Kickstarter, like *Pillars of Eternity*, *Wasteland 2* or *Broken Age*.
Hontri's Essence

**Hontri's Essence** is a Oddity of equipment in *Torment: Tides of Numenera*.

## Description

This flask of milky fluid has a strange sense of buoyancy, and it weighs almost nothing. Sheen distilled this essence from a winged predator called a hontri. This should satisfy the murden chief's request for the experience of being an aerial hunter.

## Location

* Chiurgeon Slump: Sold by Sheen. Needed for the Murden Chief.
Game of Perithog

The **Game of Perithog** is a level 6 Domain-based, psychic realm within the Thon Iridescence.

## Background

Despite the warning, visitors to this realm are placed along a vast 3-dimensional board, where they would make moves either individually or as a team, playing against the disembodies voice of being known as Perithog, the self-proclaimed Grandmaster. Any pieces upon the board that lose the game are discarded and completely destroyed, without any chance of replay. However, those that win the game can be given a reward or play again for best 2 out of 3 for an even better kind of reward. The rewards offered by Perithog include freedom from the realm or the ability to pick from a random selection of different cyphers, usually belonging to those who previously lost against Perithog.

Replay of this realm is considered to be inactive for visitors.

## References

1. ↑ Cook, Monte, et al. "The Thon Iridescence.” Into the Night, Monte Cook Games, LLP, 2018, pp. 115-116. Numenera. ISBN 978-1-939979-40-7
Cypher Use

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

## Overview

Increases the character's Cypher Limit by 2 for each level of training. Inability decreases by 1.

All cyphers emit, ooze, or pulsate with strange energies and secretions. Without proper care and identification, storing too many together can cause catastrophic reactions. With training, you can learn to safely store additional cyphers with only a very slim chance of growing an unexpected appendage or other mutation.

## Availability

The skill can be selected during character creation by the Jack.
Element of Quickness

**Element of Quickness** is a Cypher of equipment in *Torment: Tides of Numenera*.

## Description

This fluted crystalline container is filled with a vapor that spirals like a vortex around a spherical epicenter, shifting in hue and velocity at seemingly random intervals of intensity, being at one moment a gentle azure, the next a furious purple. An inhaler is attached to one end, allowing the vapors to be consumed. The sharp inhalation of essence gives a unique succor, a rush of energies that seem to slow time for the user alone, enhancing reaction speed and other capabilities.
Everrod

**Everrod** is a fortress that links Celerillion to the Earth.

## Background

Everrod enjoys slightly more importance than other fortresses because it hosts a portal that directly connects to Earth, though it isn't always open/ On the Earth side, a random times during the year, a door appears on the cliff face of an otherwise undistinguished peak of the Black Riage mountains. The door disappears again after a few hours. Not many on Earth have ever seen it, and when they have and decided to go through, they haven't returned to report what lies on the other side. Passing through from the Earth side is like falling into the sky, and can seem unpleasant.

On the Celerillion side of the door, the endpoint leads into a central fortress chamber reinforced with crystalline struts. Just outside the chamber lie four tonbrium Hunters. In the rare instance that a newcomer arrives from the Earth side, they're quickly subdued, sedated, and taken to a nearby "mine" set within a cerebral husk called Eblisheth, where they're worked to death.

The leader of Everrod - a Conceptor named Marlys - isn't satisfied with the current arrangement regarding the portal and those that come through. She's only recently come to power when the previous leader was killed after a group of new arrivals successfully resisted their enslavement. However, the Crown Fortress seems to particularly enjoy the odd mineral - called Silver Logic - that the Everrod miners are able to extract from Eblisheth. Marlys is concerned that if she doesn't continue to supply miners, she'll eventually have to face the consequences. For now, she continues to keep the arrangement, but looks into ways to close the door without implicating herself.

## References

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

**Navesahs** are ultraterrestrial monsters that hunt those who travel across dimensions.

## Background

Navesahs are demons drawn to creatures and objects that have recently traveled transdimensionally, though why they only started appearing recently is anyone's guess. They look like a horned, ridged, only partially humanoid creature with several sets of arms, or perhaps tentacles. Because they gradually "smear" into existence, it's difficult to describe them with precision. While smeared, they're almost, but not completely - intangible, which makes damaging them difficult. Most of the time, PCs have little to fear from a navesah. However, if they have recently traveled to the dimensions, or they're currently in a dimension other than their home one, a navesah that finds them attacks. It eats portions of the brain of any victim it successfully kills.

## Abilities and Traits

##### Motive:

Hungers for the brain matter of dimension walkers

##### Combat:

A navesah fights with its horns and ridged tentacles, seemingly metallic claws. a navesah's not quite intangible sate always works in its favor.So when a navesah attacks as if it were level 5, it ignores Armor. Likewise, when i'ts attacked, its partially intangible state means that it defends as if it were level 5 and at any time it's hit, it takes only one point of damage.

It can pass through solid matter at an immediate distance per round, but solid energy barriers, such as force fields, keep it at bay.

If it defeats a victim, it cracks open the skull and selects the brain matter it needs, which apparently allows it to travel into an all-new dimension.

##### Interaction:

Interaction with navesahs isn't impossible, but it's difficult. It will respond to telepathic contact, but it seems to see the many worlds much differently than a human mind - more as a long road along which various treats are laid out like mile markers. Pulling the navesah along toward a transdimensional meeting of others of its kind many years from now, but getting closer all the time.

##### Use:

Local stories tell of a demon that "guards the gate" of a prior-world installation that's sometimes there, sometimes absent, as if the entire structure fades into and out of reality.
Navigational Cortex

**Navigational Cortex** is a piece of equipment in *Torment: Tides of Numenera*.

## Description

You retrieved this tiny, metal-and-synth sphere from inside a larger device. It is the navigational cortex of the lascars' anchorage, containing records of innumerable worlds and maps of the travel routes between them. You can see infinitesimally small patterns traced along its surface, with miniscule lights racing along and through those patterns.

## Location

* Lost Anchorage: Removed in the cortex room.
Fractured Band

**Fractured Band** is a piece of equipment in *Torment: Tides of Numenera*.

## Description

A variety of worn and tarnished gems slowly move into new configurations as you gaze upon the ring, tarnished baubles circling around each other with no obvious force or mechanism driving them. Wearing the band for any length of time is uncomfortable, the shifting glass and stone abrading the skin. However, it does seem to reveal weaknesses of creatures around it, pinpointing them in hazy beams of refracted light.

## Location

* Trade Post: Sold by the merchants after it's restored.
Foreman's Brood

**Foreman's Brood** is a side quest in *Torment: Tides of Numenera*.

## Synopsis

The Crippled Foreman wants to transfer its life force into tiny metallic children that it has built. So far, it's been unable to transfer sufficient power, so it asked for my help. If the power transfer succeeds, the children will live, but the Crippled Foreman will die.

## Walkthrough

* Talk to the Crippled Foreman and accept his quest. Talk to Tarnish, who will try to dissuade you from aiding his charge. He will point you in the direction of the Order of Truth.
* Talk to Sn'erf about the procreation process. Pay 50 shins. He will ask you a series of questions and give you the Procreative Surge Turbine.
* Return to the Foreman. You'll have several options to undertake:
	+ Intellect (Lore: Machinery)
	+ Speed (Lore: Machinery, Lore: Natural) to create the children.
	+ Intellect (Persuasion)
* If you choose to give life to the constructs, you will be able to take them all (giving you The Foreman's Children usable, The Empty Child, Hyperkinetic Child cyphers, and the Stillborn Construct oddity).
Feriok

**Feriok** is a character in *Torment: Tides of Numenera*. He is the bartender of the Fifth Eye.

## Background

The bartender is a tall, powerfully-built man with nut-brown skin and a bushy beard. He radiates strength and confidence. He moves with speed when necessary and remains almost motionless the rest of the time, like a predator waiting to leap.

Yet even when he prepares a drink, he doesn't touch a thing. His brow furrows slightly, and the bottles and glasses lift by themselves.
Jewelry

Jewelry is one of the three optional professions. You can be on the profession talking with the NPC called Jewelry. Can be found on Drezia or Navisco. Gems can be used to upgrade weapons or other gems. Gems are tradeable and everyone can use them if you have the required level.

One of the professions that will help you in the beginning of the adventure.

Attribute that upgrade in items: Agility.

### Harvest:

You can find the gems on the ground scattered throughout the map, you will have to collect them and then go to the NPC of your profession that is in the city (in Aiorum it is the bottom left most shop) and you must level up your profession to continue advancing in the improvement of your equipment as it classified in Tier I, Tier II, Tier III.

Gems are divided by tiers, subdivided also on upgradings, from gem level 1 to level 15 is Tier 1, from level 20 to 37 tier 2, and from 41 to 60 Tier 3. The levels in the table at the top of the page indicates which level you need to be to be able to collect/craft with those items.

* Tier 1 (Yellow, can be found on Aiorum or Magul)
* Tier 2 (Green, can be found on Neverwinter)
* Tier 3 (Red, can be found since Doodler Jungle)

### Crafting:

Having the gems in your inventory, go to the NPC of your profession and place the gems of the same tier to craft new items, which will be a level higher than the parts you put into them. Doing this more unlocks a higher Tier of profession that will help you to improve your your equipment.

### Things that you can craft as Jewelry:

You can craft profession items, pets, keys, and more
Dark Fathom

**Dark Fathom** is a location in *Torment: Tides of Numenera*.

## Background

The first location you explore after landing on the Ninth World, the Dark Fathom is both a tutorial and an integral part of the character creation process.

## Points of interest

* You start at the heart of the fathom, surrounded by darkness. Click to move and then interact with the bowl to be introduced to Effort mechanics. It's a simple  Might test that will illuminate the chamber with white (success) or red (failure) light and unlock the path further.
* Interact with the glowing orb to regain a memory. Memories in the Dark Fathom focus on fleshing out the Last Castoff's personality and determine the initial Descriptor (which you can change after reaching the exit mirror).
* The next orb is by the sealed doors and focuses on the building of a new shelter in a previous life, once again fleshing out your character
* The last orb is a memory of a city under attack and your efforts to defend it.
* Interact with the mirror. It will allow you to choose between several doppelgangers (determined by the choices made while interacting with the three orbs). The game will then suggest you one of three character types and a descriptor.
* Once you are done with character creation, you move on to the final stage of the tutorial.
Hoyan

**Hoyan** is a colrathi settlement within the world of New Yenth.

## Background

Members from the order of Tinkers can be found all throughout New Yenth, but not as many all in one place as in Hoyan, where the order itself is headquartered. Located many miles away from the Earth Trade Settlement, the Tinkers here have access to the largest of workshops with specialized insect "crops", as they're called, to help build their varying creations. Though seen as oddities in the base dimension, most of them are designed to help the average colrath achieve the meditative state they so desire. Meditation focuses end up being devices that generate pleasurable sounds, emit trance-like lights, and move around in ways that absorb attention, among many other traits.

The settlement itself holds about a thousand colrathi as its residents, half of which belong to the order of tinkers. Some Tinkers choose to never leave Hoyan, while other decide to travel with Traders, working together with them in order to distribute their wares.On occasion, Tinkers will be asked to design special devices for specific purposes that don't have anything to do with colrathi meditation. These particular tasks can even be considered exciting and challenging, causing Tinkers to compete with one another in order to be assigned one.

The eldest tinker that happens to operate in Hoyan is a female colrath named Caza Tinker Forthy-Three. Within one year, Caza must resign and concede to her Forty-Four, but she isn't ready to go just yet. She happens to be far too fascinated with her craft and also believes her daily meditations can keep the infamous crawling one transformation at bay. However, she has yet to tell anyone this, as that would only alert the Census Takers. Instead, she plots to escape through the portal leading to the Ninth World.

## References

1. ↑ Cordell, Bruce, “New Yenth.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 43. Numenera. ISBN 978-1-939979-47-6
2. ↑ Cordell, Bruce, “New Yenth.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 44. Numenera. ISBN 978-1-939979-47-6
Esculant

**Esculants** are bulbous devourers of synth and flesh alike that reside within the Ninth World.

## Background

This irregular mass of not-quite-flesh is the color of drit and iron. It stands about 9 ft. tall, lumbering on half a dozen projections that resemble long-healed, amputated stamps. Scents of oil, rubber, and strong chemicals pervade the area where an esculant is active. Esculants usually prefer dark ruins, basements, or even the outer edges of a settlement's walls at night. Synths and metal draw them, but as does the flesh of living things.

Sometimes esculants don't try to eat the creatures they encounter. Instead, esculants follow them for a time. For what purpose, no one really knows.

## Abilities and Traits

##### Environment:

Encountered either alone or in groups of two or three in dark places where synth and metal can be found

##### Modifications:

Stealth tasks and tasks to through any tricks and to avoid traps as level 1

##### Combat:

An esculant attacks a living creature by attempting to topple onto it. If successful, it inflicts damage and the target becomes stuck underneath until the victim can pull itself free. Each round the esculant remains in contact with the victim, the victim takes an additional 5 points of damage from tiny, mouth-like intake channels that abrade the victim's body. (The creature uses this same method to devour inanimate objects of up to level 5.)

##### Interaction:

Esculants are predatory, but not especially clever. It's possible to avoid a conflict with one simply by getting away from it, after which the creature seems to forget, returning back to whatever it was doing prior to the encounter.

##### Use:

The PCs open a vault, a neighborhood home, or a storage room only to discover that one or more esculants has consumed everything inside.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Numenera Destiny, Monte Cook Games, LLP, 2018, pp. 261. Numenera. ISBN 978-1-939979-45-2
2. ↑ Cook, Monte, et al. “Creatures.” Numenera Destiny, Monte Cook Games, LLP, 2018, pp. 261. Numenera. ISBN 978-1-939979-45-2
George Ziets

**George Ziets** is the Lead Area Designer and one of the writer on *Torment: Tides of Numenera*, a game developed at inXile Entertainment. He was added to the development team after the kickstarter campaign reached two and a half million dollars, and was promoted to Lead Area Designer in March 2014.

He is responsible for the design of the Bloom, having produced a 150-page documentation on the game area.

He was the Creative Lead of *Neverwinter Nights 2: Mask of the Betrayer* and *Dungeon Siege 3*, and a freelance designer on *Pillars of Eternity*. He also took part in the development of *Fallout: New Vegas* and *Lord of the Rings Online*.

His work on *Neverwinter Nights 2: Mask of the Betrayer* is especially praised, being often described as the closest game to *Planescape: Torment*, which greatly inspired George Ziets.

*This article is a stub. You can help Numenera Wiki by expanding it.*
Hyper-coolant Spray

**Hyper-coolant Spray** is a Cypher of equipment in *Torment: Tides of Numenera*.

## Description

You recovered this small canister from the crashed catena. It is made of smooth synth and is icy cold to the touch. On one end of the device is a valve that can be opened to release the coolant in an icy blast, freezing anything it touches. This improvised use would only be effective once.

## Location

* Memovira's Courtyard: Salvaged from the catena.
Empty Machine

The **Empty Machine** is a mysterious structure within the Plains of Kataru.

## Background

In the vast fields east of the Black Riage but west of the Dessanedi fields that have no name, you can find the Empty Machine. It's easy to do - you can see it from miles away because the large machine stands out among the flat fields. It resembles a wide spear point that fell from the heavens and plunged into the earth.

The lower portion of the machine is a scarred shell of metal, and the upper part is a strange tangle of twisting cylinders, globes, tubes, and things that don't have a name in the Ninth World. The entire machine raises 600 ft. into the air, and the widest point - itself 200 ft. above the ground - is about 800 ft. across.

Huge hatchways hang open in various parts of the edifice, and people have cut or blasted entrances and exits in other areas. The interior is a maze that stretches throughout the machine, seeming to follow little pattern or logic. Tiny corridors lead to enormous echoing chambers, wide access tubes lead nowhere, and everywhere you explore, you find - nothing.

At least, mostly nothing. The interior of the machine seems to have no moving parts, no mechanisms, and no controls. None of the rooms give hint of their original use, if any. But the Empty Machine is no longer empty because it's been inhabited by various creatures and people over the years, each trying to lay claim to all or part of the structure, always with mixed results.

Notably, a few years back, the Empty Machine was the home of a large tribe of hideous, four-armed abhumans called the dzaal. After they committed many atrocities upon nearby villages, the local folk hired the Triad of Thirst - a group consisting of a powerful Glaive and two Nanos - to end the raids. Through methods that still remain mysterious, these three champions eliminated the dzaal. If any of the creatures remain, it would come as a surprise to the locals, for none have been seen since that day.

## References

1. ↑ Cook, Monte, et al. “The Beyond.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 179. Numenera. ISBN 978-1-939979-77-3
Eblisheth Mine

**Eblisheth Mine** is a mine located within the eponymous cerebral husk of the realm Celerillion.

## Background

How can mines exist in a realm without physical reality? It's true, they're rare, but some cerebral husks are good for more than providing conception jewels and psychic seeds. Some yield strange concepts. This is true for the husk called Eblisheth, where a material called silver logic can be found.

Silver logic is mined like any traditional ore in a standard dimension, and as such must be refined. However, refining the material is an act of applied conceptual creation, which produces silver logic ingots. Once transported to a fortress, silver logic material can be fashioned via conceptual creation into anything. Objects or even creatures created using silver logic are permanent. By far the largest demand for silver logic is from the Crown Fortress.

The boss of the mine is a tonbrium Hunter named Carlin. Carlin is a cruel taskmaster for his miners, some of which consist of tonbrium insurgents. Several of the miners are natives of Earth that stumbled through the door in the Black Riage. These captives are kept drugged, so that they exist in a hazy state where their imagination is limited only to the tasks given to them. This prevents captives both from escaping by conceptual creation, and from killing themselves by accident. 5 other Hunters aid Carlin at any given time.

## References

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

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

## Overview

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

Extreme coordination and poise is required to land a blow with a two-handed melee weapons or cannon-like ranged weapons.

## Availability

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

The **Orgorek** is a mysterious structure located with the Plains of Kataru.

## Background

*The field is called the graveyard, and it's not hard to understand why. In every direction, all you see are scattered white stones, so greatly resembling gravestones that it is hard to recognize that they are not, in fact, just that. And in the middle of it, the thing they call the Orgorek, for reasons that pass understanding. But then, what would you call it?*

*A sort of... I don't know, building?*

*Monument? Let's say structure. A structure made of some kind of very dense, very hard ceramic floats above the stones. Its surface bears a number of large, round hatches, and from the top, believe it or not, grows a huge tree that must be centuries old, if not far older. And the tree? There are no other trees like it for a thousand miles.*

*No one lives within 50 miles of the Orgorek, but if you can find someone to ask about it, like I did, you learn that while it's serene and even kind of beautiful, it's also dangerous. Fiddling with the hatches apparently causes whip-like tendrils to come out of the Orgorek and attack, and their touch seems to burn flesh in a very unnatural, disturbing way. I'm not sure what that means, but i'm happy to remain ignorant.*

*The Orgorek likely still holds more secrets and mysteries, but who wants to get close enough to discover them? I'm not an explorer. I'm just a writer.*

## References

1. ↑ Cook, Monte, et al. “The Beyond.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 180. Numenera. ISBN 978-1-939979-77-3
Kickstarter

**Kickstarter** is both the name of a crowdfunding platform and the company behind it. Since its launch in 2009, it has made possible many independent creative projects.

*Numenera*, *Torment: Tides of Numenera* and several other *Numenera* products exist thank to the support given by the community through Kickstarter.

## *Numenera* Kickstarter campaigns

* *Numenera* Kickstarter, the Kickstarter campaign for the *Numenera* tabletop role-playing game, by Monte Cook Games.
* Poster Maps of the Ninth World Kickstarter, the Kickstarter campaign for a serie of high quality *Numenera* poster maps, by Christopher West.
* *Torment: Tides of Numenera* Kickstarter, the Kickstarter campaign for the *Torment: Tides of Numenera* video game, by inXile Entertainment.
* *Numenera* Boxed Set Edition Kickstarter, the Kickstarter campaign for an exclusive Boxed Set of *Numenera*, by Monte Cook Games.
* *Numenera: Strand* Kickstarter, the Kickstarter campaign for the *Numenera: Strand* short movie, by Valdes/Eriksdotter.
* *Numenera*: Into the Ninth World Kickstarter, the Kickstarter campaign for a new series of sourcebook for *Numenera*, by Monte Cook Games.
* *The Ninth World: A Skillbuilding Game for Numenera* Kickstarter, the Kickstarter campaign for *The Ninth World: A Skillbuilding Game for Numenera*, a card game by Lone Shark Games.
Marooned on an Alien Shore

**Marooned on an Alien Shore** is a quest in *Torment: Tides of Numenera*.

## Synopsis

Three lascars in the Vast Interior have lost any path back to their home. It's up to you to help them
find it.

## Walkthrough

* Simple enough on the surface. To complete this quest, you need to open the Newborn Maw in Little Nihliesh to reach the Lost Anchorage, talk to Captain Janur there, and return to Arechi.
Oroban

**Oroban** are ultraterrestrial abhumans.

## Background

Orobans are wretched abhumans who only have one arm and a clawed hand that serves as their face. They constantly mutter and murmur, which might be a language, though, if so, it's one that communicates only concepts of hunger, hunting, and threat. Orobans are few in number and usually live alone, but that weakness is usually compensated for by a knack they've learned for drawing parallel versions of themselves out of nearby dimensions at need. Orobans are divisive enough that they soon turn on even versions of themselves. This is why a lone oroban's crude domicile is decorated with several corpses of itself. But more than they hate themselves, they hate other creatures.

## Abilities and Traits

##### Environment:

Almost anywhere, alone (but with the transdimensional ability to summon five or parallel versions in moments)

##### Combat:

As part of another action, an oroban can draw at least five parallel versions of itself to participate in an attack. This might grant them surprise of the attack if the target didn't realize what was about to step into existence. Either way, the five orobans can attack a single foe using their clawed face-hands, making one level 5 attack that inflicts 6 points of damage.

Instead of dealing damage, a group of orobans can hold a target in place.Next round, one of the orobans can dismiss the others back into the alternate dimensions from whence they came. This tends to pull the victim in painful directions that actually don't exist, inflicting 6 points of damage that ignores Armor, though it at least releases the victim.

##### Interaction:

These creatures seem only interested only in interacting with alternate versions of themselves, and even then, not for long.

##### Use:

Orobans are somewhat new to Earth, having apparently stumbled out of a portal that briefly opened near the city of Delivar.

##### Loot:

If found, a lone oroban lair has 1d20 shins, other miscellaneous gear or goods, and probably a cypher or two.

## References

1. ↑ Cordell, Bruce, et al. “Ultraterrestrials.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 151. Numenera. ISBN 978-1-939979-47-6
2. ↑ Cordell, Bruce, et al. “Ultraterrestrials.” Into the Night, Monte Cook Games, LLP, 2018, pp. 154. Numenera. ISBN 978-1-939979-47-6
Delny

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

## Background

With the glamour removed from her, you can see Delny for who she truly is - a young mutant woman, slender, her light blue skin accentuated by her bright pink hair. Her features are still sharp, but she still has the softness of youth about her. Her voice is light but sincere.

Delya was born in Nihliesh, and her parents were good people. She learned the walkways of the Second Tier by heart. That's how she discovered the portal to the Bloom. She kept seeing the traders who came back from here, and they always had such interesting wares! One day she snuck after them... But that was the day that Bloom closed its pathway to my home. She used to think it was her fault, but the Bloom doesn't seem to care.

She fell into Vrung's hands after being intrigued by his mystique and ambition, becoming his unwitting thrall. After all, a girl had tomake a living in the Bloom...

## Interactions

### Quests

* Twice the Trouble: The miscreant you need to take care of.
First's Fathom

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

## Points of interest

* The next stage after completing the Endless Battle Fathom. You meet the Changing God and the First Castoff here, arguing in the pivotal moment that caused the Endless Battle to begin. To snap her out of it, note that she repeats what you say - and explore the conversation. Then enter the portal.
Doroa of the Silent Song

**Doroa of the Silent Song** was the author of the Sacred Chronicle of High Father Calaval, an 'holy' text of the Order of Truth narrating the life of its founder, the first Amber Pope Calaval, her granduncle.

She was also probably a member of the Order of Truth.

## Sources

* *The Amber Monolith* (First mention)

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

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

## Background

One of three castoffs - or rather, their personalities and minds - trapped in the Circus Minor clock when they attempted to subdue their maker, the Changing God. Of the Castoffs, Kamose is gifted with naivete and an impressively charismatic, persuasive voice and personality.

## Interactions

### Quests

* Fallen To Earth: The castoffs are encountered while trying to fix the clock in Circus minor.
Intimidation

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

## Overview

+15% bonus per level on difficult tasks marked with this skill. Inability confers -15% penalty.

A different kind of persuasion, where you use your reputation (false or not) or other threats to get others to do what you want.

## Availability

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

**Golthiars** are an intelligent, humanoid race of creatures that reside upon the Ninth World's Earth.

## Appearance and Traits

Slightly arboreal in form, golthiars stand on average at about 6 ft. and 6 in. tall, with an exterior that's composed of bark-like skin and wood-like muscle. They hold a single large eye, which rests in the center of a bulbous, petalled head at the end long, almost stalk-like neck. Golthiars are born from underground seed pods and only need to survive on sunlight and drit, though in order to gather all of their necessary nutrients, they must bury themselves within a soil patch for 1 hour in order to last them for at least a few days.

While they might otherwise be diverse in terms of appearance and personality, one thing that golthiars all seem to share is some kind of life purpose in life, no matter what it might be, the job that a golthiar is doing at hand. Any golthiar without some kind of purpose will begin to wither away and soon after die within a few months. Most golthiars are easily able to understand, learn, or even decode languages that aren't their own and, due to their plant-like nature, are well versed in the fields of biology and geology. Unfortunately, golthiars are also very susceptible to unexpected blasts of light.

## Society and Culture

Many golthiars tend to reside in packs of 4 or more of their kind, allowing them to assist with any needed combat or defense. They can communicate commands among one another through the usage of a beamed color that most human's can't see. But in general, they communicate via pulsing light beams in a manner that's very hard to translate.

On Occasion, a golthiar will decide to go rogue and separate from its pack of origin, usually at an early age. Most will find this to be a difficult path, but those who are smart and able to adapt may find a place among human society by learning to communicate with others. They might also make themselves very useful as either guards, scouts, or even fighters on the battlefield.

## References

1. ↑ Cook, Monte, et al. “Racial Options.” Character Options, Monte Cook Games, LLP, 2018, pp. 41-42. Numenera. ISBN 978-1-939979-14-8
2. ↑ Cook, Monte, et al. “Racial Options.” Character Options, Monte Cook Games, LLP, 2018, pp. 42. Numenera. ISBN 978-1-939979-14-8