Tritone Graveyard

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The Tritone Graveyard is a special graveyard of sound within the dimension of the Tumult.

Background[edit | edit source]

Like other Graveyards inside the Tumult, is seen as an intrusion from the universe of normal matter, specifically the one that holds Earth. Also like those same graveyards, the Tritone Graveyard contains within it an expression of the datasphere. That expression, however, has gained enough sentience to refer to itself as "Tritone."

Anyone can find the Tritone Graveyard while exploring the Tumult, by discovering a portal that easily drops them into it by random, or if they believe that Tritone itself possesses special information that can't be found elsewhere.[1]

Dead Explorers[edit | edit source]

This zone is resonant with many conflicting repeating sounds. When living sounds die, they'll normally fade away and are lost within the Tumult. But inside this area they replay over and over, never-changing. The area holds about 7 dead sounds. Each is infested with feeders. If anyone is familiar with local history, they might recognize the sound of a couple explorers that have been missing for a long time. One body contains a sweet, resonant sounds (with no obvious purpose) stolen from the Audience Chamber, which Tritone would love to have back (serves as an asset in any iteration tasks with Tritone).[2]

Dead Zone[edit | edit source]

A place to be avoided for novice explorers to avoid. If by some chance it coincides with their arrival, there first task would be to figure out how to interact with their surroundings and communicate with one another in order to learn how to adapt to the new existence of the Tumult. A band of white noise surrounds the Tritone Graveyard and will absorb and smother other kinds of sounds that enter it. Most creatures, including any explorers, would require 3 rounds to travel throughout the zone.[3]

Graveyard Interior[edit | edit source]

Beyond the dead zone lies a background resonance island that's typified by a melodious chime ringing that never dies away. Various smaller areas within, each distinctly audible from one another, can also be discerned.

Several entities referred to as death chimes wander around this zone. Those who lack express permission to enter (which usually emanates from Tritone) are usually discovered and attacked by them.[4]

Audience Chamber[edit | edit source]

This particular zone is bounded with an impenetrable barrier of "solid" sound that prevents all other noises from entering. In order to pass through, visitors will need either a specified sound sequence, or success on a series of difficulty level 5 Intellect tasks so as to find the right frequencies.

Tritone can often be found inside, and manifests as a series of ringing bells. Whenever present, Tritone will immediately engage visitors with a question of whether or not any of them have seen its nemesis, a being called Melodic. If the visitors provide actual information (or, perhaps, a convincing-enough lie), then Tritone will offer to answer any one question they have to offer, regardless of scope. It might still do otherwise, the petitioners will have to succeed on a difficulty 6 task in order to persuade it to answer. On the other hand, Tritone could just as well grant one significant physical change in a specific place, including within the Ninth World, creating an effect, object or creature of level 8 maximum. It can also translate any intelligent sound from within the Tumult into another dimension, including on Earth, which will cause it to transform into a physical being.[5]

Slithering Sound[edit | edit source]

Grating and harsh like fingernails along slate, the "slithering sound," as it's called, will move throughout the Graveyard and will try to absorb anything that it comes across.[6]

Scordaturn Outpost[edit | edit source]

Approximately 3 scordaturns reside within a distinct zone of the Graveyard that's typified by a staccato strumming. The scordaturns there believe that they're on the cusp of gaining unlimited knowledge, and they'll be initially jealous of any newcomers. Unles they're convinced otherwise, they'll most likely attack anyone out of fear that their knowledge will be stolen. Their names are Rolar, Leama, and Medaram.[7]

Mad Sound[edit | edit source]

Delamen is the name of a sound that manifests as a distant thundering, who resides within this particular area that sounds much like it. Delamen sustains itself on resonance eels and feeders. It gibbers and makes no sense, but also seeks out for itself. It knows of the sound sequence that's required in order to evade the death chimes that patrol the graveyard, as well as the sound sequence required to gain entry to the Audience Chamber, but attempting to gain that information out of Delamen is worthy of a difficulty 6 task.[8]

References[edit | edit source]

  1. Cordell, Bruce, “The Tumult", Into the Outside, Monte Cook Games, LLP, 2018, pp. 86. Numenera. ISBN 978-1-939979-47-6
  2. Cordell, Bruce, “The Tumult", Into the Outside, Monte Cook Games, LLP, 2018, pp. 87. Numenera. ISBN 978-1-939979-47-6
  3. Cordell, Bruce, “The Tumult", Into the Outside, Monte Cook Games, LLP, 2018, pp. 86. Numenera. ISBN 978-1-939979-47-6
  4. Cordell, Bruce, “The Tumult", Into the Outside, Monte Cook Games, LLP, 2018, pp. 86. Numenera. ISBN 978-1-939979-47-6
  5. Cordell, Bruce, “The Tumult", Into the Outside, Monte Cook Games, LLP, 2018, pp. 87. Numenera. ISBN 978-1-939979-47-6
  6. Cordell, Bruce, “The Tumult", Into the Outside, Monte Cook Games, LLP, 2018, pp. 87. Numenera. ISBN 978-1-939979-47-6
  7. Cordell, Bruce, “The Tumult", Into the Outside, Monte Cook Games, LLP, 2018, pp. 86. Numenera. ISBN 978-1-939979-47-6
  8. Cordell, Bruce, “The Tumult", Into the Outside, Monte Cook Games, LLP, 2018, pp. 87. Numenera. ISBN 978-1-939979-47-6