recursal/Fanatic-Fandom huggingface dataset:
Wislayn

**Wislayn** is an extradimensional settlement located on the inner side of the Clock of Kala.

## Background

In the middle of the eastern end of the Sheer stands a tall structure of violet crystal that resembles a tree, a tentacled sea creature, or perhaps a polyp 80 ft. tall. Tis strange artifact is used by approximately 1,000 people as a sort of town. Slightly more than half of these people are Augurs.

Touching the crystal transports you into an extradimensional space that appears to be inside the "tree."" The sky and ground are deep purple, hard and smooth. The space is about half a mile across, and inhabitants have erected buildings of wood brought from the outside. Many resemble normal structures with walls, and doors, and roofs, but others are hastily constructed barriers of light wood and cloth, since there isn't a need to keep out the elements - the space has nothing resembling weather of any kind. Walls in Wislayn are for mere privacy.

Newcomers appear in an open plaza at the center of town. At any given time, anyone in Wislayn can mentally access the "exit" and simply appear back inside the normal world, right next to the crystal tree.

The ruler of Wislayn calls herself the Ghostis and acts as the though the town is her private home in which she hosts visitors - and to her, everyone in town is a visitor. She's beautiful and elegant, very likely an Augur, but her appearance is almost certainly artificially enhanced and maintained. Most of the time, she wears a white, diaphanous gown of sheer fabric that trails well behind her. Gossip says the Ghostis has the ability to eject visitors from the extradimensional space instantly, as if they has willed themselves to leave, and can prevent them from reentering.

Those who believe the rumor further speculate that her intelligence was uploaded long ago into the Wislayn crystal itself, and the body she uses is an artificial creation. If true, the Ghostis might not be human or even from the Ninth World at all - who can really say?

## Miscellaneous

Rumors say that there's a transdimensional warp that connects Wislayn with a secret location somewhere inside the Ancuan, within the Steadfast.

## References

1. ↑ Cook, Monte, et al. "Beyond The Beyond." Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 207. Numenera. ISBN 978-1-939979-77-3
2. ↑ Cook, Monte, et al. “Beyond The Beyond.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 207. Numenera. ISBN 978-1-939979-77-3
Viscid Watcher

**Viscid Watchers** are many-eyed undersea creatures with poisonous tendrils.

## Background

Shaped vaguely like a square 3 ft. on a side, a viscid watcher is a translucent swimming mass of living jelly covered with all manner of eyes, some large and deep, some small and glowing, and others that appear as simple dots. Each variety of eye is specialized, allowing the viscid watcher to collect enormous quantities of information merely by sight. O more concern to most people is the watcher's trailing frill of long, poisonous tendrils. Still, that doesn't prevent some from hunting the creature, for its flesh is considered a delicacy in many areas, even more so because of the danger inherent in gathering it.

## Abilities and Traits

##### Environment:

Almost anywhere along coastal regions, often in groups of two to five

##### Combat:

A viscid watcher first attempts to hypnotize foes by catching the gaze of those within short range who can see it. Those affected lose their next turn, which the watcher might use to get away. Hunters who aren't dissuaded by the gaze are attacked by the poisonous tendrils. A target hit by the poisonous tendrils. A target hit by the tendrils takes damage and must succeed on a Might defense roll or move one step down the damage track.

If a foe ceases to attack a viscid watcher (either because it chooses to do so or because it's become debilitated), the watcher will usually swim off instead of pressing its attack.

Viscid watchers are immune to attacks that inflict damage or exert influence through psychic or telepathic methods. In addition, they're fully aware of creatures that are out of phase, invisible, or at a dimension removed from the normal world.

##### Interaction:

To the extent that viscid watchers are known, most people regard them as dangerous pests or hazardous delicacies. If telepathic contact were attempted, and a viscid watcher were offered something to its advantage, one might learn that these creatures are intelligent and know a great many things, though they're content to watch, not act.

##### Use:

A caravan shipping a living viscid watcher in a sealed, water-filled aquarium falls under murden attack and is lost. PCs might be tasked to find valuable edible creature only to discover that the murden have put an aquarium in place of honor in their community.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 156. Numenera. ISBN 978-1-939979-45-2
2. ↑ Cook, Monte, et al. “Creatures.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 156. Numenera. ISBN 978-1-939979-45-2
Yeen the Overseer

**Yeen the Overseer** is a character in *Torment: Tides of Numenera*.

## Background

A stout, middle-aged man stands atop the execution platform. He wears the badge of a city official, and a fringe of dreadlocks hangs down to his shoulders from his otherwise bald pate. Yeen oversees the execution, meant to send a message to the people of Saugus Cliffs that any who flout its laws are going to be executed.

## Interactions

### Quests

* Stay of Execution: Yeen oversees the execution and has the power to call it off if you make a convincing argument. You can bribe him with shins or use  Intellect/Deception to persuade him to let you talk to Ris and interact with the Death.
The Lost Shepherd

**The Lost Shepherd** is a quest in *Torment: Tides of Numenera*.

## Synopsis

Erritis has been acting strange ever since we entered the Valley of Dead Heroes. I need to figure out what's bothering him. Erritis spoke fearfully of alcoves in the Valley of Dead Heroes. Maybe searching the Valley and finding the alcove he's "not afraid of" will explain why he's behaving strangely.

## Walkthrough

* When you enter the Valley of Dead Heroes, Erritis will start to freak out. Investigate the valley. You want to find the glowing, green alcove on the upper-right minim. With Erritis in tow (use the Bronze Sphere to spawn him if you didn't bring him along), touch the herder's crook in the alcove.
* A reflection will form in the Labyrinth. Enter it (bubbling acid pool or the feretory in Miel Avest) to find Erritis' reflection, which will explain what happened in the alcove and ask for help.
* Help can be found in the Bloom, in Chiurgeon's Slump. Talk to Demeray or Obervich to learn that a nano-demon specialist lives in the Old Slave Block. Head there and talk to Skoura.
* In exchange for agreeing to helping her (What the Winds Took), she will teach you to influence the Audience possessing Erritis.
* Head to the Labyrinth, talk to Erritis, and decide whether to empower the Audience or make it release Erritis. If you choose the former or never resolve the quest before confronting the First, he will never be free of the Audience. Otherwise, you get the chance to free him permanently later on, in the Crefton Fathom.
Witcrafted Suit

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

## Description

This suit of thin hide and crude synthetic tendons is far lighter than it should be. Of course, that's not really surprising; you made this armor with your decisions. It is crafted entirely from your thoughts, given shape by your intent, and it will protect you as you fight your enemies as a jack does: with clever trickery, quick wits, and cunning gadgets.
Tar River Globe

**Tar River Globe** is a Oddity in *Torment: Tides of Numenera*.

## Description

This transparent glass sphere encloses a miniature scene of a river of tar running through a wasteland. It also contains a mystical blue liquid, which seems like it would mix with the tar if the globe were shaken. You notice ancient, indecipherable writing around the outer base.

## Location

* Reef of Fallen Worlds: Fished out of the goop after you wait long enough.
The Ascension

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

## Background

You emerge from the portal into an alien world. The air is thin and bitterly cold. The 'sun' is a tiny white globe in the sky, casting dim light over a landscape of crystalline beauty. You see no sign of organic life - only glittering crystals in every direction.

## Points of interest

* This area is a bit difficult to navigate. Head right, then up the ramp to find Doran and Asclarian, together with their exploring party.
* The right platform holds a loot locker with Patience Everlasting and a floating megalith. You can use  Might (Smashing) to strip a Collection of Crystals from it or you can help it find a *product* (Jar of Alchemical Powder). To get the *product* you will need to sleep until the merchant's caravan is devoured by the Bloom. You will lose access to their inventory doing this. But should you return with the *product* and give it to the megalith you will get Zero Sum Engine #713 and the Collection of Crystals
* The left platform contains the Speaker, a massive shrine that will humbly apologize for the Oracle being dead. Talk to it and ask about the Oracle. It will mention the phobits. Then you can ask it to talk to them, allowing you to use the glowing crystals to create passageways.
* Head to the south-east and descend down to the lower platform after activating the phobit. You can interact with the pink crystal. Talk to it, ask about its function, then the Annulet. Ask it to open the cave, then head west and enter it.
Uvesina

**Uvesina** is limited dimension consisting of a chunk of landscape stolen from Earth.

## Background

A landscape that might have been stolen from Earth floats as a limited dimension all its own in an air-filled space lit by a tiny but brilliant point of light beamed from the underbelly of a massive structure that floats much higher overhead. Mountains, lakes, meadows, forests, and other elements familiar to any dimension walker from Earth can be found in Uvesina. The surface's borders are cracked and splintered, and fall away into emptiness, possibly suggesting that the land was literally stolen from some other more standard dimension. Here and there, prior-world structures are visible, most in some significant state of despair.

However, visitors to Uvesina also soon discover that the realm has inhabitants that manifest as swirling swarms of white light drawn to those who enter prior-world structures. If a light swirl notices an intrusion, it approaches the stranger and begins to pulse its illumination as if attempting to gain the explorer's attention. A human that studies this pulsing light might become entranced by the pattern and stand rapt if they fail an intellect defense task. If a character stands so hypnotized for more than a minute, the character's higher mind begins being physically transferred out of their physical body. Each minute this occurs, the characters falls one step on the damage track, but is permitted one intellect defense roll each time to avoid that effect and regain their senses. Characters who come back from having their mind transferred have a hard time describing the experience,but sense that whatever the massive structure is that floats above the land, it's where the mind was being recorded, or perhaps consumed.

Every fifty hours, the light from enigmatic structure switches off for ten hours. The absolute darkness brings plunging temperatures. During the final hour of darkness, it becomes so intensely cold that those without extremely warm clothing suffer one point of damage each minute. When the point of brilliance returns, temperatures quickly climb back to a level comfortable for humans.

## References

1. ↑ Cordell, Bruce, “Alternate Realities.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 135. Numenera. ISBN 978-1-939979-47-6
Warding Worm

**Warding Worm** is a Cypher of equipment in *Torment: Tides of Numenera*.

## Description

The skin of this bloated worm is continually shifting from one material to another - silvery metal to pliable synth to leathery scales to other materials that you can't identify. It seems to be drawn to your exposed flesh, and it will fasten itself to your arm or leg if you allow it to do so. This would cause your skin to take on the same shifting properties as the worm, which will provide you with some additional protection. However, symbiotes like this creature rarely live for long, so the effect will be short-lived.

## Location

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

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

## Description

Sturdy pieces of sleek, polished synth plating are attached to a form-fitting micromesh suit. These ancient materials were carefully combined into an armor that offers superior protection. It is also lighter and less restrictive than it appears.

## Location

* Valley of Dead Heroes: Sold by Tantalum.
Viscera Sprig

**Viscera Sprig** is a Ornament (Artifact) in *Torment: Tides of Numenera*.

## Description

This "charm" was given to you by Imbitu in gratitude for letting the Dendra O'Hur consume you. It is shaped like a sprig, but it is made of bone fragments and viscera that were harvested from your body. While disgusting, it displays a level of loving craftsmanship.
The ornament has been imbued with mystic properties, known only to the Dendra O'Hur, and it acts as a ward against attacks.

## Location

* Dendra O'Hur Chapel: Received from Imbitu for allowing his disciples to consume you.
Untethered Legion

The **Untethered Legion** is a mucky venue within the Ba-Adenu Forest.

## Background

Deep in the swampy mire of the southeastern section of the Ba-Adenu Forest is the Untethered Legion. The name is both a place and a foul curse, one not even uttered in the brightest of days.

The Untethered Legion is a land of mud and oil, with pools of a murky substance that flows red for days on end, hardens to grey, and then liquefies again. And with every hardening of the land, the hounds of the Untethered Legion incubate inside its belly, waiting to emerge from the soil. When the pools turn back to black and red, the hounds are born, pushing nose-first through the liquid in a great upheaval of slavering jaws and bared fangs.

Awaiting their arrival are the legion's riders, biomechanical humans cloaked to match their new steeds. Their teeming masses fill this region of the forest - gathering, waiting, building something that 's so far unseen and unknown. Someone, somewhere, gives them orders. Only the legion knows what those orders are and where they come from.

## References

1. ↑ Cook, Monte, et al. “The Beyond.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 185-186. Numenera. ISBN 978-1-939979-77-3
Unity

**Unity** is a video game engine, created by Unity Technologies, and used by numerous independent video games developers.

It is the engine used for the development of the *Torment: Tides of Numenera* video game. Since it was also used by inXile Entertainment for the development of Wasteland 2, which is a similar game, several tools and systems were retrofited to be employed on *Torment: Tides of Numenera*. Obsidian Entertainment, who was working on *Pillars of Eternity*, and inXile Entertainment also decided to share tech systems since they were both designing a roleplaying game on the Unity engine.

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

**White Lake** is a small city located along the outskirts of Dessanedi.

## Background

White Lake is a small town by most standards, but it's the only bit of civilization for 40 miles around, amid a particularly empty stretch of plains near the Jagged Wastes. About 1,500 people call the town home and have named it, not surprisingly, after the nearby lake fed by streams coming down out of the mountain.

The town's unofficial leaders are married couple named Hervan and Deil. Hervan is a Nano who specializes in esoteries that shape and control magnetic fields. Deil was a skilled warrior, but he lost the use of his legs a few years ago. Today he rolls about in a wheeled metal chair that Hervan levitates and moves when he's nearby. Both men command the respect of everyone in White Lake because years earlier, they drove off a force of abhumans that threatened the town.

The lake was named for the large number of ferrix turtles that lay their eggs there each spring, appearing to turn the normally clear waters white. The eggs are a delicacy to the people of White Lake, who carefully leave enough to ensure a new generation of the creatures.

Six miles south of the White Lake lie the ruins of Selascor Castle, a 400-year old fortress made of heavy grey stones. The lord of the castle was once the ruler of the area, but after an angry uprising, he was hanged for crimes against his subjects.

## References

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

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

## Background

The elderly man stares vacantly at a distant wall, muttering under his breath. His hands flex on the air, twisting and tweaking, as if he is repairing a machine only he can see.

He jumps when you draw in a breath to speak. Tarnish is the caretaker of the Under-Foreman, the construct that dismantled himself in an attempt to ensure that he can pass his... Legacy on through constructed children. He's been doing it forever - and under Tarnish's care for the past 70 years.

## Interactions

### Quests

* Foreman's Brood: Although Tarnish believes the Crippled Foreman's goal is noble, he doesn't want to kill the ancient machine to achieve it. He will direct you to the Order of Truth to find answers.
Twisted Metal Merecaster

**Twisted Metal Merecaster** is a Merecaster of equipment in *Torment: Tides of Numenera*.

## Description

The unearthly metal of this device appears to flow as you examine it, twisting itself into impossible angles. Its branching limbs cross and interweave in a lattice that shows no clear pattern. The device seems to push against the palm of your hands, as if willing you to use it.

## Location

* Endless Gate Entrance: Found in the tomb to the left.
Thriest

**Thriest** is the capital city of Malevich.

## Background

Thriest lies on the River Septim. It's the offcial capital of Malevich, but the royal palace there sits empty because the regent, Ellabon, rules from Stirthal, with the child king Yorvic at her side. Crumbling buidings of grey stone line the streets of Thriest, and, like the palace, many are abandoned.

However the river market quarter still thrives, and barges laden with trade goods fill the River Septim. A total of about 25,000 people dwell within Thriest, roughly half the number of the former population.

Ellabon directly rules the city as well as the kingdom at large, but her advisor, Counselor Rashik, tends to matters that only involve Thriest.

A good-natured person, Rashik merely smiles his grandfatherly smile when someone says that he's the regent of the regent. A well-educated man, he would like to see Thriest become a center of learning - something the people of Malevich have never really had. For the moment, however, this goal is but a dream as his city struggles to keep from collapsing and the folk of the regions around Thriest fight just to survive.

## References

1. ↑ Cook, Monte, et al. “The Steadfast.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 151-152. Numenera.
Taranhall

**Taranhall** is the largest ellaticurid settlement on the planet Naharrai.

## Background

Taranhall is a significant center for ellaticurid civilization - the closest thing they have to a "capital city", although the ellaticurids lack a centralized government. Rather, Taranhall is important not due to politics, but due to the presence of the largest of ellaticurid libraries. The library is the largest and central-most structure in town, but like many ellaticurid buildings, it's low to the ground to protect against storms, with most of it existing underground. Many small independent schools, each with their own particular focus and philosophy, lie around the library.

The ruler of Taranhall is an elderly woman named Gehathi, who's respected by nearly everyone. She seems to know everyone within the city on a personal level, although that couldn't be true literally, for about 10,000 people inhabit it. Still though, she can't cross the street in less than 15 minutes due to all the people who stop her to chat amiably.

## References

1. ↑ Cook, Monte, et al. “Naharrai.” Into the Night, Monte Cook Games, LLP, 2018, pp. 44. Numenera. ISBN 978-1-939979-40-7
Tuleer

**Tuleer** is a medium-sized cloud city on the planet Urvanas.

## Background

Tuleer contains just over 1,000 humans and not as many lux. A network of especially long and complex windrider piers stretch from the exterior, including one much longer and thicker than the rest. A single docked vessel seems permanently welded to this pier, one that's been permanently welded to this pier, one that's been long dormant and unpowered for as long as anyone in Tuleer can remember, and which has successfully resisted all efforts regarding entry.

Phloe, a lux of the Tuleer Sray (from which the cloud city takes its name), is a maker of custom Urvanas windriders. Unlike regular windriders, Phloe's have various additions that include further safety features, maneuverability, and both offensive and defensive options. Phloe can normally be found inside her hanging shop beneath the cloud city itself, shouting at her apprentices to be more careful. Her child, Davren, disappeared several years prior while riding a standard windrider, and she refuses to admit that he's dead. She imagines he's out hunting wild cloud cities and having adventures. And who knows? Maybe he is.

Gaslard Narm, the human town gossip, has got into his head that Tuleer has become a target for the Spindrift Slayers, a notorious gang of human cloud city raiders who ride on Malorks. Terrifying news, if true, but Gaslard has been going on and on about the same thing for months, and people are starting to think that he's mistaken - or worse, being purposefully inflammatory.

A man (or at the very least, a humanoid) without a name lives inside Tuleer's understory among the lux, though they tend to give him a wide berth, whispering that he's "Zhoh cursed." He lives alone and will rarely emerge. When he does, he'll never show his face, hiding it beneath a scarlet mask. Kids of both races say that he's so hideously scarred that one look at his face would kill a human or lux alike.

## References

1. ↑ Cook, Monte, et al. “Urvanas.” Into the Night, Monte Cook Games, LLP, 2018, pp. 54-55. Numenera. ISBN 978-1-939979-40-7
The Sorrow

**The Sorrow** is an ancient enemy of the Changing God. As a result, it is hunting not just his nemesis, but also their discarded bodies, including the Last Castoff.

## Background

Little is known about the Sorrow, except that it's ancient, it doesn't pay much attention to established laws of space-time and is intimately tied to the Tides. It appears to have been some kind of guardian against Tidal abuse and evidence suggests it may have been solely responsible for the destruction of one of the prior worlds and the Dalad civilization, which excelled in technologies that manipulated the Tides. The Sorrow descended upon them and wiped them out, laying dormant for centuries, until The Changing God's experimentation with consciousness transfer to save his daughter, Miika, awoke it.

It has been trying to destroy the Changing God ever since, consuming their castoffs in a seemingly never-ending game of cat and mouse.

## Behind the scenes

* The Sorrow used to be called The Angel of Entropy during *Torment: Tides of Numenera*'s development.

## References

1. ↑ As stated by George Ziets on the Torment: Tides of Numenera Tumblr.
Vroaordun

The **Vroaordun** are an intelligent race of seahorse-like creatures from the Deep Sea.

## Background

It's impossible for humans to truly pronounce their name, though most can agree on the pronunciation, "V-row-or-dun". Driven by wealth as well as influence, the Vroaordun thrive within a class based society, filled with a rich aristocracy of titles that equate to kings and princes and rule over all the rest.

## Abilities and Traits

##### Environment:

Anywhere throughout the ocean, but mainly in the Deep Dark

## References

1. ↑ Cook, Monte, et al. “Creatures.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 157. Numenera. ISBN 978-1-939979-45-2
2. ↑ Cook, Monte, et al. “Creatures.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 157. Numenera. ISBN 978-1-939979-45-2
Tranquility

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

## Background

A woman as tall and graceful as a willow steps forward to greet you. She bows, then looks down at you with warm, gold-flecked eyes. Tranquility runs the aptly-named Tranquility's Rest. She is a human mutant with a natural ability to calm others using pheromones. She has run the Rest for 20 years to great success, guaranteeing a good rest to all who come visit.
Thousand Years of Rest

**Thousand Years of Rest** is a Cypher of equipment in *Torment: Tides of Numenera*.

## Description

This vial of swirling colors contains a precious liquid that Sheen gathered from a semi-immortal being after he spent thousands of years in meditation. Once injected, it allows one to awaken a higher mental process by imparting a simulation of the time this being spent in meditation.
Thexx

The **Thexx** are a humanoid race that recently entered into the realm of Panaton through time vaults buried beneath its earth.

## Appearance and traits

The Thexx are skeletal beings, made from part flesh and part machine. Neither fully biological nor mechanical, Thexx need to sleep, eat, and breathe at only a fraction of the time required by living creatures. However, they do require at least an hour in natural light each day to maintain and full function.

## Society and Culture

Thexx have lived in Panaton for the past few years. They claim that they were contemporaries of Panaton's previous inhabitants, the Time Adepts, and went into hiding before time had become fractured. The Thexx say that the time adepts were involved in some kind of temporal war that stretched across countless epochs, against a force that the Thexx refuse to name. In a last defiant measure, the time adepts were determined to travel backwards in time to the point of inception of reality itself and modify the temporal structure in such a way that their enemies wouldn't ever come into existence. Worried at the risk, the Thexx decided to construct time vaults for themselves and fled into hibernation.

A few dothin claim that the Thexx are rather the time adepts come back in some new guise, and that they should either be avoided or eliminated. Other dothin, however, worry that the Thexx are the very same threat that the time adepts warred against, infesting the home dimension of the time adepts' temporal dimension like worms inside an apple.

Regardless, the Thexx are very intent on building up their power base within Panaton. Time wraiths may sometimes appear to block the Thexx's efforts at rebuilding ancient fortresses. Such appearances are consistent with dothin fears that the Thexx really are intent on taking control of Panaton and eventually using time itself as a weapon to consolidate a new empire on various parallel dimensions.

## References

1. ↑ Cordell, Bruce, “Panaton.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 79. Numenera. ISBN 978-1-939979-47-6
2. ↑ Cordell, Bruce, “Panaton.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 79-81. Numenera. ISBN 978-1-939979-47-6
Wayward Daughter

**Wayward Daughter** is a side quest in *Torment: Tides of Numenera* that can be given to female player characters. The variant given to male player characters is Wayward Son.

## Synopsis

Mother Temaz, an old midwife in Cliff's Edge, asked me to help one of her wayward "children," a young woman who has lost her memories and her name. If I can solve the woman's problem, Temaz will return a piece of my caul to me, fashioned into something valuable.

## Walkthrough

* Head north-east of the Fifth Eye Tavern and talk to Loss-Of-Self. She'll explain that she's been hearing a woman's voice in her head for a long time, and she's begun to lose all memory of who she is. Soon, she believes she'll become this other woman, losing her own identity forever, and is contemplating suicide. You can learn that she believes it all started after encountering a Ghostly Woman in the Fifth Eye Tavern.
* There are multiple ways to resolve this quest:
	+ With successful Intellect (Persuasion), you can convince Loss-Of-Self to commit suicide or to surrender to the ghost and let it take over her body. Returning to Mother Temaz will then complete the quest.
	+ You can travel to Government Square and ask Iyene Who Knows for information about Loss-of-self's identity, in exchange for another secret. Iyene will tell that you Loss-Of-Self's true name is Alara, and that her parents bring her food daily, but she is unable to remember them because of her condition. Loss-Of-Self is happy to hear this, and says the voice in her head seems quieter, but it's unclear whether this actually cures her. Returning to Mother Temaz will then complete the quest.
	+ Speak to the Ghostly Woman in the south-eastern corner of the The Fifth Eye Tavern, and let her strangle you to death. You'll awaken in a new portion of the the Labyrinth - Daughter's Fathom - where the Ghostly Woman claims that, for reasons unknown, women in Sagus Cliffs are being transformed into copies of her. The Ghostly Woman asks for your help finding these copies and figuring out what's going on, triggering the Ashen Imitation quest, the resolution of which also resolves Wayward Daughter.
The Face That Never Remembered

**The Face That Never Remembered** is a Quest item in *Torment: Tides of Numenera*.

## Description

A face sculpted from a soft grey material gazes through and beyond you from ashen sockets. The mask affixes to your face with an almost lifelike eagerness. It is clammy, moist to the touch. Viewed through its lens, the world takes on a nightmarish aspect. Once-mundane objects twist with strange new angles. Familiar faces, those of your most trusted friends and companions, contort in ways they never should. In the corners of your eyes, misshapen monstrosities lurch and stagger across impossible landscapes. The effects are subtle at first, but the longer you wear the mask, the more horrifying the visions. What enlightenment, or madness, awaits one with the courage to wear it for long enough?

**With *Lore: Mystical: Specialised:*** The Mask of Prosper is an unsettling relic said to have been created by a mad visionary in a forgotten age. His rumoured goal was to create a lens through which one could gaze upon the 201,342 triangles that make up the true face of God. Perhaps his success is indicated by the sunken holes that may have once held eyes.

## Location

* Valley of Dead Heroes: Taken from the statue supporting a slab.
Typical Domain

A **Typical Domain** is any domain-based, psychic realm within the Thon Iridescence, starting at level 1, that can be molded to suit its user's wishes.

## Background

If a visitor of Thon doesn't want to travel through an already established quotum, they may leave that realm and instead travel to a dimension of their own creation. Such domains can look like anything, be like any anything, and give their users anything that their creator so desires, so long as he or she remains within it. Unfortunately, however, many travelers or even long time inhabitants of thon tend to lose themselves completely in their own private creations, either from unchecked power, sensuality, or even peace. Originally, No one but a realm's owner and creator is allowed access, with the exception of the nepenth, though the master of the domain can change the rules to allow for others to enter in 1 of 2 different ways, each with their own consequences. The most common option would be to update the realm as a "consensual domain", which would moderate any previous rules established within a private domain to allow for new rules that matched other psychic realms throughout Thon. While the domain would still keep its overall theme and abilities as its creator intended, this update would remain permanently.

The alternative way to allow others to enter would be for the creator to, instead, create an unfettered domain. When doing so, the creator of such a domain tags it, either before or after its creation, to warn any who would be seeking entry of its status as an unconsensual domain, thus stripping any visitor avatars of their autonomy. Thus, anyone who enters such domains would look, think, and even exist in whatever way the creator of said realm wanted them to. A couple well-known examples of unfettered domains can be found in both Nestra and Perithog.

## Miscellaneous

One could think of the most fanciful, most outrageous, or even most twisted environment they could, and then find it somewhere inside Thon but in a more extreme form than any normal mind could conceive.

## References

1. ↑ Cook, Monte, et al. "The Thon Iridescence.” Into the Night, Monte Cook Games, LLP, 2018, pp. 114-115. Numenera. ISBN 978-1-939979-40-7
2. ↑ Cook, Monte, et al. "The Thon Iridescence.” Into the Night, Monte Cook Games, LLP, 2018, pp. 115. Numenera. ISBN 978-1-939979-40-7
Monte Cook

**Monte Cook** is the creator and lead designer of the *Numenera* role-playing game, and the founder of Monte Cook Games. He is also one of the writer working on the *Torment: Tides of Numenera* video game since the Kickstarter campaign reached more than two millions dollars, and he will write one the *Torment* novel.

## Biography

Monte Cook attended both the prestigious Clarion West SF&F writer’s workshop and the NASA-funded Launchpad workshop. Having worked as a professional writer for more than 20 years, he wrote fiction and nonfiction novels, as well as several comic books.

His work, however, as a game designer, is likely most notable. Starting in 1988, he has written hundreds of tabletop roleplaying game books and articles and won numerous awards. After working for Iron Crown Enterprises and TSR, he started his own game design studio, Malhavoc Press, in 2001. He also works as a freelance game designer.

## Work

* Fiction
	+ *The Glass Prison* - A heroic fantasy novel set in the Forgotten Realms setting
	+ *Of Aged Angels* - A modern day conspiracy and paranormal tale
	+ Numerous short stories
* Nonfiction
	+ *The Skeptic's Guide to Conspiracies*
* Comic books
	+ *Ptolus: Monte Cook's City by the Spire* - A limited series for Marvel Comics
	+ Several short stories
* Game design
	+ *Rolemaster* - Iron Crown Enterprises
	+ *Champions* - Iron Crown Enterprises
	+ *Dungeons & Dragons : Planescape* - TSR
	+ *Dungeons & Dragons 3rd edition* - Codesigned with Jonathan Tweet and Skip Williams, TSR
	+ *Ptolus* - Malhavoc Press
	+ *Arcana Evolved* - Malhavoc Press
	+ *The Book of Eldritch Might series* - Malhavoc Press
	+ *Heroclix*
	+ *Monte Cook's World of Darkness*
	+ *Pathfinder*
* Video game design
	+ Marvel Comics MMORPG

## Numenera Credits

* *The Amber Monolith*: Writer
* *Numenera Corebook*: Designer, Writer and Rule Developper
* *Torment: Tides of Numenera*: Writer

## External links

* Montecookgames.com - Official site
* Facebook.com/Monte.Cook - Official Facebook page
* Plus.google.com/MonteCook - Official Google+ page
* Twitter.com/MonteJCook - Official Twitter account
* Twitter.com/MonteCookGames - Official Twitter account for Monte Cook Games

## References

1. ↑ Numenera.com : Bios

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

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

## Description

Jokes about heritage, parentage, appearance, smell, and imagined mating habits leave your friends rolling with laughter, and your foes seething with rage. They will try to kill you for these slights, to the exclusion of all others, because of your mastery of the form.
Whispers

**Whispers** is a Melee Light Artifact weapon in *Torment: Tides of Numenera*.

## Description

This carved gray crystal serves as a rough-hewn dagger. The crystal edge looks blunt and harmless... but it sharpens as you grasps it, and sharpens more the longer you focus on the blade. As you do so, you hear a soft whispering sound, coming from right behind your head... but when you turn around, you see no one behind you.

## Location

* Valley of Dead Heroes: Sold by Tantalum.
Time Vault 33

**Time vault 33** is one of the time vaults from which the Thexx had emerged.

## Background

Those Thexx whom had emerged from Time Vault 33 are akin to their androgynous siblings and seems similarly industrious, despite holding themselves apart from other of their kind. The most visible difference is the red sigil each bears on their foreheads. The sigil itself is composed of three overlapping circles.

The interior of Time Vault 33 is comprised of sooth, crystalline corridors that lead to empty dead ends. A central chamber, domed and scintillating with red light, is where the Thexx from this vault hold daily conclaves. They stand within a great circle, eyes closed. communicating along a silent channel that only another Thexx could greatly perceive. When Thexx who don't bear the sigil attempt to enter, those in Time Vault 33 will violently expel them. They also tend to be suspicious of other creatures, including the dothin and dimension walkers.

A Thexx named Epsilom serves as Time Vault 33's ambassador. If communication can be established, Epsilom won't be particularly forthcoming with information, but it's very curious about every detail regarding visitors. It's especially interested in news emanating from Earth, which it refers to as Earth 1. It suggests that it has reason to believe that miscreants that once ruled over Panaton had originated from Earth 1, or perhaps fled to it after time had become fractured, aeons earlier. It also suggests that aiding those Thexx that aren't part of Time Vault 33 would be dangerous for the time stream, but won't explain why that is. In fact, it tries to enlist visitors to aid the three-circle Thexx in destroying various machines being built by Thexx hailing from other time vaults.

## References

1. ↑ Cordell, Bruce, “Panaton.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 81-82. Numenera. ISBN 978-1-939979-47-6
Twice the Trouble

**Twice the Trouble** is a quest in *Torment: Tides of Numenera*.

## Synopsis

Qianne, a refugee who lives in the courtyard, has been harassed repeatedly by the same two thugs for some time now. Qianne has asked you to stop the thugs that accost her almost daily, but first you must find them.

## Walkthrough

* The two mutants are in a corner in Little Nihliesh. Talk to them to find out that Vrung is the ring leader and Delny his thrall. You can:0
	+ Bribe Vrung with  125 to stay away from Qianne. It's questionable whether this will work for long, but it will advance the quest.
	+ You can use  Might (Intimidation) to scare Vrung away. He's essentially a coward, so this will be effective.
	+ You can kill Vrung by  Might strangulation. Doing so will free Delny from his psychic control.
	+ You can free Delny from the psychic bond first using  Might (Intimidation), use  Intellect (Healing) to help her, and then have her burn the psychic power from Vrung's mind. This will make him powerless to harm anyone again.
	+ Alternatively, you can have a talk with Vrung after freeing Delny, which will scare him and drive him away for good.
* Return to Qianne.
The Cure

**The Cure** is a Cypher of equipment in *Torment: Tides of Numenera*.

## Description

This smooth yet multifaceted ceramic sphere refracts and reflects light brilliantly. When hurled, it releases a sparkling gaseous cloud, eliciting feelings of euphoria, empathy, and goodwill from those who are engulfed in its vapors. Wishing to atone for past misdeeds, they fling their possessions outward in acknowledgement of being cured of greed, hatred, and delusion. While in that altered state, they wander aimlessly, contemplating how they may best benefit all the inhabitants of the Ninth World. This appears to be a conduit for a third party's contemplation, as the words come through even from creatures that do not know the human language.

## Location

* Lost Anchorage: Behind the stuck airlock door.
Talira Kyo

**Talira Kyo** is a character in *Torment: Tides of Numenera*.

## Background

This middle-aged woman sits stoically, her hands bounds in front of her legs. The sleeves of her robe have fallen from her wrists, and you catch sight of yellow and purple bruising above the lacerations from her tightly-cinched bonds. Streams of tears have carved channels down her dust-covered face.

## Interactions

### Quests

* The Caretakers' Riddle: Talira knows the answer to the riddle.
The Last Castoff

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

The **Last Castoff** is the player-character of the *Torment: Tides of Numenera* video game.

## Background

They are the last of a long series of discarded bodies of the Changing God, a way for this powerful mortal to extend his life thanks to a Numenera, an advanced relic of the past. Like all Castoffs before, the last and most recent one attains independent consciousness just after the former host abandons the body. This consciousness is the player's role, taking charge of processing decisions. It is the inflection point for a player's identity in the world.

The castoff body appears to have some residual capacity for memories, emotions, envisaging choices and even an inner monologue. Being created by the Changing God and for a time his vessel makes the Last Castoff another target of The Sorrow, an entity reflexively awakened by the actions of the Changing God and seeking to destroy him and all of his creation. The player will assign the Last Castoff's gender, either male or female, but won't be able to customize their appearance otherwise.

Well aware of the existential threat from The Sorrow, the Last Castoff's only hope is trying to find and reconcile with the originator before death catches them both. In this quest, they will encounter other Castoffs, making allies and enemies in the process, even possessing their minds for a time through the Meres, another particular Numenera attuned to the Tides. The character must travel to the Ninth World and beyond, changing forever the life of many of those met along the way.

The body of the Last Castoff is in some way immortal: A common thread of intelligence survives the individual incarnations. Each time castoff and death comes, by falling terminally to the ground, its agency survives buried deep in its own damaged mind, in something called the Castoff's Labyrinth. From there the Last Castoff can step by step master and free and regenerate themself, following a higher voice. The Last Castoff also has a degree of control over pain, being able to transfer it on to other people or take on himself the pain of others.

The quest of the Last Castoff is linked to a question : ' ***What does one life matter ?*** '.

## Trivia

When he was still using the corpse of the future Last Castoff, the Changing God used the name Adahn. [This is a reference to *Planescape: Torment*, where the player can lie about his name being Adahn; doing so several times leads to the creation of a confused character named Adahn, a product of the power of belief in the Planescape setting.]

## Gallery

* The female Last Castoff, by Nils Hamm
* The male Last Castoff, by Nils Hamm

## References

1. ↑ Torment: Tides of Numenera
2. ↑ *Planescape: Torment*
Trade Post

**Trade Post** is a location in *Torment: Tides of Numenera*.

## Background

A scene of horror lies before you. The walls and floors turned against the inhabitants of this chamber, opening toothy orifices to drag them down and devour them.
Judging by the half-devoured wagons and other debris, this was a market of some kind... or a trade post.

## Points of interest

* This is a small area, at first empty (devoured by the maws). If you angered the Bloom with your actions, you will have to fight its minions. Otherwise, pass through to Ascension after looting the place.
Swarmstar Ruins

The **Ruins of the Swarmstar** are ancient structures dotted throughout the Swarmstar.

## Background

Scattered amidst some of the mantle's surrounding the swarmstar are fantastical cities and structures carved out of synth and metal, featuring inverted domes and sleek towers that seem to hang down from their mantle's upper sides. Not unlike the kind of ruins to be found on other Ninth World planets, including Earth, their original purpose as well as their architects remains a mystery, even to those currently living within the swarmstar.

Their only inhabitants are bizarre creatures and automatons from a long forgotten age, many of which will act hostile towards intruders. Many of the machines found throughout these ruins will even trigger some deadly effects throughout their environment, either by accident or to help them fend off visitors. With the ruins also being the only source of metal for the current human inhabitants of the swarmstar, local scavengers might also constitute their population.

While they'll take any kind of metal or synth they can shape into tools, armor, or even weapons, legends speak of a peculiar material that can be an anathema to navaracs. Weapons made with material, likely to be some form of solid synth, will inflict an extra 2 points of damage to any navaracs they make contact with. Other rumors also speak of devices hidden amidst the ruins that could even help deal with the Plagued, such as through machines that detect infections to serum or radiation inoculation that could even potentially cure a victim of it, entirely. Whether or not any of these tales are true, though, they serve as encourage for those foolish or brave enough to explore these ruins.

## References

1. ↑ Cook, Monte, et al. “Swarmstar.” Into the Night, Monte Cook Games, LLP, 2018, pp. 104. Numenera. ISBN 978-1-939979-40-7
Tony Evans

**Tony Evans** is a writer for the Torment: Tides of Numenera video game. He was added to the team after the Kickstarter campaign reached $1,5M. He will also write one of the *Torment* novels.

He is a game designer and writer since the late 1990s, having worked on titles like *Neverwinter Nights 2*, *Star Wars: Knights of the Old Republic 2* or *Dragon Age 2*. He designer the Skein and wrote One of Many for *Neverwinter Nights 2: Mask of the Betrayer* and was the Lead Designer on *Neverwinter Nights 2: Storm of Zehir*.

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