recursal/Fanatic-Fandom huggingface dataset:
Incona

**Inconae** (Singular: **Incona**) are vampiric monsters that can feast on literally anything. These creatures scheme from the darkness of the Gloaming.

## Background

Creatures of darkness and terror, the inconae wormed their way into this universe from somewhere else: and otherworldly realm, it's said, that they devoured entirely.

Although some would think the inconae built the Gloaming, that seems to be unlikely. More likely would be that they influenced the so-called makers to fashion the megastructure and fill it with creatures upon which to feed. From the inconae point of view, that's all the Gloaming really is - a slaughterhouse of waiting cattle.

Inconae can alter their metabolisms and digestive systems to eat literally anything, but their default form of sustenance is blood. It's only when they can't obtain blood that they will then turn to other sources of nourishment, both organic and inorganic. Some people speculate that if need be, they will feed on spacetime itself, eventually consuming the whole universe.

## Abilities and Traits

##### Combat:

The inconae hunt in packs, seeping out from the shadows to devour prey and then recede back into the darkness. They attack with tooth and claw, performing two melee attacks as a single action.

An incona can also use its action to mesmerize a foe. If the victim fails an Intellect defense roll, they suffer 2 points of Intellect damage. Until those lost points are restored, they're both confused and disoriented, and the difficulty of their actions is increased by two steps. During this period of confusion, an incona can make a subtle suggestion and the victim will follow it, believing it to be their own idea. The suggested action can't be something they would normally do, so committing suicide or murdering a friend are likely right out. The inconae always use far greater subtlety, their plots and plans much more convoluted.

Inconae can see in complete and utter darkness, and despise bright light. The difficulty of an incona's actions within bright light is increased by one step.

If an incona happens to touch an Archadian mote, the incona will suffer 5 points of damage, but the mote will be consume in the process.

##### Interaction:

Inconae consider all other lifeforms to be nothing more than prey or feedstock. And they simply don't entreat to feedstock.

##### Use:

Inconae make excellent villains, and because they work in groups, they can be a direct challenge for even the most powerful of PCs.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Into the Night, Monte Cook Games, LLP, 2018, pp. 144. Numenera. ISBN 978-1-939979-40-7
2. ↑ Cook, Monte, et al. “Creatures.” Into the Night, Monte Cook Games, LLP, 2018, pp. 144. Numenera. ISBN 978-1-939979-40-7
Imbitu

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

## Background

Imbitu is the leader of the Dendra O'Hur cultists in the Underbelly, presiding over the feasts where they consume the dead of the city. At first glance, it would be easy to assume that the old man is dying of some wasting disease... or starvation. He is little more than a too-tall skeleton wrapped in translucent flesh and a tattered robe. His hands are essentially bony claws. And yet... he beams at you, his sunken eyes glittering with suppressed laughter and feverish life.

In summary, Imbitu's what you might call a friendly lich who wants people to die soon in just the nicest way. People's horror
about "cannibalism" just tickles him. He's not creepy; he's the equivalent of an advocate for
organ donation. They aren't using it anymore, right? He can foretell the future in a numenera
sense - his knowledge of the PC's long past and the world allows him to make stunning
connections.

Imbitu is the nominal leader of the Dendra in Sagus Cliffs and speaks for the
faction. He is old, gaunt, and looks like he's starving, but he has consumed countless corpses -
and almost all of them were scholars, aeon priests, and nanos - so he has a tremendous amount of
knowledge and experience at his disposal.

## Interactions

### Quests

* The Sorrow's Prey: Imbitu directs you to the corpse of the man killed by the Sorrow.

### Other interactions

* The alternative method of meeting Imbitu, rather than just simply entering the chapel, allows you to be examined first. He will ask you for a small favor before you leave... Eating you. Satisfying the vore fetish nets you a moderate boost to the Blue Tide, Tybir's repulsed reaction, and a permanent -2 to your Health. The reward is  50, a Viscera Sprig, and experience. He will also share visions with you, based on what he gleaned from your body.
Falinda

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

## Background

Nearly every inch of this merchant's body is covered in tightly-wound robes and furs. A hood obscures its head, and a mask conceals its face. This doesn't stop you from noticing that it is apparently \*furious\* with you. Trembling, it bats at its similarly dressed companion. Both of them turn impassive masks back to you. It quickly turns out that the previous occupant of your body annoyed Falinda, borrowing a book ten years ago and never returning it.

Falinda consistently narrates everything around her, as it is explicitly not a human, but a construct. What others take for words is actually the passage of time. Falinda and Steristi are in love, and have been for many, many years. Falinda has never heard Steristi's voice.

## Interactions

### Quests

* Borrowed and Lost: Falinda asks you to return a book *you* borrowed ten years back.
Eldan Firth

**Eldan Firth** is an inhospitable shore of the Steadfast coastline, consisting primarily of jagged rock and steep inclines. It is home to the Octopi.

## Background

Comprising an deep inlet filled with jagged rocks and steep inclines, the otherwise inhospitable shoreline that is Eldan Firth houses the oldest unchanged species the grace the Ninth World, the octopi. After many eons, the octopi have finally begun to weave their own sophisticated cities, societies, and even machines. While they presumably possess much intricate lore regarding the distant past, they've usually chosen to ignore the activities of land dwellers for many years. Deep within Eldan Firth lies the palace of their queen , who rules over her subjects regardless of the distances between them The few who are aware of her existence recommend her counsel before venturing into octopus-infested waters.

## Miscellaneous

Many seem to believe that the octopi bear little affection towards humanity. When the first human of the Ninth World encountered them and was able to establish communication with them - thanks to some numenera device - the only response he got back was an enigmatic, "Oh, you're back."

The octopoidal queen travels extensively, even to places such as the Coral Cathedral, a massive deep-sea coral structure said to have been crafted by her loyal subjects.

## References

1. ↑ Cook, Monte, et al. “The Steadfast.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 166. Numenera.
2. ↑ Cook, Monte, et al. “The Steadfast.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 166. Numenera.
3. ↑ Cook, Monte, et al. “The Steadfast.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 166. Numenera.
Griefsteel

**Griefsteels** are depressed machines found in ruins throughout the Ninth World.

## Background

Whether encountered somewhere inside the depths of a lonely ruin or wandering across the empty landscape, the sorrow-wracked griefsteel is a machine that's unlikely to ever find solace. Crafted to serve as a companion to someone who died aeons before, these shambling automatons are forever heartbroken. Theough they're self-aware mechs that are able to learn, some still get stuck within a mental loop from they're unable to escape.

Unending sorrow thus makes them unpredictable. They're not usually a threat, but they're also not usually helpful. They're too lost in their own misery to either notice or care about other's needs. Sometimes, an anguished automaton strikes out in fury over their loss, and explorers who've disrupted their iterative depressive cycle make good targets - particularly those who remind griefsteels of what they've lost.

## Abilities and Traits

##### Movement:

Short (though some individuals can fly a long distance each round)

##### Modifications:

Ability to detect falsehood or pierce disguise as level 4, because they want to believe

##### Combat:

A griefsteel can be one of many kinds of automaton, which means that different ones will bring different abilities in combat, though most prefer not to enter into combat unless they're provoked (and some, not even then). At minimum, a griefsteel can batter three or more foes within immediate range with their metallic limbs. Many can also emit an energy ray that inflicts mental damage on up to three targets within long range.

If any direct machine or mental communication is attempted, or any sort of interaction for that matter, the creature attempting the interaction experiences the trauma of the griefsteel's loss directly. Unless they can resist, they're stunned and thus lose their next turn.

##### Interaction:

Griefsteels might first ignore, then wail at someone trying at all to communicate with them. If communication attempts persist, they'll finally strike out at who or whatever is bothering them, unless the intruder is extremely persuasive and calming.

##### Use:

The characters who've learned that plans (or components) they want could be found within a crashed vehicle or ruin are stymied by a griefsteel that's using the place as a base of sorts. It must be mollified or deactivated for the PCs to gather what they need.

##### Loot:

1d6 cyphers and 1 or 2 units of psiranium can be salvaged from a griefsteel's deactivated body.

## Miscellaneous

Sometimes a griefsteel can mistake a traveler for the one who originally built them.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Numenera Destiny, Monte Cook Games, LLP, 2018, pp. 264. Numenera. ISBN 978-1-939979-45-2
2. ↑ Cook, Monte, et al. “Creatures.” Numenera Destiny, Monte Cook Games, LLP, 2018, pp. 264. Numenera. ISBN 978-1-939979-45-2
3. ↑ Cook, Monte, et al. “Creatures.” Numenera Destiny, Monte Cook Games, LLP, 2018, pp. 264. Numenera. ISBN 978-1-939979-45-2
Embrace the All

**Embrace the All** is a Cypher of equipment in *Torment: Tides of Numenera*.

## Description

This is a beetle-like parasite about the size of your hand, with a glossy green carapace. Most of the time it is inert, the only sign of life being a faint vibration. When placed on the skin, it grips the bone with its armored claws and inserts whiplike tendrils into the nervous system, probing the host's brain. This coupling permanently makes the user more mentally attuned to certain artifacts. After a short while, the creature disengages from the brain, releases a cloud of spores invisible to the naked eye, and dies. There are some scholars who believe the parasites known as Embrace the All to be intelligent. A handful of users throughout the years have claimed that while bonded with the creature, they heard a faint voice gibbering in an unknown language and saw flashes of a decaying city beneath a red sky. By and large, however, these occurrences have been dismissed as rare, hallucinatory side effects of the brain coupling.
Gladiator's Will

**Gladiator's Will** is a piece of equipment in *Torment: Tides of Numenera*.

## Description

This appears to be a collar made from a well-worn and blood-soaked piece of brown leather. It is fitted with a dull, rusted iron ring in the center. It thrums with a palpable sense of both rage and anguish. It provides the wearer with a surge of Might in a moment of desperation. Upon use the ring stops thrumming and is forever still and quiet.

## Location

* The Calm: Given by Lady Anshe during the endgame.
Hyperkinetic Child

**Hyperkinetic Child** is a Cypher in *Torment: Tides of Numenera*.

## Description

This small, synth construct is one of the Crippled Foreman's "children." It does not seem to be able to sit still for even a moment - just carrying it around requires constant watchfulness, lest it run off and go exploring. The little construct is brimming with its parent's transferred energy, and it appears to be fitted with an organic interface device. If you wished, you could absorb its energy into yourself, though this would likely kill the little construct.

## Location

* Reward for completing Foreman's Brood by taking the children, all the children, after birthing.
Elkeshai

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

## Background

This slim castoff looks to be in his late teens. He carries an odd-looking device that resembles a scorched circle, and it's not hard to draw the connection between it and the red mark of a recent injury that travels along his forehead and under his hair. The man seems confused, hesitant, as if he has so many questions that he isn't sure which to ask first.

Elkeshai is a veteran of the Endless Battle, who fought for the Changing God. He controlled a large clay automaton with a remote crown that allowed him to rip through the battlefield - until it was disabled by another war machine, revealing that the automaton was actually a container for gods - souls - whatever you call them. They all rest in his head now, driving poor Elkeshai insane.
Floral Merecaster

The **Floral Merecaster** is a Merecaster of equipment in *Torment: Tides of Numenera*.

## Description

These "flowers" are complex arrays of circuitry, each petal covered in carefully laid copper wires. Filaments run from the petals into a ruddy stronglass sheath, ending in a now-dead diode. The entire device pulses with inner heat.
The merecaster puts you in the shoes of a mutant in the Oasis, who witnesses one of his own suffer a brutal assault at the hands of human supremacists. It segues into a story about the humans and mutants of Jerboa, giving you the ability to either lead the mutants into oblivion (if you mishandle the situation), a city-wide riot (if you convince them to fight), or the authorities intervening (by interrupting the Burgrave with a tentacled hand).
Farundiel

**Farundiel** is a world in the Milky Way galaxy that is linked to another dimension.

## Background

Farundiel is a populous world, and its people have advanced technologies and understanding of mechanical science. They have craft that fly through the air at great speeds, machines that think and teach, and devices that service needs and provide extravagant comforts. The technologies of Farundiel, however, are nothing like anything found in the Ninth World. The parts and pieces don't interface with anything the PCs likely brought with them, and numenera knowledge provides little insight in dealing with Farundiel things.

The people of Farundiel practically look like humans, other than that their skin is instead a ruddy pale color, and that their hair's always white. They call themselves the Farun. The Farun live in weird, globular cities and can negate the effects of gravity with ease, flying through the sky in gleaming craft of metal and synth. The people are divided into hundreds of fractious groups, each with its own leaders. Skirmishes, raids, and struggles among these groups are common, and the weapons the Farun wield are as potent as any Ninth World ray emitter, detonation, or offensive artifact.

Farundiel is also a world next to a strange hole in Space, through which leaks ultraterrestrial energies unknown in this universe. All of the Farun's machines and devices draw energy directly from the anomaly and don't function anywhere else other than on Farundiel. Thus, Farun never leave their homeworld, and it's not a particularly good place for Ninth Worlders to come to gain new cyphers or artifacts.

Regardless, explorers may still wish to visit Farundiel because of the anomaly itself. It's a doorway between our universe and the universe of a species called the Nibovians. Nibovians can't leave their universe under any circumstances, but they can send their creations through for mysterious (and certainly malevolent) purposes without the use of the anomaly. However, the hole in space is the only known way for people of our universe to get to that other universe, should such a journey ever wish to be attempted. Because of the anomaly, Farundiel is as plagued by the treacherous creations of the Nibovians as much as the Ninth World is, if not more so.

## References

1. ↑ Cook, Monte, et al. “Other Worlds.” Into the Night, Monte Cook Games, LLP, 2018, pp. 131. Numenera. ISBN 978-1-939979-40-7
Essence of Knowledge

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

## Description

This essence was put into a device to be placed over the eyes, where it injects a reddish-brown liquid into the retina. This gives one the ability to perceive the world with another, apparently more learned, perspective. Previously unknown knowledge of the Ninth World will be available to whoever consumes this essence. Unfortunately, the effect is merely temporary and leaves one with a rather persistent, and hard to scratch, itch on the corneas.
Decanted

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

## Background

What seizes your eye first about this humanoid automaton is not the cunning construction of its slender limbs or the gleaming white armor that covers its chassis. It is instead the frozen human head that peers out from a frost-covered dome in the construct's chest.

The head examines you carefully from head to toe. You feel a subtle warmth as scanners inside the machine assess you.

## Interactions

### Quests

* Preservation of Beauty: Asks you to bring it BODIES.
Concentrated Sprayflesh

**Concentrated Sprayflesh** is a Usable in *Torment: Tides of Numenera*.

## Description

This tiny synth canister sprays a sticky substance that seems thicker than the substance in regular sprayflesh. The gelatin covers and seals wounds, the concentrated active agent within it providing greater healing potential.

## Location

* Cliff's Edge: Sold by Madelia Glittering
Empty Sanctum

The **Empty Sanctum** is a fortress inside the Black Riage.

## Background

One of the three main citadels of the Convergence, the Empty Sanctum isn't empty at all, despite its name. It's located in the foothills at the edge of the mountains, and the local people - who are few - stay away, considering the citadel to be a place of great evil.

## References

1. ↑ Cook, Monte, et al. “The Beyond.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 172. Numenera. ISBN 978-1-939979-77-3
Fengali forest

The **Fengali Forest** is a large patch of drowned flora bordering the Western Seas and approximately 100 miles off the coastline of the Steadfast.

## Background

The Fengali Forest is composed of roughly 4,000 acres of mostly underwater trees, many of which consist of evergreens, water tupelos, and longbow willows, with their tops rising up to 20 ft. from the water's surface. Branches thread out like trunked lilies with giant vines covered in poisonous barbs lining them like snakes. Meanwhile, from deep below, the roots of all these trees connect to one another in a tangled mass of ever-expanding roots. These lilies will annually produce nests of orange scented flowers, whose consumption will quickly result in death. Additionally, more of the flowers will cocoon themselves inside the victims body until they're ready to sprout. They've also been known to swim as far as a hundred miles in order to return to their original nesting grounds.

A tight clan of humans or "grovers" as they're known live among the branches and trunks of the trees within the Fengali Forest via a series of floating shacks and platforms. They construct them from scavenged synth and metal parts that drift in from the ocean. Normally, the grovers are never aggressive towards outsiders, though they will change that attitude whenever they or their home is ever under threat. When provoked, grovers will use the vines of the Fengali Forest as whips or even lassos against their foes, as they have since become immune to their poison. About a half a mile below them lies a root system not unlike a series of coral reefs filled with deep sea creatures and treasures, such as the numenera. The most aggressive of these underwater denizens is what's known as the root shark, a quick solitary hunter that will lie in wait camouflaged among the roots or sea bed until their prey draws near. Another notable species are ghost crabs, who've been known to grow as big as 5 ft. in width. Ghost crabs are best known for crafting intricate webs of silica between roots and have been known to also appear and disappear at will, hence their name. Blind, the ghost crabs heavily rely on their honed senses of touch to take down their prey, having become so skilled enough to give even the root sharks reason to distance themselves.

Lastly, 3 great ocean rifts flowing parallel to one another throughout the Forest's sea bed, each one a mile wide and 3 times as deep, it's here that brave explorers may find the most valuable of items as well as the most deadly of resident undersea fauna.

## References

1. ↑ Cook, Monte, et al. “The Steadfast.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 165-166. Numenera.
Dothin

The **Dothin** are a humanoid species native to the plane of Panaton.

## Appearance and Traits

Dothin are tall, hairy creatures with long face and large eyes. Individuals mark themselves with dyes and braids - the more braids and the brighter and more elaborate the dyes, the more honor and prestige an individual possesses.

## Society and Culture

The dothin live amidst the ruins of their dead masters, an advanced civilization known as the time adepts, though they don't know it. They regard the artifacts and ruins of vanished time adepts as taboo, especially anything made from roseate crystal, which apparently was the time adept's preferred construction material.

The dothin are hunter gatherers, for the most part, though some do raise plantlife. Their preferred crop is epola, from which epola juice is made from small berries. The juice is, in turn, fermented and distilled into epola wine. Anyone who drinks epola wine will gain an asset in all tasks related to temporal anomalies for up to an hour, though if consumed to excess, the wine will result in drunkenness.

In the variable time of Panaton, dothin have learned to coordinate their time states with relative ease. In each community there is an honored individual called the Reference. The Reference dyes its hair gold and red stripes so all can mark it easily. The reference has a better than average control over their own time state, and is able to maintain a sequential time frame even when under stress,

The dothin's myths describe the time adepts, who made their worlds and whom also ended up fracturing time. They believe that once upon a time, all creatures in Panaton lived inside an innocent state, where time was always sequential. But the time depts. meddled too much, trying to become the masters of the universe, and ultimately fractured temporal continuity. For their trouble, a temporal causal loop excised them completely from existence. So even the dothin are conversant and able to live within Panaton, they don't seek time adept knowledge. With the appearance of the Thexx, who seem to want exactly the opposite, dothin have started stockpiling arms and armor, just incase they must put a stop to more meddlers that could risk yet another fracture in time.

Dothin live within extended packs led by the most esteemed mated pair. Sometimes, the Reference is one of the mated leaders, other times, however, it's a separate individual who works with leaders or, among more contentious packs, against them.

The dothin are immediately suspicious that newly encountered dimension walkers actually may represent a temporal echo of dead time adepts. Convincing the dothin of the opposite is likely the only way visitors will gain cooperation with a dothin pack and , in worst case scenarios, avoid being attacked.

## References

1. ↑ Cordell, Bruce “Panaton.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 78-79. Numenera. ISBN 978-1-939979-47-6
Imprisoned Pulsar

**Imprisoned Pulsar** is a Cypher in *Torment: Tides of Numenera*.

## Description

A nanosecond's worth of radiation from a long-dead star has been trapped inside a loop of crystal. Cracking the ring frees the energy in a directional blast.

## Location

* Caravanserai: Received from the Silver Orphans for telling them about Ziobe.
Impossible Blade

**Impossible Blade** is a Melee Medium Artifact weapon in *Torment: Tides of Numenera*.

## Description

One glance at this weapon serves as an explanation of its name, as the blade is of an impossible thinness. A transdimensional energy field generated by a device in its short handle maintains the blade's structural integrity, and as such, the blade can't be used when this field is not powered, as it would shatter on the slightest impact.

## Location

* Quest reward for completing Endless Horror.
Hyperelutriated Force

**Hyperelutriated Force** is a Usable in *Torment: Tides of Numenera*.

## Description

This crystal pulses and shimmers with barely contained energies, rapidly expanding and contracting. A needle protrudes from the crystal's center... If inserted into a vein, the crystal's amplified energies can be absorbed to increase the user's physical stamina and muscle mass by a great extent.
These crystals are purified from a murky liquid found rarely in the Garravia Sound. When this purification process is done by particularly skilled hand and repeated several times, crystals of even greater power are born.
Improved Transdimensional Scalpel

**Improved Transdimensional Scalpel** is a Melee Light Artifact weapon in *Torment: Tides of Numenera*.

## Description

A small, fine blade of transdimensional energy extends from a hilt of azure steel. With a twist of the hand, it can quickly be switched on and off. The scalpel's maker, Ioxu, has improved the blade, making it more effective as a weapon. It rapidly shimmers between different realities and ignores most mundane armors, though it was designed to be particularly effective when cutting the flesh of the Bloom.
Dakore

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

## Background

This wiry young man wears drit-stained, ragged clothes and carries a wicked, jagged knife. Wet blood still stains its blade, though you see no evidence of bodies or victims. He sees you, and his mouth works in an instinctive but passionless snarl.
As his gaze shifts away, he sighs deeply. His voice is flat, affectless.
Eight-fingered Mace

**Eight-fingered Mace** is a Melee Medium weapon in *Torment: Tides of Numenera*.

## Description

This metallic object resembles a clenched, eight-fingered "hand" attached to a forearm. You snapped it off a metallic tendril in the Reef of Fallen Worlds. It has a decent heft and balance, and its steely material is powerful enough to deal significant damage, but it's only a makeshift weapon and is somewhat clumsy to use.

## Location

* Reef of Fallen Worlds: Smashing the metal tendrils grants this item.
Hidden Enemy

**Hidden Enemy** is a side quest in *Torment: Tides of Numenera*.

## Synopsis

A rogue stichus is lurking in the district of Cliff's Edge. Lord Vuntgen has promised a reward to anyone who finds the creature and tells him where it is.

## Walkthrough

* Ah yes, detective work. You can find the stichus in the south-east, beyond the Fifth Eye Tavern. It's small, undeveloped, and you can tell it's hardly going to be a threat to anyone. However, to communicate with it, you need something more than just talking, as sticha have a very peculiar language (assuming you don't just kill it in cold blood, you monster).
* To communicate, you need  Intellect (Anamnesis), to allow you to recall the memory where the Changing God communicated with the sticha freely. Otherwise, you need to talk to Avina to get the Interdimensional Puzzle Box.
* The stichus will reveal that he was brought above ground by a man with a yellow skin. The only person matching that description is Lord Vuntgen himself. Head back to him to rat the poor stichus out or deal with the crooked politician.
	+ While he will ignore your persuasion, bringing up his yovoki blood - a fact you can learn from Mother Temaz - will allow you to convince him to break off the hunt, and you can receive the Charmpaste Cypher by talking to Zebb. However, it will also mean that you won't be able to earn his support to get the city to take over Erritis' debt to Master Rennio.
	+ If you do rat the stichus out, you will be able to get the Certificate of Indemnity, but you will be killing an innocent to achieve this. The Lord also throws in a Second Skin bonded artifact.
	+ You can also head to the Underbelly and use  Intellect (Persuasion) to convince Ch'kekt to save his kin. Critical failure of the persuasion will result in Ch'kekt offering a reward to kill the stitchus. If you succeed, he will appear in the Underbelly as an outcast. You receive nothing but the experience. edit: you can double dip and also earn a cool light ranged weapon.
	+ If you have asked the Master Foreman to build a digging machine from the body of the dead stichus, you can instruct the Stichus Automaton to bring it to the Underbelly. This allows the player to collect the reward from Zebb, who does not realize that no other sticha will take the outcast in, without making an enemy of Lord Vuntgen. The future prospects of the outcast stichus seem low with this outcome, however, as it must beg for food in the Underbelly without the help of the children aboveground.
Flask of Bloom 'Water'

**Flask of Bloom 'Water'** is a Usable of equipment in *Torment: Tides of Numenera*.

## Description

This flask contains a yellowish fluid you collected from a 'well' in the Bloom. It has a greasy texture and a faintly sour odor. When you take a sniff, you can hear the whispering voices of the Bloom in your mind.

## Location

* Memovira's Courtyard: Retrieved from the watering hole.
Heatcup

The **Heatcup** is an Oddity of equipment in *Torment: Tides of Numenera*.

## Description

This cup appears to have been roughly carved in one piece from a graphite material. It leaves a black residue on your fingers any time you touch it. Certain - but not all - liquids poured into this cup will be heated to a boiling point immediately. There's no apparent pattern in what liquids it will or will not heat up, but it seems to activate specifically with synthetic liquids.

## Location

* Quest reward for completing Twice the Trouble
Herja

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

## Background

This striking woman towers over you. Though she seems gaunt and her skin is pale, even whitish, she still has a healthy glow that shines through a layer of dirt and grime. A flat circle of metal is affixed to her forehead, showing through her long blonde hair. At your approach, she begins to flex and tense - not in fear, but in preparation to fight. Herja is a member of the Angulan Knights, a human supremacist order from Steadfast. She is the Knight Marshall of the order, currently imprisoned by Gar-koto on suspicion of murdering mutants in the community.

## Interactions

### Quests

* The Newborn Maw: She is involved in poisoning - and the guilt she feels below the armor she bears can be used to feed her to the maw.
Garravia Sound

The **Garravia Sound** is one of the many inland seas of the Ninth World supercontinent. It is located on the southern part of the world, to the east of the Sagus Protectorate, not far from the Clock of Kala. The city of Sagus Cliffs borders the Garravia Sound.

Storms can often be observed above the sea.

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

The **Great Vortex** is a deadly and mysterious weather phenomenon along the clouds of the planet Urvanas.

## Background

A blemish within the clouds of Urvanas appears from a cloud city high above as an endlessly twisting vortex whose maw is dozens of miles across, thus creating an enormous empty gap inside the clouds. The gap opens into a wavering, twisting "passage" that leads many miles deeper into the atmosphere. This cyclonic storm is poised over a particular spot along the planet's surface; it doesn't move with respect to the surrounding clouds and winds. Lux tell almost as many stories about the Great Vortex as they do regarding Aato, and some even call it the "Mouth of Zhoh."

Explorers on windriders or similar craft have learned that the only safe way to approach the vortex is from high overhead, and to stay as far as possible from its walls. Those who remain within the center of the vortex's calm eye can travel in relative safety without worrying about the increasing heat or crushing weight of thickening air. However, the further the traveler descends into throat of the vortex, the further the diameter dwindles, and the walls shiver and twist about, making it more and more likely to come into contact with the swirling outer wall. When that occurs, an explorer on a windrider or other craft must succeed on a difficulty 5 Speed-based task to remain in control or otherwise take 10 points of damage and be spun around into the rushing clouds beyond, where survival is difficult. Attempting to pass back in through the spinning wall of the vortex will require the same Speed-based roll.

Explorers and creatures alike who make it to the base of the vortex some 30 miles lower down will discover a tear in reality. Massive structures just visible on the surface beyond the vortex wall, gleaming, tall, and unmelted, in defiance of both the heat and pressure. Nightwatchers suspect these structures are responsible for calling the hole in space, and therefore the vortex, into existence; however, they believe that some malfunction has occurred. They worry that if the hole isn't shut, it'll tear open even further. So far, no explorer sent through the gap has ever returned, though the Nightwatchers still keep looking for new volunteers to try the passage, both within their own ranks as well as from any explorers unaffiliated with the organization. In a few cases, the Nightwatchers have liberated criminals condemned to face the Death Dive and instead sent them down into the vortex.

## Miscellaneous

The Great Vortex is actually a one-way transdimensional gate that shifts anything that passes through it to some far away location. That location could be among the sun' other children, such as on the surface of Naharrai, or maybe even in the Phaeton Halo, or it could just be in realms somewhere futher beyond, such as the Thon Iridescence.

## References

1. ↑ Cook, Monte, et al. “Urvanas.” Into the Night, Monte Cook Games, LLP, 2018, pp. 58. Numenera. ISBN 978-1-939979-40-7
2. ↑ Cook, Monte, et al. “Urvanas.” Into the Night, Monte Cook Games, LLP, 2018, pp. 58. Numenera. ISBN 978-1-939979-40-7
Dana Knutson

**Dana Knutson** is one of the concept artists working on the *Torment: Tides of Numenera* video game.

Before, he has done concept art for the pen-and-paper roleplaying games *Star Trek*, *Shadowrun* and *Dungeons and Dragons: Planescape*, including the visual creation of the Lady of Pain.

## External links

* Dana Knutson - Official site

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

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

## Background

As you approach, you see two well-dressed merchants in heated conversation with a wiry man who is wearing an assortment of odd-looking leathers and hides.
Upon seeing you, the wiry fellow shoos the merchants away and turns in your direction. Instead of feet, you notice that he has two hand-like appendages, fashioned from metal and synth. Indeed, both of his legs have been replaced by these artificial 'arms' that appear remarkably flexible.

## Interactions

### Quests

* Dracogen's Price: Grisseler informs you that the trade post and the way to the Ascension were eaten by the Bloom.
Gold Tide

The **Gold Tide** is the Tide linked to empathy, charity, compassion, and sacrifice. People attuned to this Tide wish to help others before all, even if its take a toll on them. They can be true or false saints, philantropists, or even crime lord who cares for their communities.

## Notable characters

* Rhin and Tybir (yes, Tybir) are both Gold-dominant.

## Behind the scenes

When comparing the Tides and *Planescape: Torment*, Adam Heine associated the Gold Tide with Fhjull Forked-Tongue, since action matters more than intention for the Tides. While he is a demon and by definition aligned with evil, he is constrained to acts of charity due to a contract signed with a deva (a creature of goodness).
Dhizrend

**Dhizrend** is a death-realm inhabited by syzygy, also known as "ghouls".

## Background

If solid ground does exist in the limited dimension of Dhizrend, it lies beneath layer upon layer of bone dust, bones, decaying corpses, mountains of skulls, and naked arches made by rib cages of vast, long-dead creatures. The sky is a mist of grey fog lit with constantly falling burning red embers. Here and there, lone humanoids - abhumans called the syzygy - shamble about. These beings who've sometimes founded colonies on Earth are called "ghouls", "eaters", "undertakers", and the "Night Singers," the latter due to the dirge-like songs they sing while they gather. the syzygy claim to hold dominion over the remains of all humans and abhumans, even if they rarely assert that privilege.

The syzygy that live throughout Dhizrend are divided into castes. The feeders are the lowest, and scavenge the bone plains for whatever scraps they can find, or pull from intermittent doors leading to Earth. The keepers are charged with retaining syzygy lore in huge libraries filled with winding scrolls printed on vellum pressed from the skin of the dead. And finally, the archons are the eldest, and rule Dhizrend as unopposed dictators.

The archons reside together in a castle made of petrified bone. Each wears a unique costume that often incorporates cyphers and the preserved remains of long-dead humans. Though normally absorbed in individual studies of extremely rarified tropics ranging from the thresholds of pain, effects of disability, philosophy of measurement, and topics hard to actually describe, the archons gather once every thirty-three days for a feast. Unlike the practice of the feeders and the keepers, the archons indulge in consuming the living flesh of a few unlucky dimension walkers who found doors into Dhizrend. Captives are held beneath the archon castle until the day they're eventually eaten. Captives are rarely shown mercy, because the archons, as self-appointed leaders of the syzygy, don't wish for the secret of Dhizrend's existence to become known to the Ninth World.

## References

1. ↑ Cordell, Bruce, “Alternate Realities.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 126. Numenera. ISBN 978-1-939979-47-6
Garanthal

**Garanthal** is a planet filled with biomass, located in the Milky Way galaxy.

## Background

Verdant doesn't begin to describe the world of Garanthal. Teeming with life, the majority of the planet is covered in a shallow sea just a few feet deep. Within the endless coral reef live fish, crustaceans, cephalopods, and other creatures. A great deal of plant life of all varieties thrives in the the water as well. But as thick as the sea is with these flora and fauna, Garanthal is truly dense with living creatures that are just too small to see, except when in great numbers. The green vastness of these tiny single-celled creatures fills the shallow sea, the occasional rocky islands, and even the air.

Gravity on Garanthal is slightly less than on Earth, but the atmosphere is so dense with tiny living organisms that it's dangerous for any traditional beings (like humans) to breathe it. For every hour that non-natives breathe the air on Garanthal, they must make a Might defense roll or move one step down the damage track due to colonies of creatures filling and multiplying in their lungs.

The intelligent residents of Garanthal are the Clure, each of which is a colony in of itself for tiny creatures, all dwelling within a transparent force field taking the shape of a humanoid. The Clure dwell in cities that are likewise formed from force-shaped force fields that contain a wet, sticky biomass of a wide variety of organisms. The Clure swim within these force-field cities made of globes and cylinders of green life.

Without the aid of telepathy or something similar, communication with the Clure is nearly impossible. Still, if one wanted to find a cure for a disease or a way to deal with some other organic threat, the Clure would be more likely to know the answer than just about anyone else. Similarly, the Clure manufacture poisons that can kill any creature (as well as antidotes). Lastly, they design organic microorganisms that can preform almost any conceivable task, not unlike the nanotechnology found elsewhere. The Clure would be willing to barter any of these things for interesting cyphers or artifacts.

## References

1. ↑ Cook, Monte, et al. “Other Worlds.” Into the Night, Monte Cook Games, LLP, 2018, pp. 132. Numenera. ISBN 978-1-939979-40-7
Dendra O'Hur

The **Dendra O'hur** are a cult based in Sagus Cliffs, founded by the castoff Melmoth Leviarm. They are the followers of the Great Queen Sar'lavun, the Lady of Maggots. They are a cannibalistic cult, with the ability to retain the memory and knowledge of the flesh they gulp, thanks to their sharp-but-rotting teeth.

They make their lair in the Underbelly, away from the citizens who view them with disgust and disdain. They are, however, a welcome part of the city's execution ritual, feasting on the remains of the criminal and absorbing their memories, revealing their accomplices.

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

The **Frozen God** is an ancient entity native to the Explorable Region of the Gloaming.

## Background

It's believed that many eons ago, prior to even the formation of the Confederation of Iltegu, a stone structure was built about 80 ft. tall and 60 ft. wide. The structure holds on a single chamber kept under extremely cold temperatures. Said chamber contains a large block of dark ice more than half the size of its surroundings. The liquid it contains is definitely not water, its edges seem to be rounded, and while it sweats on occasion, nit never really melts. The side of the cube that faces the entrance is carved with the image of some huge, bestial face. Lacking no other knowledge than of its apparent form, the residents of the Gloaming have dubbed it the "Frozen God" and have yet to either thaw it or communicate with it.. The reasons being that many of the confederation's citizenry lacks access to strong enough heat sources and the Frozen God doesn't seem to be able respond to simple speech patterns.

For some strange reason, whenever someone within half a mile of the cube's stone structure eats anything, they start to become violently ill. It starts with nausea, leading to a fever, which in turn leads to delusions, all within the hour. Throughout the delusions, the victim experiences seeing a wave rising out of a turbulent sea with the face of the Frozen God upon it, while a bright yellow moon shines down from the sky above.

## References

1. ↑ Cook, Monte, et al. "The Gloaming.” Into the Night, Monte Cook Games, LLP, 2018, pp. 128. Numenera. ISBN 978-1-939979-40-7
Eyes of the Finite

**Eyes of the Finite** is a Ornament (Artifact) in *Torment: Tides of Numenera*.

## Description

This is a small glass plate fashioned into a pin, though it can hardly be called a fashion item, as a crowd of otherworldly eyes competes to look out through the glass into the curious world that you inhabit. The eyes reveal weaknesses in foes, especially those already weakened.
Cyphers

**Cyphers** are numenera objects that can trigger a powerful effect, but can only be used once. Cyphers and your Cypher Limit score are displayed in a special section of the Inventory screen. Take care not to accumulate more cyphers than your Cypher Limit or you will experience unpleasant side effects.

That effect is a Cypher Sickness fettle. The strange forces emanating from Cyphers cause unpredictable, but always harmful, effects when they interact. To reduce or eliminate Cypher Sickness, use some of your Cyphers, sell them to a merchant, or give them to another party member.

## Tabletop mechanics

Cyphers are in many ways the most important aspect of the Numenera. So much so, that the working title of the game system itself is the Cypher System. Cyphers are one-use, cobbled together bits of technology that characters frequently discover and use. When the PCs come upon an old device, defeat some artificially enhanced or designed creature, or simply sift through the ruins of the past, they can scavenge a handful of new cyphers.

Because the technology of the past is unknowable, cyphers are often determined randomly. A GM, however, can place them intentionally as well. They’re one-use cool powers that can heal, make attacks, or produce effects like nullify gravity or make something invisible. The sky’s the limit. But they’re always consumed when used and they cannot be hoarded. Collecting cyphers together in one place, or carrying many on your person can potentially have a detrimental effect–from the long term (illness) to the short (explosion). So essentially, characters only carry a few at a time. However, they are found with such regularity that players can be pretty free with their use. There will always be more. And they’ll have different benefits.

## Sources

* *The Amber Monolith* (First appearance)

## References

1. ↑ Cyphers, oddities, artifacts and discoveries
Dance of Sharp Angles

**Dance of Sharp Angles** is a Cypher in *Torment: Tides of Numenera*.

## Description

The multi-stage forging of this ring is a metallurgical mystery of yore. The structural integrity of this piecemeal ring seems to be severely compromised, with its layers of imprecisely interlocking plates of different metals, a few of which have accumulated a patina over the eons. Yet the band somehow retains its circular shape, while the notched rim layers may be twisted so that three layers impossibly swivel into merely two. There are no signs of friction or sound when you make any adjustment to these jagged layers, regardless of direction and degree. However, if the rings interlock multi-laterally, it pulls the wearer out of phase with reality, simultaneously pulling an ally from a different dimension to help absorb of an enemy's attacks.

## Location

* Order of Truth: Solve the sphere puzzle by using the 2/3/5/4/4/5/1 combination.
Essence of a Single Sigh

**Essence of a Single Sigh** is a Oddity of equipment in *Torment: Tides of Numenera*.

## Description

The malachite tinted bauble filled with ashen vapor pulsates at the touch. When peered at long enough, it invokes an intense feeling of solitude. The examiner never knows whether to embrace it or shun it.

## Location

* Old Slave Block: found in the second cell.
Glaive

**Glaive** is one of the three base character types in *Numenera* that can be chosen during character creation.

## Background

Glaives are the elite warriors of the Ninth World, using weapons and armor to
fight their enemies. Hunters, guardians, and soldiers could be glaives. Sometimes
warlords, bandits, and even athletes are glaives. “Glaive” is a common slang term
used almost everywhere for any person skilled with weapons or a martial art, but
in truth, it applies only to the best of the best. Glaives are warriors who command
abilities far beyond those of a typical person with a sword.

Most glaives are either strong - using the heaviest armor and weapons available
and having a high Might - or fast, sticking with light or ranged weapons and armor
and having a high Speed. Some don’t rely on weapons at all, preferring to use their
bodies in hand-to-hand combat.

## Abilities

* Opportunist: Make a basic attack against the first enemy that moves within weapon range. +15% on attacks.
* Practiced In Armor: -3 Speed and Might armor cost, -15% to esotery attack armor penalty.

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