recursal/Fanatic-Fandom huggingface dataset:
Surynx

**Surynx** is an artificial dimension filled with cyphers and artifacts.

## Background

An artificial, limited dimension called Surynx "moves" through the multiverse. Transdimensional portal mouths may unaccountably deposit users in Surynx. These transient connections can last a few days, but sometimes only hours or even minutes, which can easily strand visitors in Surynx.

The entire dimension seems to be the interior of some vast metallic structure suffused with dead or only partly functioning components of ancient technology. Residents include an eclectic mix of dimension walkers from hundreds of different dimensions who accidentally found themselves in Surynx. After staying too long, they found that the single gate hosted in Surynx connected to a wholly different dimension. Rather than risk becoming doubly stranded, they instead stayed, joining other, older residents eking out an existence in the artificial space.

Surynx is an excellent place to scavenge for oddities, cyphers, and artifacts, which is why those who've taken up living in the dimension are able to survive. Devices that create food-paste, water, health, air, and other needful things can be found or crafted by those with enough skill. The community that's risen up over the years isn't centralized , but could instead be summarized as a collection of misfits, loners, and hermits who only rarely interact, and then usually with ill will.

A cantankerous automaton named Davarn is particularly capable when it comes to finding salvage, people, or answers throughout Surynx. Some of the others even believe Davarn could actually "pilot" the dimension so that its gate mouth connected with a selected dimension, if it wanted to. But Davarn obviously doesn't want to. Instead, It's fully engaged in a years-long effort to flush an entity composed of energy called Xaho out of the walls. Davarn is reluctant to explain why, but with some cajoling characters might learn that Davarn and Xaho had a falling out long ago, and Xaho retreated into the depths of the limited dimension.

Characters who try to help Davarn may get aid in return, even if Xaho isn't found. (in fact, Xaho may be long dead, as PCs who spend long enough investigating may discover.) But if Davarn is dealt with just so, it can help the PCs deal with other, less-friendly residents of Surynx. It may also finally reveal that it can connect the PCs to the dimension where they actually want to go.

## References

1. ↑ Cordell, Bruce, “Alternate Realities.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 129. Numenera. ISBN 978-1-939979-47-6
Quietude

The **Quietude** is a ruptured region within the dimension of the Tumult.

## Background

This growing soundless region of the Tumult features grazions and scordaturns who decide to explore far distant regions. The Quietude is often exemplified by an utter lack of sound, not merely "white noise, that would be found near Graveyards. The more it grows, the more its swallows up and destroys another larger and larger piece of the Tumult itself.

### Navigation

Any attempts to pierce the quietude can be quite dangerous. Without any special protection, usually in the form of special cypherlike sounds called overtones, native's won't survive long. They'll suffer 3 points of damage per round that they remain within the Quietude. Those who find the means to safely navigate the emptiness need to succeed on a series of difficulty 5 Intellect tasks to avoid becoming lost forever among the absence of any "landmarks."

### Discovering the Nameless

Any successful explorer will discover an entity that lies at the Quietude's heart: a supremely powerful creature of ear-splitting dissonance that's unconcerned, unaware, or completely absorbed in some monumental task so completely that it can't realize (or care much) that its actions can have the unfortunate side effect of possible eradicating all of the Tumult. It's known as the Nameless and is akin to the Graveyards in that it's an intrusion from some other plane of existence. Within the Tumult, it manifests as a blot of incandescent noise that's surrounded by a buffer of deadening silence. It's unknown what exactly the Nameless wants, but the few who've encountered it and survived believe that entity is actually trying to burrow into a higher dimension. If this is true, it might eventually leave the Tumult behind, possibly still intact. What shape the Nameless would take upon reach a standard dimension remains a mystery, but its destructive nature inside the Tumult suggests it would still be a threat to the very fabric of any new realm it finds.

## References

1. ↑ Cordell, Bruce, “The Tumult.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 92. Numenera. ISBN-939979-47-6
2. ↑ Cordell, Bruce, “The Tumult.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 92. Numenera. ISBN 978-1-939979-47-6
3. ↑ Cordell, Bruce, “The Tumult.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 93. Numenera. ISBN 978-1-939979-47-6
Xi-Drake

**Xi-Drakes** are large, flying creatures found within the Ninth World.

## Background

The largest thing to darken the Ninth World sky is the xi-drake, a massive, white-skinned reptile with broad wings, a long tail, and a large armored crest on its head. The creature is light for its size, and the crest has a unique organ that helps it to fly (though nobody knows how exactly it works).

Xi-drakes have keen senses, but more impressively, they can read the minds of any intelligent living creature at long range and thus are almost impossible to deceive. They breed rarely but have great longevity.

## Abilities and Traits

##### Environment:

Xi-drakes nest in mated pairs; otherwise, they travel the world alone or with a single rider/companion.

##### Movement:

Long while flying; short while on the ground

##### Modifications:

Perception as level 6. All combat tasks against a living opponent as level 6.

##### Combat:

Xi-drakes are straightforward combatants, attacking with a bite or claws, but since they read minds so easily, they use this information to aid in both their attacks and defense.

##### Interaction:

Xi-drakes are intelligent creatures. They can't speak (telepathically or otherwise), but their ability to read minds allows a sort of communication They're no so much tamed and trained as they are befriended.

Due to a pact made more than a century ago, xi-drakes serve as mounts for the Angulan Knights. Once a xi-drake is bound to a rider/companion, the two work in concert until death (usually the death of the rider, since xi-drakes live for hundreds of years).

##### Use:

Although they can be encountered on their own, xi-drakes are perhaps most interesting when used as the companions of the Angulan Knights.

##### Loot:

Rarely, a xi-drake is outfitted with one or two cyphers or an artifact, but only if it can use the devices.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 259. Numenera. ISBN 978-1-939979-45-2
2. ↑ Cook, Monte, et al. “Creatures.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 259. Numenera. ISBN 978-1-939979-45-2
Silver Orphans

**Silver Orphans** is a character in *Torment: Tides of Numenera*.

## Background

Two silver humanoids stand near a small vehicle of indeterminate origin. Their skin has a reflective, metallic sheen that makes them appear both a part of and separate from the scenery around them. As you approach, both of them turn to face you. They have no mouths, and their eyes are a fathomless black, reflecting nothing.

A name for these creatures rises from memory - silver orphans. It may not be the name by which they know themselves, but it's the name used by the Order of Truth. Wordlessly, the silver orphans repeat their previous roles - the one on the right makes a complicated series of gestures, then the one on the left kneels to draw a similar sequence in the dirt. Seeing your confusion, the one on the left kneels, using a foreshortened finger to trace lines and circles in the dust at your feet. Ripples radiate from a point, first a square, then a human eye, then an unrecognizable mass of interconnected dots. The silver orphan looks up at you, awaiting your reply.

## Interactions

* They can also talk to you directly if you have Scan Thoughts.

### Intelligences

You can tell them about the Peerless at the Anechoic Lazaret, about the Underbelly Foremen, Ziobe (you need to complete Eyes of the Adversary first) and Sylph. Every piece of information is rewarded with another item.

1. Conduit Rings
2. The Thermodynamic Detonation
3. The Stillness Cage.
4. The Imprisoned Pulsar .
Sunspot Icon

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

## Description

This metal object is small enough to rest easily in your hand. It is a small depiction of an astraphin monolith, engraved with peculiar glyphs that do not mean anything to you. If you slam or throw the tapering end into the ground, the object spreads metallic, root-like vines through the ground, and once embedded it activates. When the icon is active, it acts as a conduit for energy tapped from the nearest celestial body, emanating a blazing power that scorches and blinds any unfortunate who draws too close.

## Location

* Memovira's Courtyard: Taken from the obelisk.
Time Wraith

**Time Wraiths** are mysterious, ultraterrestrial creatures, possibly hailing from Panaton.

## Background

Time wraiths travel across dimensions of both time and space in pursuit of those whose actions threaten to cause time paradoxes. It's not quite certain if they're a natural defense mechanism of the universe, or some sort of remnant species that suffered a casual disaster that wiped them out of existence, leaving only time wraiths. If the latter, then time wraiths may be all that's left of the time adepts of Panaton.

When a time wraith selects a victim, it takes on a vague, immaterial semblance of that victim - if the victim were a century dead, withered, and desiccated, and made up of immaterial wisps of matter.

## Abilities and Traits

##### Motive:

Hungers for temporal energy in living creatures

##### Movement:

Flies a short distance each round; can phase immaterial body through physical objects of its level or less

##### Combat:

A time wraith attacks creatures by touching them. Each time it does, a portion of the victim's flesh becomes withered and desiccated while a matching portion of the time wraith gains the texture and health of the wraith's victim. If someone inflicts damage on a time wraith with an attack, the attacker must succeed on an intellect defense roll or suffer the same fate. If a creature is killed by a time wraith, the victim's body appears as if it has been dead, rotted, and partly mummified for dozens or hundreds of years. At the same time, the time wraith takes on the immaterial semblance of the just-slain victim, whereupon it displays inhuman amusement as it seems to fade away. Given its ability to phase through solid material, a time wraith is adept at surprising foes.

##### Interaction:

Once a target has been identified, time wraiths single-mindedly pursue it.

##### Use:

A device capable of seeing a few rounds into the past also leaves a trail of withered corpses. The latest owner believes some sort of time spirit inhabits the item, and thus wants someone to "exorcise" it.

## References

1. ↑ Cordell, Bruce. “Ultraterrestrials.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 156. Numenera. ISBN 978-1-939979-47-6
2. ↑ Cordell, Bruce. “Ultraterrestrials.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 156. Numenera. ISBN 978-1-939979-47-6
Tarak

**Taraken** (singular: tarak) are robotic underwater creatures who weave complex geometric patterns for unknown reasons.

## Background

These aquatic automatons are vaguely fish-like and could be mistaken for such at a distance. However, a close view of these device-studded creatures makes it clear that they're animate machines of the deep sea. These creatures are 9 ft. long on average, though individuals can vary greatly in overall form.

Taraken ( also called "ironfish") school in complex geometric patterns that defy explanation by most observers. They don't seem to be chasing prey, following diffusion gradients, or creating a pattern to evade predators. Instead, it seems like taraken are pursuing some ancient directive that can only be played out in three-dimensional aquatic movement. Some people believe that if one tracked all the patterns created by a particular school of ironfish, deeper meaning would become evident.

## Abilities and Traits

##### Environment:

Swimming almost anywhere underwater in schools of six to ten.

##### Modifications:

Tasks related to crating and deciphering complex patterns as level 8; Speed defense as level 3 due to size.

##### Combat:

A tarak bashes an opponent with its iron flukes. A tarak can also extend a metallic antenna and prduce a brain-dampening pulse. With this device, it can attack up to five selected targets within short range, dealing 5 points of intellect damage (ignores Armor) to each. The tarak can generate this pulse no more than once per minute.

Some ironfish also incorporate a few random cyphers into their bodies and can call on those abilities in combat. The most common is a level 5 detonation cypher that torpedoes up to a long distance before exploding within an immediate radius.

##### Interaction:

Taraken usually ignore other creatures but will defend themselves if attacked. A creature able to talk to machines can strike up a conversation with a school, during which time it learns that the ironfish are sentient, but only in groups of six or more. Ironfish won't reveal the reason for the complex patterns they swim.

##### Use:

A school of taraken swims into a recently collapsed sea cave where cleoid artifacts are stored. They're immune to the influence such artifacts can exert, and one or two ironfish incorporate those artifacts into their bodies. After that, they leave a trail of cleoids in their wake.

##### Loot:

A defeated taraken yields 1d10 shins and 1d6 + 1 cyphers.

## Miscellaneous

Taraken are interested in devices and machines, and they may decide to liberate such objects from other creatures if an interaction goes poorly.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 154. Numenera. ISBN 978-1-939979-45-2
2. ↑ Cook, Monte, et al. “Creatures.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 154. Numenera. ISBN 978-1-939979-45-2
Truth

The **Truth** is the common language of the Ninth World.

## Glossary

*See also: Torment: Tides of Numenera Traveler's Guide*
### Common

* Aldeia: village.
* Chiurgeon: healer who uses Numenera.
* Drit: the soil, which could also contain microscopic traces of Numenera.
* Glaive: warrior, fighter.
* Jack: thief, rogue, jack-of-all-trades.
* Nano: sorcerer, mystic, wizard.
* Ninth World: can designate the world (Earth) or the actual era.
* Numenera: a remnant of the previous worlds and civilizations.
* Shin: the money of the Ninth World.
* Visitant: extraterrestrial.

### Sagus Cliffs slang

* Cark: disturb, make uneasy.
* Chagan: low-level gang warlord.
* Creft: crap.
* Empiriarch: *see Scholarch*.
* Gallowglass: mercenary.
* Laak-nibber: a profanity, similar to "son of a bitch".
* Plod: hard work.
* Scholarch: headmaster, lead-reader.
* Shine: good, great, admirable; understand.
* Skist: shit.
* Spiderjack: thief.
* Tert: territory.
* Tulk: byproduct ooze of human/machine interface; an insult.

## Behind the scenes

Aldeia is Portuguese for "village".

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

The **Thon Cortex** is a level 8 Quotum-based, psychic realm at the center of the Thon Iridescence.

## Background

The only means of entering this particular realm is through a Cortex key: an extraordinarily-rare object that's sometimes up for sale in Ecatora. Those who are able to gain entry will soon discover that the cortex itself is simply an endless plain of white synth underneath an eternally-white sky.

The Cortex itself is considered to be the main control hub of Thon, though anyone who tries making any dramatic changes will find the procedure to be incredibly difficult, perhaps far beyond any of their abilities could allow. However, once could far easily ascertain the coordinates of other quotum-based psychic realms through its systems, make minor changes in how each could be governed, or even leave the Iridescence entirely in a process described as the reverse of meeting Thon's Greeter.

### The Lost

The few creatures that somehow make their way into the cortex, but are unfortunate enough to not leave, tended to have lost their minds entirely, thanks to previous attempts at controlling integral processes to Thon. As the result of some unknown complexity or perhaps even a hidden-defensive feature from within the cortex, these same creatures left behind practically-mindless avatars that still linger around, called the "Lost". Despite their emptiness, however, they could still provide useful clues to gaining control of the Cortex's systems. But it should be noted, however, that they are quite erratic and can otherwise turn to terrible violence, if not treated with special care.

## References

1. ↑ Cook, Monte, et al. "The Thon Iridescence.” Into the Night, Monte Cook Games, LLP, 2018, pp. 117. Numenera. ISBN 978-1-939979-40-7
2. ↑ Cook, Monte, et al. "The Thon Iridescence.” Into the Night, Monte Cook Games, LLP, 2018, pp. 117. Numenera. ISBN 978-1-939979-40-7
Wasteland 2

**Wasteland 2** was the first roleplaying game by InXile funded through Kickstarter. The fundraising campaign, hold in 2012, saw more than 60 000 backers give next to three millions dollars. This success later pushed inXile to emulate, with an even more successful campaign, the experience for *Torment: Tides of Numenera*.

With another successful Kickstart campaign, Double Fine Adventure (later *Broken Age*), *Wasteland 2* played an important part in the popularization of the crowdfunding platform.

*Wasteland 2* also leaded to the creation of a tech partnership between Obsidian (who funded *Pillars of Eternity* on Kickstarter) and inXile to create better CRPG on the Unity game engine.
Tol Maguur

**Tol Maguur** is a character in *Torment: Tides of Numenera*.

## Background

As you approach, the wild-haired woman eyes you speculatively and whispers something to her companions. They burst out laughing, and a slight smirk plays about her lips. A breathing mask dangles from a cord around her neck, and you can see where it has cut permanent grooves into her face.

Like you, Tol Maguur is a castoff, affected deeply by the Tides raging within her. Rhin is someone who helps her control them, keeps them from slipping out into the world. She also *loves* Rhin, as strange as it may sound, and will do anything to both get her back and protect her.

Notably, Maguur does not believe in being defined by her status as a castoff. She is what she is: A slaver. She chose this life as it's easy... And gives her the opportunity to set things to rights, by giving criminals and other burdens to society a chance to redefine themselves... If they live.

## Interactions

### Quests

* Beloved Slave: Tol asks you to bring her a runaway slave, Rhin, who doubles as a party member. You can learn the Tidal Surge ability early by following this quest.
* The Right to Exist: Tol appears in the Crefton Fathom. Your choices are to use  Intellect (Persuasion or Deception) to either convince her to free herself or condemn her. You can also kill her or lash the shades with tidal energy.
Sylph

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

## Background

This pretty young woman stands unnaturally still. Suddenly, her large, glassy eyes spring to life with a rattle and quickly lock with yours, before just as quickly snapping away. Her skin, as fair as porcelain, is cracked beneath several layers of dirt and faded makeup, and on the side of her neck you see what appears to be a small tattoo of vertical lines with glyphs etched at the bottom. She is a vessel for a veteran Aeon Priest who met the Changing God before.

## Interactions

### Other interactions

* Intellect (Anamnesis) or  Intellect (Lore: Machinery) allow you to realize that Sylph is actually a decaying vessel for Edden, an old Aeon Priest obsessed with immortality.
Synth Eater

**Synth Eaters** are slimy creatures that roam the Ninth World.

## Background

Pets at best, synth eaters can become can awful affliction once they swarm. These creatures can infest newly uncovered ruins, but they instead prefer freshly built installations, or, even more, those still under construction. Resembling 9 ft. long viscid streams of black sludge with metallic teeth and dead synth eyes, synth eaters slither around or burrow in pods numbering up to 6. Though, loners can also be found infesting small outposts.

Synth eaters quickly decompose the synth that they ingest, leaving behind inert pools of sludge, causing ruins to degrade even further, and scuttling the aspirations of those who seek to salvage there.

## Abilities and Traits

##### Environment:

Anywhere synth can be found, whether it be scrapped or refined

##### Modifications:

Perception as level 5 due to scent. Initiative as level 6.

##### Combat:

Synth eaters have an incredibly powerful bite, which they use to tear off chunks of synth from debris fields, standing structures, or the casings of strange items. They can attack singly or in groups of four or more, in which case they make one attack as if they were a level 5 creature and can inflict 8 points of damage.

A group of 6 or more synth eaters can spend around a to meld together and become a single creature: a synth eater 20 ft. long with a maw large enough to swallow a human whole. These melds are level 6 creatures that can inflict 10 points of damage. Melds can also make quick work of an installation.

The digested, oily black tar left behind by synth eaters is poisonous to most living creatures. If creatures get any on themselves, they suffer 3 points of damage from the illness and bone-wracking nausea that follows.

##### Interaction:

Always hungry for more synth, synth eaters only understand the proximity of food sources or obstacles to getting what they want. However, they're bright enough to recognize a threat and adjust their tactics accordingly. They don't appear to have emotions or even feel pain like normal living creatures.

##### Use:

The character's emerging community is suddenly discovered by a nest of slithering synth eaters.

## Miscellaneous

Daylight or even bright light repels them, which is why wrights who've learned better know to brightly illuminate their projects.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Numenera Destiny, Monte Cook Games, LLP, 2018, pp. 277. Numenera. ISBN 978-1-939979-45-2
2. ↑ Cook, Monte, et al. “Creatures.” Numenera Destiny, Monte Cook Games, LLP, 2018, pp. 277. Numenera. ISBN 978-1-939979-45-2
3. ↑ Cook, Monte, et al. “Creatures.” Numenera Destiny, Monte Cook Games, LLP, 2018, pp. 277. Numenera. ISBN 978-1-939979-45-2
Xell

**Xell** is a distant world in the milky way galaxy. It is close to Vinuet.

## Background

Xell is a world of three: Xell Primus, Xell Secundus, and Xell Tertius.

Xell Primus is an expansive world of wide oceans and rocky, craggy landmasses teeming with unintelligent life. The atmosphere is roughly like Earth's, but the gravity's twice as strong.

Xell Secundus is a surprisingly Earthlike world bathed in energies that make it impossible for anything to live there. Visitors will suffer three points of damage per hour from these energies.

Xell Tertius is a small world, more moon than planet. It is entirely artificial too; a dark world, devoid of neither atmosphere nor gravity, honeycombed with caverns and tunnels - storehouses for millions of sophisticated machines used to store information. Throughout the catacombs, one can find points where the information is accessible. Accessing said information is a hard task (difficulty 8) while using it is even harder (difficulty 10). If one is successful, however. He or she can learn the answer to almost any question in the universe. At the same time. Tertius's system constantly attempts to gain new information from the person accessing it. No rewards can be acquired in doing so, however.

Abusing the access to such information - perhaps by asking too many questions - alerts guardians who look like torus-shaped metal constructs 8 ft. across, with swirling vortices at their cores. These beings have the same stats as dark fathoms and can attack relentlessly.

The energies of Xell Secundus extend visibly outward toward Tertius, holding the small world forever in place. Luckily, these energies aren't at all lethal to Tertius. From the surface of Xell Primus, one can see the other two worlds locked together with a tether of energy. Their presence in the sky causes tides on Primus that are more like tidal waves that occur every morning and every evening. The flora and fauna of the large world have adapted to these scheduled deluges.

## References

1. ↑ Cook, Monte, et al. “Other Worlds.” Into the Night, Monte Cook Games, LLP, 2018, pp. 140. Numenera. ISBN 978-1-939979-40-7
Truckler

**Trucklers** are deceptive, humanoid creatures that lurk throughout the Ninth World.

## Background

Most people don't realize this creature's secret nature at first, because its surface qualities are so positive. Trucklers are amazingly polite and attentive entities with blue skin and eyes as pale as the faded sky. They're pleasing to the human eye, both in form and dress. A trucker is also exceptionally helpful, free with compliments, and apparently happy to aid those who require a hand in small, short-term tasks. For instance, upon seeing someone having trouble moving a large object in the street, a truckler will immediately put a shoulder to it and provide aid.

Trucklers possess their own language and culture, but among humans they will adopt human speech and human nicknames, the better to integrate into human society. If they can manage it, they'll seek to gain the trust of humans in order to be asked to stay around and help out in the long term or even become a human's follower. This happy occurrence will last for only a few months, at which point the truckler will run away with all the valuables it can carry and returns to a truckler hive hidden inside a nearby ruin. Most manage to do so without being caught, leaving those who thought of the truckler as a friend or companion confused, hurt, and probably angry at the betrayal.

## Abilities and Traits

##### Combat:

A truckler utilizes any weapons and other equipment that are readily available during combat, though at minimum they'll likely have one or two light or medium weapons at close hand perhaps even a cypher or two.

Trucklers have one other ability that they're loathe to reveal to other creatures. With just a touch, they can secrete a level 5 mind-affecting substance that can place another creature into a light sleep for about a minute or until the creature is disturbed by either loud noises or jostling. However long the duration of the rest, victims must fight to remember the preceding couple of hours before they fell into their doze.

##### Interaction:

A truckler is usually eager to talk, compromise, negotiate, and help those who even hint that they might need assistance.

##### Use:

When the PCs drop something, is stolen from, or otherwise runs into a minor difficulty within a community, a truckler see and immediately jumps in with assistance.

##### Loot:

If the PCs find a truckler hive while exploring a ruin, they'll find several cyphers, 2d20 units of io, and one or two artifacts.

## Miscellaneous

A PC that loses a truckler follower can gain another follower if they use either a class or focus special ability to cement the relationship.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Numenera Destiny, Monte Cook Games, LLP, 2018, pp. 280. Numenera. ISBN 978-1-939979-78-0
2. ↑ Cook, Monte, et al. “Creatures.” Numenera Destiny, Monte Cook Games, LLP, 2018, pp. 155. Numenera. ISBN 978-1-939979-78-0
3. ↑ Cook, Monte, et al. “Creatures.” Numenera Destiny, Monte Cook Games, LLP, 2018, pp. 280. Numenera. ISBN 978-1-939979-78-0
4. ↑ Cook, Monte, et al. “Creatures.” Numenera Destiny, Monte Cook Games, LLP, 2018, pp. 280. Numenera. ISBN 978-1-939979-78-0
Encysted Tombs

The **Encysted Tombs** are large relics that can be encountered all throughout New Yenth.

## Background

All generally similar in appearance, the tombs themselves are basically cyclopian ziggurats of white stone that resist infiltration by insect grasses, vines, etc. The stair that jot their facades seem to be meant for creatures much larger than the average colrath and ascend to a structure that remains selaed, though with enough effort one can breach it. Within lies a shaft that drops into darkness. Most colrathi tend to avoid breaking through the seal as apparently crawling ones tend to lair in the spaces beyond them.

Those explorers brave and willing enough to interact with said crawling ones and explore below will discover vast and hollow chambers, each many miles across. After supposedly dealing with any crawling ones, they'll eventually be able to discover what seems to be serried ranks of massive tombs, forged from the same white material as the external structure, and each being over 20 ft. long. What lies within each of them are corpses made from disturbingly convoluted inhuman carapaces as well as dust.

Each tomb holds different sigils carved along their fronts. They might be names or could mean something entirely different, seeing as how the colrathi can't really translate them. Crawling ones that reside within the Encysted Tombs refer to such structures as "avatars" instead of tombs, further insisting that the bodies within aren't dead but simply in stasis, waiting to be revitalized.

## References

1. ↑ Cordell, Bruce, “New Yenth.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 41. Numenera. ISBN 978-1-939979-47-6
2. ↑ Cordell, Bruce, “New Yenth.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 42. Numenera. ISBN 978-1-939979-47-6
Yosh-ul

**Yosh-ul** is a tribal city on the outskirts of Dessanedi that's run by nomads.

## Background

Yosh-ul is a meeting point for nomadic tribes that dwell within the region. About 1,000 residents live there permanently, but at any given time, the population doubles due to the nomads who come for only a month or so each year. In Yosh-ul, the temporary residents hold festivals, weddings, important meetings, and other community events before once again resuming their harsher nomadic lifestyle.

A natural spring provides water and a few fields of grains and vegetables. The permanent part of the community is a collection of wooden and stone buildings, and visitors to Yosh-ul erect temporary yurts, tents, and pavilions.

The town - if it can be called that - has no official ruler, but should the need for one arise, the leader of whatever tribe or tribes are in residence takes the mantle. However, the wisest among these leaders consult with a woman named Vona.

Many People in Yosh-ul revere Vona as a goddess. Unknown to most, she comes form a distant world and is an artificially created but organic being capable of asexual reproduction. Sent to colonize Earth, she originally produced a large progeny, but afterward she went mad and hunted down each of her offspring. Since then, she has reproduced only once, creating a daughter called Aorolae.

Vona has the power to alter and shape her own genetic material and that of other beings within immediate range. Thus, she can transform herself or others. Using her power as a weapon, she can cause an enemy's body to tear itself apart.

Vona is known to those in Yosh-ul as the Great Mother, the Glass Wraith, and the Life Weaver. Although aloof, she is kind and wise.

## References

1. ↑ Cook, Monte, et al. “The Beyond.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 182-183. Numenera. ISBN 978-1-939979-77-3
Thinker's Cap

**Thinker's Cap** is a piece of equipment in *Torment: Tides of Numenera*.

## Description

The intersection points of this net of fine filigree is marked by small white gemstones. When placed over the head, the gemstones buzz and shimmer, firing information directly into the mind. This increases the user's intelligence, though the effect can be overwhelming at times.

## Location

* Crystalline Cavern: In a locker on the way to the Changing God's stash.
Trench Midzone

The **Trench Midzone** is a sector within the trench of the underwater city of Minifera.

## Background

Extending farther down the trench than any of the main, outlying oceia, the Trench Midzone is home to a vast honeycomb of mines built to harvest rare and extremely valuable minerals. Various scraps of synth devices also dot the area, dating back to one of the Prior Worlds. The naidans work the mines and tend to be very adept in their job. All mined materials are sent upward to nearby oceia via bubble-like contraptions, where they're then processed and incorporated into base substances that can be used for device repair, construction of new habitats, or even the maintenance of dyremmi. However, when dangerous objects, though very rare, are ever encountered, they're usually tossed into the Implosion Zone below.

A lone observation pod hangs from a thick reinforced stalk at the bottom-most point of the Midzone, operated by an observation team who've incorporated dyremmi-modified body parts in order to aid their perception of light, scent, radiation and, most importantly, gravity. Gravity storms often will surge up from below, causing the observation team to grade them on magnitude and, in some dire circumstances, even warn the citizenry above of an incoming, terrible one. Meanwhile, the observation team retreats into specially-created storm shelters to ride out the weather. Some of the researchers have recently worried of an upcoming gravity storm so powerful, that it could destroy Minifera and perhaps anything beyond it.

Energy from the Implosion Zone's storms are gathered via cables that zig-zag across the narrowing walls of the Trench Midzone to avoid tunnel apertures, with each as wide as a single naiadan, and ferried to the settlements above for power usage. These cables number in a dozen and are classified as level 10 synth and extend from the darkness below.

## References

1. ↑ Cook, Monte, et al. “Minifera.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 106. Numenera. ISBN 978-1-939979-45-2
Weapons

**Weapons** serve to resolve Crisis situations in a direct, aggressive way. Every character has two slots - weapon and offhand - allowing them to equip a weapon and a shield or a shield-like item. Unlike heavier armor, offhand gear carries no penalties when equipped, but these can only be used in tandem with Light & Medium melee weapons, as well as Light ranged weapons. (Uncertain if there are exceptions to this, but it seems to be the rule.)

Ranged weapons also have a Range stat that is independent of its Light/Medium/Heavy classification. These can be Short, Medium, or Long range.

## List of ranged weapons

 Crossbow | 5 Physical+1 Damage per EffortMax +6

* Stingcharge: Light (Short Range)
* Gravitational Overseer (Artifact): Medium (Long Range)
* Needler, Petronel, Piton Driver, Ecstasy Paralyzer, Entropic Engine, Rhin's Arbalest, Slugspitter, Heavy Crossbow, Thunder Cannon
Sweeping Glove

**Sweeping Glove** is a piece of equipment in *Torment: Tides of Numenera*.

## Description

This glove of ornate, heavy steel is covered with runes that conjure a strange sense of alienation. With a sweeping motion, you can drain the energy from the glove to fling multiple nearby targets backwards. The joints are very flexible but vulnerable to strikes from weapons.
World Door

The **World Door** is a powerful transdimensional device located on the moon's surface.

## Background

Lying at the center of a crater-filled plain, the World Door seems, at first, like a metal platform fitted with some bizarre console in the middle. The console itself is a level 7 device to operate, and if successfully activated, a portal will appear, opening up to either Perelande or the Gloaming. Unfortunately, the energy field that surrounds the platform is very dangerous to fly above or near. The level 7 field starts about 50 ft. above the ground and extends upward for approximately one mile as well as outward by 20. Any creatures entering the field will have to make a Might defense roll or end up suffering 5 points of damage and lose their turn. Any devices (including vessels, cyphers, and artifacts) that are level 7 or below will lose their power.

Ultimately, the only safest option would be to enter on foot.

## References

1. ↑ Cook, Monte, et al. “The Moon.” Into the Night, Monte Cook Games, LLP, 2018, pp. 33. Numenera. ISBN 978-1-939979-40-7
Vareth

**Vareth** is a Usable (Artifact) in *Torment: Tides of Numenera*.

## Description

You recognize this ring fragment. It is called Vareth, or (Wisdom, Chained), and is one half of the artifact known as the Shadow Ring.
You recall that this artifact belonged to a castoff, though their identity escapes you. You remember only that the Changing God himself sundered this ring at the height of a cold rage and infused each half with mutually repellent energies. They have been separated from each other ever since.
The Changing God went through immense trouble to separate these two rings. It must be possible to reunite them.
Walks-without-fear

**Walks-without-fear** is a character in *Torment: Tides of Numenera*.

## Background

At first you're not sure if your eyes are playing tricks on you. A semi-transparent man shuffles and struts before you, his body fading into and out of incorporeality. His once-fine clothes have rotted away, his long beard looks to be host to any number of small vermin, and his eye sockets are disturbingly empty. This is the shadow of the old Memovira, now broken, fragmented and... At peace.
Tormented Levy

The **tormented levy** is a character in *Torment: Tides of Numenera*.

## Background

This levy is not like the others you've seen. The wide smile is absent, and his oddly-shaped eyes are red, wet, and haunted. He stares past you, whispering to himself and turning a small, charred object over and over in his hands. He appears to be looking for someone - and having spoken to Finzin, you can imagine who. The aura of shame around him is so powerful that you can practically taste it.

It turns out that the levy is crafted out of a particularly nasty year in Finzin's life, one that involves the Gillem Manor job and setting fire to an entire district of the city. Problem is, this year never happened, as it was a future year in Finzin's life. Yet the Levy is tormented all the same.

## Interactions

### Quests

* Flawed Simulacrum: The levy is suspected by Finzin of bearing him ill-will, and the baker would like to know why.
The Broken Glaive

**The Broken Glaive** is a main quest in *Torment: Tides of Numenera*.

## Synopsis

Casmeen and Mimeon told you that they don't know how to fix the resonance chamber, but they know it was built by a castoff. One of the two castoffs known to be in the city, a glaive named Riastrad, might be able to lead you to the chamber's builder.

## Behind the scenes

Riastrad has been cut from the release version so this quest can't be triggered
Vrung

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

## Background

This sharp-faced young man reminds you of a great rodent, more prone to scampering and sidling than running or walking. Shadows play across his face, distorting his features, and you are unable to get a clear glimpse of his face. Even so - or perhaps especially because of it - he seems to bear a notable resemblance to the young woman standing next to him, their faces shifting and changing in near-perfect time. Vrung is a powerful manipulative mutant who enslaved Delny and runs a cowardly protection racket.

## Interactions

### Quests

* Twice the Trouble: The miscreant you need to take care of.
Synth Egg

**Synth Egg** is a piece of equipment in *Torment: Tides of Numenera*.

## Description

This egg-shaped object is made of pearly white synth. The moment you touch it, a lively tune begins to play in your mind, and the egg adheres to your hands, preventing you from accidentally dropping it.

Can be interacted with and used to commit suicide and enter the Labyrinth once. (Useful to activate Artaglio's Cunning while traveling through the Bloom's innards.) Will grant some XP when next interacted with.

## Location

* The Gullet: Taken from the feral murden.
University of Doors (WW)

The **University of Doors** is the parallel incarnation of the University of Doors in regards to the Whispering World.

## Background

The Whispering World's divergent University of Doors still remains hidden in its own series of nested dimensions, though all the doors to the outside world are shut, ever since the Earth diverged from the base dimension. It's very possible that the doors were shut because the students and faculty decided to save themselves by avoiding risk of exposure. Alternatively, perhaps exposure occurred before anyone even realized the threat, and the doors no longer open because all that's left within the alternate dimension of the school are wandering whispers.

However, a magister from the Scorpion Sanctum called the Judge believes that when the base dimension split to form the Whispering World, the University of Doors was never replicated, given that it's simply a dimension unto itself. The doors are shut here because they still open on an Earth untouched by the whisper plague.

## References

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

A **thuman** is a canine creature of the Ninth World.

It shares many similarity with our dog, from its general anatomy and size to his behavior. Thuman has almond-shape, black eyes and crest hair.

Before he became the first Amber Pope, Calaval had a thuman pet by the name of Feddik.

## Sources

* *The Amber Monolith* (First appearance)

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

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

## Background

This is a hellscape of gray skies and grim scenery. It is a
dimension of horrors out of nightmare, Lovecraftian things that crawl and gibber behind dark
menhirs. The castoff Inifere carries the portal to the Endless Gate within his mind, and the
Children venerate him as the Keeper of Secrets.

The air is chill and moist. Screams of agony permeate the darkness around you, and you sense \*something\* watching. There is no choice but to venture forth. Note that dying in the Endless Gate means you are dying *permanently*.

## Points of interest

* Welcome to Hell. Interact with the things in front of you to learn that these are flayed people, still alive, stretched into grotesque banner, forever in pain. You can put them out of their misery, at the expense of having strengthened your ultimate foe. Or you can refuse to do that and head right, towards the cultists. You face five Gate Cultists, each with 20 HP (stronger if you dealt with the cultists before). You run into the same dilemma further down the line two more time.
* Inifere waits at the other end. Talk to him and deal with him.

## Characters

* Inifere, the root of the problem. He is accompanied by Kiyatawa and Quijano del Toboso, if you named the first as the murderer and the latter was encouraged to fight the cultists.
Yovok

**Yovoki** (singular: **Yovok**) are brutish, yellowish abhumans that hunt in groups.

## Background

The horrid yovoki are short, squat abhumans with jaundiced skin draped loosely over their flabby, hairless bodies. They hunt and kill for mere pleasure, although they happily eat whatever they kill as well. In fact, they eat constantly and seem able to digest almost anything.

Yovoki are too disordered to have a strict group hierarchy. Instead, they all just yell and snort and squeal until one of them gets their way. There are two yovoki genders, but sometimes even they can't tell the difference between their males and females.

## Abilities and Traits

##### Motive:

Kills for pleasure, food, and displays of strength

##### Environment:

Yovoki wander in small groups of three to six in the mountains and hills.

##### Combat:

Although yovoki wield simple melee weapons like knives, clubs, and short spears in their chubby hands, they love to attack with poisonous barbs they produce under their tongue and spit out within short range. Those struck by a barb must make a Might defense roll; a failed roll means that for one round, all of a victim's tasks are hindered by two no physical actions (and all mental actions remain hindered by two steps). Lastly, as the paralysis wears off, the victim suffers another round like the first before they can act normally again.

After paralyzing a foe, a yovok bounds forward with surprising agility to finish off the victim up close.

##### Interaction:

Fast-talking characters might be able to reason with yovoki , but doing so is difficult due to their bloodlust. It might be easier for the PCs to intimidate or frighten them into compliance.

##### Use:

These abhumans are slightly smarter than others and might use numenera devices or hatch simple plots to get what they want - poisoning wells, kidnapping important people, and so on.

##### Loot:

Each yovok has a knife, club, or other melle weapon. A group of yovoki has at least one cypher and 1d6 + 10 shins.

## Miscellaneous

One of the places you can encounter yovoki is the underground cavern known as Deep Vormask.

## References

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