recursal/Fanatic-Fandom huggingface dataset:
Stat pools

**Stat Pools** are the resources you use to apply Effort or activate Abilities. You can distribute points as you see fit. Glaives tend to favor Might and/or Speed, while Nanos favor Intellect. Jacks usually benefit from a balanced set of points.

## Stats

* Might: Might represents the character's physical strength and resilience. Each point of Might also increases Health by 1.
* Speed: Speed represents the character's dexterity and reaction times. Every 2 points in Speed also increases  Evasion by 5%.
* Intellect: Intellect represents the character's mental prowess, willpower, and personality. Every 2 points in Intellect also increases  Willpower  by 5%.

## Tabletop

Any kind of action taken by a player character in the game can be assigned to a stat. Jumping is a Might action. Dodging an attack is a Speed action. Talking your way past a guard is an Intellect action. And so on. This is only really relevant, however, if the action in question is one that the player really wants to focus on. To do this, he or she spends points from the relavant stat to put “effort” into the action. This makes the action easier to do (and thus, makes it more likely to succeed. Points from stats can be regained, of course, but it’s still a finite resource. Thus, a player should only put effort into the actions important to them.

## References

1. ↑ Numenera : Stats and training in Numenera
Running

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

## Overview

Bonus to movement distance on each Crisis turn. Inability reduces movement.

The ability to sprint across a dangerous area, navigating hazards and enemies with more alacrity than slower-moving characters.

## Availability

The skill can be selected during character creation by the Glaive and the Jack.
Rogue Mantles

**Rogue Mantles** are enormous creatures that reside within space, separate from their counterparts at the Swarmstar.

## Background

Rogue mantles may be happened upon a further distance away from the swarmstar and even between or around other distant stars in the frigid void of outer space. Unlike those found in packs, however, the filaments found along the upper sides of rogue mantles have become twisted into a tangled mess, due to their being no single direction to attract them. Even so, moisture and even atmospheres can still be found on Rogue mantles, alongside a slight gravity field. Believe it or not, for those not orbiting around another star, a rogue mantle can also produce heat for its surface, though of a much colder variety than what the swarmstar pack experiences. Consequently, all of these factor do allow for live to still thrive on a mantle not orbiting a star.

Unsurprisingly, explorers of the night may chance upon rogue mantles with different kinds of creatures living upon them, all of which are adapted the cold and dark of space. Humans may also be among them, but they would've otherwise abandoned their hanging cities and instead thrive off of the slowly atrophying flesh of their mantles' upper sides.

## References

1. ↑ Cook, Monte, et al. “Swarmstar.” Into the Night, Monte Cook Games, LLP, 2018, pp. 105. Numenera. ISBN 978-1-939979-40-7
Steve Dobos

**Steve Dobos** is a Senior Engineer at inXile Entertainment. He joined the company in August 2013 to work on *Torment: Tides of Numenera. He also took part in the development of* Wasteland 2*.*

He and Kevin Saunders worked together on *Shattered Galaxy*.

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

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

## Background

This violet-skinned visitant paces back and forth before the cavern's opening. It wears fine clothes that serve to accentuate the tall, thin crest on its head. A symbol has been painted on the crest, mirroring the insignia marked on its chest. Its clothes are finely tailored and well made.

The name of the creature's race crawls to your mind. It's a varjellen. This one has temporarily chosen to be female. Her bulbous eyes flash quickly around her surroundings before focusing directly on you. Peliai is an agent of the Council, dispatched to handle the situation with the sticha. The more they dig, the more of Cliff's Edge slides off into the sea, with the city of Sagus Cliffs being threatened with the same fate eventually.

## Interactions

### Quests

* Shaky Foundations: Peliai will accept any and all offers of help to deal with the sticha and even give you a Panoramic Capture Ball for your trouble.
* The Airship Thief: Depending on how you resolved Shaky Foundations, Peliai may allow you to get a Certificate of Indemnity from the Council Clerk.
Phoenix's Note

**Phoenix's Note** is a Quest item in *Torment: Tides of Numenera*.

## Description

This ragged synth square is engraved with scrawls and symbols - presumably some kind of writing, but it is mostly unfamiliar to you. Phoenix says the note told him to come to the Valley of Dead Heroes and that he would find the answers he needs. He gave it to you because he has found no answers, but he has not so far. He hopes you will find them in his place.
Although the engraved symbols are mostly incomprehensible, four numbers are written in the Truth, one on each line of text: 1, 5, 3, and 5.

## Location

* Valley of Dead Heroes: Obtained from Phoenix.
Prestidigitator

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

## Description

Inside a small well-made box, you find a finger resting lightly on velvet bedding. The humanoid finger has been partially hollowed out. Synth wiring courses through it, keeping the skin taut. Peculiar pictographs decorate the matte-black box. A humanoid, after having eaten the finger, performs feats of juggling, drawing, and playing a violin. An additional set of cautionary pictographs greatly discourages severing a finger and placing the Prestidigitator in its stead.

## Location

* Circus Minor: Received if you fail to dig through the rubble near the stairs to the Government Square.
Sorrow's Fathom

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

## Background

An isolated platform floats in a sea of familiar, writhing eidolons, an interconnected mass of partially-formed events and fading reflections of people. Scenes play out briefly before your eyes, just enough to call to mind a sense of deja vu before melting away, blending back into the background. Machines, notes, and tools clutter the platform, giving this recollection the feeling of laboratory, long left unmaintened. Five machines, larger and more visbiliy complex than the others, extended beneath the floor, drawing bits of the dream-stuff upwards, into their internals.

However, pouring forth from the machines are wisps of black ichor, spasming in random directions as they envelope the devices. Moments after you take notice, the goo in each begins to pulse in a regular pattern, pulsing in your direction. Suddenly, the inky blackness drains from one machine, swirling to a point nearby.

## Points of interest

* This fathom is the site of the Infestation quest. See that article for more details.
Vinuet

**Vinuet** is a distant world over 30,000 light years from the center of the galaxy. The closet known planet is Xell.

## Background

Far from its Blue Star, six moons orbit Vinuet, with its main inhabitants, the Eluvia.

A large, tower-like, ruined structure standing more than a 1,000 ft tall lies upon its surface and teems with powerful artifacts and discoveries. It's the only one of it's kind on the planet. However, while it holds weapons defenses, vehicles and other helpful devices, it also contains terrifying creatures held in stasis, deadly viruses held in containment, easily-triggered detonations of powerful energies, mind affecting narcotics, etc. Careless exploration of the structure could not only spell doom for its explorers, but also for the nearby inhabitants.

The Leader of the community that resides next to the tower is led by an Eluvia female named Speaker Brahn Igo, who sees it as her duty to keep foolish or unwary individuals from causing trouble from within the tower.

The largest Eluvia structures are stone temples erected to honor the Eluvia gods, each represented by one of Vinuet's six moons.

## References

1. ↑ Cook, Monte, et al. “Other Worlds.” Into the Night, Monte Cook Games, LLP, 2018, pp. 139. Numenera. ISBN 978-1-939979-40-7
Portal: Creatures

**Creatures of the Ninth World**

The Ninth World is full of strange and wondrous living entities. Some of them are bio-engineered creatures, made by the old civilisations, while some other are artificial constructs. Some may even come from other planets and dimensions.
 **Biological entities**

* Broken Hound
* Raster
* Sarrak
* Thuman
* Xi-Drake

* Automaton
Shrouded Kingdom

The **Shrouded Kingdom** is a region of New Yenth swarming with lycidarises.

## Background

With a military citadel among a series of watchtowers set along its borders, the Shrouded Kingdom has had no luck whatsoever in expanding further into the recesses of New Yenth - which is ironic, considering that lycidarises come from there. At the heart of the Shrouded Kingdom lies an Encysted Tomb, and within which are white, stone vessels from where the first lycidaris emerged - the Alpha. The Alpha lives within the Shrouded Kingdom, though it's sent uncounted millions of offspring into alternate worlds cognate with New Yenth. Many of those worlds have already been consumed by the lycidaris hordes. The Alpha maintains light telepathic contact among its progeny while they're in other dimensions. The more they expand, the more the Alpha's mind will expand. The Alpha rarely stirs from its dream-like torpor at the center of a vast web shroud, content to let its mind keep growing. This perhaps the only thing that prevents New Yenth itself from being consumed.

## References

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

**Queslin** is a settlement within the Divided Seas region.

## Background

*We're looking for those who are willing to work hard to increase Queslin's prosperity - and their own! Those who commit five years to our work-to-live program will be well rewarded.*
*Don't waste any time. Don't ask around. Don't let anyone else in on your special secret to success. Just come to Queslin, where the salt runs free.''*

Don't go to Queslin. This is the thing no one says. But the only reason they don't say it is that their mouth are stuffed with salt.

The tiny town of Queslin swoons at your arrival, beckons you, urges you to fall in love with its pretty houses, its kind and delightful merchants, its pleasant view overlooking Sere Marica.

But enter Queslin's gates and all is lost, for the houses aren't yours to have, nor the merchants yours to bargain with. And the beautiful view? That isn't for the likes of you to gaze upon.

Only the Overseer and the Privs lie above ground in Queslin. Beneath the city, extending far out in all directions, is the Salt Maze, a vast mining operation that never sleeps. Run by genetically modified beasts made in the Overseer's likeness, the caverns and holding pens of the Salt Maze are carved out by large, remote-controlled beetles. These creatures also mine the salt.

What, then, are you needed for? You are to become a salteater, one of the thousands of creatures captured beneath the sunken swell of the earth, your body trussed up, your mouth pried open to receive the saltfeed. In time, the leeches will be attracted to your scent. Then they'll draw the salty sweat from your body until they become a perfectly brined delicacy, a salty and savory snack fit for only the most royal of tables.

If you survive the experience long enough, you will, as promised, be well rewarded - probably with a little house in Queslin that overlooks the shore.

## References

1. ↑ Cook, Monte, et al. “The Beyond.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 191. Numenera. ISBN 978-1-939979-77-3
Sigyn

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

## Background

This woman is dressed much like the levies who flank her, but unlike them, her expression is sober and alert. Her hair is cut short, the corners of her eyes wrinkled with crow's feet. A little swarm of mechanical drones circles around her, buzzing messages in her ears. She whispers replies in return, and every so often, one of them whisks away, disappearing into the city.

Sigyn is the law enforcement official in charge of ensuring the city of Sagus Cliffs remains safe. She remembers the Last Castoff from their last encounter ten years earlier, while the Changing God still inhabited the body. While she does appear to be a middle-aged woman, she is actually twenty two. The reason? She used the levy machine in the Order of Truth to donate a good dozen or two levies, burning through her twenties to escape the sorry fate that awaited her if she lived them normally - she is one of the women affected by the ghostly Woman's curse, doomed by the probability engines below the City. The levies created by the machine out of her twenties were monsters, which were only extinguished once she passed into the middle age, free of the damned curse.

## Interactions

### Quests

* Ashen Imitation: Sigyn is the last woman you need tolocate.
Runic Blade of Tol Danor

**Runic Blade of Tol Danor** is a Melee Heavy Artifact weapon in *Torment: Tides of Numenera*.

## Description

The jagged, runelike script etched into the gray-black blade is a dark, deep red hue. Any eyes that lingers too long on the strange letters are rewarded at first with discomfort and then with ever-increasing pain, rather than any measure of understanding. Upon touching the weapon for the first time, it grants an image of a long-lost, wondrous place, imbuing a sense of smoldering betrayal and tremendous loss. The immense power of the blade is self-evident, but the havoc and pain it brings to foes seem to stay with it, and its bearer, as a lingering cloud of guilty remembrance.
The Sorrow's Prey

**The Sorrow's Prey** is a side quest in *Torment: Tides of Numenera*.

## Synopsis

Zaofi, a sculptor in Circus Minor, witnessed the murder of a man by the Sorrow, the same creature that is hunting me. Now he's obsessed with sculpting the moment of the killing, but all his attempts have been failures - he cannot immortalize the victim until he learns more about him.

## Walkthrough

* Talk to Zaofi the Sculptor.
* Head to the Dendra O'Hur Chapel and inspect the body on the slab (second to the left from the altar). You learn that he was a castoff, like you. You can take 2 Health damage for 2 XP. Talk to the cult leader to learn that the victim had a house in Cliff's Edge. Head there to find it.
* The house is near the chirurgical parlor. You can use  Might to dig through the rubble or  Intellect (Anamnesis) to recall a memory. Digging through the rubble creates a shade (Empty Reflection) in The Calm.
* The Cultists near the ruined house can be asked about the house and who looted it. They mention that they saw three dusty children rummaging through the ruins.
* Talk to Avina and acquire the Interdimensional Puzzle Box. Return to The Calm (getting strangled by the Ghostly Woman works), then talk to the Empty Reflection - who becomes Seria. Talk to her to learn how her father died.
	+ Alternatively, when you talk to the Empty Reflection, you may use the Tides if you have trained Tidal Affinity to temporarily summon Seria without the box. The Specter will try to talk you against doing it.
* Return to the sculptor to receive the Spirit Shroud. It does not matter what you say, he will accept your statement.
* If Zaofi was given the proper information, later you can find him terrorized by something. The Sorrow visited him, praised his work and took it from him, for it "touches a piece of the truth that mortals must never see", then vanished.
Tidal Affinity

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

## Overview

Unlocks more difficult Tidal Surge options.

Allows the Last Castoff greater control and finesse with the Tides, granting access to increasingly complex ways of manipulating people and objects with those forces with Tidal Surges.

## Availability

The player can first become Trained in this skill during the Beloved Slave quest, by resolving the conflict with Tol Maguur without a fight.

Another chance to learn the skill comes from Melmoth Leviarm in Miel Avest, once Aadiriis directs you to speak with him about the Tides. This will not upgrade it to the Specialized level here if you already have it from Tol Maguur.

The skill's level can be raised by speaking to Kwherezimian in the Bloom.
Sacred Chronicle of High Father Calaval

The ***Sacred Chronicle of High Father Calaval*** is a book of great importance for the Order of Truth and written by Doroa of the Silent Song. It's a biography of Calaval and how he came to create the Order of Truth.

It should be noted that the author of the book is the grandniece of Calaval.

Some chapters (listed below) of this book can be found in the real-word short story *The Amber Monolith*.

## Chapters

* Chapter IX: Wind of Iron - *In which we learn the lesson of dedication.*
* Chapter X: Alone (content lost) - *In which we learn the lesson of loss.*
* Chapter XI: Entering the Obeslisk - *In which we learn the lesson of perseverance.*
* Chapter XII: Hunted in the Dark - *In which we learn the lesson of ingenuity.*
* Chapter XIII: Machine's Heart - *In which we learn the lesson of comprehension and understanding.*

## Sources

* *The Amber Monolith* (First appearance)

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

**Ray Vallese** edited the *Numenera Corebook*, the *Numenera Player's Guide*, and is working as an editor on the *Torment: Tides of Numenera* video game. He is also writing one of the novels associated with the game.

His career include working on *Dungeons & Dragons: Planescape* and on *Star Wars: The Roleplaying Game*, and he wrote the novel adaption of the *Planescape: Torment* video game with Valerie Vallese.

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

**Skoura the Faceless** is a character in *Torment: Tides of Numenera*.

## Background

This creature stirs and mutters at your approach. Though the form is recognizably humanoid, its - \*her\* - head is horribly disfigured. Something has wiped her face clean of features, leaving an expanse of mottled and bulbous flesh, save only a horrifically enlarged mouth and two small holes where her ears should be.

Skoura was once a nano, a researcher working on nano spirits. She worked to harness the power of the Iron Wind, eventually managing to gain a sample... At the expense of everything in her life. Cast out, she now skulks in the Old Slave Block, exploiting the fact that the murdens are scared of her. No mean feat.

## Interactions

### Quests

* What the Winds Took: Skoura asks you to retrieve more Iron Wind to help... It.
* The Lost Shepherd: Skoura can help you fix Erritis.
Quijano del Toboso

**Quijano del Toboso** is a character in *Torment: Tides of Numenera*.

## Background

This scrawny old man practically rattles inside dull and dented armor that was clearly made for someone bigger than him. Nonetheless, his eyes burn with a bottomless fire, and his smile – as fierce as it is genuine – flashes beneath his graying thicket of a beard. He is a fairly demented self-proclaimed knight who fights terrible beasts – clouds and trees – and is currently searching for a foe worthy of his attention.

## Behind the scenes

He is a reference to Don Quixote, a similar character from the historic Spanish novel of the same name. Don Quixote's given name is Alonso Quijano and his love interest is Dulcinea del Toboso.
Stirthal

**Stirthal** is a city located within Malevich.

## Background

The city of Stirthal was built atop the northern edge of the Voil Chasm. About 100,000 people live here, making it one of the largest cities in the Steadfast. Although much of it stretches across the flat expanse at the top of the cliff, some of the city extends down the side. Ancient structures protrude out of the chasm wall. Some are inhabited by the residents of Stirthal, and others are wide metal pipes and platforms that support dwellings and businesses of more recent construction. The most dramatic feature is a street that stretches out of the chasm wall about a thousand paces and comes to a rather abrupt end. Other cliff side streets run parallel with the wall, connecting the far-jutting perpendicular extensions. The cliff-dwellings are the most prized structures in all of Stirthal, and thus they're the homes and businesses of the wealthy and the elite, of which the city has more than its share.

The ruler of Stirthal is a woman who takes the title of Governor. Her name is Marrizek and she claims to rule over not just Stirthal, but also the entire Voil Chasm, in the name of King Yorvic. Quick to action (and to anger), Marrizek is an older woman, bold, brash, and charismatic. Her loyal city guards are called the Thyrn. In their gold and black armor, each member of the well-trained force wields two swords, one inscribed with the world "JUSTICE", the other inscribed with the word "MERCY". The Thyrn are harsh, violent, and oppressive, and a common joke in Stirthal is that they use the first blade incorrectly and the second rarely, if ever.

The current regent of Malevich, Ellabon, lives in Stirthal, despite the fact that the traditional capital is Thriest. The boy-king also dwells there with her.

A creature named Quanon dwells in the lower portions of Stirthal. Roughly humanoid, he has undergone so many machine enhancements and biomechanical replacements that it's hard to imagine what he looked like originally - or if he even started out human. Quanon might be one of the Ninth World's foremost experts on energy sources and power generation. His workshop holds a battery or power pack for any device, and his experiments on transmitting power wirelessly (more accurately, tapping into a field of "free power" he discovered that seems to permeate the Ninth World) mean that he can almost certainly recharge any depowered or expended device brought to him. His prices, however, are steep, Even the simplest cell for the least significant device is likely 100 shins or more. Batteries that are rare or more potent might be in the range of 10,000 shins, a sum many princes and kings couldn't easily afford. Quanon accepts barter from those who can't pay, as he loves to collect intriguing devices for his experiments.

## References

1. ↑ Cook, Monte, et al. “The Steadfast.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 151. Numenera.
Patrick McEvoy

**Patrick McEvoy** is one of the artists working on the *Numenera* role-playing game.

## Biography

Patrick McEvoy is an award-winning illustrator and art director, who has been working professionally for over 15 years in games, multimedia, comics and advertising. In the illustration field, Patrick's clients have been very diverse, including Marvel Entertainment, Blizzard, Hasbro, the Science Museum of Minnesota, Sony Online Entertainment, Electronic Arts, and many more. In addition to his illustration work, Patrick teaches private classes in art and gives popular seminars in digital painting at venues such as MacWorld and the San Diego Comic Con. And as if this weren't enough Patrick is creator and co-host of the popular podcast for artists "Ninja Mountain," which is now in its fifth year online. Patrick lives in the East Bay Area of California, with his wife and two cats.

## References

1. ↑ Numenera.com : Numenera Artists
2. ↑ Numenera.com : Numenera Art

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

**Riastrad** is a large, muscular man with short dark hair, and a large scar that runs from his mouth to the crown of his head. He wears blue trousers with steel bands encircling his thighs and hips. The top half of his body is encased in a shiny metal skin.

## Personality

He is deathly afraid of the dark and of crystalvores, and will go berserk if forced near either. He is deeply devoted to Satsada.

## History

Riastrad is a castoff. His body demonstrated a certain affinity for the Tides, and the Changing God thought this might be the perfection of the form he was seeking. Unfortunately, the Changing God fell into a deep chasm in the Ascension, and rather than spend the time climbing out, he abandoned the shell of Riastrad, thinking it would starve to death before achieving freedom. Riastrad awoke in the last flickering light of a glowglobe and managed to clamber to freedom ahead of the hungry crystalvores in the dark.

Riastrad believed this escape was a sign that he was destined to be a hero, and he took his calling seriously. He is a natural with weapons of any sort, though he prefers a specific type depending on his mindset. He worked for a time for the Memovira of the Bloom, where he met Satsada. When he first cast his pain into her inadvertently, he discovered that they had developed an immediate bond.

## Interactions

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

**Sasquands** are undersea creatures that scavenge for numenera.

## Background

Sasquand are encountered mostly in a region of the Inner Sea called the Updwelling. There, they wander in a never-ending search for technological oddities and artifacts vomited up from even deeper in the Earth's core. They tend to slay other creatures who draw near and then return to their prospecting.

If a sasquand is killed, characters within long range must make an Intellect defense roll (level 4) for each cypher and artifact inn their possession, or that device is affected. Usually, the affected device gains a new capability determined by the GM.

## Abilities and Traits

##### Combat:

A sasquand can morph itself or produce weapons from its body that allow it to make up to two ranged attacks as a single action.

Characters with nano abilities, Who Fuse Flesh and Steel, who are automatons, or who otherwise integrate tech devices into their bodies and find the difficulty of defending against attacks by a sasquand increased by one step. It's as if the inorganic tech somehow resonates with the will of the sasquand. (Organic devices are immune to this effect.)

##### Interaction:

Sometimes a sasquand decides that characters, especially those not native to the Inner Sea, are not mere looters to be destroyed. In such a case, it telepathically communicates with the characters and asks about interesting items of technology hey have encountered. If sufficiently impressed, the sasquand may spare their lives.

##### Use:

A sasquand frozen into a bock of ice is found floating off the coast and brought to a community for further study. For some reason, the ice doesn't melt and won't break through normal physical force. The characters are asked to help investigate.

##### Loot:

A dead sasquand usually yields 1d6 + 2 cyphers.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 149. Numenera. ISBN 978-1-939979-45-2
2. ↑ Cook, Monte, et al. “Creatures.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 149. Numenera. ISBN 978-1-939979-45-2
Paja

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

## Background

This couple stands together, their shared gaze fixed away from you. No words pass between them - instead, they share a silent language of tenderness. Their bodies turn subtly towards each other, forming a private space between them. His hand reaches for hers, and without looking, she claims it. Still looking past you, they smile together. His is a curving line carved in oak, hers as unabashed and radiant as a lantern on a starless night.
Transdimensional Scalpel

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

## Description

A small, fine blade of transdimensional energy extends from a hilt of azure steel. With a twist of the hand, it can quickly be switched on and off. This scalpel cuts through dimensions, rapidly shimmering between different realities and ignoring most mundane armors. Inscribed into the hilt is the name 'IOXU.'

## Location

* Quest reward for completing A Hilt Without a Blade
Patrick Rothfuss

**Patrick Rothfuss** is a fantasy writer, well known for his three-volume series *Kingkiller Chronicle*. He joined the Writing Team of *Torment: Tides of Numenera* after the Kickstarter campaign reached the $3,25M stretch goal, and another stretch goal ($3,4M) gave him the opportunity to write one the several companions of the game. He will also write a digital comic book related to the game.

Colin McComb and him meet during GenCon 2012, sharing their love for each other works. That way, Colin McComb discovered that Pat Rothfuss was a fan of *Planescape: Torment*. Very early in the project, he wanted to bring the author in the team.

When he was first presented with the idea, Patrick Rothfuss refused the proposition, felling he was way too late in his personal writing to add a side project in is schedule. However, a sucession of event let him find a new perspective and a renewed energy, and in the middle of the Torment Kickstarter campaign, he asked Colin McComb if he could still be a part of the adventure, ultimatly leading to his addition as a stretch goal.

## References

1. ↑ Concerning Games, Torment, and a Sense of Play, Patrick Rothfuss

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

**Temporal Hammer** is a Melee Medium Artifact weapon in *Torment: Tides of Numenera*.

## Description

This war hammer looks ordinary at first glance. Careful observation reveals that the head is constantly shifting forward and backward in time. The head of the hammer is actually a time-displacement device that exists in many moments at once, making it all the more difficult to evade.

## Location

* The Calm: Given by Lady Anshe during the endgame.
The Anechoic Lazaret

**The Anechoic Lazaret** is a side quest in *Torment: Tides of Numenera*.

## Synopsis

Salimeri, an old friend of the Changing God, has been investigating a gilded structure in the Reef of Fallen Worlds, which she calls the "Anechoic Lazaret." Recently, someone seems to have broken inside and caused some sort of trouble. She asked me to enter the structure, find out what has gone wrong, and make it safe to continue her research.

## Walkthrough

* Head to the Lazaret in the Reef of Fallen Worlds and use the Metallic Eye on the door. You will be ambushed by a group of murdens. Kill them (if you let Qorro live *and* convinced Salimeri to give him a second chance, he'll be here wounded with a hireling and warn you about the active drones below).
* Head down to initiate a crisis. In general, there's the brutal way and the subtle way. The brutal way involves destroying every drone in your path. The subtle includes finding all three control terminals and using  Intellect (Lore: Mystical, Lore: Machinery) to shut the drones down and restore the Lazaret Intelligence. Of course, hiding is very much recommended. Notably, after you initiate the purge, you don't *need* to test the intellect again, making this somewhat less daunting.
* You can find the source of the infestation just south of the entrance, in a locked room, and use  Intellect (Persuasion) to learn how it got there,  Speed (Lore: Machinery, Quick Fingers) to disable it, or  Might (Smashing) to destroy it.
* Head back to the Order. Qorro will ask you to tell Salimeri that you helped in the job, trading you a secret: Lan Uring is actually a spy for the Memovira.
* Return to Salimeri to collect your reward. If you did not destroy all the drones, you also receive Areph.
Shaky Foundations

**Shaky Foundations** is a side quest in *Torment: Tides of Numenera*.

## Synopsis

Peliai, a varjellen agent of the Slave Families, is trying to stop the sticha from digging underneath the city. Apparently, the creatures are destabilizing Sagus Cliffs and causing buildings to collapse. Her negotiations have gone nowhere, so she's turned to less honorable tactics.

## Walkthrough

* Talk to Peliai to accept her quest. You will receive a Panoramic Capture Ball on account of your help, which is an useful exploration gadget. The goal is to convince the sticha to stop digging right under the city and collapsing its districts.

### Negotiations

* Talk to Ch'kekt. When you mention stopping digging beneath the city, the stichus will ask you to provide a reason for them to move:
	+ You can propose they move deeper beneath the city, which he will ignore.
	+ You can promise a regular tribute (he reacts positively to it).
	+ You can tell them to move to a better location, after you talk with Mapper about the Sticha. (A black spire filled with energy from other worlds)
	+ Try to lean on his compassion (he ignores that).
	+ Use  Intellect (Persuasion) to convince him that war with the humans is inevitable if they continue digging beneath the city.
* Return to Peliai after negotiations. She isn't quite thrilled by negotiating a truce with the sticha without retrieving the eggs and the tribute idea is not something they particularly enjoy, but she will accept the results.

### Egg thief

* To steal the eggs, you need to procure a digging machine. Talk to the Master Foreman and ask for it, then look for a dead stichus in the tunnel near the exit to Cliff's Edge.
* Return to the Foreman, who will order it assembled. Talk to the construct and demand that he take you to the lair (or the Changing God's sanctuary, both land you in the Sticha Lair). Acquire the eggs and return.
* You can negotiate with Ch'kekt as usual, and use the eggs as leverage ( Intellect (Intimidation) or give them back in exchange for their service. You can also just hand the eggs over to Peliai and she will handle the negotiations.
* Note that procuring the eggs will result in Ch'kekt refusing to help you travel underground.

## Rewards

* The rewards depend on how you negotiated the settlement.
	+ Promising a tribute from Sagus in exchange for the cessation of digging only results in the monetary reward.
	+ Convincing the sticha to stop digging without promising anything from the city results in the Ebon Eyes as a reward.
Ujehaar

**Ujehaar** is a limited dimension controlled by an octopus civilization native to Earth.

## Background

The world called Ujehaar lies in an alternate dimension, but is known to the oldest Earth civilization : the octopuses. The octopuses, who answer to Her Majesty, Queen of All Octopuses, maintain a portal to Ujehaar because of valuable materials they can extract from the place , namely the mineral illavium.

The only known portal to Ujehaar lies in the Coral Cathedral, which is always guarded by two octopuses. Beyond the portal is a drowned world with no sun, but which is lit instead by a blazing, stellar phenomenon that constantly blasts invisible energy across the ocean surface. The octopuses call this light Ylim, and they say they can hear thousands of voices in the "static" that saturates their telepathic senses when exposed to Ylim. Whether octopi or something else, creatures who spend too much time in Ylim's light often sicken and die, though a few survive and develop startling new mutations.

Despite most of the world being underwater, portions of Ujehaar poke out of the water, where they're bathed in the strange celestial energy. Over time, the ceaseless bombardment transforms the native rocks into the psychically resonant mineral known as illavium that underlies so much octopi technology.

Some above-water mounts possess life that thrives under Ylim's harsh light. If leaves of certain grasses are collected and processed using octopi know-how, the drug called startal is produced, which can grant immortality.

Every so often, an octopus sent to Ujehaar to collect plants and minerals hears the voices threading through Ylim's light and decides to stay, despite the very real danger of death. Most do indeed sicken and die, but the few who survive live in isolated locations across the planet. collecting mutations and listening to the rapt awe to the voices that rain down with the celestial blaze. Known as Ylim's priests, these octopi (plus two humans - twins called Kad and Karana) sometimes appear at the portal site and regale the mineral and plant collectors with descriptions of events and wonders that don't exist in any known universe.

Once every few years, Ylim flickers and dims. During this period, which lasts about a month, the octopuses from Earth flee back to their home dimension while Ylim's priests retreat into specially reinforced strongholds of their own. Terrible entities - which the octopi call nemesi - rise from Ujehaar's silt-covered floor and scour both the waters and air for all living things, including insects and plant life, and consume them, until Ylim's eventual re-emergence sends them back into hiding.

## References

1. ↑ Cordell, Bruce, “Alternate Realities” Into the Outside, Monte Cook Games, LLP, 2018, pp. 133. Numenera. ISBN 978-1-939979-47-6
Waits-for-prey

**Waits-for-prey** is a character in *Torment: Tides of Numenera*.

## Background

A metal construct stands before you, silent and still. Its armor is pitted and ancient, spiked with metal thorns. Instead of arms, the construct has long killing blades, sharpened to a gleaming edge. Waits, or rather, Exanarch Series 14, Gensherro Mark X, is an artificial construct of ancient, unclear origins that served in countless wars over the millenia, predating the Tabaht and the establishing of Sagus Cliffs.

## Interactions

* You can duel it. After the fight, it will drop Waits-for-prey's Head.
Ranuncul

**Ranuncul** is a level 5 Quotum-based, psychic realm within the Thon Iridescence.

## Background

Ranuncul is a place where the skies are always dim and hazy, illuminated by the occasional flash of green lightning and the land is just a sphere of cracked, grey stone with fissures that seem bottomless. From these faults sound the echoes of cries from tortured souls. Anyone caught within this realm is immediately struck with a feeling of dread, strong enough to drive someone mad if they too long. Ranuncul has also been known to infect the other psychic realms of Thon, whether it be through an escaped construct or merely through leakage via dimensional superficies. Even the infamous nepenths, for whatever reason, try to stay far away from this place.

## The Crypt

The dreaded core of Ranuncul is known simply as the Crypt, where continually-spawning, monstrous creatures linger. There, they fight to the death with the echoes of their battles rising through the cracks to the surface. Sometimes, a combatant from down below will make its way up to the surface and find their way outside of the realm's boundaries.

## References

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

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

## Description

This silky garment feels even lighter than it looks. Of course, that's not really surprising; you made this armor with your decisions. It is woven entirely from your thoughts, given shape by your intent, and it will protect you as you fight your enemies as a nano does: from afar, using your superior intellect and esoteries.
Thalana MarQuereth

**Thalana MarQuereth** is a character in *Torment: Tides of Numenera*.

## Background

You see a slender woman covered in worn brown robes leaning over the fire, the cowl pulled low over her head. Her skin is a dark bronze color. thalana is a veteran of the Endless Battle, trying to find a way home after leaving the employ of the Castoffs. They passed through Kholn, but are currently stuck in the Valley of Dead Heroes.
Village Fathom

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

## Background

This strange, warped recreation of several villages is another fathom you need to visit to help your companions.

## Points of interest

* You run into a reconstructed Kholn Village and encounter Matkina and Tash (although Tash may not be there depending on past events). To help Matkina, you need to look elsewhere in the Labyrinth: In the Oasis Fathom and talk to Efimpi. Matkina will join you as a companion in return.
* As long as Tash was not killed by the Sorrow during the confrontation in the Memovira's Fortress, he will show up here. However, 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 Tash will attempt to engage enemies with melee attacks, he is likely to die in this manner.
* Tash is easier to take care of, allowing you to either make him suffer with  Intellect (Intimidation) or liberate him with  Intellect (Persuasion). Killing him nets you Trethon's Mask.
Yenth (WW)

**Yenth** is the parallel incarnation of the city of Yenth for the Whispering World.

## Background

The skeleton of the former trade city of Yenth remains, as does the complex it was built around, but unfortunately it was overrun by the initial wave of whispers. Those same whispers were in turn driven out by a small community of humans with a faint purplish luster to their skin. They don't speak the Truth, but instead a language that sounds like clicks and whistles. These people are called the colrathi, and they're native to a parallel dimension called New Yenth which lies on the other side of a transdimensional portal housed within the prior-world complex.

Several humans from Yenth have since fled into the other dimension after they'd been exposed to the whisper trigger phrase. Sadly, they still ended up changing into whispers after their arrival. However, the natives of New Yenth seem to be unaffected by the whisper's attempts to transform them. Presumably their immunity is because they lack the nanites that suffuse their divergent Earth. Likewise, when a few adventurous colrathi figured out how to open the portal from their own side of the dimensional divide and entered what they *thought* was the Earth's base dimension, they still didn't succumb to the change.

It's very possible that this small community has since been colonized by nanites, potentially making them vulnerable. But no whisper has yet to arrive in New Yenth since the previous ones were driven out or eliminated.

## References

1. ↑ Cordell, Bruce, “The Whispering World.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 71. Numenera. ISBN 978-1-939979-47-6
Wyrfall

**Wyrfall** is a multitiered city located within the Kingdom of Iscobal.

## Background

Residing along its namesake, the Wyr River, Wyrfall spans a series of waterfalls that mark where the river flows through the Aeres Canyon. Iscobalians revere the Wyr as the home of divine water spirits, with Wyrfall serving as the central focal point of this creed. Pilgrims gather from all over the to supposedly have ailments healed and futures read, as they believe the spirits of the Wyr flow backward in time and thus bring with them useful knowledge and life-giving energies. Aeon priests, however, deplore the superstitious beliefs of Wyrfall and give the place a wide berth, much to the content of its denizens.

Amid the rocky outcroppings great waterfalls of the city's landscape lies the Temple of the Unseen, run by priestess and seer, Jallacor. The temple has provided a home for many self-proclaimed oracles and prophets, much like Jallacor herself. Known for being very tall but also very beautiful. Whether or not she can actually speak with the spirits of the Wyr river or even predict the future remains a mystery, but there's no denying that she commands a myriad of other supernatural powers.

## References

1. ↑ Cook, Monte, et al. “The Steadfast.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 154-155. Numenera. ISBN 978-1-939979-45-2
Urzat Zarteri

**Urzat Zarteri**is a militarized settlement within the Augur-Kala region.

## Background

Urzat Zarteri is an Augur fortress-city built on a high plateau by a tall wall of artificial stone. The place is stark and functional, its primary function being defense. The city is extremely wary of strangers.

Stretching out from the wall, the land is a vast bog patrolled by guardians called Narit Gresh. These sentries appear to be ancient, floating cylinders of rusty metal topped with the grafted heads of beasts, fleshy tendrils, and an array of sensory apparatus and weaponry.

About 15,000 people live in the multileveled city, although at least 2,000 of them are soldiers who wear chainmail armor and are trained in the use of sword-staves as well as the occasional numenera weapon. The commander of the troops and the city itself is known as the Allagos, a title won through experience, appointment, and formal combat. The current Allagos is a tall, broad-shouldered woman with short hair and a series of scars on her face and neck.

## References

1. ↑ Cook, Monte, et al. "Beyond The Beyond." Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 208. Numenera. ISBN 978-1-939979-77-3
Two Weeks and a Day

**Two Weeks and a Day** is a Item in *Torment: Tides of Numenera*.

## Description

Two Weeks and a Day in the Pleasure Wagons of Ossam's Traveling Menagerie and Soaring Circus
"Day 15:
Light.
Greasy, throbbing sunlight. In my eye. Tried to move. Couldn't.
Well, that was it, I reasoned. I wasn't just hung over. I was paralyzed.
Bound to happen eventually. Someone must have mistaken me for the lovely contortionist with the unagran tattoo, and twisted me like a length of rope to get at my tender parts.
Which, of course, I \*did\* appreciate. Even now.
I cleared my throat to call politely for help, and a husky voice mumbled something obscene (and somewhat half-hearted - it was dawn, after all) in my right ear. A bare hip settled comfortably into the palm of my left hand as another of my nameless companions got comfortable.
And then, of course, I realized the truth - I was not paralyzed. My limbs were merely pinned by the thirty or so strangers sharing the small bed with me.
What a relief."

## Location

* Quest reward for completing Borrowed and Lost.