recursal/Fanatic-Fandom huggingface dataset:
Eric Lofgren

**Eric Lofgren** is one of the artists working on the *Numenera* role-playing game.

## Gallery

* A Jack concentrates to pick a lock with the help of his floating mechanical companion<ref>Numenera.com : Numenera Art

## External links

* The Art of Eric Lofgren - Official site

## References

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

**Empty Reflection** is a character in *Torment: Tides of Numenera*.

It will appear in The Labyrinth after searching the house rubble in Cliff's Edge during The Sorrow's Prey quest.

Can be materialized giving her the Interdimensional Puzzle Box and reveals to be Seria, the woman you found in ghost form inside the The Fifth Eye.
Death-of-Ris

**Death-of-Ris** is a character in *Torment: Tides of Numenera*.

## Background

The strange homunculus pays no attention to you. It seems to be made of the unnatural entrails that spill from Ris's mouth, wound together to form the shape of a man. As you watch, it winds more of those entrails around Ris's torso, almost as if trying to make him a copy of itself.

## Interactions

### Quests

* Stay of Execution: As its name suggests, this creature is busy slowly killing Ris.
Damage and defense

**Damage and defense** are inextricably bound in the gameplay of *Torment: Tides of Numenera*.

## Damage types and defense flowchart

### Damage

Damage is the amount of pain you can inflict on your enemies. Typically, the damage
you deal is a property of your equipped weapon, but Abilities and Items can also
mete out damage. When a character sustains damage, their Health is depleted by
that amount.

Damage can often be increased when attacking by spending Effort. This depletes your
Stat Pools, but allows you to dish out more harm to your foes with a single strike.
Damage Types

Most damage inflicted by weapons is counted as Physical damage. However, there
are additional damage types in Torment: Tides of Numenera which grant special
effects. You may find these on more powerful or rare items and equipment, or on
certain Abilities.

### Defenses

There are a number of passive defensive stats in Torment: Tides of Numenera which
reduce the damage you take or allow you to avoid it completely.
Disruption Blade

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

## Description

This finely crafted longsword has lines of red energy running down the blade into an energy core in the weapon's crossguard, with words from an unknown language carved into the lines in tiny lettering. Whenever someone is struck by this weapon, the red core releases disruptive energies, destabilizing the enemy's protective garments.

## Location

* The Gullet: Looted from a niche behind the Echoes in the first room.
Effort

**Effort** is used to resolve various tasks presented by the game, testing one of your stat pools.

## Basics

You have three Stat Pools -  Might,  Speed, and  Intellect - that you can spend to increase your chances of success. You can ask your companions for aid or try to accomplish the task yourself. Notably, failing a test doesn't automatically mean *losing* - in many cases, failure can be more entertaining or beneficial than outright succeeding and you may still complete the task despite the failure of the roll.

Effort can be applied to attacks to increase your chance to hit. As with other tasks, each level of Effort increases your chances by 20% at the cost of 1 point from a Stat Pool. Unarmed attacks use Speed, but other weapons and abilities may use Might or Intellect instead. When you apply Effort to an attack, it also increases the damage you deal. Different weapons and abilities gain different amounts of bonus damage from Effort.

If you select a companion's portrait in the Effort window, they can assist the Last Castoff with some challenges. Your companion's Stat Pools are used instead of your own, and they may have different Skills, Abilities, and statistics that make the challenge easier. However, companions cannot assist in a Crisis and can only use their stats during their turn.

## Edge

An Edge in one of your Stat Pools (indicated by the small circle to the upper right of the symbol in your character sheet), grants you a discount on using points from that Stat Pool. Each level of Edge grants 1 free level of Effort, boosting your minimum chance of success. When using an ability, Edge reduces the activation cost first and any leftover points are used for Effort.
Encephalon of Subjugating Revivification

**Encephalon of Subjugating Revivification** is a Cypher of equipment in *Torment: Tides of Numenera*.

## Description

This undulating mass of metallic tendrils resembles nothing so much as a sea flower sculpted from woven steel. Parting the wriggling metal ropes reveals the nucleus: a knotted metallic brain whose every fissure pulses with faint green light.
When placed in close proximity to any intact corpse, the object's tendrils will burrow deep into the recesses of the dead being's body. Within moments the Encephalon will be completely subsumed into the host, who will arise a mindless thrall awaiting purpose.

## Location

* Quest reward for completing Anathema favoring Ioxu.
Fortress of the Amber Monolith

The **Fortress of the Amber Monolith** is a large structure next to the landmark of the same name within the alternate dimension of the Whispering World.

## Background

The Whispering World's version of the Amber Monolith is still every bit as mysterious as the one from the base dimension, and just as difficult to enter.

A fortress now stands beneath the monolith, originally constructed as a means of defense against the holy site. A large dirigible floats over the fortress ( and beneath the much higher Monolith) moored to a gantry.

### Cadaralas

A female Aeon Priest by the name of Cadaralas has taken shelter within the fortress alongside 5 human helpers, and the priest's only automaton, loyal solely to her. Originally from the Durkhal inside Qi, the Aeon Priest now works around the clock to try and understand the whisper phenomenon. Cadalaras usually wears a white smock over her clothing, though it tends to be stained with blood from her ongoing experiments.

If normal people were to show up at the fortress gates, Cadaralas will let them in, and is the very soul of hospitality, though er human helpers are tight-lipped. She'll even go so far as to offer the characters a few of the innovations that she's developed, which she calls "sound shields". She explains that she and her small group are fortunate because they enjoy many luxuries, including food enough to last for several years, which was stored away back when the fortress housed many more.There's also a laboratory that Cadaralas works at, and which she'll be happy to show off. At any one time, she'll have 2 or more whispers lying along dissection tables, with various organs (including parts of the brain) extracted for study.

Cadaralas also keeps a few live whispers in soundproofed cells. In order to better understand the effects of their trigger phrase and the change, the Aeon Priest prefers to study the freshly exposed victims and watch them as they change. This is the reason why she has only 5 followers, which used to be 15 about a year prior. The bulk of her former helpers were sacrificed in the name of research. With the characters' arrival, the pressure to select her next subjects from the ranks of her own helpers has been relieved, If possible, Cadaralas will try to maintain her affable front while secretly trying to snatch one of the PCs for her experiments. If successful, she'll then select another PC, and so on. If her masquerade is revealed, she'll have her automaton attempt to subdue the characters and cage them to fulfill all her future research needs.

## References

1. ↑ Cordell, Bruce, “The Whispering World.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 69. Numenera. ISBN 978-1-939979-47-6
2. ↑ Cordell, Bruce, “The Whispering World.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 69-70. Numenera. ISBN 978-1-939979-47-6
Inkpot

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

He's found right in front of the entrance of Ioxu's Shanty in The Vast Interior.

## Background

This man is tall and gawkily thin. His wiry hair looks like an explosion of metal springs atop his head. He regards you with bright, feverish eyes that seem too large for their sockets and smiles.

Even as he motions you closer, the man is scribbling words on a scrap of paper. He has fastened some sort of harness around his body - it holds a tiny writing tablet and inkwell so he can continue to write as he moves about. Dozens of scrawl-covered notes are stuck to his leathery robes.

## Interactions

### Quest

* Anathema: Ioxu is perceived as the measurer, a heretic of the worst sort, seeking to *understand* the Bloom and measure it. STOP HIM!
Erritis

**Erritis** is a character and a possible companion in *Torment: Tides of Numenera*.

## Background

The first thing you notice about this wiry young man is the golden haze - the \*glow\* - surrounding him. It sparkles in his eyes and gives his easy grin a warmth that you can \*feel\* right down to your gut. Erritis is a hero because he believes himself to be so. The more heroic his actions, the more powerful and self-fulfilling they become.

## Interactions

### Recruitment

* Erritis is found in Cliff's Edge, by the crashed airship. You can talk to him and mention that you're the falling star to get his loyalty. If you have Tybir in your party, he will stat conning Erritis into *shin poisoning*.

### Quests

* The Airship Thief: Erritis is the Airship Thief and you decide how to deal with him.
* The Lost Shepherd: Bringing Erritis to the Valley allows you to learn his story and find help for him.
* The Right to Exist: You find Erritis in the Crefton Fathom, giving you the choice between making him a hero or separating the Audience from him permanently.

## Inventory

* Body: Erritis' Undershirt
* Cloak: Erritis' Doublet
* Weapon: Greatsword

## Behind the scenes

* Erritis was written by Chris Avellone.

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

**Ghostly Man** is a character in *Torment: Tides of Numenera*.

## Background

The father to the ghostly Woman from The Fifth Eye. He works frantically, turning dials, stripping metal wires, attaching and detaching various pieces within the machine. After each change, he places a hand on the side of the machine, speaks some words, and gestures in the air. He is the one responsible for the spirit's plight, using a probability engine to try and recreate her across time and space.

## Interactions

### Quests

* Ashen Imitation: This man is the unwitting architect of his daughter's seemingly eternal pain.
Great Slab

The **Great Slab** is a very large structure in the northern rim of Dessanedi.

## Background

The Great Slab is a huge construct that rises from the blue-green earth ijn a hulking block of metal, synth, and organics. It lies at the southernmost edge of the Fifth Stretch of the Wandering Walk. Rising more than 3,000 ft. in to the air, straight up on all sides, and covering more than 9 square miles, the Great Slab can be seen for long distances and is often used as a point of reference on maps. A reddish-black oil continually runs down the sides, making the construct impossible to climb. Nothing grows along its slick walls and few, if any, creatures live near the sides of the Great Slab.

However, the top is a different matter - the surface of the slab is actually an ecosystem of it own. Carved out of the enormous flat top is a blind valley, a deep and narrow crevasse that runs north and south, with an abrupt ending on both sides. A closer look at the valley reveals that it seems to have been dug out of the surface of the slab, as one might accidentally gouge a table. Littered along the gash - which is called the Driftless Valley - giant, half-buried boulders reflect light, even when there doesn't appear to be any. Due to its isolation, the valley hosts creatures found nowhere else in the Ninth World, with genetic mutations that combine two or more creatures into one.

Those who have attempted to climb the Great Slab have been thwarted by the slick slides, apparent bad luck, or some other impediment that's hindered and eventually stopped their progress. Thus, the slab's diverse ecosystem hand potential treasures remain unknown to most people of the Ninth World.

## Miscellaneous

The Wandering Walk is a pilgrimage route through the Ninth World. No one knows the exact length of the Wander, nor can anyone seem to point to its exact beginning or end.

There are many who speculate that the Wander is actually a closed circle that encloses the whole of the Ninth World and that some, especially those with enhancements or otherworldly attributes, have been trekking its eternal loop since before recorded time.

## References

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

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

## Background

Demeray and Obervich run the clinic in Chiurgeon's slump. One's long-faced, with sagging skin, and a penchant for terrible puns, the other apparently likes numenera - so much he grafted an additional pair of hands and forearms to his elbows, plus a multitude of prosthetic eyes onto his head. They are both unlicensed surgeons and have outstanding warrants in several localities, getting around the... Limitations on their business by only doing to others what they would do to themselves.

## Interactions

### Quests

* The Lost Shepherd: The doctors direct you to the Old Slave Block in your quest to help Erritis.
Endless Gate Entrance

**Endless Gate Entrance** is a location in *Torment: Tides of Numenera*.

## Background

This bloody Necropolis tomb holds the open passage into the Endless Gate. It was once the burial spot of Marcysa, a guide who led a Saugus hero on his quest to destroy the Children of the Endless Gate. Now it's a killing zone for all who cross the cult.

## Points of interest

* An acolyte accosts you just as you enter the area, before they're all sucked into the Endless Gate. After they're gone, interact with the tomb to the left to find the Twisted Metal Merecaster. Enter the portal.
Endless Battle Fathom

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

## Points of interest

* This entire area is filled with castoffs believing they are still fighting in the Endless Battle. Exactly who you encounter here can change depending on your choices earlier in the game, particularly in Miel Avest.
* In the first area, you may encounter Raima, if she was not killed by the Sorrow.
	+ Raima will fight you, though you can break her free of the illusion via conversation tasks during the fight. This takes  Speed (Quick Fingers) or  Intellect (Persuasion, Lore: Mystical). Then you can use  Intellect (Persuasion, Concentration),  Might (Smashing), Tidal Surge, or lean on your mediation earlier.
	+ If you solved the feud between Raima and Andronus in Miel Avest earlier in the game, she agrees to help you. Otherwise she and all of the enemies disappear when freed.
	+ You will find a healing crystal where you will be able to perform a number of tasks. If you perform all of them, you can break all of the enemies free from the illusion.
* In the second area, you may encounter Andronus. Similar to Raima, Andronus will be here and will fight you if he was not killed by the Sorrow in Miel Avest.
	+ If Zerian and Bericael were not killed by the Sorrow in Memovira's Fortress, they also appear. Note that when the resonance chamber activates in the Memovira's Fortress, any castoffs still standing in ground covered by Sorrow fire are considered as being killed by the Sorrow, and since Bericael will attempt to engage enemies with melee attacks, she is likely to die in this manner.
* If you settled the feud between him and Raima, then Andronus can be freed from his illusion in conversation. In that case, he allies with you.
* Each pylon in the second area can be activated with an action. They stay active for a single round. If all three are active at the same time, they put the Stasis fettle on enemies within the bounds. This effect remains active, so you can also lure enemies from the third group into the field.
* In the final area near the cave entrance, you may find Paj Rakken, provided she survived the Sorrow's attack on Memovira’s Fortress.
* The cave door can be opened with several tasks. It also opens when the Chalcedon is killed or put in Stasis.
* When the door opens, Paj runs inside and disappears. Reaching the cave entrance will finish the crisis.

## Characters

* Raima Cyro and Andronus Sandhand
* Zerian Daywalker
* the Chalcedon and Paj Rakken
Initiative

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

## Overview

Allows the character to act earlier in the turn order during Crises. Inability causes the character to act later than normal.

A measure of reaction time and situational awareness. Training in this skill prevents enemies from getting the drop on the character.

## Availability

The skill can be modified during character creation with the appropriate descriptor.
Ebon

**Ebons** are predatory underwater creatures.

## Background

Like the shadow of a shadow, an ebon slips through the water soundlessly, noiselessly, and nearly imperceptibly. Streamlined and sleek, they're designed to be the perfect hunters. They can move from a still float to a prey-dive in less than a second, thanks to their elongated, finned arms and strong tails. They hunt and eat almost constantly, as they require large amounts of food, particularly fat, to fuel their revving metabolisms.

Ebons fight among themselves constantly for power, position, and the best bits of food. They often start eating their prey before it's completely dead to ensure that they get the choice bits before another member of their pack swoops in for a steal. Additionally, the sooner they eat after an attack, the more of their own poison ingest, which temporarily increases their toxicity.

In some areas of the world, ebons are a myth, a bedtime story to scare children. In those stories, they're called death shades

## Abilities and Traits

##### Environment:

Anywhere in the ocean, but particularly in the Deep Dark

##### Modifications:

Speed defense as level 5 due to quickness; stealth as level 5

##### Combat:

Ebons hunt in loose packs of two or three creatures. When they see or scent something they desire, they zoom toward it, wrap their finned arms and tails around it, and then sting it repeatedly with their poisonous vibrissae.

In their first attack, ebons wrap and poison their prey. If this attack is successful, they inflict 1 point of damage, and the poison inflicts 5 points of additional damage (unless the victim makes a successful Might defense roll). Either way, the ebon's grasp increases the difficulty of the victim's next action by one step. In subsequent rounds, ebons bite grabbed prey for 5 points of damage.

##### Use:

As the player characters are engaged in some other activity, they begin to get the sense that someone or something is following them through the water. That sense continues to grow stronger as an ebon hunting pack sidles ever closer.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 139. Numenera. ISBN 978-1-939979-45-2
2. ↑ Cook, Monte, et al. “Creatures.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 139. Numenera. ISBN 978-1-939979-45-2
Empty Embassies

The **Empty Embassies** are vacant structures located within the moon's past.

## Background

Approximately 12 in amount, the so-called Empty Embassies stand like beacons above the dry, crater-filled plains and rocky lunar mountainscapes. One simple glance is what's needed to realize that no human was responsible for their construction. Twisted, asymmetrical, and grotesque in appearance, these twisted metal structures are coated in an array of strange crystalline formations slowly growing and spreading all across their surfaces like a pox along each embassy's outer surface.

Within each one lies multiple storehouses of technology. These caches can contain 2d6 cyphers and 1-2 artifacts, all based on crystals. Finding one is considered to be a difficulty 7 task and will take many hours ton complete, assuming one is looking carefully.

Because the embassies don't exist in the moon's present, some explorers have presumed that the people from one of the prior worlds - most likely that same ones who built the Lunar Ring or other concurrent structures - had destroyed them for some reason. It's also likely. however, that they were claimed by the passage of time, although forces of decay tend to work slower on the moon's surface.

It should be noted, however, that any of these embassies aren't truly empty. Rather, they're inhabited and sustained by creatures called huluraloch, who were sent by some powerful alien intelligences from the other side of the galaxy. Huluraloch are beings of pure perception, and the embassies are actually like massive circuits that contain them just as how seawater contains salt. Complex devices of crystalline nature run throughout the framework of these structures, providing the huluraloch with a fourth-dimensional space from which to observe the Earth.

The only known way to facilitate communication between them is by resting within one of the embassies. During this period, the sleeper will have a lucid dream, which will have them seeing a huge, floating, insubstantial eye. If it's treated with respect, the huluraloch will speak in the dreamer's language, otherwise the dream will simply end.

## References

1. ↑ Cook, Monte, et al. “The Moon.” Into the Night, Monte Cook Games, LLP, 2018, pp. 35-36. Numenera. ISBN 978-1-939979-40-7
Ether Ghost

**Ether Ghosts** are ultraterrestrial spirits.

## Background

At least one prior-world civilization ascended to a higher plane of existence. However, there were a few stragglers. A least, that's the explanation Aeon priests have for ether ghosts; higher beings who either failed to reach or ere thrown from whatever dimension their fellows discovered. Rebuffed, they fell back into the normal dimensions of time and space. Ether ghosts mimic the outline of whatever creature they encounter, but that shape constantly warps and jumps, as if reality itself struggles to resolve several alternate versions of the ether ghost into a coherent being. If Aeon priests have correctly interpreted ether ghost motivation, they were maddened by whatever process separated them from their kin. They take all that anger and madness out on dimension walkers (or other beings involved in transdimensional events) that they happen across.

## Abilities and Traits

##### Modifications:

Tasks relating to dimensional knowledge and travel as level 10.

##### Combat:

An ether ghost's attack is a touch that induces visions of several alternate realities simultaneously, inflicting 6 points of intellectual damage. A creature who takes damage must also succeed on an Intellect defense task or suffer a transdimensional mishap (as randomly determined on the Transdimensional Mishap Table). Some effects on the mishap table can be interpreted as sending a victim to an alternate dimension. If this effect occurs, a rip in space appears between the two dimensions. The rip remains open for several minutes, which might be long enough to rescue a character so affected.

##### Interaction:

An ether ghost might bargain with its victims if they offer help to transcend to a higher dimension, but if that aid doesn't materialize quickly, the ether ghost returns to its earlier behavior of sowing destruction and discord.

##### Use:

A man and his followers set up a small shrine outside a village and claim to be adherents of a god of death and destruction. they demand sacrifices from the village, or claim their god will arrive and and kill everyone at one go. The "god" is an ether ghost that sometimes appears at a local thin point in space-time.

## References

1. ↑ Cordell, Bruce. “Creatures.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 143. Numenera. ISBN 978-1-939979-47-6
2. ↑ Cordell, Bruce. “Creatures.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 143. Numenera. ISBN 978-1-939979-47-6
Esoteries

Esoteries are phenomenon triggered by an active willing and/or orchestrating by conscious beings by interacting with certain numeneras. Such abilities can be easily misunderstood as "magic" or "sorcery". Due to the wide variance of technological advancements in each of the previous Worlds and lack of surviving records (or knowledge of the language in how these records are presented), it is nigh-impossible to learn more about esoteries. Primary users of esoteries are classified as Nano but are in no way the only beings capable of employing esoteries.

## History

Since the beginning of the Ninth World, certain inhabitants have displayed strange abilities that bends the laws of nature in the vicinity of a Numenera. There are many speculations about how these people came about. Some says that they are blessed or cursed by the gods, others believe these individuals are infused with special hereditary genes spliced with unique nanomachines which is able to communicate directly with numeneras.

Depending on locales and customs, those capable of performing esoteries are either treated with reverence, respect, nonchalance, disdain or even outright hostility. Thus, most nanos prefer to hide their powers when travelling. Those that don't are either very powerful or short-lived.

## Uses

Due to the large variety of numeneras, esoteries can be extremely versatile in the hands of an experienced and creative Nano. Esoteries have been known to be used for healing the sick, powering ancient automatons as labor, shielding entire populace from storms, locating fresh water source, logistics & transportation and etcetera.

Esoteries can also be used for more nefarious and destructive purposes as well. Sabotaging the power supply of a rival village, inducing madness in livestock, stealing from shopkeepers unseen and even laying waste to an entire area.

## Casting

Nanos usually carry around with them the first piece of Numenera that awakened them to their powers. Ususally, such Numeneras act as a form of focus to perform esoteries. They might be mounted on a staff, worn as a talisman, set into a ring or embroidered onto a hat.

At certain locations, possibly with a large concentration of buried Numeneras, Nanos are able to sense and harness their powers. Such geographical reliant large-scale esoteries require similarly huge amount of focus and willpower to pull off. If the nano is able to find other nanos with compatible Numenera foci, they may share the mental load together to cast the esotery. These esoteries are likened to rituals and Numenera sites, leylines, in present day.

## Myths

* "Only living creatures can cast esoteries."
* "Nanos require Numeneras to cast esoteries."
* "You must be fully conscious to cast esoteries."
* "Children can't cast esoteries."
* "Animals are too stupid to cast esoteries."
Disassembler

**Disassemblers** are mechanical creatures that reside within the Ninth World.

## Background

A disassembler is a strange-looking artificial creature of glass and steel with 6 spindly metallic arms arranged around its circular midsection. Its upper held is all glaring green lights and mechanical protrusions, some of which might be sensory mechanisms. Its lower half is a broad engine that allows it to hover about 3 ft. off the ground. If it landed, the disassembler would actually be about 8 ft. tall.

Disassemblers are artificially intelligent automatons that seem to went mad at some point in time. Now they tend to act erratically - sometimes attacking creatures, other times simply disregarding them, sometimes destroying what they come across, other times wandering aimlessly.

## Abilities and Traits

##### Environment:

Disassemblers travel alone or in pairs and can be found anywhere.

##### Combat:

A disassembler's arms end in tools that allow it to take apart inorganic matter on a molecular level, turning solids into liquids and gas. Obviously, this ability makes it an effective combatant against automatons and the like. A disassembler inflicts 10 points of damage against any inorganic foes. In addition, a disassembler can destroy an enemy's weapons or armor simply by touch, which is usually its initial strategy against organic components that are armored or armed.

The creature's eponymous tools can't affect organic matter, however, but this limitation might've been programmed into it - perhaps as a type of safety mechanism - rather than an inability. A disassembler with this prohibition removed would become a true terror.

##### Interaction:

Disassemblers are intelligent but also erratic to the point of insanity. They understand speech and, after listening to any language for a period of time, can often speak it in a very basic way. It's possible to converse with one, but the creature is just as likely to attack without provocation, perhaps in the middle of a conversation. still, a well-spoken, intelligent, and quick-witted character might be able to figure out what a disassembler wants (at the moment) and convince it not to attack or perhaps to do something to aid him.

##### Use:

In old ruins or amid ancient complexes, disassemblers make for excellent encounters with unpredictable outcomes.

##### Loot:

The remains of a destroyed disassembler might hold 1d100 shins, 1d6 + 1 cyphers, an oddity, and perhaps even a salvageable artifact.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 233. Numenera. ISBN 978-1-939979-45-2
2. ↑ Cook, Monte, et al. “Creatures.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 233. Numenera. ISBN 978-1-939979-45-2
Dead Reality

The **Dead Reality** is a parallel dimension, devoid of any evidence of life except for a single, mysterious temple.

## Background

The Dead Reality is a universe about the size and shape of the base dimension, with approximately the same number of stars, worlds and other celestial objects, up to and including a planet about the size and shape of Earth. In fact, this Earth possesses breathable air, although it's cold and thin, and also of death.

This is appropriate because, for the most part, almost nothing lives in this entire dimension. Little evidence of prior world civilizations exists, and out in the night artifacts of other civilizations are absent. There aren't any ruins;rather, it's as if there was never any life in the first place that could've evolved to fashion a civilization.

However, a single miles-high structure can be found on Earth, under a bloated moon. This utterly white, apparently seamless structure seems to be built o some kind of slick, white synth that resists most attempts to gain entry.Because everything else on the planet (and in the surrounding universe) seems dead, the dimension walkers that have happened upon the structure in the past named it the Temple of Death.

In truth, however, there isn't any interior. Any effect sufficient to discovering this fact actually "wakes" the entire structure, revealing itself as a frighteningly-large automaton designed for only one thing: eradicating all life everywhere. Luckily, it seems trapped inside the dimension. If it ever escaped, its ability to destroy life within planetary ranges and its near-indestructible hide would prove an extreme danger to any other dimension.

From time to time, creatures seeking the universal manifestation of death, or even those seeking solitude, arrive in this dimension. But they never stay long. Some subtle influence (perhaps emanating from the Temple of Death) eventually turns the strongest bodies and minds in on themselves. If sickness, decrepitude, and weakness don't do the job, entities who spend more than a few days inside this dimension sometimes commit suicide. Though, not every creature is so affected.

## References

1. ↑ Cordell, Bruce, “Alternate Realities.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 132. Numenera. ISBN 978-1-939979-47-6
Four Scylines

The **Four Scylines** are the main deities that physically preside over the City of Rust.

## References

1. ↑ Cook, Monte, et al. “The City of Rust.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 57, 63. Numenera. ISBN 978-1-939979-45-2
2. ↑ Cook, Monte, et al. “The City of Rust.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 57. Numenera. ISBN 978-1-939979-45-2
3. ↑ Cook, Monte, et al. “The City of Rust.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 57-58. Numenera. ISBN 978-1-939979-45-2
4. ↑ Cook, Monte, et al. “The City of Rust.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 58. Numenera. ISBN 978-1-939979-45-2
5. ↑ Cook, Monte, et al. “The City of Rust.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 58. Numenera. ISBN 978-1-939979-45-2
Diviaticu

**Diviaticu** 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, Diviaticu *lives* in the shadows, being an impossibly skilled lurker.

## Interactions

### Quests

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

The **Haunted Tower** is a large, vacated structure that sits along the Titanic Ridge.

## Background

Perched near the Rhimas Tower, the so-called "Haunted Tower" holds no signs of habitation, lacking in lights, humans, and even overlords. Ropes and rigged ladders are the only things covering its exterior. Despite a still-active gate residing at the tower's apex like all the others, it serves no other purpose than as a base portal. Those that choose to use the gate for hunting have to ascend and descend from it everyday however they can manage it.

### Shadows

Befitting its name, the tower has become infested with shadows. Supposedly what humans call them, they hold no physical form but appear like regular shadows, just without the figure casting them. On occasion, they can look like everyday people or objects, but other times they can twist and writhe so disquietingly that someone can risk going mad by just watching them.

The "shadows" nest near the entrance to the tower. Luckily, just like regular shadows, they seem highly susceptible to light. Thus, humans will bring lights in with them to banish the shadows while they pass through.

### The Gate Chamber

The chamber at the top holds nothing but a gate that leads to the dimension of Trytherhon.

## References

1. ↑ Cordell, Bruce, “Titanic Ridge.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 33. Numenera. ISBN 978-1-939979-47-6
2. ↑ Cordell, Bruce, “Titanic Ridge.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 33. Numenera. ISBN 978-1-939979-47-6
3. ↑ Cordell, Bruce, “Titanic Ridge.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 33. Numenera. ISBN 978-1-939979-47-6
Efimpi

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

## Background

This short, spare, lean-faced ghibra is so wrapped up in his work that he doesn't notice your approach. His multi-colored scales look like they were patched together from an avalanche of shreds and scraps. He squeezes a strangely ticking device in his left hand, regularly checking the readings from this instrument. His expression changes with every glance, twisting from amusement to horror to disgust.

## Interactions

### Quests

* The Right To Exist: Efimpi tells you how to release other castoffs from the prison of their illusions reliably.
Hide

**Hide** is a Active ability in *Torment: Tides of Numenera*.

## Description

Attempt to become Hidden. Line of sight and distance from enemies affects the difficulty.Among the most powerful basic abilities, allowing you to stealth through areas. Removed by most actions. Interactions do not remove stealth, unless noted in dialogue.
Ebon Eyes

**Ebon Eyes** is a Bonded Artifact in *Torment: Tides of Numenera*.

## Description

This pipette contains a liquid of deepest fuligin - a color darker than black. Applied to the eyes, the liquid spreads evenly over the eyeball. But instead of causing blindness, it enhances the user's vision and thickens, when necessary, to protect the eyes from harm.
The liquid doesn't bond with the user's eyes - it rests lightly atop them, controlled by nanomachines that can be directed to keep the Eyes in place and control their thickness. The liquid can be removed by crying black tears back into the vial.

## Location

* Reward for completing Shaky Foundations without agreeing to a tribute of numenera to the sticha.
Exuvia

**Exuvia** is a Body item in *Torment: Tides of Numenera*.

## Description

This form-fitting biological armor is very light and hardly restricts the wearer's movement at all. The mottled carapace appears different at each viewing, varying in color, pattern, and even texture when touched. Occasionally, its appearance seems to shift subtly in a disconcerting manner - this sense of unease grows if the armor is observed for long stretches of time. When worn, the armor emits a dissonant hum at the edge of human hearing. It vanishes if the wearer focuses upon it, but it returns when their attention wanders.

## Location

* Valley of Dead Heroes: Sold by Tantalum.
Hiro's Fury

**Hiro's Fury** is a piece of equipment in *Torment: Tides of Numenera*.

## Description

This thin, short length of bright silken string is innocuous. But when rubbed between the hands it starts generating its own heat and energy, eventually uncoiling into a whip of a dark red crackling energy. When it strikes an enemy, it tightly constricts itself around the target.
Guido Kuip

**Guido Kuip** is one of the artists working on the *Numenera* role-playing game.

## Biography

Guido Kuip is a full time freelance illustrator and concept artist with a focus on industrial design and creature concepts. His current base of operations is Toronto, Canada.

## Gallery

* A dangerous Automaton that still roams the Ninth World
* A creature of the Ninth World

## References

1. ↑ Numenera.com : Numenera Artists
2. ↑ Numenera.com : Numenera Art
3. ↑ Guido Kuip : Creature - Numenera

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

The **Foundation Stones** are ancient, floating monuments strewn across Matheunis.

## Background

Legend has it that the Foundation Stones are the oldest relics on Earth, dating from the earliest of the prior worlds. There isn't any evidence to support this claim, but it remains a firmly held belief, particularly by the folk of Matheunis.

The seven stones float high above a particularly desolate area of the desert filled with ancient edifices that have been eroded by aeons and covered with so much sediment that they're easily mistaken for natural cliffsides and plateaus. The largest of the stones, shaped like a diamond and almost 1 mile from top to bottom, is called the Stone of Margul. It floats nearly a half mile above the ground. Perhaps more interesting, however, is the Symbol Stone, a much smaller flat-topped rock that floats 2,000 ft. in the air. The Symbol Stone draws water from an otherworldly source in a portal at its heart and pours it down in four separate streams, creating a narrow river that runs through the desert to the sea. At the top of the Stone, a holographic projection of a mysterious symbol floats, lighting the night sky fro a mile around as though it were a second moon.

The Foundation Stones are so named because Ninth Worlders sometimes suggest that they serve as the foundation of the sky, holding the heavens aloft.

## Miscellaneous

If you stand precisely equidistant between the Foundation Stones and the Amber Monolith, you are more likely to get a glimmer.

## References

1. ↑ Cook, Monte, et al. "The Beyond." Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 204. Numenera. ISBN 978-1-939979-77-3
2. ↑ Cook, Monte, et al. “The Beyond.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 204. Numenera. ISBN 978-1-939979-77-3
Glavis

**Glavis** is the capital city of Ancuan.

## Background

Approximately 20,000 people call Glavis home. The sprawling city almost seems like a grouping of three towns in close proximity by chance, with a sparse collection of buildings and roads among them. One of the three sections, primarily a port, is on the minor River Frohm. The second is atop a high hill called Nurel's Hill. The third is a farming community filled with markets for produce and livestock.

The people of Glavis worship a pair of gods called Relia and Bianes. These sibling deities are believed to watch over those who place offerings on their secluded altars. Enough people have seen the offerings disappear right before their eyes that even nonbelievers suspect that both Relia and Bianes - or something posing as them - are real in some sense. Whenson Breeve, the chief constable of the city guard, has a theory:

*I think Relia and Bianes are Real. No, not the brother and sister you see in the marble statues in their temples, but some kind of invisible beings. Maybe they're the source of the religion. Maybe they just came along and took advantage of it. But there's something really there. Under the temples. Within the walls, I think, or at least that's what my gut says. With my own eyes I've seen food placed upon the altars disappear. No, not disappear. I've watched it be... consumed is the word I would use. When it happened there was a sort of burning smell in the air and I heard a kind of crackling sound, like a distant fire. I won't lie to you. It scared me. There's things left over from the far-off past, you know? Things I don't understand. And some of them are smart. And hungry. And maybe vengeful.*

The ceremonies of Relia and Bianes involve songs, elaborate costumes, and significant rituals with hand gestures, key words, and repetitive phrases. Worshippers re-enact myths of the brother and sister overcoming adversity, healing the sick, and even giving life to various kinds of plants and animals as boons to humanity.

Within the city of Glavis, a scholar known as Anders the Jack keeps a laboratory where he studies viruses and bacteria, presumably for the good of humanity. Beneath this public lab lies a secret underground facility, however, where he conducts experiments on creatures that seem to be strange monkey-rat things. Anders has a rare condition that requires constant blood transfusions. His monkey-rat thing slaves provide the blood and serve as subjects on which he constantly tests potential cures for his condition.

In the hills just north of Glavis, great vents in the ground expel strange gases into the air. Amid these geologic exhalations dwell intelligent gaseous creatures called the Sruu. Very little is known about these beings, which apparently have a civilization deep below the surface. Those that come up through the vents do so unwillingly and seek to return.

## References

1. ↑ Cook, Monte, et al. “The Steadfast.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 162. Numenera.
Heretic's Fork

**Heretic's Fork** is a Bonded Artifact of equipment in *Torment: Tides of Numenera*.

## Description

A nondescript piece of coarse metal that reveals the thoughts of those around you. It embeds both forks into the flesh of a user, and exudes an air of knowing melancholy. A significant amount of willpower is required to maintain a mental equilibrium under its effects.
Galvanic Hammer

**Galvanic Hammer** is a Melee Heavy Artifact weapon in *Torment: Tides of Numenera*.

## Description

This massive silver war hammer crackles with electricity. It is a deadly weapon in its own right, but its electrical charge will cause additional pain to anyone struck by it. The hammer has a rudimentary intelligence that reacts favorably to particularly skillful attacks, discharging electrical energy in a small radius and harming all enemies who happen to be nearby.
Based on the story you heard from the Observant Speck, this hammer may have belonged to Chila the Great. You found it in the depths of the Bloom, near the skeletal remains of a large human, surrounded by silver scales... which fits the Speck's description of Chila.
Experience Points

**Experience Points (XP)** - you can gain them for discovery. This can be the discovery of something your character can use: an artifact. It can also just be the discovery of some new numenera procedure, device (something too big to be "equipment") or even knowledge. Lastly, depending on the outlook of the GM and the kind of campaign the group wants to play, it could be something as abstract as a truth. This could be an ethical idea such as "what goes around comes around", or it might be something like, "everyone has their price". Typically, discovery is going to earn PCs about half their experience points.

## Using XP

Players decide how they want to use the xp they earn. There are short, medium, and long-term uses. The short-term, immediate use for an xp is that you can use 1 xp to immediately reroll any die on the table (even one someone else rolls). This is pretty straightforward.

Medium-term uses are a bit more costly (but not much) and are usually story-based. A player can spend xp, for example, while climbing through the mountains and say that these mountains are just like those found in the region where she grew up. In those mountains, she is skilled in climbing. This helps her at that time, and any time she might return, but it’s not as though she’s skilled in climb everywhere. This might cost about 2 xp. Alternatively, another character, with a bunch of numenera components, might spend xp to cobble together a device that allows him to breathe underwater, because he wants to explore a submerged complex. This gives him that ability for a considerable length of time but probably not permanently. Again, the story and the logic of what’s going on dictate the parameters.

Long-term uses of xp are more costly still, and permanently affect a character. For 4 xp, you can gain training in a skill, increase your stat pools, improve your ability to use effort, and so on. When you do this four times, you gain a level (which in and of itself has some advantages).

## References

1. ↑ 1.0 1.1 Numenera - More on Experience Points