recursal/Fanatic-Fandom huggingface dataset:
Travonis Ul

**Travonis Ul** are tendril-wielding, creatures that hail from somewhere unknown.

## Background

A writhing mass of tendrils 15 ft. across and 12 ft. high, a travonis ul is a creature for another world that hunts for any cellular material to consume. Three to five tendrils are particularly long, with bulbous yellow eyes at approximately their midpoint. One broad tentacle has a mouth with several mandibles.

A travonis ul is an intelligent beast, but it's utterly alien to almost everything that dwells within the Ninth World. It doesn't seem to speak, read, or use tools of any kind, but it clearly understands and respects the numenera.

Is it an extraterrestrial or an ultraterrestrial? No one truly knows for certain.

## Abilities and Traits

##### Modifications:

Speed defense as level 5 due to size and speed. If using its mouth, attacks as level 5, inflicting 8 points of damage.

##### Combat:

The travonis ul lopes forward to attack in an ungainly fashion, using some of its tendrils as pseudo-pods for locomotion. It flails and grabs at prey, and it also attempts to bite with its terrible mouth (attacking as a level 5 creature and inflicting 8 points of damage). The creature can attack up to ten foes at once (no more than one attack each), as long as they're within short range.

In addition to the damage it inflicts, the touch of the travonis ul causes great pain and disrupts nervous systems. Anyone who's struck by the creature must make a Might defense roll; those who fail, however, are stunned and lose their next turn.

##### Interaction:

A travonis ul looks upon all other creatures as either food or enemies (or as both).

##### Use:

Travonis ul are some of the most dangerous predators that hunt in the wilderness or in ancient ruins. The alien creatures eat constantly, so when one moves into an area, it quickly depletes the region of flora and fauna. Intelligent inhabitants usually organize resistance or just flee.

##### Loot:

If a travonis ul is slain in an area that has intelligent residents, sometimes corpses with valuable can be found within its mass - perhaps 1d100 shin's worth of goods and 1d6 - 1 cyphers.

## Miscellaneous

In the Caecilian Jungle, there's a massive travonis ul twice the size of any other. It's level 10, with 60 health and 4 Armor, and it inflicts 13 points of damage (17 points with its bite, attacking as level 9).

## References

1. ↑ Cook, Monte, et al. “Creatures.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 257. Numenera. ISBN 978-1-939979-45-2
2. ↑ Cook, Monte, et al. “Creatures.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 257. Numenera. ISBN 978-1-939979-45-2
3. ↑ Cook, Monte, et al. “Creatures.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 257. Numenera. ISBN 978-1-939979-45-2
Western Seas

The **"Western Seas"** are actually a large, singular ocean that surrounds the Ninth World Supercontinent.

## Background

Home mainly to pirates, predators, and a bunch of horrific storms, the western seas are filled with as much danger as there is mystery. Such seas have been used by Ninth Worlders to navigate up and down the long coast of the Steadfast. The King of Ghan, for one, has come to the recent conclusion that a more significant island chain lies further to the west and has already begun mounting an expedition with his merchant fleet.

## Other Points of Interest

• Corare Sea

• Fengali forest

• Sea of Secrets

• Eldan Firth

• Island of the Last Migration

## Hearsay

#### The Song of Calling:

From time to time, a strange yet alluring song can audible from just of the coastline. There have been reports from sailors and fishermen that if one follows the melody, they'll end up in an entirely different sea, almost as if their vessel had passed through some invisible portal. They also speak of rose-colored seas, living islands and even intelligent, four-winged birds.

## Weird

#### Fire of the Seas:

Sailors have woven stories of a rare occurrence somewhere throughout the western seas, where green fire is said emerge from the otherwise calm waters. Whether by accident or on purpose, those who managed to sail through them have experienced no pain or burning, however, their heat instead can transform matter. While the transformations experienced aren't as deadly or violent as those brought on by the Iron Wind, anything or anyone caught within will still experience a significant change to their form.

#### The Eloquent Fish:

On occasion along the coastline of the Sea of secrets, a bizarrely large fish will breach the surface of waves near a seafaring vessel, attempting to converse with its occupants in what appears to be perfectly fluent Truth.

## Miscellaneous

"Slying" is a common term that refers to a combination of both "lying" and the adjective "sly". While often used in a derogatory manner, it also carries a hint of admiration and respect for one's skills at the art of deception.

## References

1. ↑ Cook, Monte, et al. “The Steadfast.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 165. Numenera. ISBN 978-1-939979-45-2
2. ↑ Cook, Monte, et al. “The Steadfast.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 168. Numenera. ISBN 978-1-939979-45-2
3. ↑ Cook, Monte, et al. “The Steadfast.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 165. Numenera. ISBN 978-1-939979-45-2
The Shadow Ring

**The Shadow Ring** is a Ornament (Artifact) in *Torment: Tides of Numenera*.

## Description

You found Areph and Vareth, the two halves of the Shadow Ring, and with great effort reformed the object that had been shattered by your sire.
The resulting artifact looks like a plain, dark gray metal ring. When worn, it redirects powerful forces into any target struck.

## Location

* Combined using Specialized Tidal Surge or  Might in dialogue, from Areph and Vareth.
Ziobe

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

## Background

This woman's face seems timeless - neither old nor young, unblemished but somehow not \*perfect\*. Her dark and wavy hair floats like a cloud to her shoulders. When she speaks, her voice is musical, almost artificial. Ziobe hails from the western reaches of the Clock of Kala, near Matheunis. She had the opportunity to find alongside her fellows in a number of conflicts, though lacking psychic capabilities, she is usually the most... Direct warrior.

Ziobe is part of Dhama's 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

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

**Utwag Los** is a character in *Torment: Tides of Numenera*.

## Background

This short, red-haired man has vivid green eyes that emanate a mix of sadness, lost dreams, and hope. The stranger sizes you up and for a second you feel true interest in your persona, but then he looks away, lost in his thoughts. A moment later, he turns back and smiles. This smile is like his eyes, full of shards of emotions: caution, cynicism, fear, and friendliness. His arms are tied and he looks like he's been beat up pretty badly.

Utwag is the nominal leader of the folk captured by the cultists of the Endless Gate. He and his team originally left the Oasis of M'ra Jolios weeks earlier, tracking a numenera called a World String, capable of spinning a fine web capable of slicing a world in two. Narve the Blessed and Jenkins the Jinxed were his two companions, who ran into Memorialists in a bit of trouble, after they sought shelter in the Valley, running away from the threats inhabiting the Verxulian Waste. What they didn't count on was getting into a bit of trouble *themselves*.

## Interactions

### Quests

* The Caretakers' Riddle: He and his crew are kept captive by the Endless Gate cultists. You can kill them one by one to force Talira Kyo to spill the beans.
Westwood

The **Westwood** is a large forest located in the kingdom of Navarene.

## Background

Vast, lush, and green, the Westwood is a verdant forest dominating Navarene's coastline. It's known for the ancient redwoods that stretch taller than any trees in the Steadfast. One particular tree - simply known as the Emperor of Green - rises high above the rest. Twice as tall as any tree around it, the Emperor stands at almost 700 ft. It's clearly of a slightly different species than the other trees. Its trunk is more than 60 ft. in diameter at the base, and at seemingly random times in the year, a door appears at the north-facing side. It disappears again after an hour. Few, however, have reached the tree to look for it. Far fewer have seen, and if they have, they haven't returned to report what lies on the other side.

For long years, people feared the Westwood, calling it both impenetrable and dangerous. Rumors commonly spoke of ghosts and ravenous beasts dwelling within. The Westwood and its hungry spirits were part of the folklore all along the coast. But today the peopleof Navarene have claimed the forest for their own, determined to carve out safe roads to the coast and land for farms and towns. For their efforts, they've stirred an enemy - not the ghosts or tree spirits of legend, but the culovas. These creatures claim the majority of the Westwood for themselves and attempt to defend it against encroachment.

In the eastern edge of the Westwood you can find many mills that supply lumber to Navarene and the surrounding lands. Lumber is a major export for the country and is part of the kingdom's wealth. The wood - particularly the redwood - is highly prized.

A noble family, the Emols, owns and operates a huge, mobile machine that cuts down and processes trees at the same rate as a hundred loggers. Called the Dark Smoker for the greasy muck it belches into the air while it works, the machine is a jury-rigged mess, requiring a staff of mechanics to continually service and repair it to keep it operational. Repeated attacks by the culovas damage the rickety device frequently, but technicians and Nanos always manage to fix it. The current head of the family, Charina Emol, has placed a 10-shin bounty on the head of any culova brought to her.

Near the Westwood, you can also find a number of paper mills, particularly around the city of Harmuth.

## References

1. ↑ Cook, Monte, et al. “The Steadfast.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 137-138. Numenera.
The Foreman's Children

**The Foreman's Children** is a Usable in *Torment: Tides of Numenera*.

## Description

You managed to attach several of the Crippled Foreman's children together, using various cables, plugs, and sockets that you found on their bodies. Together, they emit a powerful electrical charge, so they'd be quite effective as a power source.

## Location

* Reward for completing Foreman's Brood by taking the children, all the children, after birthing.
Upper Antechamber

**Upper Antechamber** is a location in *Torment: Tides of Numenera*.

## Background

The upper portion of the Lazaret, containing the entrance and a troop of murdens (dead if you sent Qorro here while talking to Salimeri).

## Points of interest

* A simple passageway. Interact with the large chrome device to enter the Lazaret proper.
* After Qorro leaves, you can loot the area for a Gravity Bomb cypher (northern wall).
Vebar

**Vebar** is a subterranean settlement within the Amorphous Fields.

## Background

Vebar is an underground city located in a vast artificial cave. The buildings are of ancient design and hang from the cavern's ceiling. The place is so old that limestone formations have begun to transform the city, making the buildings more like massive stalactites. Vebar is home to about 8,000 people, who enter and exit the city through a series of winding passages that lead up to the surface.

The populace moves around the city through tunnels at the top, above the suspended buildings, or on bridges and walkways that connect the structures below the level of the ceiling. Some people travel on cables and chains alone; just about everyone here is an adept climber. Vebarans like to decorate their city by hanging interesting objects from cords or chains, and the city is filled with dangling ornamentation.

Vebar, sometimes called the City of Night, is lit by a series of artificial lights positioned throughout its inverted thoroughfares. Most of the inhabitants have grown to dislike the surface, in particular the light of the sun. If they do visit the surface world, they prefer to go at night.

The people of Vebar farm fungi in the lower part of the cavern. They harvest it for food, textiles, and a wide variety of medicinal uses. Rope-and-pulley elevator platforms connect the buildings with the fungus farms far below. The farms are lit by glowblobes and other artificial lights, so that from the city, looking down, the bottom of the cavern seems like the night sky. Conversely, the farms look up at the city the same way.

Near the center of Vebar is a huge temple to the local god, Outhalas, and the homes of his blind-wife priestesses. Ourthalas is depicted either as a huge, spidery thing sprawling legs or as a tentacled monstrosity with many arms extending into the darkness. He's said to dwell in the "Cave of Life-Giving Shadow."

Dalthius, a well-known figure in Vebar, is an interesting man with mysterious origins. He was found inside a metal cylinder in a cave not far from the city. He seems to have difficulty in the open air and direct sunlight, so he remains in Vebar as much as possible. Dalthius is helpful, friendly, and like by everyone, and he's first to jump to the city's defense in times of need.

## References

1. ↑ Cook, Monte, et al. "The Beyond." Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 195-196. Numenera. ISBN 978-1-939979-77-3
Tusked Grorthas

**Tusked Grorthas** is a character in *Torment: Tides of Numenera*.

## Interactions

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

A **Tusked Grorthas** is a nomadic creature, strongly attuned to the silver tide.

## Physical description

The tusked grorthas is a hulking creature, covered in fur and equipped with large, curling tusks and claws.

## Behavior

The grorthas lives in a pack, lead by the strongest among its members. The pack leader has limited psychic abilities, and is able to teleport itself or another once a day.

Pack will only follow the strongest leader, which results in fights, often to the death, to gain control of the pack, or another pack.

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

The **Memovira** is the *de facto* leader of the Bloom. He sit as a representant at the Sagus Cliffs Council. Notably, the name is a *title*, which passes from one favored by the Bloom to another.

## Background

The Memovira is a medium-sized woman, regal in bearing, but she shimmers, a flickering, iridescent effect that makes your eyes blur momentarily.
Trethon's Mask

**Trethon's Mask** is a piece of equipment in *Torment: Tides of Numenera*.

## Description

This mask is made of a strange material - certainly some kind of metal, but one that is extremely light and seems immune to damage. When you put it on, you are overwhelmed with visions of battles and lectures in an odd yet somehow familiar language. You quickly take the mask as it tightens on your face, as if it were trying to form a permanent bond. Putting it on again could provide profound knowledge and lessons, but at what cost? The mask seems to attempt an identity imprint.
Ylhath

**Ylhathi** (singular: **Ylhath**) are a cannibalistic, fervently-religious species native to the Moon.

## Background

These air-breathing, degenerate cannibals are most likely the remnants of a far more sophisticate civilization from the distant past. Long-lived and semi-intelligent, the ylhathi have a very rudimentary language, strong religious beliefs, and even a wide variety of superstitions. Their leaders are religious figures who interpret omens in just about everything that happens.

## Abilities and Traits

##### Combat:

A single ylhath attacks with a crude but still vicious melee attack, or perhaps it will throw a hefty stone to attack a foe at short range. In a group, however, ylhathi are far more dangerous. Five of them can attack as a single level 5 creature, inflicting 6 points of damage.

Ylhathi leaders don't engage in this kind of mass attack, however. A leader will always carry a crude implement of religious importance - an icon, a statue, a symbol, or the like. When the leader brandishes the implement, all ylhathi within sight of it are roused and inflict one additional point of damage per attack. A group of five roused ylhathi attack as a single level six creature, inflicting 8 points of damage.

##### Interaction:

It's pretty difficult to reason with an ylhath, but it is possible to either deceive or intimidate one. They fear anything that might seem like a dire omen or an angry message their gods.

##### Use:

These savage brutes are conducting a bizarre and elaborate religious ritual, and the PCs literally wander right into the middle of it.

##### Loot:

Occasionally, explorers from Earth have found a cypher, an oddity, or even an artifact in ylhathi possession. The creatures don't seem to know how to use devices, but something in their racial memory says they are in terms of importance.

## Miscellaneous

To the residents of Earth, the ylhathi might be thought of as abhumans, but unlike abhumans, there's no evidence that these beings actually come from human stock originally or even have any genetic relationship to humanity whatsoever.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Into the Night, Monte Cook Games, LLP, 2018, pp. 158. Numenera. ISBN 978-1-939979-40-7
2. ↑ Cook, Monte, et al. “Creatures.” Into the Night, Monte Cook Games, LLP, 2018, pp. 158. Numenera. ISBN 978-1-939979-40-7
3. ↑ Cook, Monte, et al. “Creatures.” Into the Night, Monte Cook Games, LLP, 2018, pp. 158. Numenera. ISBN 978-1-939979-40-7
Tetrahydra

**Tetrahydras** are flying creatures native to the Ninth World.

## Background

These large creatures, approximately 6 ft. tall, look like black-feathered tetrahedrons with beaks and wings. Based on reports from an early Ninth World naturalist, they were believed to be legless. However, tetrahydras have four tentacles that they keep coiled along their lower half. The tentacles uncoil and can be used as feet and weapons.

## Abilities and Traits

##### Movement:

Long while flying; immediate while on the ground

##### Combat:

Tetrahydras attack from the air, coming down at perceived enemies quickly, wings folded back for maximum speed. They attack first with one of their four beaks and then with their tentacles, which grip and squeeze prey. Sometimes they attack alone, but more often they attack in groups of three or more.

Tetrahydras fight to protect their eggs, which take two years to hatch and are situated in large nests as high up as the creatures can build them.

##### Interaction:

Tetrahydras are animals and act like them.

##### Use:

PCs are likely to run afoul of tetrahydras only if they happen to disturb a nest. However, a foe skilled in animal training could have a covey of them that serve as attack beasts.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 256. Numenera. ISBN 978-1-939979-45-2
2. ↑ Cook, Monte, et al. “Creatures.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 256. Numenera. ISBN 978-1-939979-45-2
Temple of the Trait Breeders

The **Temple of the Trait Breeders** is a significant structure within the underwater city of Minifera.

## Background

Considered a keystone of naiadan culture as well as there for their mastery of the numenera, the temple itself is comprised of a large dome that's surrounded by a campus of smaller, interconnected domes and pools that almost never remain in the same location. The Temple also features several different breeding chambers, segregated from each other and used to store various kinds of primordial dyremmi, including those imprinted with an ability.

The facility is run by the head trait breeder, who is currently a female naiadapt named Kulusa. She looks practically human with red hair and ring on each of her fingers. Having arrived in Minifer about 3 centuries ago, Kulusa was already an accomplished nano who soon took to trait breeding with dyremmi. While she's since gained the respect of many naiadans, there are some who are still suspicious of her rising to one of the most important decisions within the city. However, the latter party has been deemed as racist towards the naiadapt population.

Any citizen of Minifera who wants to undertake a new program of research has to go to the Temple first, where they can, at the very least, apply for a batch of dyremmi to be potentially imprinted with a variety of new traits. Those who are very insistent however, may also get a tiny dome of the Temple's campus assigned to them for a while. Any one of these domes alone can provide the researcher all the resources that the Temple can offer them.

## References

1. ↑ Cook, Monte, et al. “Minifera.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 104-105. Numenera. ISBN 978-1-939979-45-2
The Specter

**The Specter** is a companion in *Torment: Tides of Numenera*, though not in the usual sense, since he is confined to the Castoff's Labyrinth. He is a composite of the Last Castoff's thoughts and memories, created upon impact with the ground when the castoff was born.

## Background

Everything about this figure seems dreamlike. He is a hazy silhouette of green-glass smoke, wearing stylish, well-cut clothes. His jade eyes are fixed on you.

His handsome, bearded face seems hauntingly familiar, though to the best of your recollection you've never seen him before. His jaw is strong; he looks as if he contains great power in his lithe frame.

## Interactions

### Other interactions

* The Specter gives you your first objectives after reconstituting your mind and generating your Castoff. He's a figment of your psyche - and once you are done interrogating him, the Sorrow appears and attacks. The Specter then instructs you in resolving Crises and helps defeat the Sorrow latching onto your mind.
Tabaht

The **Tabaht** were a species established on the southern part of the Ninth World supercontinent, on the south of what would became the Sagus Protectorate.

## Culture

The Tabaht had a warrior culture. They thought that single combat was the noblest expression of self. Their belief system originated from the Underspine, a massive machine intelligence that existed in their capital, an underground city. It was a god for them, as it gave directions to the Tabaht, but it was also considered a servant, and offered them power. They often fought each other for the control of the Underspine. They were thought to be the chosen people, the rulers of the 'New Earth' (the name they gave to the Ninth World), but they also believed that they needed to prove themselves among their own kind. This led to a lot internal fighting as well as profound xenophobia.

They did not hesitate to use Numenera weaponry like plasma beams or war robots, but despised the used of weapons of mass destruction and sought to kill everyone who was in possession of those. They often led expeditions outside of their territory to find new weapons. Once they acquired something, they always modified it to apply their mark and personal style.

## History

The Tabaht lived before written history was globally (re)established and the majority of their history is now lost. It is commonly accepted that they were a major military power, with nobody to compete with them during at least two centuries. Their xenophobia led them to systematically decimate outsiders, and remnants of their battlefields can still be found. Later, they decided they would rather enslave them, but were quite cruel in the way they used them as cannon fodder, or sometime literally as food.

Many clans and tribes in the surrounding areas learned to fear them and chose to flee elsewhere. Those people later created the communities of M'ra Jolios, Ossiphagan and Sagus Cliffs. In this last city, they found heavy defenses and weaponry, and for the first time, another group fought back the Tabaht raiders. This turn of events made the Tabhat stop attacks on outsiders and to focus on an enemy within.

Some time later, an accident occurred in their underground capital. A detonation led to the collapse of the cavern, completely destroying the city and probably the Underspine within it. With their beliefs completely shattered by the event, the Tabaht scattered in small groups and mostly became raiders. But they did not last long after that as their enemies sought revenge and annihilated them.

Some of the Tabaht warchiefs names are still remembered today in stories and myths: Kon Virtih, Haran Ein, Sekin Vandars.

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

**Tarnach Hobbes** is a character in *Torment: Tides of Numenera*.

## Background

This man's brow is creased with worry. He avoids your gaze, his eyes fixed on a point to your left and far away. His trembling, battered fingers pluck at the air. He stares through the chattering customers, the bar, as though he is utterly alone. Stepping closer, you see a thick blue crease running down his throat into the depths of his heavy robes, and orderly rows of azure holes pierce his bony arms from elbow to wrist.

Tarnach is a numenera specialist, who repairs them for anyone who asks and deems worthy. His current state is largely incomprehensible to people interested in something more than his services, as Tarnach was exposed to traces of Akar, a proud city consumed by time. Ever since his mind was exposed, he keeps talking about the Conductor and the Choir he belongs to, which will remake people around Tarnach... And Tarnach himself. He started the work already, embedding countless devices in his bony body, which loop bloodlessly throughout him.

## Interactions

What are you staring at? +2 EXP

I wish to know what you have seen +2 EXP

What do you think you're 'becoming'? +2 EXP requires Lore: Machinery
The Fifth Eye

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

## Background

The local watering hole, The Fifth Eye is home to all sorts of interesting characters from all over Sagus Cliffs. Its unique feature is that the old pumping station is shielded against psychic interference, allowing psychics to congregate without the city and its people screaming into their ears all the time.

## Points of interest

The tavern is a simple chamber, bisected by a walkway leading from the entrance to the bar.

## Characters

* **Feriok**, the bartender
* Dhama of the Bloom , Ziobe, Theboros
* Clarion
* Sir Arthour
* Leto
* O
* Almas the Soul Keeper
* Ysg
* Ghostly Woman
* Malaise (after drinking Black Ichor at the bar)
Villon

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

## Background

One of three castoffs - or rather, their personalities and minds - trapped in the Circus Minor clock when they attempted to subdue their maker, the Changing God. Of the Castoffs, Villon was specced, for a lack of a better word, to be the perfect tank and master with a shield.

## Interactions

### Quests

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

**Yellow Swarms** are swarms of tiny yellow insects that can phase in and out of reality.

## Background

Yellow swarms are groups of weird ultradimensional insects. They must stay close in proximity to one another, or they'll lose their ability to remain in this reality. They look like a small cloud of yellow locusts until you get close enough to see that they are transparent and oddly configured, with asymmetrical bodies that have 7 legs and 5 wings.

Yellow swarms feed on various chemicals contained within the brains and spines of many creatures living in the Ninth World.

## Abilities and Traits

##### Combat:

A yellow swarm will move in and attack with hundreds of tiny bites and stings. The trick to fighting a swarm is that it fades in and out of reality, so every round, the GM rolls a d6 (yes, the GM rolls a die). If the result is a 1-3, no attacks or special abilities will affect the swarm in that round, but the players don't learn this until after they've declared their actions. However, the swarm always attacks just before or after fading, so it's always able to affect creatures within this world.

##### Interaction:

It's not possible to communicate with a yellow swarm.

##### Use:

Yellow swarms often linger near interdimensional gates or other access points, so the presence of a swarm is a good indicator that a gate's nearby.

## Miscellaneous

The people of the Ninth World often refer to extradimensional entities such as the yellow swarm or the erynth grask as "demons."They think of them as supernatural, otherworldly beings of pure evil. The truth is often more complex, but the dangers that these creatures pose make people's perceptions understandable.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 260. Numenera. ISBN 978-1-939979-45-2
2. ↑ Cook, Monte, et al. “Creatures.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 260. Numenera. ISBN 978-1-939979-45-2
3. ↑ Cook, Monte, et al. “Creatures.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 260. Numenera. ISBN 978-1-939979-45-2
Wayward Son

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

## Synopsis

Mother Temaz, an old midwife in Cliff's Edge, asked me to assist one of her wayward "children," a young man named Piquo who is struggling with a difficult choice. If I can help Piquo make his decision, Temaz will return a piece of my caul to me, fashioned into something valuable.

## Walkthrough

* Head to the Chiurgical Parlor and talk to Piquo. He'll explain that he has enough money to pay for one operation and can become either big and ugly or small and attractive.
* You can inquire about his situation and use  Intellect (Persuasion) to learn more about him. It turns out that he comes from a pitiful tribe living in the Underbelly. Hideous from birth, he left it when his father was killed in a bar. And so, ever since he was 12 years old, he was on his own.
* You can decide between these two options... Or with more  Intellect (Persuasion), convince him to get himself an education at the Order of Truth or indulge himself, wasting that money. If you have Tybir, well, he'll want to fleece the lad, ending the quest. Alternatively once you have discovered Piquos past, you can talk to Crooked Qeek in the underbelly and ask her about Piquo. Then return to Piquo and using either persuasion or intimidation to convince him to return to the Underbelly to look after her.
* Return to Mother Temaz.
Unstable Detonation

**Unstable Detonation** is a Cypher in *Torment: Tides of Numenera*.

## Description

A simple and effective explosive. Devices like these have been the bane of many who've had the misfortune of encountering them. Cobbled together from junk and numenera, this detonation can have wild and unexpected effects when hurled at the enemy.
Rumors have it that most of the unlucky victims of these devices were the people trying to use them, for their instability makes them just as dangerous to their owners as to their enemies.

## Location

* Broken Dome: Pried from the manipulator.
Techland Publishing

**Techland Publishing** is a Polish video game publisher founded in June 2016. It is a subsidiary of Techland, a video game developer founded in 1991.

Techland Publishing is responsible for the publishing of *Torment: Tides of Numenera*. They are in a contract with inXile Entertainment and don't hold right over the game intellectual property.
Teling

**Teling** is a Oddity of equipment in *Torment: Tides of Numenera*.

## Description

This odd pair of gloves, made out of a thick brown leather-like material, feels comfortable and springy. Half-icosahedral metallic studs are mounted on the knuckles. Very shiny and perfectly smooth, they appear to be made out of chromium and feel lukewarm to the touch under any conditions.
When worn, the gloves quickly become a burden. The studs begin to make a faint buzzing sound. The longer the gloves are worn, the louder the buzz. After a few minutes, a pronounced fatigue sets in. The fatigue progresses until the wearer feels the same sort of numb sensation in their digits that one would have after wood carving or playing a string instrument for hours. They are impossible to wear comfortably after this point.
Tucked into one of gloves when you found them is a piece of paper. On it is a crude picture of the gloves, with various glyphs pointing to specific parts of the apparel. While fascinating, the glyphs do not indicate the gloves' purpose.
Theboros

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

## Background

The man is old and strong, his face lined with years of brutal experience. His face is aquiline, his nose sharp. He wears a broad-brimmed hat, and his voice is a low rasp.

Theboros is part of Dhama's 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.

## Behind the scenes

Theboros was inspired by William S. Burroughs.

## References

1. ↑ Colin McComb, on Twitter.
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The Empty Child

**The Empty Child** is a Cypher in *Torment: Tides of Numenera*.

## Description

This is one of the Crippled Foreman's "children." Most of the time, it lies so still that you would think it dead, but occasionally it will shift an arm or a leg... or open its tiny mouth in a silent moan. Its eye sockets are large and hollow, and it radiates an overwhelming sense of sadness and despair.

## Location

* Reward for completing Foreman's Brood by taking the children, all the children, after birthing.
The Vast Interior

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

## Points of interest

* Welcome to the tummy... Or whichever part of the Bloom you're in. Head north to meet Grisseler and learn that the Dracogen job won't be as simple as you think. You can talk to the merchants to receive news that the Bloom is mighty ornery today.
* Cross to the other side and meet Sundermun the Elder and Sundermun the Younger. You can interact with the pustule nearby. After completing three memories (you need to become the victim and suffer in each one; still worth 6 XP to weather all that), you will release an abykos and find the Mesmeric Handle among the debris.
* Further down is the Shrine of Great Chila and the lascars. Finally, the round is completed with Ioxu's Shanty.
* After you open the passage into the Trade Post, you can help the traders pull their cart out of a maw with  Might. Then you can use  Speed (Quick Fingers) to gain the Orb of Perception.

## Characters

* Grisseler
* Sundermun the Elder and Sundermun the Younger
* Inkpot before Ioxu's Shanty
* Arechi and his lascars
* Walks-without-fear circles around the area
Ysg

**Ysg**, or Erin, is a character in *Torment: Tides of Numenera*.

## Background

The most distinguishing feature of this tall, vaguely awkward man is the yellow shirt he wears. He seems desperate to fade back into the scenery. When he notices you watching him, he gives you a faint, uncomfortable grin.

If confronted, he will reveal that he is a "transdimensional projection from the distant past", and shows the form of an abykos, while not being one himself. He can interact with the present only through words. He was attracted to The Fifth Eye and Sagus Cliffs because of the signs of civilization and strong psychic presence.

## Behind the scenes

Ysg stands for "Yellow Shirt Guy". During the ending celebration for Torment kickstarter, one of the backers who was invited to the event was wearing a distinctive yellow shirt. The backers on the live stream spotted him and he became a focus for many viewers. Whenever he would get food or talk to anyone the stream would erupt with cheers for the "Yellow Shirt Guy". Ysg was created as a nod to actions and reaction of becoming the central focus of hundreds of online viewers.
Trytherhon

**Trytherhon** is a vegetation-overrun parallel world ruled by sentient trees called elders.

## Background

Vegetation smothers the planet Trytherhon, a world cognate with Earth. A vast forest covers the entire globe, even choking the seas. Creatures other than plants reside there, too, but are mostly winged vermin. Almost all entities on Trytherhon are plant-based. Vines, walking leaves, snakelike roots, rotating leaves taking flight, and striding bushes are just a few examples. The most prolific variety of creature is a species of rooted tree known as the elders. The elder's boles reach hundreds of feet in the air, but their roots reach far deeper. Animate and interconnected, the roots generally don't move during the day, for that's when the elders rest within each other's dreams, when the entire world dozes in connected peace.

The elders could easily solve problems that limited minds, such as those of humanity, could not. But without the aid of telepathy or something similar, communication with the elders is near to impossible. If communication did become possible, human-level intelligence would find the vast dreams of an elder overwhelming, and potentially even dangerous. Like drowning, those who become entangled in a green dream would have to fight their way back to reality. If they succeed, they might just return with the answer to a difficult problem.

However, the elders aren't truly cognizant of the variety of life which humans represent, or even that such things might harbor intelligence. This becomes abundantly clear at night. To stray into Trytherhon at night is suicide, for that's when the roots of the trees animate, burrow up from the ground, and hunt vermin - including humans, if any happen to overstay their welcome.

## References

1. ↑ Cordell, Bruce, “Alternate Realities.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 128. Numenera. ISBN 978-1-939979-47-6
Urtilla

**Urtillas** are large, undersea predators that can be used as mounts for those skilled enough.

## Background

Prized as mounts, urtillas are massive crustaceans that scuttle across the ocean floor but also swim. They possess long tendrils that end in bioluminescent nodules, so they provide their own light even in the darkest depths. These carnivores prey upon large marine animals or entire schools of smaller fish. They aren't picky eaters and will even swallow a human (and his diving suit and gear) if need be

Urtillas aren't particularly bright or astute. They get what they need through brute force or not at all..

## Abilities and Traits

##### Modifications:

Climb as level 6; resist trickery as level 3; Speed defense as level 3 due to size.

##### Combat:

Urtillas have huge maws. IF they strike with a bite, a foe smaller than the urtilla must make another Speed defense roll. Those failing the second roll are held fast and suffer an automatic 6 points of additional damage each round until they escape.

##### Interaction:

Obtaining an urtilla mount almost certainly involves getting one when it's very young and training it from the start. Urtillas are never friendly companions and likely wouldn't hesitate to eat a rider if the opportunity presents itself. Thus, most riders use a strong reward or pain incentive (or both) to keep them under control. It's not uncommon to see a rider with a long staff holding a live fish in front of the urtilla to urge it onward or direct its movements. Spikes embedded in the urtilla's shell can also control it through pain. More sophisticated riders might use some kind of electrical prod device.

##### Use:

An encounter with a hungry urtilla, followed later by another creature using them as mounts, might garner some respect for the riders in most character's eyes. Alternatively, a situation in which a PC must use an urtilla mount - ever wary that the creature she's riding would just as soon rip her to shreds - can be a real experience.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 155. Numenera. ISBN 978-1-939979-45-2
2. ↑ Cook, Monte, et al. “Creatures.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 155. Numenera. ISBN 978-1-939979-45-2
Zero Sum Engine 713

**Zero Sum Engine #713** is a Bonded Artifact in *Torment: Tides of Numenera*.

## Description

This orb floats above your hand on its own gravity. Its core is as dark as the heart of a dead star. It emanates enormous power. Passing your hand through the ethereal green flames rising from the orb, you feel a chill run down your spine and can't shake the nagging suspicion that some small part of you has been whisked away.

This object appears to be an ancient matter-energy converter; when new, it might have unleashed the energy in a grain of sand to create an explosion the size of a small town. The center of the orb is a pocket dimension. It is dark but for the flashed of lightning as new energy is added, illuminationg the endless seas of grey sand from the untapped energy introduced by previous owners.

Although the orb has no visible lines or defects, it is nonetheless cracked - and the crack is in its very tie to reality. The energy that may be passed between your world and the pocket dimension is both limited and corrupted, and it may flow in only one direaction at a time. In its current state, the orb can spew green flames at your opponents, or you can merge with the orb to absorb energy from attacks made against you.

## Location

* The Ascension: Given by the megalith once you give Jar of alchemical powder to it.
Synchradel

**Synchradel** is a large structure inhabited by dothin located within the dimension of Panaton.

## Background

A pack of dothin reside within this rambling structure composed of connected obsidian cubes several miles across. Individual cube interiors will randomly shift states between being solid matter and open space. The inhabiting dothin have learned to sense these transitions before they occur. Other explorers of the Synchradel who don't gain a dothin guide eventually learn that it's nearly impossible to survive a cube transition from empty space to solid matter.

Several dothin watch Synchradel's main entrance, an open square on an exterior cube some 30 ft. on a side, except the entrance is little more than a solid block. When it is open, visitors may meet the inhabiting dothin, under the leadership of a gold and red striped individual (the pack's Reference) called Rada.

Rada is a particularly sensitive to time states and the Synchradel chamber transitions between solid and empty states. It's desperate to find a weapon against the Thexx somewhere within Synchradel, because Rada is convinced the Thexx are nothing less than time adepts who should've been erased with all the rest. Rada fears that the Thexx's charade will soon be pierced, revealing the time adepts, and that the same causal timeslip that failed to eradicate them the first time around will at last wipe away all of Panaton, including the dothin.

The mysteries of Synchradel are deep. Sometimes, when a solid cube transitions to an empty space, allowing access, strange machinery is revealed. Those with some kind of knowledge regarding temporal phenomena are able to deduce that it serves as secondary components to some vast temporal engine. Whether that engine is idling about, running full out, or malfunctioning is more difficult to ascertain. Likewise, what the engine powers - be it the Synchradel, Panaton, or some even grander temporal phenomenon - is difficult to determine without years of study and ancient knowledge that perhaps only the time adepts had possessed.

## References

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

Gender

**Copy Cat** is one of the villains of Super Power Island.

## Characteristics

She is known for the ability to clone herself. According to her super villain file, her crime is the illegal copying of music. She also has multiple personalities, and is a real trickster.

## Storyline

### Role in Super Power Island

The Hero has to enter the bank to meet Copy Cat and wait until she is done copying herself about ten times. You have to act fast for this capture, because she throws a canister of smoke. There is a second floor and the last Copy Cat you find is the real one.

### Role in Super Villain Island

After the events of Super Power Island, she and the other Super Power Island villains were transferred to Erewhon Prison. Like all the other prisoners, she wasn't happy about her prison transfer. In the bonus quest, she and the other Superpower Island villains hold a security guard hostage in a cell.

## Trivia

* Her grey skin hints that she might be based off of photocopier machines.

## Gallery

* Copy Cat in Erewhon
* Copy Cat in prison, Super Power island.
* A poptropican watching Copy Cat escape by cloning herself.
* Copy Cat gloating in the bank in Super Power island.
Thrynathum

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

## Background

Those who visit Thrynathum are instantly greeted with the joyous singing of a family choir, made up of a dozen or so children of the realm's ruler known simply as Empress Oria. The Empress, as well as her children and many consorts, all belong to a very humanoid race native to Thrynathum and the realm itself takes on the form of a massive palace-like structure with towers that extend for many miles between one another. At the palace's center lies a throne room dominated by a throne carved from the interior of some large diamond. It's there that the Empress will often host daily court and even nighttime parties.

Due to the fact that everyone is nearly related to one another, as well as forbidden to leave, anyone who comes to visit Thrynathum is always viewed with great interest. Sometimes, a visiting being whose morphology is at least halfway similar to that of the Empress will probably be auditioned as her next consort, even if said audition isn't immediately apparent. However, while visitors can bear children with Thrynathum residents, despite the latter being dream constructs, any of their progeny are subject to the same rules that prevent them from Ecatora.

## References

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