recursal/Fanatic-Fandom huggingface dataset:
Covetous Hearts

**Covetous Hearts** is a quest in *Torment: Tides of Numenera*.

## Synopsis

I've learned that Dracogen desires an item called the Navigational Cortex, which is a prized possession of the lascars in the Lost Anchorage. Dracogen is definitely interested in obtaining the Cortex, and he admitted to sending a team to steal it... but they were slain in the attempt. If I try to acquire the Cortex for him, he recommends that I rely on guile and deception, not force.

## Walkthrough

* The goal is to enter the navigational cortex room, which parallels the Familiar Skies 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.
* Now you can remove the Cortex (consumes action). Alternatively, if you have the Familiar Skies quest, you can scan the helmet and let the cortex deduce that Earth is the homeworld of the lascars. Afterwards run over to Captain Janur and let her know what you found out. If you didn't remove the cortex you'll get it from her as a quest reward, otherwise you need to pass an  Intellect (Persuasion, Deception) check.
* Run back to the way you came in, entering the portal and returning to Dracogen to claim your reward.
Arthoyn

Arthoyn is an ellaticurid Settlement on the planet Naharrai.

## Background

The population of the town is estimated to be about 6,000 residents. It is led by a man named Bartheum, whose elite guard help preserve order in the town and control the entrance to the Tunnel to Lhauric.

## References

1. ↑ Cook, Monte, et al. “Naharrai.” Into the Night, Monte Cook Games, LLP, 2018, pp. 45. Numenera. ISBN 978-1-939979-40-7
Crystal Dimension

The **Crystal Dimension** is another dimension made entirely of crystals. It can be accessed from the Ninth World through an secret way. It is inhabited by humanoid crystalline giants created by 'elders'. Those giants live in a constant state of decay, eroding gradually.

It is a location in the *Torment: Tides of Numenera* video game. It was decided to add this area to the game after its Kickstarter campaign reached $1,5M.

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

**Criustos** is an acidified, electrified dimension.

## Background

A roiling blot of acidic clouds above an endless sea of fizzing liquid, Criustos is known only to a few dimension walkers who've deified warnings encoded in ancient machine memories. Though not infinite, the dimension of Criustos is larger than several worlds combined. Only the thin interface of clear air between the clouds and sea is capable of supporting life, if the titanic electrical blasts can be avoided.

The farther one travels across this dimension, the more likely the effects of the plane begin to manifest.

First, some physical objects and creatures from other dimensions gradually become immune to the electrical blasts, and as they do, their skin and flesh becomes more and more dense and silvery. Once a creature is completely immune to the electrical discharges, it becomes immobile and as lifeless as a statue, and unless somehow kept afloat, sinks into the strange liquid that isn't water until it's lost from sight.

Simultaneously, visitors to the dimension begin to attract electrical wisps and trailing globes that may at first be mistaken for odd phenomena. However, each is actually a creature called a galvak. Galvaks may simply flit about and play, or for reasons all their own, eventually decide to electrocute the intruders until they leave or perish. Galvaks are particularly drawn to objects or creatures composed of metal.

Drifting around on the surface of the sea is a floating prior-world city that seems pristine other than being completely empty. A few dimension walkers who found themselves in Criustos have settled here, and have set up silvery statues of their comrades who fell victim to the transmutation effect. Because the galvaks don't come to the city, it's relatively safe. The leader of these dimension walkers is a human woman named Darsenia, who shaves her black hair each day with a flat razor which she also uses to slit the throat of anyone who gainsays her leadership. With some effort, the survivors - about seven altogether - have managed to get some of the mechanisms to produce foodlike substances, but everyone is malnourished. It's entirely possible that there were more survivors before, and that Darsenia and the others had to eat them in order to survive.

## References

1. ↑ Cordell, Bruce, “Alternate Realities.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 131. Numenera. ISBN 978-1-939979-47-6
Aran

**Aran** is a titanothaur the size of a small moon on whose skin civilizations rise and fall.

## Background

Titanothaurs come in a wide variety of shapes, but all share one difficult-to-ignore quality: mind-blowing size. These creatures emerge at rare intervals in the Steadfast and the Beyond, make for the nearest artificial structure, and attempt to destroy it. The largest monstrosity in this category is estimated to be 1,000 ft. high. But imagine for a moment a titanothaur that dwarfs that one by several orders of magnitude. That entity is Aran, a being as large as a moon on whose back civilizations have risen and fallen.

Aran exists as a living, limited dimension that sleeps for hundreds of thousands of years at a time. A "thin" ecosystem clings to its whorled, craggy hide. And within these canyons and arroyos of flesh, humanoid beings called colchin thrive. To Aran, these beings are as mites on the skin of an aneen, but colchin are as large as human beings, and just as intelligent, though they know nothing of Earth. Instead, the colchin tend herds of smaller, worm-like grubs, raise Rhizomes and other fungi, and amuse each other with a rich diversity of fabulous tales that stretch as far back as the Time of Fire.

Squat and the color of burnt sepia, with several more eyes than a human, colchin speak their own language and utilize only the simplest of tools and weapons. They regard the land as "living" and even tells stories about how once every "cycle" Aran awakes and seeks its soulmate, a creature called Zaar that's composed of pure fire. Once there communion is complete, Aran returns to sleep, and the cycle begins anew. Those colchin that survive are judged worthy to repopulate the world, but only if they can recall the tales of the previous cycles.

The leader of the most renowned community of taletellers is Teller Drasaldion, who suspects the next cycle to be arriving soon.

## References

1. ↑ Cordell, Bruce, “Alternate Realities.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 130. Numenera. ISBN 978-1-939979-47-6
Colo

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

## Background

Distracted. Disturbed? This cultist mutters a reply to a question you did not hear. He barks a laugh to a quip that was not told. Indeed, he seems only loosely aware of anyone else's presence. He brings a cleaver down just inches from the other's hand.

## Interactions

If Callistege is in the party, Colo will reveal that he sees into multiple realities, and that she has killed him in several of them.
Dynafel

**Dynafel** is a walled city in the Kingdom of Iscobal.

## Background

Dynafel is a settlement known for its unique spin cotton cloth (named for the city itself), alongside other textiles, fabrics, and culture. Recently, however, it has fallen victim to attacks by clouds of the Yellow Swarm, which even the city's guards and stone walls have failed to quell. The city is home to 60,000 people that live in simple wooden structures with narrow streets and is run by a rotund mayor named Harcorth Munn, who never goes anywhere without his entourage and his mechanical warder pet. Well liked and well known by the citizenry, Harcorth is no stranger to bars, gambling dens, and brothels that also call Dynafel home.

### The Dreaming Reliquary

Additionally located within Dynafel is a facility known as the Dreaming Reliquary, where Aeon Priests have kept and continue to conduct research on the remnants of the late Queen Sarromere's obsession with dreams. As such, it has been filled with devices that can implant specific dreams, transmit dreams from one person to another, spy upon someone's dreams, among other, stranger purposes. The Dreaming Reliquary is led by an Aeon Priest named Narla Deshu, the lead expert in the field, who, while denouncing the Queen's goals as being "childish", still misses the previous ruler's interest and experimentation with numenera. Her own work of late has begun to be viewed by others as continued support for the House of Sarromere, though she denies such speculations and asserts her allegiance is solely to the Order of Truth and that she would only want the government to continue funding her dream-based research.

## References

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

**Bodrov** is a city in the Kingdom of Navarene.

## Background

Another of Navarene's cities, Bodrov is uniquely defensible. It lies atop an impossible sort of plateau - in fact, the word *plateau* almost seems inappropriate. Designed and sculpted by the ancients, the rock formation is more than 500 ft. high and 800 ft. across at the top, but only 100 ft. across at the base. It resembles a round table with one central leg and is sometimes called Table Rock (although, most often, simply Bodrov). A winding path curls up around the base and enters the rock just below the wide top portion. The path into the city leads through a series of artificial caverns and tunnels, which can be sealed at many points.

In fact, the entire base is honeycombed with both caves and tunnels, many of which have never been completely explored. Many of these interior spaces, as well as the top of the perfectly flat rock formation, hold the remnants of machines and construction from the distant past. It's speculated that the interior foundation of the entirety of Bodrov might be metal, with the stone appearance having been added later, intentionally or otherwise (depending on the true age of the original structure).

Sometimes the defense of Bodrov works against it. Just as it's difficult to imagine an invading army or other danger gaining entrance, so too is it difficult to bring supplies into the city. Food, water, and other goods must be transported up the long path around and through the base and into the city, making Bodrov an impractical place to live. Thus, the population is only about 1,000 people, even though the city could easily house ten times that many, and once did. Buildings - some ancient, some merely old - stand empty, left over from the prior epochs of the world or simply from a time, perhaps a hundred years ago, when people believed that Bodrov would be a city of great importance.

The Vacant Palace is the home away from home of Queen Armalu, although, as its name suggests, she has never been there. It was built for her more than a hundred years ago by an ignorant but well-intentioned suitor who argued that in times of war or other calamity, the queen should come to Bodrov. Wise of him, and yet foolish, for he didn't realize how truly committed she was to never leaving her chambers in Epiternal House. The suitor is now long gone, but his estate still manages the palace for the queen, as per the wishes in his last will and testament.

## References

1. ↑ Cook, Monte, et al. “The Steadfast.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 138–139. Numenera.
Astaria

**Astaria** is a city that lies within the Divided Seas region.

## Background

Located along the Imoros Strait, Astaria is a place of wonder and darkness.

In the position of power is Ormakal the Mind, a disembodied mechanical head who trails a series of wires and cords from his neck when he's not plugged into the giant pillar in the center of town. Ormakal has the ability to encourage others to do his work for him without most people ever realizing it. Those who discover his secret either keep quiet or they're *made* quiet my Ormakal's regiment of loyal worshippers and watchdogs, men of dubious intent who call themselves hivers.

Under Ormakal's rule, the inhabitants of Astaria have devised a way to use osmotic power - the energy that becomes available from the difference in salt concentration - to supply their leader with the huge amount of energy he needs to function. They've built a large membrane across the strait that's porous to water and salt, but nothing else. Those who wish to cross through the strait may do so for a cost, but they'll probably have to wait because the membrane opens for passing ships and water transports only once each day.

## References

1. ↑ Cook, Monte, et al. “The Beyond.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 189. Numenera. ISBN 978-1-939979-77-3
Corare Sea

The **Corare Sea** is a body of water located along the nothwestern coast of the Steadfast.

## Background

While relatively gentle and increasingly warm the further one travels outward, stories abound of special, intelligent predators from the depths below - half synth, half organic flesh - which rise up on occasion to the surface to hunt new prey. Aside from such beliefs, however, a myriad of other, less intimidating fish frequent the Corare Sea.

## References

1. ↑ Cook, Monte, et al. “The Steadfast.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 165. Numenera.
Colin McComb

**Colin McComb** is the Creative Lead on the *Torment: Tides of Numenera* video game, based in the *Numenera* setting. He was also one of the main designers on *Planescape: Torment*, and before that on *Fallout 2*.

In addition to the development of the game, Colin McComb will also write a novella and a digital comic book (*Torment: The Jack's Gambit*).

He co-founded 3lb Games in 2009, a mobile application developper who created the Numenera Character Creator. He was also a part of the Writing Team at inXile Entertainment on *Wasteland 2*, after Chris Avellone recommanded him.

Before his work as a video game designer, he was a writer at TSR, where he wrote numerous supplements for *Dungeons and Dragons*, like *Birthright*, several *Planescape* books and the 'infamous' *Complete Book of Elves*. He was also a designer for *Pathfinder*.

Colin McComb also self-publish his own series of novels, *Oathbreaker*.

He loves to introduce philosophical themes in his work since he studied in this field.

## References

1. ↑ Kevin Saunders Formspring Roundup, *Torment: Tides of Numenera* Tumblr
2. ↑ Colin McComb's apology for "The Complete Book of Elves", Youtube
3. ↑ Colin's The Complete Book of Elves Apology, Take 2, Youtube

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

**Curusa** are liquid entities that are very protective of ancient structures.

## Background

Artificial entities of shaped water, curusa are usually found guarding remnant structures of the prior worlds that stud the Inner Sea, especially the pillar-like structures that natives call the Towers. Curusa may not actually exist until called to action in a predetermined situation by devices that otherwise lie dormant for hundreds or thousands of years. Once formed, a curusa persists only until it fulfills its guardianship role. If it fails to accomplish its purpose when first created, a curusa can persist for months or even years, growing more unstable and desperate all the while, as it seeks to accomplish its goal.

## Abilities and Traits

##### Movement:

Long when swimming; can flow through tiny cracks and reform without harm

##### Combat:

A curusa can make attacks with its fists, which temporarily become as hard as diamond. Once every other round, a curusa can create a miniature whirlpool in the surrounding water. All creatures within short range of the curusa must succeed on a Might defense roll or be violently swirled and tumbled around and around it, taking 5 points of damage in the process and losing their turn.

In addition, as an action a curusa can disperse its form and reassemble a new body anywhere within long range that's underwater. A curusa regains 2 points of health each time it travels in this fashion.

##### Interaction:

Curusa are barely sapient and usually respond only to the rare few who have artifacts or cyphers that provide the means to call or control the artificial entities. Even then, there's a chance that a curusa will turn on a creature attempting to speak to or control it.

##### Use:

Strangely carved pillars are discovered high in the Black Riage around a spherical synth structure. Inside, a globe of what seems to be water floats in defiance of gravity over the entrance to a larger structure buried underground. But whenever anyone gets close, the globe transforms into a curusa and tries to kill the explorer.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 138. Numenera. ISBN 978-1-939979-45-2
2. ↑ Cook, Monte, et al. “Creatures.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 138. Numenera. ISBN 978-1-939979-45-2
Aato

**Aato**, also referred to as the **Green Moon**, is a large, artificial structure orbiting the planet Urvanas.

## Background

A small green, as verdant as a leaf and slightly translucent encircles Urvanas. Humans have unimaginatively called it the Green Moon. The lux, however, call it Aato and revere it as some sort of deific presence.

Aato is utterly airless with an almost smooth appearance, it also holds 1/10th the gravity of Earth. The surface is devoid of any blemish or cratering. Composed of a diamond-hard synth akin to volcanic glass, it constantly soaks up sunlight, possibly in order to power one or more internal processes. Rumors abound of a vast cache of numenera held deep inside, sometimes motivating explorers to utilize extreme methods to reach the satellite. But those who try to bore their way beneath the surface will immediately discover that the Green Moon can focus all available light falling over it onto some troublesome intruder anywhere along its surface or anywhere within a few hundred thousand miles to which it has a line of sight.

Inscetoid automatons, called aobo by the lux, scuttle across Aato's surface at widely distributed locations. These creatures, as green and as smooth as the structure they reside upon, mend cracks, smooth over craters, and provide other repairs to the moon's surface. They each possess within them a unique personality; many are quiet, but some happen to be personable, brooding, angry, or even childlike. A few are murderous. A talkative aobo might speak about Urvanas and what it's observed of the planet over the last few centuries, but it won't discuss the Green Moon, nor will it admit that it even exists, or that the automaton spends most of its existence maintaining said moon's exterior.

Sometimes Aato transmits messages. These messages are picked up by ancient receivers, by some automatons and machines already capable of speaking with each other via private machine channels, and sometimes through physically sensitive individuals. The messages contain vast amounts of data on incredibly specialized topics, so even when the messages are heard, their contents are often so esoteric that it's impossible to make much sense out of them. But all of them begin with an image of the moon hanging above Urvanas.

## References

1. ↑ Cook, Monte, et al. “Urvanas.” Into the Night, Monte Cook Games, LLP, 2018, pp. 51. Numenera. ISBN 978-1-939979-40-7
Beads of Mother Temaz

**Beads of Mother Temaz** is a Oddity in *Torment: Tides of Numenera*.

## Description

This long string of beads belonged to a midwife in Cliff’s Edge. Each bead on the string is distinct and unique, representing one of the babies she delivered over the course of her long career. Touching on the beads will put you into very brief mental contact with whoever that bead represents.

## Location

* Cliff's Edge: Can be found on in the destroyed house of Mother Temaz if you wait long enough without completing Shaky Foundations.
Fresh Vapors

**Fresh Vapors** is a Cypher in *Torment: Tides of Numenera*.

## Description

A simmering jar made of metallic glass. Inside the jar rests a strange miasma. Its vapors sit crystalline and perfectly still until held. The glass vessel twists and writhes when grasped. When you put your ear to the device and listen closely, sounds of weeping and hysterical laughter rise from within. Warm to the touch, once inhaled the vessel becomes ice cold. The user feels panic, fear, nausea... and then sweet relief, a torrent of emotions akin to getting a full rest.

## Location

* Reef of Fallen Worlds: Fished out of the goop.
Cromulus Ranks

The **Cromulus Ranks** are a geological feature within the Divided Seas region.

## Background

From far away there appears to be a small mountain range on the southwestern shore of the Sere Marica. Getting closer, you can see the peaks, while extraordinarily steep, are also extraordinarily regular. Thus, they're called the Cromulus Ranks, named for a long-dead warlord who forced his troops to maintain perfect marching formations at all times.

Cromulus led his armies on a trail of conquest throughout the southern regions of the Beyond more than 80 years ago. Due to his depravations in the villages and towns that he conquered, a surprising number of people in that region can correctly claim to be his descendants.

The peaks aren't mountains at all, but rows of pyramidal structures, each 2,000 ft. across at the base and more than 1 mile high. Over time, enough sediment and erosion has occurred that the once-white pyramids can pass for weird mountains. In places, vegetation even grows on them.

These ancient edifices are buildings with hundreds of interior levels, each with enough space to house hundreds of thousands of people, although the original builders and inhabitants might not have been human. Artifacts and cyphers are found within, but gaining entrance to any of the peaks is difficult.

Some of the pyramids rise out of the water at the edge of the sea. These peaks, in particular, teem with vegetation, nesting birds, and other life.

## References

1. ↑ Cook, Monte, et al. "The Beyond." Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 191-192
. Numenera. ISBN 978-1-939979-77-3
Broken Hound

**Broken Hounds** are creatures found in the Ninth World.

## Background

The scourge of many a wasteland, broken hounds tend to travel in large packs. They resemble extremely gaunt hounds, but their heads appear more avian than canine, giving the impression of a bird skull mounted on a dead dog's body.

## Abilities and Traits

##### Environment:

Broken hounds typically dwell in dry wastes and temperate lowlands. Rarely, they're found in the mountains, usually in fewer numbers.

##### Combat:

These creatures deal damage with their terrible bite. Broken hounds attack in large numbers. Four to six of them can concentrate on one foe or make one attack as if they were a level 4 creature, inflicting 8 points of damage. Each hound must still be attacked individually as normal. If their numbers are reduced to fewer than four, they flee.

##### Interaction:

These starving, vicious animals understand nothing but hunger and fear, They can't be reasoned with - not even by someone with the ability to interact with or train animals.

##### Use:

A large number of broken hounds can make a harrowing combat encounter for the PCs. They attack travelers on a road or those who wander into a lonely vale.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 226. Numenera. ISBN 978-1-939979-45-2
2. ↑ Cook, Monte, et al. “Creatures.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 226. Numenera. ISBN 978-1-939979-45-2
Gtharren

**Gtharren** is a valley within the Kingdom of Iscobal.

## Background

Gtharren is named for its most striking feature massive floating crystal, which stands approximately 50 ft. tall and 20 ft. wide. An artificial construct by nature, people will often come to the valley in order to break off shards from the crystal in hopes of siphoning some of the power within. However, many are turned away from the valley's caretaker, an old man named Phiraster. Stories abound of how Phiraster is some kind of wizard or demon, but in actuality he's nothing but an experienced Nano who wields incredible power. While he might seem insane, he nevertheless forbids anyone from entering the valley without answering the questions he asks. Those that refuse are often driven off through the usage of his many artifacts and esoteries. The Questions themselves range from personal inquiries into the visitors themselves to even strange riddles or koans, there are even times when he'll forgo questions altogether and task the visitors with something specific.

Those who do what he wants, and to his satisfaction, are rewarded with the opportunity to obtain a shard of the Gtharren Crystal. This is because the crystal itself is imprinted with memories and personalities of millions of intelligent beings that span many eons, with a single shard containing a hundred or so of these beings. Despite the memories themselves still remaining inaccessible to bearers, the shards are more likely than not used to interface with and control all sorts of devices, even those long since inactive, via the power contained deep within their intricate crystal lattice.

## References

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

**Entropic Engine** is a Ranged Heavy Artifact weapon in *Torment: Tides of Numenera*.

## Description

Once used as a propulsion device, this has been refitted to work as a launcher weapon. Whether either of these are its original purpose, you could not guess. The barrel fires a solid ball of energy, dealing massive damage to the target.
Bao

**Bao** is a Bonded Artifact in *Torment: Tides of Numenera*.

## Description

This rodent in a stronglass sphere was one of three that lived with Madelia Glittering. After misfortune struck Madelia, Bao agreed to travel with you.
Bao's precise nature, and the extent of her intelligence, are a mystery to you. Still, her nose twitches excitedly whenever you look at her, and you sense that she is enjoying her travels with you.

## Location

* Cliff's Edge: You can buy her from Madelia Glittering if you delay completing Shaky Foundations long enough for her house to collapse (i.e. rest a couple of times when the quest is on).
	+ Note that this **can** affect other quests in the area, so it might be best to first finish other Sagus quests, before resting to collapse the house.

## Trivia

* Bao is a reference to Boo from the *Baldur's Gate* series. Boo was a "miniature giant space hamster" that belonged to Minsc, one of the protagonist's companions. The blinding ability is a reference to Minsc's battle cry "Go for the eyes, Boo!", and the drawback is a reference to Minsc's below average intelligence and wisdom scores.
Chirog

**Chirogs** are scaly, intelligent abhumans in the Ninth World that despise the numenera.

## Background

Chirogs are vaguely reptilian abhumans with thick armor plating covering most of their bodies. They live only to hunt and kill, but despite their savage nature, they're far craftier and more intelligent than most other abhumans. They can comprehend the numenera - and despise it. Even more than killing humans, they enjoy destroying the relics of the past. (Perhaps it's some racial resentment for the wrongs done to them long ago.)

Chirogs tend to live in small packs with a clear leader who's usually a female. In fact, she's likely the mother of many of the members of the pack. The creatures have a tangled, incestuous relationship, and the mature females eventually depart to form a new pack, sometimes taking a brother or two with them.

## Abilities and Traits

##### Environment:

They dwell in small groups of three to six, usually in either wooded areas or rocky, mountainous regions.

##### Combat:

Chirogs don't utilize weaponry or tools, instead attacking usually with a savage bite. However, they can also grapple a foe, which is like a normal attack except instead of inflicting damage, it would hold the victim immobile. The foe can take only purely mental actions or struggle to break free (which would be a difficulty 4 Might task). Both the grappling chirog and the grappled opponent are easier targets for other combatants, so attacks against them are eased by two steps.

##### Interaction:

About one in three chirogs speaks a human language, likely the Truth. (They all speak a language all their own, which is fairly simplistic.) Chirogs may be spiteful and angry, but not impossible to reason with.

##### Use:

When the PCs finally reach the vault that holds a numenera device that they seek, they suddenly find a band of chirogs already there, ready to destroy it.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 229. Numenera. ISBN 978-1-939979-45-2
2. ↑ Cook, Monte, et al. “Creatures.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 229. Numenera. ISBN 978-1-939979-45-2
Artaglio

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

## Background

The features of this once-handsome man are sunken and splotchy, the face of anxiety and drink, evidenced by the flagon in his hand. The veins of his nose have broken, giving it a rosy appearance. Any cheer that might have lived in his face is destroyed by the frequent nervous glances over his shoulder. Following his gaze, you see a Maw some distance away. He looks you over, his eyes lingering on your castoff tattoo.

Artaglio is the commander of the mercenaries who seized Chiurgeon's Slump, and an alcoholic. He and his men deserted from the Endless Battle after they realized they were mere chaff in a sea of castoffs, tools to be used until they are of use no more and then discarded. He deserted together with his men and came to the Bloom to see employment.

## Interactions

### Quests

* Dracogen's Price: Feeding Artaglio to the Maw allows you to open the passage to the Trade Post. You can absorb a part of the drunken Artaglio into you too.
Broken Fathom

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

## Points of interest

* You arrive here after First's Fathom is completed. You need to reconstruct the fathom, racing against the Changing God's taunts. The goal is to first access the stasis chamber in the center. You first need to reach the uppermost platform and press the human-shaped silhouette to enable cloning bodies (and learn how the Changing God manufactured them). Then make your way back to the platform you arrived on and send your clone to activate the previous console. Access the stasis chamber.
* You now return to the Dark Fathom, to confront the Changing God.
Aen-tozon

**Aen-tozon** is a character in *Torment: Tides of Numenera*.

## Background

A stunning man in formidable garb greets you with arms wide open. His golden eyes stir strange, unbidden feelings in you.
"My friend," he says, spreading his arms. "Welcome. I am Aen-tozon." The sound of his deep, rumbling voice makes you think of a waterfall at the rise of the morning sun, beatific and profound. It makes you feel \*drunk\*.

Aen-tozon is a scholar of death, who has travelled to the Bloom as part of his studies and became one with it. His body is conjoined with a maw that feeds on the feelings of others, allowing passage to the worlds beyond. Rhin came through this maw while running away from home...
Black Isle Studios

**Black Isle Studios** was an internal division of Interplay, dedicated to the development of roleplaying video game. It was founded in 1996 by Feargus Urquhart with several member of the team behind *Fallout*.

They developed *Fallout 2*, *Icewind Dale* and *Planescape: Torment* (1999).

The studio was closed on December 8, 2003 due to major financial difficulty for the parent company, Interplay.

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Concussive Truncheon

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

## Description

This weapon releases a pulse of disorienting energy when striking the enemy's more vulnerable parts.

## Location

* Circus Minor: Sold by the Arms Merchant.

## Note

It's one of the best Speed weapons for mid game, since with 5 Edge+Effort it gets to 19 base damage per hit + stun on crit. If you want it, be sure to buy it before leaving Sagus Cliffs, as you won't be able to do so later on.
Asclarian

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

## Background

This tall, lithe man has an unkempt shock of bright red hair. His skin is ashen, as if colored by the dust of old tomes. It's been a long time since he's seen a real sun.
His smile is thin and twitching, and a demented light burns in his eyes.

## Interactions

### Quests

* Dracogen's Price: Unhelpful at first, Asclarian helps after you emerge from the cave. Except he helps your *sire*.
A Call to War

**A Call to War** is a side quest in *Torment: Tides of Numenera*.

## Synopsis

A woman named Clarion has asked me to help convince some veteran warriors to join the Endless Battle. So far, her efforts to sway them have failed. Clarion has been hanging around the Fifth Eye bar, trying to recruit five veteran warriors named Dhama, Theboros, Leto, Feriok, and Ziobe. She wants me convince as many of them as I can to join the Endless Battle.

## Walkthrough

* After talking to Clarion, talk to the veterans in the bar. If you agree with the other veterans, you can use  Might (Intimidation) to kick her out, ending the quest for a reward of 15xp. Otherwise...?
	+ Dhama of the Bloom will agree after you complete Eyes of the Adversary.
	+ Leto will agree if you use  Intellect (Persuasion) - otherwise she will offer you the gift of prescience.
	+ Theboros will agree if you complete Eyes of the Adversary and take the Words of Qra from him... And after you use  Intellect (Intimidation).
* Return to Clarion.
Amber Monolith

The **Amber Monolith** was an impossibly tall obelisk tearing the sky and floating above the ground in the Plain of the Brick. Yellow-reddish light from the tired and old sun reflected in its angles, high from ruined plain.

Despite eons have passed, machinery in the obelisk nucleus continue resounding, plenty of energy. Rings can be observed spinning around the device, turning with a supernatural accuracy. Brown yellowish structure contrasted with inner silver metallic gadget.

Obelisk had a pointed top and bottom, but center was a huge articulated dispositive, with rings that continuosly were spinning, orbiting around in twisted but extraordinary precise angles.

The nearest human settlement was Cloudridge.

Mechanical obelisk noise that produced strangle any sound near it.

At the bottom of the floating obelisk could be seen a metallic scuttle.

### Heart of the machine

Inside, every surface (walls and floors) of the obelisk lightly vibrated with a continous and syncronized rythm between outer rings spinning. Same air seemed shaking lightly at same way. At the top, several tones of ambarine light so dim a person cannot see correctly. A combination of tunnels which circulated between great and understandable machines. Or could be this machines become part of a greater machinery. This tunnels have plenty hollow pipes and wired tubes. Some of these were broken and pointed edges.

It has twenty three levels until arriving heart of the monolith. At this level a bright cilinder with seven metres wide and 10 meters high floated. This shiny and vibrant cylinder has blue metallic surface emited white and blue light. It was no directly connected to machinery but using invisible force fields.

Vicious and suffocating air was innside. Hot temperature and plenty humidity.

If somebody could activate and enter into the cilynder could be teletransported to old citadel created aeons before by inhuman hands and floating in the blue sky.

### Monolith Guardian

A guardian was indoor. Metal, flesh and wires defined a frightening and simian silhouette. Tangled fur shaked aorund, as if every lock has own life and searched something to catch. White eyes over wide snout, plenty of symbols go across side to side. It howled a frightening way that freeze blood. It smelled as musk and lubricant mixed.

Wide thorax with metallic plates and fleshly parts joined in a melting-pot. Construction of this machine was not beatiful, fragile or elegant. Even its organic parts doesn't seem natural relationship. Its capillary tendrils shake themselves by its body, finishing tiny jaws that were opening and closing.

Brilliant modules in creature eyes give same light as a little torch.

## Sources

* *The Amber Monolith* (First appearance)

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Choi

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

## Background

The transparent form of a girl - Choi, you realize - huddles here, clutching herself. Her eyes are closed, her breathing slow and even. Other than the rise and fall of her small shoulders, she is utterly motionless. And that makes the sound she's making all the more audible. It is a moaning, coming from the back of her throat, a low, guttural sound of fear and pain.

This Choi is a reflection of the old Choi Cai'sul, a daughter of Ronos Cai'sul who died as a result of Inifere's selfish actions. She appears if you convince him, via the Twisted Metal Merecaster, to release her into you.
Finzin

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

## Background

Everything about this slender young man says \*thug\*, from his scar-slashed eyebrows to the callused hand hovering over his hip, where a dagger would hang... but he doesn't have one. Instead, flour cakes his hands, and a single apron string hangs from his pocket.

He is, apparently, a baker and a respectable citizen. Before he became one, however, he was a thug and a thief. One of the last jobs he had involved the Gillem Manor heist, which would have resulted in the destruction of an entire district of the city, burned down to ashes together with the people within. The strange link he earned with the levy created from him when he became a citizen resulted in him dropping the job and becoming a baker - but visions of the future stuck with the tormented Levy, who has been trailing the former criminal.

## Interactions

### Quests

* Flawed Simulacrum: Finzin asks you to find out just what is wrong with the Levy that is following him. *His* levy.

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

**Compass of the Navigator** is a Oddity of equipment in *Torment: Tides of Numenera*.

## Description

This synth device appears to be a compass of some sorts, runes and eye-twisting markings lining its edges. The compass arrow swings in seemingly random directions, as if it were trying to steer you.
This item fits the description of a legendary item supposedly bestowed upon "the son of the Ocean God", and lost in his pursuit of other powerful artifacts to the darkest depths of the Oceans.
It washed upon the jagged shores of a small island where the scholar Kistilan studied ancient texts and wrote both works of prose and powerful esoteries. Kistilan discerned it gave the wearer several augmented abilities to move through the air, water, and woods at hastened speeds and with keen sense of a desired objective.
After years of study, he unlocked the abilities of the device, and became known a master of teleportation, transmutation, and augmentation esoteries beyond the ken of any of his rivals.
And this was his downfall - he became too confident and boisterous in his travels, fearing no natural or magical impediment. On a bet with a nemesis, he wagered he could cross through a maelstrom that was passing over the Garravia Sound. He failed, and the compass sank with him to the center of the Sound.
If this is indeed the device in question, its massive powers have been used up by Kistilan. Recharging the device should be theoretically possible, but would require a power source of such massive capacity that it is unlikely to exist on the Ninth World.
Floating Pendant

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

## Description

Held by an invisible chain, this pendant is in the shape of a tiny simplified brehm. It has no apparent weight when held or worn. The invisible chain snaps itself around the wearer's neck when the pendant is held to the chest.
Abscission

The **Abscission** is a void within the dimension of Reeval.

## Background

This 4 mile space is strung with white tendrils that create a three-dimensional crosshatch filling the interior like a precisely woven web. At the juncture of many of the cross-hatches are organic spheres of about 6 ft. in diameter that sometimes hang flaccidly, sometimes bulge as if filled with fluid or gas, and other times they'll shake and thrash around as if holding something alive. Each bulb is a harvesting station that transdimensionally connects to previously deployed Nibovian probes and lures operating in the base dimension. Some Nibovian constructs siphon human emotion into crystal-like concentrations collected here, some steal clothing and personal possessions, and in the case of the Nibovian guide, some will kidnap an entire human.

Everything stolen from the human world is collected here within the Abscission. After a few days of hanging, a collection bulb will make its way down a given strand on thousands of tiny tendril feet, hardens to the consistency of a tough egg shell , and is either absorbed directly into the floor and the thus in to the Body of the Thread, or sent toward Braid to become part of the experiment. In any case, the prospects for the captive seem poor.

Sometimes, still-living humans shunted into the Abscission will manage to get free of the collection bulbs and make a nuisance of themselves. To prevent that, several biological constructs (known as Abscission Guardians) that were specially created within the neighboring Nibovian Development Void Patrol. If they catch loose humans here, captives are subdued and re-encapsulated (or freshly encapsulated if they arrive from somewhere else) inside a collection bulb.

Sometimes creatures other than humans are accidentally transferred to the Abscission via Nibovian Guides. Such creatures will usually by transdimensional in nature, such as the abykos. erynth grask, and nildir. These creatures are usually more adept at escaping the collection bulbs than human victims.

## References

1. ↑ Cordell, Bruce, “Reeval.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 106. Numenera. ISBN 978-1-939979-47-6
Forest of Stingers

The **Forest of Stingers** is a deadly region of New Yenth that's covered in stinger trees.

## Background

This vast forest of stinger trees grows across much of the central continent. The tree branches resemble segmented limbs along which filmy, wing-like leaves will extend during the day. At the tip of each branch is a large stinger, shining with venom. Anyone that attempts to cut down or harm one of these trees becomes the target of several segmented limbs repeatedly stabbing until the threat is expunged.

The tall boles of the trees are actually carapace-covered stalks of giant boring insects whose heads are buried underground. They call out through earth via subtle vibrations that lure ground worms and insects into their maws. These "trees" also communicate with one another, passing information out regarding blights, intruders, and other news from one side of the forest all the way to the next in just a few short days.

Different trees have different venoms, which is something that colrathi order of Healers well understands. Many of the venoms can be harvested (by any order that specializes in doing so safely, the Venom Takers). Harvested venoms can be used to stop many kinds of illness, block chronic pain, both remove painful memories and restore lost collections, help regenerate lost limbs, and so much more. Of course, collected venom can also be used to kill.

Hundred of Venom Takers work the edges of the Forest of Stingers. Each day, they'll sell their venom, collected in large sack-like glands, to healers that come from all over New Yenth. During the evenings, the Venom Talkers relax, watch the stars, and sometimes imbibe diluted poisons known to induce euphoria.

## References

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

**Andronus Sandhand** is a character in *Torment: Tides of Numenera*.

## Background

The Changing God left Andronus' body for another when he confronted the First Castoff for the first time, leading to the beginning of the Endless Battle.

Constantly bickering with Raima Cyro, Andronus is impossible to talk to.

## Interactions

### Quests

* The Sanctuary of Miel Avest
* The Right to Exist
Bronze Sphere

**Bronze Sphere** is a Quest item in *Torment: Tides of Numenera*.

## Description

This is a fist-sized bronze sphere that you removed from a transdimensional space inside your head. Its surface is covered in interlocking spirals. Interacting with the sphere allows you to swap companions out on the fly, making it an essential item to procure before leaving Sagus Cliffs.

## Location

* Buried Crossroads: Removed from your head using the mirrors.

## Behind the scenes

It is probably a reference to *Planescape: Torment'*s Bronze Sphere, a quest item central to the first part of the game.
Conduit Rings

**Conduit Rings** is a Ornament (Artifact) in *Torment: Tides of Numenera*.

## Description

This is a set of three rings connected by thin wiring that can be placed over the index finger. The metal is cool to the touch, but the wiring pulses with weird energies. Once activated, the three rings together act as a power conduit, siphoning different types of otherworldly power directly into your strikes.

## Location

* Caravanserai: Received from the Silver Orphans for telling them about the Peerless.