recursal/Fanatic-Fandom huggingface dataset:
Attractor

**Attractor** is an ancient starship that's held within the underwater city of Minifera.

## Background

Several naiadans, as well as those from the Myessach Assembly Dome, know a thing or two about the Attractor, with exception of why it was even called by that name. Aside from the fact that it's an artifact from a Prior World, scholars from Minifera believe that the revered ancestors of the naiadan population, the Proto-Naiadans were responsible for the power lines that plug straight into the submerged device. It was said that it was they who, being more knowledgeable in the workings of the machine than their distant descendants, chose to call it the "Attractor". Just this information alone is enough for the current citizenry to continue suckling its power instead of unearthing it for more information, believing it to be the "wisest" course of action for them.

In Reality, however, the Attractor is a spacefaring vessel that was held in temporal stasis for many years, not native to the Earth. The Proto-Naiadans were aware of this fact, but that information has since been lost to time. It's contained within a massive stasis field that, over thousands of years, has begun malfunctioning, creating a "wobble" that's responsible for the increased presence of gravity storms as well as the eponymous effects of Implosion Zone. The only way to halt these phenomena is if someone greatly skilled in the numenera can access the stasis generators responsible for the gravitic leakage, located on the very ship it's placed in suspended animation.

Unfortunately, if the craft were ever to be released from stasis, it would turn out to be a massive sorg vessel that somehow became trapped within the Earth's crust. Once freed they would try to contact the rest of their warlike kind and bring them over to Earth. While many had believed that the object was called the Attractor because it vaguely referenced the device's anomalous gravitational footprint, in actuality, it was called that because it purpose was to draw attention to the planet it crashed upon.

## References

1. ↑ Cook, Monte, et al. “Minifera.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 106-108. Numenera. ISBN 978-1-939979-45-2
God of Finding

**God of Finding** is a Quest item of equipment in *Torment: Tides of Numenera*.

## Description

Rhin gave you this very small knife just before she returned to her world. She called it a god of friends and finding. She admitted it might not be very strong, but she hoped it would help you and her to find each other again someday. The blade is dull and it is too small to be of use as a weapon.

## Location

* Received from Rhin after sending her home.
Haunted Cloud

The **Haunted Cloud** is a weird region of space at the rim of the Milky Way galaxy.

## Background

A mass of dust and gas lurking in the void, the Haunted Cloud is known to only a few midnight pilgrims that dare travel into the night. A trillion miles across, the cloud is vast and strange. Passing through this region of space can have two effects:

The first is a loss of substance. A single object or person slowly becomes less and less tangible. Once it's entirely insubstantial, it eventually fades from sight as well and is gone forever. The objects or creatures affected by this Evanescent effect seem entirely random.

The second effect is an infestation of incorporeal creatures known as the Eulm. These creatures give the cloud its name, because they seem very much like ghosts. They might appear in a starfaring vessel passing through the cloud and take up residence, so to speak, within the same space as an existing creature or object. Eventually, they take on the essence of the creature or object, "possessing" it and - if the creature or object is lower than level 5, or if a PC fails an intellect defense roll - controlling it, if applicable. A powerful jot of energy (something that's level 5 or higher or that inflicts at least 8 points of damage) drives the Eulm out of whatever it possesses.

Near the center of the Haunted Cloud lies an interstellar vessel called the *Rosenant*, piloted by a man named Quientan. He visits the region in order to study its strange effects and negotiate with its inhabitants. A quiet megalomaniac, Quientan seeks to return to his homeworld with a secret he can glean from the cloud that would make him powerful or even give him an edge against his enemies. (An army of Eulm allies or slaves would certainly suffice.) He won't speak of his home to others under any circumstances. Although he appears to be human, he isn't from Earth.

## References

1. ↑ Cook, Monte, et al. “Other Worlds.” Into the Night, Monte Cook Games, LLP, 2018, pp. 133. Numenera. ISBN 978-1-939979-40-7
Dhama of the Bloom

**Dhama of the Bloom** is a character in *Torment: Tides of Numenera*.

## Background

The wispy mustache on this pudgy, middle-aged man would be almost comical if it weren't for his deep and despairing eyes. They are the eyes of a man who has passed through the gates of alien hells and returned... though not necessarily whole. His fingers, tightly wrapped around some fine glassware, are strong and slim - a musician's fingers, or a strangler's.

Dhama leads a group of mercenaries. They have fought in a variety of conflicts, but they are all veterans of a true psychic war - a conflict that gripped Sagus Cliffs in the recent past, even if most of the cityfolk had no idea it was being waged.

According to Dhama, a malign group of beings emerged from the Bloom a few years ago, having passed through a Maw from some other world or dimension. They were beings of pure thought, and the psychics knew them only as the Adversaries. As soon as they arrived in Sagus Cliffs, they began to wreak havoc upon the minds of its citizens, inciting conflict, inflicting madness, and ruining lives.

## Interactions

### Quests

* Eyes of the Adversary: Dhama asks you to track down the last adversary, who escaped from the battle in which he and his fellows managed to secure victory.

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

**Death Cove** is a small, special cove found along the Island of Undoing.

## Background

Located nearby the Callay Garden, this cove covets a mysterious half-island, half ship structure that rests above the waters. Upon said contraption lay towers composed of warped metal with blue-lit bases, each one ending in a thistle-shaped roof. The inhabitants of this cove are highly humanoid. Neither human nor abhuman, however, these creatures are called echk and they rob, steal, pillage, and cheat without any remorse for their actions. These echk number to about a hundred and are dressed heavy bone and metal armor. No one can truly tell their gender, true size, or anything else due to how much their armor covers their bodies. They each carry stolen weaponry, that they've often times upgraded, to be more painful and gruesome, instead of simply more powerful. They rejoice over death and are want to make it slow.

Similarly to the Jaekels of Aras Island, the echk also paint themselves in symbols made from the blood of their prey, and place high value on bodily experimentation. But unlike the former, the echk are for more bloodthirsty and furious, having been able to take down entire ships full of passengers and crew during one of their raiding parties, simply because they could. They attack in groups of a dozen, riding on top of water striders; long, motorized boats that can carry up to 3 people at a time and are known for being fast, silent, and easily maneuverable.

Echk steal anything they can get their hands in, with people being the only exception. "Dagger in, blood out!" is a common battle cry among their number, and they may rarely spare an individual only if he or she is of enormous value, in terms of either knowledge or experience. Luckily for anyone unfortunate to come across them, the only weakness the echk seem to face is an avoidance of dry land, with the exception of their own island. For some reason, they remain fearful of it as well as what lay upon it.

Many rumors have circulated over the years regarding the echk, told and retold by sailors of how their towers are filled to the brim with all sorts of unnecessary treasures and junk. So much so that its hard for them to even live within. On top of that, a giant silver water snake is said to guard this hoard and commands the echk to carry out its brutal bidding. It even said that under the bright light of a new moon, the echk themselves transform into a giant silver water snakes and course across the water toward unsuspecting sailors. No one knows for sure if these are all true, but anyone who's come across the echk, most likely hasn't survived to tell anyone else.

## References

1. ↑ Cook, Monte, et al. “The Island of Undoing.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 23-24. Numenera. ISBN 978-1-939979-45-2
Guralason

**Guralason** is a typical hanging city within the Swarmstar.

## Background

Currently about 500 people live within Guralason. They're led by a human female of the 24th rank, named Tyrrea Uol. Tall, long-nosed, and bearing high cheek bones, Tyrrea's an active leader who's fit enough to go out on hoovra hunts alongside other hunters from the city. She's married to a female human weaver named Idelia Uol, who can make clothing out of spun filament threads.

80 of the residents are hunters and gatherers, around 40 are bone miners, and the rest mainly consist of crafters and artisans, guards watching out for threats like navarac assaults, and those to care for their very old and very young. Aside from throwing the occasional festival that includes athletic competitions among other games, Guralason citizens usually have very little time for luxuries like extensive recreation or scholarly work. In addition, religious and philosophical pursuits are rarely conducted and the people have very little experience in dealing with the numenera. Instead, they're more aware of a plagued enclave, which supposedly rests only a few miles from their position, as well as on the lookout for any spies, saboteurs, and/or infiltrators with which to execute. A hard task for many, considering that many of these "plagued" were once former citizenry of Guralason. One of these is a male human hunter known as Feazon Orriel, who has yet to be discovered by the city authorities.

Feazon will occasionally sabotage different portions of Guralason, enough to keep many of the crafters and builders constantly repairing while also not enough to bring the entire city falling. Aside from that, he also dumps stores of food over the side of the city, sowing the seeds of hardship and struggle. Sometimes other plagued from the neighboring enclave will even cross over to help with this kind of endeavor. Tyrrea is already aware of a plagued infiltrator who could be responsible for all of this commotion, though she hasn't yet tracked down where it is, or even who.

Similar to the other hanging cities throughout the Swarmstar, there's little distinction between day and night, causing people to try and keep a similar period of activity within their daily cycles to help avoid falling asleep at different times. The only exception being the guards, which Tyrrea regulates.

## References

1. ↑ Cook, Monte, et al. “Swarmstar.” Into the Night, Monte Cook Games, LLP, 2018, pp. 102-103. Numenera. ISBN 978-1-939979-40-7
Black Riage

The **Black Riage** is a large mountain range within the Ninth World.

## Background

A great, dark mountain range that's the primary natural division between the Steadfast and the Beyond, the Black Riage is a place of both difficulty and danger. The inhabitants of villages scattered throughout its expanse are trappers or herders of rock goats or similar creatures. A wide variety of abhuman tribes also dwell in the mountains, including margr, chirog, and sathosh, as well as stranger, rarer breeds.

Three main passes lead through the Black Riage, although other, secret passes exist also. The main routes - Tremble Pass, Cerdyn's Pass, and Garl Nave - offer caravans and travelers the means to cross the mountains with undue difficulty, although the paths are steep and sometimes narrow. In the winter, all three become very dangerous, and the southern two are almost certainly blocked, leaving tremble pass as the only possible clear passage through the region.

## Points of Interest

• Mount Zanlis

• Legrash

• Empty Sanctum

• Mencala Peak

• Hidden Naresh

• Titanic Ridge

• Curtaris

• Slant Milieu

• Ingwald

## Hearsay

#### Roots of the Mountain:

Far below Mt. Jaspar in the southern part of the range is a small subterranean civilization of bestial, almost apelike abhumans. Unlike most of their kind, they don't raid human settlements - in fact, they never leave their own unlit realm - but they're quite hostile to intruders, though. Rumor has it that these abhumans possess a powerful numenera device that restores health to those nearly dead and even gives life to those recently slain.

#### Rock Slide:

An avalanche in the mountains has completely cut off a small village from the rest of the world. The people there need food and medicine, but no one knows how to reach them.

## Weird

#### Mystic Alignment:

At a certain spot in the northern part of the Black Riage, the mountain peaks - when seen from above - resemble the positions of the stars in the northern sky overhead. A skilled astronomer will tell you that the positioning isn't a precise match, but in twenty-three years, it will be.

## Miscellaneous

In the nearby town of Sun Passes By, it's possible to hire a mostly tame tetrahydra to fly you all the way to the lands of the east, to the town of Sagus Cliffs.

A nano made of cracked and stained synth wanders the Beyond, looking for something it calls "The Hungry City."

In the aldeia of Evril, everyone near death is visited by a flock of green birds; it stays until death, even if this takes days.

## References

1. ↑ Cook, Monte, et al. “The Beyond.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 172. Numenera. ISBN 978-1-939979-77-3
2. ↑ Cook, Monte, et al. “The Beyond.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 176. Numenera. ISBN 978-1-939979-77-3
3. ↑ Cook, Monte, et al. “The Beyond.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 173. Numenera. ISBN 978-1-939979-77-3
4. ↑ Cook, Monte, et al. “The Beyond.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 175. Numenera. ISBN 978-1-939979-77-3
Healing Sword

**Healing Sword** is a Melee Medium Artifact weapon in *Torment: Tides of Numenera*.

## Description

The keen blade of this sword is pitted and poorly maintained. If not for the pristine synth hilt, it would be better suited for the scrap pile. When you grasp the hilt and twist, a viscous green fluid oozes out and slowly creeps around your hands. The fluid is cool and soothing to the touch, and the scent of it fills you with a heady sensation. Whenever a foe is cut by the blade, their blood seems to mingle with the liquid and flow down into your hands, invigorating you.

## Location

* Buried Crossroads: In a chest by the probability machine.
Gar-koto

**Gar-koto** is a character in *Torment: Tides of Numenera*.

## Background

You stand before a painted, spherical tank, fashioned of metal and synth. The paint is old and cracking. Inside the tank is a murky liquid - or possibly a thickened gas - and every so often you can see motion from a fluke, flipper, or strangely deformed arm within. A cleverly disguised grille on the front of the tank squawks out the distorted voice of the tank's occupant. It buzzes and moans, drawing out some words and shortening others in a burst of static.

Gar-koto is the leader of the mutants at Little Nihliesh.

## Interactions

### Quests

* The Newborn Maw: Offers a bounty on opening the maw in Little Nihliesh.
Hall of Lingering Reflections

The **Hall of Lingering Reflections** is a subterranean vault serving both as a living museum and a prison, housing pocket dimensions contaning simulation of memories.

Its addition to *Torment: Tides of Numenera* was made possible thank to the $3,6M stretch goal reached during the Kickstarter campaign.

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

**Ingwald** is a settlement within the Black Riage.

## Background

At the far end of the Garl Nave, the southernmost pass of the Black Riage, crouches a modest-size town called Ingwald. Once the home of hunters and trappers that traverse the mountains to the west and the forest to the east, Ingwald is now better known as a town of cutthroats and thieves. The de facto ruler of Ingwald is a lattimor named Gravish-Morel, who commands a band of river pirates that operate on the Welbyway. Before Gravish-Morel and his scoundrels came to town, the community was run by Tarae, a rugged human woman who had worked a scout and a guide before accepting the mantle of leadership. No one knows where Tarae is now. The pirates and thieves have run things in Ingwald for more than a year.

## References

1. ↑ Cook, Monte, et al. “The Beyond.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 176. Numenera. ISBN 978-1-939979-77-3
Fulsome

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

## Background

This man towers over you, enormously fat and draped in gaudy robes. His expression is calm - stern, even - as he regards the bloody mess spread across the floor and wall. The hooded figures on either side of him tense as you approach. He turns to inspect you, eyebrow lifted, and raises his hand. His bodyguards relax, watching you. In the space of a second, his eyes flick over you. He nods, apparently to himself, as if your presence has confirmed something he expected.

Fulsome is the informal leader of the Underbelly, in his own words, a man who protects and defends the people living beneath Sagus Cliffs to the best of his ability. Whether he is a gang leader or a true man of the community largely depends on where your politics lie - and whether or not you crossed him. Fulsome recently lost one of his favorite proteges, splattered all over a corner of the Underbelly, and now wants vengeance.

He is calm, straightforward, frightening. He would order someone's death without raising his voice. Though he does not use contractions, he also stays away from ornate language. He does not waste words, but is not crude either. His thoughts would likely be clockwork things - bursts of pure insight combined with information he knows about the task at hand.

## Interactions

### Quests

* Circles in Red: Fulsome asks you to track down his protege's assassin. Fulsome has connected Matkina with 'work' before, and he thinks that she might be involved in this killing (she is, after all, the most dangerous assassin he knows), or she may at least know if there is another assassin operating in the Underbelly. He's suspicious of her because she's been acting pretty crazy lately.Unfortunately, he's not sure where she hides out, but he'll direct the player to Mapper, who may know.
Boreg

**Boreg** is a northern city in Malevich.

## Background

Boreg sits on the southern banks of the mighty Wyr. Fishers and merchants who use the river make up a significant portion of the city's 12,000 people.

Overlooking both the city and the river, high atop the red bluffs, is Castle Dval, home of Lady Vount. This noble is frequently known as the Queen of River pirates, or sometimes as the Robber Baroness. She wields her scepter, an infamous numenera artifact known as the Despoiler, which she uses to fuse the bodies of men with dangerous river fish to craft and command an army that blocks travel down the Wyr for those who don't pay her exorbitant tolls. The council in Draolis threatens to take action against Lady Vount if the regent of Malevich doesn't stop her depredations, but so far no one on either side of the Wyr has moved against her.

South of Boreg stands an ancient edifice called the Wall of Erenyn. This curved metal wall is 3 ft. thick, reaches a height of 15 ft., and stretches more than a 100 ft. in length. It shimmers with a cascade of colors and shapes. Occasionally, the wall shows comprehensible imagery, and many believe that it foretells the future, prophesies or conveys vital secrets to those who need to know. Spending to long in the vicinity of the wall, however, can make people ill, sometimes to the point of death, so visits are usually short.

## References

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

The **Eluvia** are an intelligent race that reside on the planet Vinuet.

## Appearance

Eluvia are tall, pale blue humanoids with an additional joint in their arms and legs.

## Society

The Eluvia speak their own language and utilize the simplest of tools and weapons. They live simple lives and tend to a wide variety of domesticated animals as part of their livelihoods, with their largest structures being stone temples dedicated to their gods, represented by the six moons of their homeworld.

They are beings of considerable intelligence and sophistication, but generally abhor the numenera; which they call "the curse of the ancient folk" or "the sickness. Their knowledge of such things comes only from the ruined tower that dots their world.

Anyone seen possessed of "the sickness" are at best feared and shunned and at worst subdued, incarcerated. and tried for the crime. Numenera devices are destroyed by them, if possible. If not, the Eluvia throw them into the sea.

## Sources

• Cook, Monte, and Bruce R. Cordell. Into the Night. Monte Cook Games, LLP, 2015.
From the Depths

***From the Depths*** is a series of five novellas interlinked together around the concept of the Tides.

Each novella tells the tale of a different character, Luthiya, Reen, Baji, Zelon, and Chila. Each one personifying a Tide.

## Books

* Blue, by Tony Evans
* Gold, byAdam Heine
* Indigo, by Ray Vallese
* Red, Nathan Long
* Silver, by Mur Lafferty

*This article is a stub. You can help Numenera Wiki by expanding it.*
Citadel of the Watchers

The **Citadel of the Watchers** is a large, colrathi fortress in the realm of New Yenth.

## Background

The colrathi order of the Watchers constantly maintains a citadel forged from local, quarried stone. The citadel itself lies along one edge of a lycidaris infestastion called the Shrouded Kingdom. Unlike other colrathi settlements throughout New Yenth, there's a definite hierarchy among the Watchers. The lord of the Watchers commands a staff of Senior Watchers, who in turn command a company of regular Watcher soldiers. These soldiers wield mandible swords and stinging ranged weapons, but special groups are also equipped with cyphers and artifacts uncovered from the Encysted Tombs. Other squadrons will ride special flying mounts called therunds. A therund is a long, thin insect with double wings that's capable of carrying up to 4 passengers at once when wearing a specifically-fitted flying saddle.

A single observation tower rises high above the walls, looking directly into the Shrouded Kingdom using special amber lenses. The observation tower is linked to a series of similar towers that surround the Shrouded Kingdom. The link is a visual one, and soldiers will use flashing lights to send over encoded messages from tower to tower. If a message fails to come on schedule or if an incursion is reported, soldiers riding therunds will be dispatched immediately to the location, while ground-based troops sally from the gates.

For the most part, lycidarises have been contained in their numbers, though there have been some close calls. The Watchers believe that the lycidarises have some alternative method of spreading around, possibly by stepping sideways into parallel realities. Recently, the Watchers have been trying to determine where or not there's any truth to this speculation by sending spies into the Shrouded Kingdom to investigate. So far, unfortunately, none of returned.

## References

1. ↑ Cordell, Bruce, “New Yenth.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 42-43. Numenera. ISBN 978-1-939979-47-6
Ecstasy Paralyzer

**Ecstasy Paralyzer** is a Ranged Light Artifact weapon in *Torment: Tides of Numenera*.

## Description

The foot-long barrel of this device glows, alternating between different colors when active, and has an organic feel to it. When touched, you also notice it warms up quickly and a slight vibration can be felt. Hexagonal buttons sit behind a small screen on the top, allowing you to fire a blob of energy that affects the target's mind directly, filling them with overwhelming visions of pleasure.
The grip and trigger seem to have been fitted on later, made from a dull grey metal, cold, with a few thick wires running from the top of the grip into the barrel. Despite the striking dissimilarity between the individual parts, the whole assembly is masterfully engineered, with a clear purpose in mind.
Grazion

**Grazions** are one of 2 intelligent sound races native to the Tumult.

## Appearance and traits

Grazions will usually manifest as sounds with long, resonant tones that possess an intrinsic inner beauty and confidence.

## Society and Culture

Grazions will usually move within groups and will constantly harmonize to create sedate, graceful music not unlike a grand orchestra. Joining in would reveal that the conversations are usually about heady philosophical musings on the nature of being, the existence of the mind, and sometimes even the danger of the scordaturns.

Grazions are very content with how things are currently handled throughout the Tumult. Considering themselves as a class of tones, they're uncomfortable with the idea of other realms of existence, and will actually exhibit various degrees of xenophobia towards other intelligent sounds that claim to be from another reality. Such claims are usually met with tolerant amusement at best and xenophobic violence at worst.

They tend to claim the resonance islands around the Tumult, creating gardens of soothing, regular sound. The wild chimes, interrogatory trills, and staccato beats of "wild" resonance islands (specifically of the sort that scordaturns would prefer) are absent within areas where grazions dwell.

The bulk of the grazion population can be found amidst a series of linked resonance islands known as Symphony. It's large enough to even host a small concentration of scordaturns who wish to bridge the divide between the 2 groups.

## References

1. ↑ Cordell, Bruce, “The Tumult.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 91. Numenera. ISBN 978-1-939979-47-6
2. ↑ Cordell, Bruce, “The Tumult.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 91-92. Numenera. ISBN 978-1-939979-47-6
Focus

The character creation ends when you enter Circus Minor and talk to Casmeen, then fix the clock (see Fallen To Earth). You select a Focus, which grants you additional abilities regardless of your chosen Type, allowing you to tailor your character even further.

Unlike your Descriptor and Type, you will pick your Focus later into your journey.
Your Focus provides you with an additional set of Abilities, and any character
Type can pick any Focus. The companions you will encounter also have their own
unique Foci exclusive to them. You can think of a Focus as an almost superhuman
trait that makes your character stand out from the other explorers of the Ninth
World. As you grow in experience you will unlock new Abilities unique to your
Focus. Once you have selected your Focus, it cannot be changed.

## Available focuses

* *Brandishes a Silver Tongue*: You know the right thing to say in every situation. There is no obstacle that cannot be overcome with words. Adds Natural Charisma.
* *Breathes Shadow*: You hide in the folds between dimensions, evading even the most watchful eye. Emerging, you rend reality and your enemies along with it. Adds Nocturnal and Surprise Attack.
* *Masters Defense*: You study techniques to defend yourself and others, physically and mentally, in any situation. Adds Counterattack and Shield Master.
House of the Scyr

The **House of Scyr** is a prominent structure within the City of Rust.

## Background

Lying at the exact center of the 4 gods' communion, as well the city itself, the House of Scyr is as small, square construction that serves predominantly as place of prayer, worship, and even sacrifice for the natives. Those that inhabit the city are usually expected to visit the House whenever deemed necessary by the Veds, as is based on the current state of the Scylines.

Prayer will go on constantly and will normally be led by the Scyros, whose function is also alter said prayers to what the Veds deem fit for their deities.

## References

1. ↑ Cook, Monte, et al. “The City of Rust.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 63. Numenera. ISBN 978-1-939979-45-2
Familiar Skies

**Familiar Skies** is a quest in *Torment: Tides of Numenera*.

## Synopsis

A recording I found in an old helmet suggests that its owner was on the verge of an important discovery. She had planned to check her data with something called the Navigational Cortex. The owner of the helmet was never able to complete her work... but maybe I can. In the recording, the helmet's owner spoke of returning to a place called the Anchorage. I should try to find this place and speak to her people. They might be able to tell me more about her and the Cortex she mentioned.

## Walkthrough

* Find the Broken Lascar Helmet in Little Nihliesh, near Crimper. Use it. Clean it out and put it on.
* Examine all the memories, then complete The Newborn Maw to access the Lost Anchorage.
* You can try talking to Captain Janur or Pilot-Major Genjes, but they're useless. You need the navigational cortex.
* The goal is to enter the navigational cortex room, which parallels the Covetous Hearts quest - both require you to gain access to the cortex, though for cross purposes.
* First, examine the door leading into the cortex room to get the idea to lead Pilot-Major Genjes away. Talk to him and ask for a tour. This triggers a crisis. Genjes will give you a guided tour of the station, giving you time to access the cortex room. You can talk to him (consumes action) to keep him occupied. Keep one party member on him to keep talking and asking questions. The rest should split into two teams: One for the cortex room, the other to operate the console in the center of the observation room.
* The cortex room can be opened using  Intellect (Lore: Machinery) or  Might (Smashing). Once you open the door it's locked in the open position and you're on a timer.
* To remove the Navigational Cortex you need to spend three actions. Simply talking to it doesn't consume actions. To analyze the Broken Lascar Helmet, you need to progress to the third stage.
* The stages require using  Speed (Lore: Machinery) or  Might (Smashing). Then you need to confirm it from the central console with  Speed (Quick Fingers, Stealth). Repeat three times, substituting  Intellect for  Speed for the second and third stages.
* Analyze the helmet, then return to Captain Janur. She will head to verify the finding... And if you decided to snatch the cortex, she will demand it back. Unless you pass an  Intellect (Persuasion, Deception) check. That way you can allow them to check it while retaining the codex for Covetous Hearts.
Fields of Dore

The **Fields of Dore** is a venue within the Explorable Region of the Gloaming.

## Background

Composed of wide, verdant fields fields of wildflowers ranging in color from, yellow to red to blue, the Fields of Dore are considered to be mostly pleasant. It's rare to spot villages of intelligent creatures among the fields, and explorers can cross them for weeks without encountering anyone. Herbivorous creatures called quarnocks roam in herds around these fields, with their primary threat being carnivorous beasts called mujidavari.

### The Porous Plinths

The Porous Plinths are megaliths which emit energy generated from the Gloaming's structure via pores. Some consider this energy to be specifically involved in the formation of archadian motes. In ancient times, the plinths may have been once tall and rectangular structures, but now they've become all worn down and weathered, bearing almost fleshy textures and pores that leak radiant, blue energy. It seems that they draw this energy from deep beneath the earth for storage purposes, but some it unfortunately leaks out. The energy is dangerous and anything, or one, who interacts with it will face a level 6 attack, which will in turn require a Might defense roll. A few have claimed to harness this raw power so as to "enchant" their items. It's possible that a ny weapon imbued with this energy could inflict more damage than in its previous state, that clothing could defend in the same manner as sturdy armor, and that boots could allow their wearer to move faster than before.

## References

1. ↑ Cook, Monte, et al. "The Gloaming.” Into the Night, Monte Cook Games, LLP, 2018, pp. 126. Numenera. ISBN 978-1-939979-40-7
2. ↑ Cook, Monte, et al. "The Gloaming.” Into the Night, Monte Cook Games, LLP, 2018, pp. 126-127. Numenera. ISBN 978-1-939979-40-7
Feather Cloak

**Feather Cloak** is a piece of equipment in *Torment: Tides of Numenera*.

## Description

This cloak is made of solid gold feathers held together by an unknown force. Whatever causes them to adhere to one another also keeps the weight from your shoulders, as it is surprisingly light to wear. When struck, the feathers stiffen, offering protection to the wearer.
When the wind blows through the cloak in a certain way, the feathers rustle together, the soft tingling reminiscent of a child's singing.

## Location

* Murdens' Treasure Vault

[[Category:]]
God of Small Devices

**God of Small Devices** is a Ornament (Artifact) in *Torment: Tides of Numenera*.

## Description

This mechanical cube is about twice the size of a fist, tightly packed with components and warm to the touch. Tiny lights and soft, slow vibrations emanate from within.
It belongs to Rhin. As she holds it, it emanates a dim sense of purpose to it.

## Location

* Reward for helping Lan Uring become an Aeon Priest.

## Note

If you did not discuss Ahl with Rhin before getting it, this item will remain Machine Intelligence Prototype.
InXile Entertainment

**inXile Entertainment** is a company founded in 2002 by Brian Fargo and located in Newport Beach, California. They are the developer of the video game *Torment: Tides of Numenera*. The President of inXile Entertainment is Matthew Findley, while Brian Fargo act as CEO. inXile's goal is to create computer roleplaying games, buiding upon the legacy of Interplay and the golden age of CRPG.

Since 2012, the studio uses Kickstarter to finance the development of roleplaying game. The first one was *Wasteland 2*, released in September 18, 2014. *Torment: Tides of Numenera*, financed in 2013, is the second and was released in February 28, 2017. Another game financed through Kickstarter (in 2015), *The Bards Tale IV*, is currently in pre-production. In 2016, for the funding of *Wasteland 3*, they departed from Kickstarter for the new platform Fig.

They founded a studio subsidiary in New Orleans, Louisiana in 2015.

## External Links

* Official website
* Youtube channel

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

**El-Jinto** is a character in *Torment: Tides of Numenera*.

## Background

A weary traveler whose grim visage is mostly obscured by a pointy hat. Upon closer inspection, the lines on his face indicate he has seen much and has many tales to tell. He is responsible for bringing a biomechanical monstrosity into the city, together with Canadu. He's not a trapper, by his own admission, and plans to bail as soon as he and his partner gathered enough money to leave Saugus Cliffs.

## Interactions

* Allows you to view the Nychthemeron up close for  25 ( 10 with an  Intellect/Perception check).
Indigo Tide

The **Indigo Tide** represents justice, equity, compromise, and the greater good. These concepts should be taken in a broad definition, not a personal one like the laws. Rulers, men of the law, vigilantes and tyrants alike are often linked to this Tide.

People attuned to the Indigo Tide considers the loss of life tragic, unless its means to have a positive effect.

## Behind the scenes

Vhailor, one of the companion from *Planescape: Torment*, is the embodiment of justice, and Adam Heine used him as an exemple of someone that could be linked to the Indigo Tide.
Greataxe

**Greataxe** is a Melee Heavy weapon in *Torment: Tides of Numenera*.

## Description

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

## Location

* Valley of Dead Heroes: Sold by Tantalum.
Dread Destroyer

**Dread Destroyers** are massive, mechanical creatures that protect ancient ruins.

## Background

Called dread destroyers by the few people who are aware of their existence, these giant war machines have organic brains and internal organs protected by a self-repairing metal shell. With their twelve legs, they lumber over any surface - even clinging to a vertical surface like an insect if need be - but if they enter water, their raised abdomen lowers and a propeller engine moves them alng efficiently. Although a single dread destroyer has the capability to launch an attack on an entire city, it's far more likely that you'll find one defending an important, ancient site.

## Abilities and Traits

##### Environment:

Only one of these automatons has been seen at a time, but holographic imagery have shown scenes from the distant past when hundreds of dread destroyers once crawled across a battlefield together. They can be encountered on land or even underwater.

##### Modifications:

Speed defense as level 8 due to both size and speed

##### Combat:

Dread destroyers can attack foes up to one mile away - and possibly much farther - with missiles that can kill hundreds of people at once, inflicting 20 points of damage on all targets within long range of the detonation. If any targets caught within the blast make a successful Speed defense roll, they only suffer 8 points of damage.

Up close,dread destroyers can make melee attacks with their limbs or "mandibles," which can drag a struck creature into the war machine's interior. There, it's held immobile and jolted with electricity until deceased (each round, it will take 6 points of damage that ignores Armor). A might task can allow the creature to break free.

More likely, however, a dread destroyer will emit a surge of electricity that deals 10 points of damage to everyone within immediate range. Dread destroyers also will fight to the death.

##### Interaction:

If communication can possibly be established with the organic brain, a PC can, in fact, reason with a dread destroyer, but convincing it to do something will be very difficult.

##### Use:

A dread destroyer is likely the most horrific thing on a Ninth World battlefield. Unless you hold an army at your side and are willing to lose a large portion of it, battle would prove unwise. Still, the greatest of guardians often protect the greatest of treasures.

##### Loot:

The remains of a dread destroyer are a scavenger's dream, yielding at least 1d100 + 1000 shins, 1d20 oddities, 1d0 cyphers, and 1d6 artifacts.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 234. Numenera. ISBN 978-1-939979-45-2
2. ↑ Cook, Monte, et al. “Creatures.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 234. Numenera. ISBN 978-1-939979-45-2
Discoveries

**Discoveries** are a sort of catch-all of stuff that doesn’t fit into the other categories. In the playtest, the PCs recently came upon what they figured out was a sort of underground hovertrain. Getting it to function (sort of) was the subject of most of a session, and turned out to be interesting and even thrilling all by itself. This was a discovery. It’s not an artifact they’ll be able to claim as their own, and while it’s useful it doesn’t make their characters more powerful.

## References

1. ↑ Cyphers, oddities, artifacts and discoveries
Dracogen's Price

**Dracogen's Price** is a quest in *Torment: Tides of Numenera*.

## Synopsis

Dracogen has promised to give you a merecaster and smooth your way to a meeting with the Memovira if you can procure an item for him known as the Magmatic Annulet, which is located in a place known as the Ascension. Dracogen told me to follow the "caravan route" from the Memovira's Courtyard to the Trade Post. That's where I'll find a Maw that will take me to the Ascension.

## Walkthrough

* Seems straightforward enough. After accepting the quest, head to The Vast Interior to reach the Trade Post.
* Or not. Detour through Chiurgeon Slump to reach the maw that can lead you to the trade post. You need to somehow trick it into opening using Artaglio.
	+ You can feed Artaglio to the maw directly, by drinking him down with  Might (Endurance) and earning a favor, persuading him to face his fears using Persuasion/Deception, retrieving Artaglio's Standard, or feeding him the Essence of Bravery from Sheen. Doing so will allow you to absorb a reflection as he's consumed.
	+ Or you can try tricking the maw. First, talk to Artaglio and get a lock of Artaglio's Hair. Talk to Sheen to receive Artaglio's Essence, then offer yourself to the maw. Mmm, puke. And death. Mostly death.
	+ Finally, if you don't mind annoying the Bloom, cut the maw open with a transdimensional scalpel.
* Pass through the Trade Post to the Ascension. Reach the Crystalline Cavern.
* In the laboratory, interact with the machine. Touching the mazelike rune allows you to view the schematics and use  Intellect (Lore: Mystical, Anamnesis) to recall the schematics. You can power the stasis pod and access it with the parallel lines glyph, allowing you to then interact with the generator and use  Intellect (Lore: Natural, Anamnesis) to recall the sequence code. This pulls down the force field. Touch your tattoo to the container to get the annulet.
* Leave to run into Doran and his cronies at the exit portal. You can surrender (ill-advised) or try to kill them all - a moderately difficult proposal - or intimidate him with  Might, which will cause the specter to kill him. Pop goes the noggin! Doran drops the Ossified Trifolium and Gauntlet of Murder, with his supporting crew providing the Gloves of the Forgotten Gardener. You also get 100 XP for dealing with him.
* Return to Dracogen. To exit the Trade Post you need to interact with the tongue cluster. You can seize control of them now, using  Intellect and decide to hijack the minds of the traders, release them, reopen the portal to the Slump, or move the tradepost to its original position. You only get to make one choice. Note: If you reach this point before your first rest in the Bloom you will be able to absorb the intellects of the minds trapped in the Trading Post also, gaining +1 to your Intellect Pool. You will not however be able to acquire the Orb of Perception. This is a good way to get the boost without angering the Bloom by helping with the cart.
* He will accept the Annulet or, if you have it, the Navigational Cortex in its place. Then it's off to the Memovira and Into the Depths.
Impressively-labeled Canister

**Impressively-labeled Canister** is a Cypher of equipment in *Torment: Tides of Numenera*.

## Even though this round tin is a relic of some forgotten past, the label is bright and pristine. Archaic script swims across it, shimmering and melting into the Truth.
Feeling limp in your lockets, chammey? Weak in the tethers? When you're too tired to scrap, reach for this freshly-sealed cannister of Dill and Dew's Patented Pounding!
Direction: Open up a can. Repeat as needed.
Possible Side Effects: May encourage you to Break Faces and Save The Day. Can result in severe injury or death. Please do not use with the slightest bit of caution, as that would completely ruin the point of the product. If you're still breaking faces after four hours, consider yourself lucky.
Castoff

A **Castoff** is a body built and used by the Changing God to extend his life, but later discarded in favor of another body.

## Background

Humans have always sought to leave a mark that will outlast them, a legacy. Some seek to create this legacy through their works, a virtual immortality. Fewer seek actual immortality, and fewer still come anywhere close to attaining it.

The man known as the Changing God is one of the latter. Long ago, he found a way to use the Tides to cheat death. He created bodies and transferred his consciousness into them, one after another, always searching for a way to attain true immortality. The bodies he left behind, these castoffs, were not empty. Once his mind left them, a new consciousness is born inside. A new person.

The first of these bodies the Changing God abandoned was a woman now known only as "The First". She and the Changing God were close for a time, working together to create a sanctuary for others of their kind: Miel Avest. Their partnership was not to last. The First eventually rebelled against her creator, rallying like-minded castoffs to her side. This was the beginning
of the Endless Battle, a war between castoffs that has spanned centuries.

And yet the First and her followers are not the most dangerous of the Changing God’s enemies. Another creature hunts him and all of his children: a tireless, immortal, and seemingly unknowable force called the Sorrow.

## Known Castoffs

* Aadiriis
* Ama
* Andronus Sandhand
* Anshe
* Bericael Brunna
* Blackmoor
* Diviaticu
* Elkeshai
* Endira Thirdloss
* Inifere
* Kamose
* Matkina
* Mazzof
* Melmoth Leviarm
* Orseolo
* Paj Rekken
* Raima Cyro
* Riastrad
* Tash
* The Chalcedon
* The First Castoff
* The Last Castoff
* Tol Maguur
* Tuck
* Villon
* Zerian Daywalker