recursal/Fanatic-Fandom huggingface dataset:
Alioptor

**Alioptors** are floating masses of tongues and mouths native to the Gloaming. They reproduce by injecting creatures with their larvae.

## Background

Like a horrific cloud of writhing, undulating tongues, alioptors sweep out of the cover of shadows to attack their prey. These creatures fly through unknown means of literally negating gravity in a precisely controlled manner. They're, in fact, colonies of many organisms fused together.

## Abilities and Traits

##### Modifications:

Stealth as level 7; Speed defense as level 5 due to size.

##### Combat:

Alioptors can attack all within immediate range through their barbed tongues. Creatures struck by either of the tongues must make an immediate Might defense roll or be pulled into the mass of tongues and toothless maws and be held there.Victims held in this way suffer 6 points of damage each round if they're unable to break free, although a new attempt is allowed each round. Captured victims must also make a Might defense roll or be injected with alioptor larvae. The larvae live and grow beneath the victims flesh for about a week, at which time they move to the tongue and cause it to swell. Eventually the victim begins to choke, and each hour must make a Might defense roll or move one step down the damage track. After six hours, the victim's tongue ruptures, and tiny alioptors squirm out. The rupture will move the victim down one step on the damage track. If the victim dies, the alioptors will feast on the corpse before joining together into a single mass.

##### Interaction:

The alioptor is a near-mindless creature that can't be reasoned with.

##### Use:

An intelligent native in a small town was killed, and a new alioptor emerged from the corpse. Now the residents of said town are intent on find and destroying the thing before it can claim another victim )and produce yet another of its kind).

## Miscellaneous

The hideous effect of the alioptor larvae holds true for humanoids and especially humans. The process might take on a different form inside of a different creature

## References

1. ↑ Cook, Monte, et al. “Creatures.” Into the Night, Monte Cook Games, LLP, 2018, pp. 143. Numenera. ISBN 978-1-939979-40-7
2. ↑ Cook, Monte, et al. “Creatures.” Into the Night, Monte Cook Games, LLP, 2018, pp. 143. Numenera. ISBN 978-1-939979-40-7
3. ↑ Cook, Monte, et al. “Creatures.” Into the Night, Monte Cook Games, LLP, 2018, pp. 143. Numenera. ISBN 978-1-939979-40-7
Astronomical Merecaster

**Astronomical Merecaster** is a Merecaster of equipment in *Torment: Tides of Numenera*.

## Description

Filled with ingenious clockwork mechanisms, this cobalt orrery depicts a solar system far different from your own. The tiny planets orbit and rotate soundlessly and endlessly, the pattern of their paths no doubt revealing alien destinies and prodigies to be puzzled over by learned beings in some distant, unknown place. Here, it is merely a novelty, though one that invites contemplation.

## Note

The Astronomical Merecaster is bugged at the moment (v1.1). If you examine the paper in your pocket, you'll be able to examine a coffin, which should be impossible. If you select that option, you skip over more than half of the memory straight to the corpse in the coffin.
Aneen

Aneens are found as domesticated animals in the northern kingdoms of the Steadfast. They originate from the Plains of Kataru and eastern edges of the Black Riage where they live in small herds eating grass, leaves, and small lizards and rodents. Aneens are used both as beasts of burden and as a food source (their meat and milk are edible).

## References

1. ↑ Monte Cook *Numenera* Monte Cook Games, 2013
Circus Minor

**Circus Minor** is a location in *Torment: Tides of Numenera*.

## Background

The entertainment and heart of the city, where people come to talk, interact, and live! Oh, and to watch brutal executions of people who cross the rulers of the city.

## Points of interest

* Welcome to the city (finally). To your right is a public execution, to your left the marketplace. Trade with the Arms Merchant, Steristi and Falinda, talk to the Seer to amuse yourself, and move on. Otero wanders here.
* Beyond the marketplace stands the Genocide. Next to him is a strange device and a cave in. You can scavenge the canister from the rock pile ( Speed with Quick Fingers and Lore: Machinery) or break apart the rocks ( Might/Smashing) for some shins. The device can be used to trigger a memory ( Intellect/Anamnesis). Right next to this spot is the exit to the Government Square, with Philethis nearby.
* The execution features Tybir among the crowd of horrified onlookers. Yeen the Overseer presides over Ris' execution, slowly carried out by Death-of-Ris and the Devourer of Wrongs.
* Beyond that there's another section of the market, with Prata, the cypher merchant, the happy family (Paja, Kellenor, and Jherem), Zaofi the Sculptor, and the slavers led by Tol Maguur.
* In the center is the Cult of the Changing God camp, headed by Casmeen and Mimeon. Right by the camp is the exit to the Underbelly.
* Three cyphers can be found in a pile of rocks in the northwestern corner: Shade of the Desert Sun, Conflict Advisor and the Prestidigitator.

## Characters

Quest characters
* Tybir, the companion.
* Falinda
* Zaofi the Sculptor
* Tol Maguur
* Casmeen and Mimeon

Merchants
* Arms Merchant
* Prata (cyphers)
Chronal Transference Device

**Chronal Transference Device** is a Quest item in *Torment: Tides of Numenera*.

## Description

This is a blinking and humming assembly of synth and metal parts, cobbled together from spare components of the machine that creates the levies of Sagus Cliffs. The device should transfer a single year of life from a human to his or her respective levy... assuming both parties are willing.

## Location

* Used to grant another year to the tormented Levy by Finzin.
Bedazzling Flower

**Bedazzling Flower** is a piece of equipment in *Torment: Tides of Numenera*.

## Description

This small palm-sized crystalline structure has the solidity of a thin sheet of ice, threatening to crack and break in your hand, yet it houses untold social possibility. Upon its use, it generates a simulation of another possible responses in the conversation that you're in. It determines the best way to say what you wish to convey, and seamlessly integrates this knowledge to you. However, upon such use, the Bedazzling Flower turns to dust.

## Location

* Trade Post: Sold by the merchants after it's restored.
Citadel of Watching

The **Citadel of Watching** is a fortified complex within the glacier of Niress.

## Background

Tunneled close to Nalranin's location deep inside the icedrift, the citadel emits a glow that's detectable through the translucent ice for miles.Near the dry tunnels that lead to Nalranin, a couple watery passages lead to entrance of the Citadel of Watching. Inside the Citadel are housed more than a 100 omath rangers, alongside swiveling weapon turrets made from metallic ice, each capable of firing a volley of up to 10 homing missiles. Anyone hit by them suffer a blast of concentrated light that inflicts 10 points of damage if directly struck and 3 points of damage even if indirectly struck by them. The targets are also rendered blinded for 2 rounds thereafter.

The citadel is run by a female omath ranger named Dellerda, who bears an insignia stamped onto his carapace in the form of a relief-shaped cross that glows red. She's known for hating the vuluns so much, she secretly wishes for all the vuluns guardians around Nalranin to be wiped out, so that the omaths can connect with the machine more directly. Dellerda also offers a bounty of cyphers to those who can render the vulun inoperable - or even find a means to do so.

## References

1. ↑ Cook, Monte, et al. “Niress.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 74. Numenera. ISBN 978-1-939979-45-2
Canadu

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

## Background

This large, bald, broad-shouldered man turns to face you. You freeze. It's not his dark cloak or his sledgehammer. It's that beneath his mustache and goatee, he is so ugly that he'd scare his own mother in a dark alley. He gives you an abrupt nod, and you get the distinct impression that \*here\* stands a man who enjoys the boredom of standing guard and the company of his own thoughts.

Both the and El-Jinto hail from Lhauric, a city in the Beyond, packed with blood-mad priests, giant razorcats, and drit. He doesn't miss it, unlike his partner.
Augury

The **Augury** is a structure that controls the flow of time in the realm of Panaton.

## Background

On an empty plain where nothing grows, a white synth structure stands alone. Within lies the Augury, an entity composed of three, 6 ft. in diameter crystal orbs orbiting an empty space. Similar to the Anthelid, the Augury is a device that can manipulate time. But unlike the Anthelid, the Augury is a conscious automaton with motivations of its own, however, mysterious those may be. It speaks most languages, including the Truth.

The Augury allows the dothin into its presence, but rarely any Thexx. It might allow dimension walkers through, though, if it has a use for them, or if said dimension walkers insist that they need knowledge or aid that only the Augury can provide. For its part, the Augury can sift both time and dimension observing events and drawing conclusions. The Augury can answer any question, regardless of difficulty. The uncertainty is whether or not it chooses to answer truthfully, or twists the truth to achieve its own ends. It never does explain its ends, but the Thexx of Time Vault 33 believe the Augury's purpose has nothing to do with the time adepts, safeguarding Panaton, or anything similar, though it sometimes acts as if those topics concern it. Instead, they believe that the Augury is no more than a monitor set in place by beings native to a barren, nameless dimension.

## References

1. ↑ Cordell, Bruce, “Panaton.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 83. Numenera. ISBN 978-1-939979-47-6
Anamnesis

**Anamnesis** is a Exploration skill in *Torment: Tides of Numenera*.

## Overview

+15% bonus per level on difficult tasks marked with this skill. Inability confers -15% penalty.

The Last Castoff can access the memories of previous consciousnesses. This skill represents your focus and acumen when attempting to recall those experiences.

## Availability

The skill can be selected during character creation by the Nano.
Catena Interior

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

## Background

This is the catena that crashed into the bloom from another dimension, ferrying passengers from another world. Now it's your to salvage.

## Points of interest

* A straightforward area. Loot the locker by the bulkhead for a Cine.
* Loot the pipe by the reactor for a Teling.
* Interact with the power source. The Catena intelligence will spawn projections of several passengers and talk to you. You can talk to it and use  Intellect (Persuasion, Deception) to take it into your mind. This requires a further test of  Intellect (Anamnesis).
* Then strip the Transdimensional Power Source from the receptacle and return to Ioxu.
Avatrol Leather Jerkin

**Avatrol Leather Jerkin** is a piece of equipment in *Torment: Tides of Numenera*.

## Description

This simple garment is fashioned from the hide of an avatrol, a belligerent and spiteful beast that roams the Beyond in packs. Avatrols are immune to most energy attacks, and their skins retain a certain amount of this resistance after death, so avatrol leather is popular among hunters and explorers of the region. The tough material is also thick enough to offer a minimal amount of physical protection.
Crown of Eyes

**Crown of Eyes** is a Bonded Artifact of equipment in *Torment: Tides of Numenera*.

## Description

This crystalline pyramid has several carvings of half-lidded eyes inscribed around the base. Hundreds of micro-hooks line the bottom, ensuring that it will firmly attach itself to whatever it's pressed against. When it is attached to the skin, it spawns extra-corporeal eyes that bob and weave nearby, gathering information for your consumption. You cannot understand everything they say - the information was not meant for a purely human mind.

## Location

* Government Square: Given by Iyene Who Knows once you traded four secrets.
Chamber of Bones

**Chamber of Bones** is a location in *Torment: Tides of Numenera*.

## Background

The chamber contains the body of an ancient apex predator, who fell into the Bloom through a dimensional rift and was eventually consumed by the massive organism and the corpuscular maws that populate it.

## Points of interest

* Wipe them out in a rather difficult crisis (five foes, 40 HP each). Interact with the creature brain and use the Tidal Surge to reactivate the brain. Then you can examine the nerve clusters (watch the memory for 4 XP) and use  Intellect (Lore: Natural) to manipulate the creature's body - or what's left of it. Manipulate the belly nerves to make a maw appear - together with a stench capable of causing genocide, ewww.
Abtrucense

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

## Description

This eyeball and its stalk are clearly not human. The eyeball itself has an odd, opaque green color, but odder still is the fact that it maintains a moist, lifelike feel. Swallowing the eyeball - with some difficulty - imparts some of the vitality of whatever creature this was harvested from. According to the lore, there once existed a semi-intelligent race of deep-sea cephalopods in Garravia Sound. These creatures were known to rescue drowning sailors. Over time, it was discovered the people saved retained above average regeneration and constitution months after the event. This discovery reportedly led to organized hunts for the creatures in order to obtain more of their essence. The creatures did not offer any resistance and often made themselves visible to hunting parties. After years of over-hunting, the creatures disappeared suddenly. All that remained were thousands of their eyeballs littering the ocean floor. Over the centuries, stocks of these "abtrucenses" have mostly vanished - the knowledge of the creatures' sacrifice all but forgotten.

## Location

* Underbelly: Fished out from the waters of the lake using Crooked Qeek's fishing rod.
Aadiriis

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

## Background

Even among all your siblings in Miel Avest, this woman is remarkably beautiful. Clad in a robe of myriad colors, she carries herself with a distinct grace and ease. Her skin is dark brown, her hair a rippling, midnight black. Her violet eyes blaze momentarily as you approach, and she holds up her hand. Her voice is musical and sweet. Aadiriis is the peacekeeper and host of Miel Avest, taking care of it in this time of strife.

## Interactions

### Quests

* The Sanctuary of Miel Avest: Aadiriis takes care of Mazzof's merecaster and will not give it to you until you demonstrate responsibility with it.
Baranth

**Baranth** is the hometown of Rhin.

Divinities of the like of Ahl are supposedly common in this place. There is different type of such gods. Some are of health, hearth and home. Others of road and roam. These gods lives in inanimate objects, often kept in a home, providing council or just listing to the worry of the townsfolk. A family is considered poor when they don't dispose of one.

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

**Arravelons** are flying, ultraterrestrial creatures that feed on the minds of others.

## Background

That distant point of red light might be a star in the sky. Or perhaps a falling star, or a craft fashioned of devices left from a dead civilization. Or, if it continues to grow until it's a blazing point of scarlet fury several feet across, it might be an arravelon come to feed upon all a target's tomorrows, sucking away the victim's probability potential until they narrow down to nothing.

## Abilities and Traits

##### Modifications:

Attacks as level 5; perceives as level 6; resists frightening effects as level 8.

##### Combat:

An arravelon can attack one target within immediate range with what appear to be dozens of crawling tendrils of intangible light. A target who fails an Intellect defense task suffers 5 points of Intellect damage (ignores Armor) and experiences an odd sense of narrowing possibilities. Each time the victim takes damage, the difficulty of all its Intellect-based tasks increases by one step. This effect lasts until the arravelon is destroyed.

An arravelon is vulnerable to attacks that use transdimensional energy. If damaged, the creature falters and takes no action for one round, after which it can act normally.

##### Interaction:

Arravelons don't speak or respond to the language of others, and telepathic communication yields no results, as if the creature doesn't exist. But arravelons aren't mindless; they can learn from experiences and figure out creative solutions to problems.

##### Use:

An inactive arravelon (which appears like a node of reddish crystal) has been set into the ring of a powerful personage. every so often, the arravelon manifests, killing the current wearer, though usually not when anyone else is present. This has given the ring a reputation for being cursed.

## Miscellaneous

An arravelon subsists on the subtle interaction a conscious creature has with reality itself by observing it. Whether or not a timeline diverges depends on the choices a conscious creature makes. Once an arravelon has fully fed on a victim, no consciousness remains.

## References

1. ↑ Cordell, Bruce. “Ultraterrestrials.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 139. Numenera. ISBN 978-1-939979-47-6
2. ↑ Cordell, Bruce. “Ultraterrestrials.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 139. Numenera. ISBN 978-1-939979-47-6
3. ↑ Cordell, Bruce. “Ultraterrestrials.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 139. Numenera. ISBN 978-1-939979-47-6
Broken Dome

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

## Background

One of the many safehouses of The Changing God, this particular one is where you crash-land, damaging the sarcophagus and its surroundings. As you gather your wits in the freshly reconstituted body, two persons hover over you...

## Points of interest

* The central sarcophagus you wake up next to requires fixing in order to grant you its benefits. That is far off. For now, examine the sparking housing. You can use  Speed (modified by Lore: Machinery and Quick Fingers) to gain a Sprayflesh and 18 shins. Examine the sarcophagus and the shards on the floor to gain a Crystalline Shard.
* Interact with the device to the north-west to meet a sarcastic computer assistant. It will be unhelpful, but if you ask it to show the arch again, you can use Anamnesis ( Intellect Effort) and try to recover the memory. This will unlock access to Cell 0 of Lugum Vo. Accessing it provides the Unstable Detonation cypher.
* Leave to the Reef of Fallen Worlds.

## Characters

* Aligern and Callistege: Inspecting your broken body.
Cragworm

**Cragworms** are deadly serpents found within the Ninth World.

## Background

A cragworm is a spined serpent that can grow up to 50 ft. in length. Its mouth opens horizontally and holds many rows of teeth. Dwelling in abandoned or isolated areas, it preys on whatever it can find. The creature has many red, glistening eyes and is known for its terrible, mournful howl. It has the intelligence of an animal and the outlook of a predator.

## Abilities and Traits

##### Environment:

Dwells alone in rocky wastes, deserts, or hills

##### Modifications:

Hides in rocky terrain as level 7. Speed defense as level 5 due to size. Perception as level 4. Resists trickery as level 3.

##### Combat:

A cragworm hides amid rocks and ruins. While hiding, it howls, and the subsonic nature of the sound paralyzes anyone within long range. Victims who fail Intellect defense rolls are paralyzed for two rounds.

When the cragworm emerges from its hiding pace to attack, its envenomed bite inflicts terrible damage. Victims who fail Might defense rolls move one step down from the damage track.

Once a Cragworm enters combat, it will fight to the death.

##### Interaction:

Cragworms just can't be reasoned with. They can be intimidated or tricked, but the latter is far easier than the former. They're also particularly easy to fool if food's involved.

##### Use:

Cragworm attacks are seemingly random wilderness encounters that usually befall unsuspecting travelers. In many ways, they're the archetypal wasteland beasts of the Ninth world, giving rise to sayings such as "fierce as a cragworm," "temperamental as a cragworm," and so on.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 230. Numenera. ISBN 978-1-939979-45-2
2. ↑ Cook, Monte, et al. “Creatures.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 230. Numenera. ISBN 978-1-939979-45-2
Branu's Kiss

**Branu's Kiss** (also known simply as "The Kiss") is a sphere of liquid floating in orbit around the sun, close to the ninth world. Within is housed a dense underwater ecosystem which is maintained by an advanced device at the center known as the Crux. A powerful, aquatic android named Branu serves as its Caretaker.

The membrane of the Kiss is highly permeable and the "Water" within is breathable to those who breathe air.

## Background

While the true purpose of the Kiss remains a mystery, the environment is tended to by Branu, who protects the welfare of the life inside it, and the Crux, which cleanses the water of toxins and even introducing new life into the Kiss to help stimulate Biological diversity.

The Native races of the Kiss include:

**Saunukar:** - Smooth humanoids with elongated heads and flippered arms and tails who dwell in family groupings called "Pods" located in villages made from the surrounding foliage. Very knowledgeable about the natural resources of the Kiss.

**Humans:** - Natives the ninth world who were either refugees or the descendants of refugees cast out from the village of Nebalich through the Line Node and unable to return. Some are adventurers who willingly came through to investigate. Most Ninth Worlders reside in a settlement known as Kestin's Folly

**Dramath:** - Monsters of translucent shrouds that shimmer with phosphorescent light. They believe they were made to slay a scion named Zalkezia of an alternate Dimension known simply as the Air Castle.

## References

1. ↑ Cook, Monte, et al. “Branu's Kiss.” Into the Night, Monte Cook Games, LLP, 2018, pp. 18-20. Numenera. ISBN 978-1-939979-40-7
Cliff's Edge

**Cliff's Edge** is a location in *Torment: Tides of Numenera*.

## Points of interest

* This section of the city holds a number of important locations. The Chirurgical Parlor is right up the steps in the north-west corner, with the tunnel to the Underbelly just below. The Parlor offers a selection of worthwhile upgrades, while the ruined house nearby has clues for The Sorrow's Prey quest. You can use  Might to dig through the rubble or  Intellect (Anamnesis) to recall a memory.
* The Fifth Eye tavern lies just opposite the bridge leading to Circus Minor, with a large plaza and stairs to the Caravanserai next to it. You can interact with the strange floating scuplture and touch the large sculpture to earn a vision and three XP.
* In the alley to the south you can find Zebb and his family, with the rogue stichus found at the end of the alley.
* The exit to the caravanserai has a collapsed home nearby. You can inspect it to find Rhin huddling in the ruins. A group of three hooded thugs appears, trying to abduct her. Once it comes out that they're bounty hunters on her trail, she willclaim that you have Discoverer's Rights to avoid being taken back to the slaver in Circus Minor. You have three options to deal with them (one, admitting that you're there for Rhin is... bad). The other three are  Intellect-based (Intimidation, Persuasion, or Deception). This will earn you Rhin's loyalty and companionship.
* The device near the exit, the one shaped like a giant satellite dish, can be interacted with. You can use  Intellect (Anamnesis) to remember why it feels so familiar.
* The area to the south-east can only be accessed with Ch'kekt's help, if you did not alienate him. Otherwise you have to use the automaton. The pile contains a Quickice Axe and some shins, while the brain-topped device next to it can be interacted with. Examine all the elements, then slide your hand inside. You can use  Speed (Quick Fingers) to grab a can of Concentrated Sprayflesh.
* The three floating triangles can be interacted with for a permanent buff.

## Characters

* Lord Vuntgen stands talking to the crowd by the exit to the Circus.
* Erritis and Mother Temaz: By the crashed airship.
* Madelia Glittering: Near the tavern.
* Jernaugh and Piquo: In the Chirurgical Parlor.
* Aitasii, Barant, and Guromo: Just south of the parlor.
* Finzin, Aidan Sitabo, Tormented Levy, Loss-of-self: In the central square, near the Chirurgical Parlor.
* Zebb, Avina, Nym: Beyond the Fifth Eye tavern.
* Rogue Stichus: Just beyond the children.
Clarion

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

## Background

This young woman wears finely polished armor and paces back and forth restlessly on the walkway. Her long hair is lustrous and healthy, and her whole form exudes a wholesome vitality.

## Interactions

### Quests

* A Call to War: Clarion asks you to recruit Dhama's warriors for the Endless Battle.
Braguon

**Braguon** are abhumans that live among the dense flora of the Ninth World.

## Background

Green skinned like the forests and jungles they call home, these abhumans are somewhat less aggressive toward human beings than other of their own kind. They're more isolationist in outlook, but much like all abhumans, they're brutish and bestial. Braguon gain status among their kind through strength and intimidation. If approached by others, they will react poorly, usually either attacking or fleeing immediately, their weird hoots and whistles fading into the forest that they know so well.

These abhumans roam the forest, hunting, scavenging, and generally living short, shallow lives. Though they live in the woods and know its secrets, they have no love for it or its inhabitants. They kill and destroy out of pleasure.

## Abilities and Traits

##### Combat:

The typical braguon warrior tends to be relatively weak. They rarely ever use weapons, relying instead on their claws. Their attacks are uncoordinated and somewhat clumsy. They never wear armor.

However, the process of giving birth toughens a braguon, so sometimes an older female who's had multiple children rises to a position of power within a band. Her greater size and strength ultimately makes her into a tougher opponent.

##### Interaction:

Braguon mouths are strange fluted things that couldn't produce human-like words if they wanted to. The abhumans communicate through a series of whistles and pops. They react to the actions of others with violence or terror, disappearing into the trees.

##### Use:

Some of the weakest of all abhumans, braguon are less effective as an overt threat and more useful as a way to show the truth of abhumans in general: even those who don't raid human settlements or ambush travelers are still unpleasant and awful.

##### Loot:

Very, very occasionally, a single braguon will have a cypher on them.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Ninth World Guidebook, Monte Cook Games, LLP, 2018, pp. 225. Numenera. ISBN 978-1-939979-24-7
2. ↑ Cook, Monte, et al. “Creatures.” Ninth World Guidebook, Monte Cook Games, LLP, 2018, pp. 225. Numenera. ISBN 978-1-939979-24-7
Crefton Fathom

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

## Points of interest

* In this fathom, you run into Tol Maguur. Your choices are to use  Intellect (Persuasion or Deception) to either convince her to free herself or condemn her. You can also kill her or lash the shades with tidal energy.
* Next up is Erritis, if he was with you when you confronted the Memovira and the Resonance Chamber was activated. You have the choice between making him a hero... Or separating the Audience from him permanently.
* In the upper right corner you can find a snake sculpture. You can use  Intellect (Anamnesis) to realize that the sculpture before you is the REAL Dracogen, the master of the shade(s) you and others like you interacted with. You can touch its surface and keep touching it to gain the Recalescent Stone.

## Characters

* Tol Maguur
* Erritis
* Philethis
Crooked Qeek

**Crooked Qeek** is a character in *Torment: Tides of Numenera*.

## Background

A small, hollow-cheeked mutant sings a soft, wavering tune to herself. Yellow bruises discolor her skin - wounds formed not from violence, but from malnutrition, and her prominent bones bend and twist at odd angles. Still, she smiles. She smiles at the oily water, devoid of any fish. She smiles as she arranges her empty basket beside her. And she smiles at you when she sees you standing over her.

Qeek is an ugly little mutant woman, small and thin, around 18 or 19 years old. She's also destitute, barely eking out a living in the Underbelly by fishing in the dark waters of a little inlet. Despite her conditions, she's friendly and optimistic - even childlike - to reinforce stage 2 of the game. ('Crooked' is a comment on her misshapen form, not her personality.)

Qeek is one of the last survivors of a primitive, wilderness tribe of mutants who made their living mostly by fishing. They came to Sagus when their land was consumed by the expansion of the Endless Battle (which killed most of them). Qeek was only an infant when her parents brought her here, but all the older members of the tribe have since died, unable to adapt to conditions in the city.

Qeek won't mention Piquo unless the player has met him and been told that he abandoned his tribe of mutants. If the player asks if she is part of the tribe Piquo mentioned, she says that she is - she feels bad that he left, and she wishes he'd come back.
Beoth (WW)

**Beoth** is the parallel incarnation of the city of Beoth for the Whispering World.

## Background

Beoth was already suffering from a plague called the "toothless bile" when a completely new kind of illness swept through the city like a torrent, leaving whispers in its wake. In the ensuing aftermath, the toothless bile was no longer a concern, though that's hardly a consolation to Sister Tevera. Sister Tevera is the leader of the twenty survivors still sheltering in Beoth, specifically within the temple of the Old Ways. For some reason, whisper's don't pass the edge of the crater that surrounds the temple, and the thick walls prevent those inside from hearing the trigger phrase passing whispers sometimes shout from the periphery.

Tevera teachers her followers that the whispers are a result of the Aeon Priests' meddling with magic and demons that they should've left alone. She believes this so fiercely that the single aeon priest that joined her within the temple a man named Malegran - was ejected for his crimes against the world. A few days later, Malegran returned as a whisper, to stand at the edge of the crater like all the rest. But unlike the other whispers, Malegran still remains instead of wandering off, as if some memory drives him to locate those who cast him out.

Sister Tevera will welcome newcomers to the temple, but only as long as they agree to be baptized in the name of the Stargod, and so long as none of them are Nanos or Aeon Priests. (Although she may at first accept such, she'll later demand that they be sacrificed to appease the Stargod.) Baptism consists of having Earth quarried from the crater poured over one's head and the memorization of a few short prayers to an entity called the Stargod. Those who choose to resist will be met with Sister Tevera's bodyguard, Baraxis, who seems immune to the whisper's trigger phrase. Sister Tevera believes it's due to his faith in the Stargod, but before he was thrown out, Malegran had hypothesized that it had something to do with the metallic sheen covering his skin.

## References

1. ↑ Cordell, Bruce, “The Whispering World.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 70-71. Numenera. ISBN 978-1-939979-47-6
Bonded items

**Bonded items** are powerful numenera artifacts that go in the two Bonded equipment slots on the Inventory screen, to the right of your character. When equipped, they fuse directly to your skeleton, nervous system, or organs, providing significant positive effects, but their invasive nature can also produce negative effects. The Concentration skill allows you to equip bonded items without suffering the negative effects: Trained gives you one free of charge and Specialist two.

You can equip up to 2 Bonded items at once. If your Concentration Skill is at the Novice level, both items inflict their negative effects. If Trained, you ignore the negative effects from the first item. If Specialized, you shrug off all negative effects from Bonded items. If your Skill level is Inability, one of your Bonded slots is locked until you improve the Concentration Skill.

## List of bonded items

 Second Skin | +10 Health+1  Might+1 damage per Effort applied (max +6 on Esotery attacks)
-2  Speed
 Ahl | Only usable by Rhin
 Pellucid Wrap | +2  Intellect+1 damage per effort applied, max +6 for Esotery attacks -1  Intellect Edge
 Berserker's Yoke | +1 Intimidation+3 Damage-1  Intellect edge
Cacophony Blade

**Cacophony Blade** is a Melee Heavy Artifact weapon in *Torment: Tides of Numenera*.

## Description

The cruel blade of this two-handed sword is a massive, black stone chunk, studded with semi-sentient spikes across its upper edge. The spikes shiver with hunger, and when you touch one of the spikes with your finger it wriggles eagerly, as if trying to detach and dig into your flesh. When the spikes hit a target just the right way, a number of them fly off and burrow into anyone within range.
Whenever you use the weapon this way, a demonic sounding screeching fills your ears.

## Location

* The Calm: Given by Lady Anshe during the endgame.
Bloodglobe

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

## Description

This glass globe holds a viscous cocktail of pulsating pink and purple auras, muddied by folding layers of putrid decay. This foul brew was harvested from somewhere in the depths of the Bloom. Tormented, haunting whispers of the Bloom's digested victims still trickle from the object.
If the globe was hurled, the sludge would spatter everyone in a small radius. Any person struck by the sludge would experience the same mental torments as the hapless victims of the Bloom, whose dissipating minds are still contained in the syrupy muck.

## Location

* The Vast Interior: Sold by Sundermun the Elder
Companions

**Companions** are characters that might join the Last Castoff on his adventure depicted in the video game *Torment: Tides of Numenera*, with a maximum of three companions in the party. They are optional, and can be removed from the party. The player actions might also prompt them to leave the party permanently. There will be optional side-quests available unique to each companion.

The Castoff's Labyrinth will include "reflections" of companions (and NPCs) with dialogue and information not available from the living counterparts.

## List of companions

Aligern

Callistege

Erritis

Matkina

Rhin

Tybir

* Aligern, a fallen priest who pulls writhing tattoos from his arms to spill horror upon his foes.
* Callistege, a nano who toyed with the fabric of space one too many times and now lives a fractured existence, living parallel lives in multiple universes and timestreams all at once.
* Erritis, a boy who seeks only adventure and glory, who leaps blindly into the most ridiculously dangerous situations imaginable and--surprisingly--emerging from them brighter and more powerful than he was before... but whose existence is a torment its own.
* Matkina, a cold, calculating jack with a blade in her pocket and acid in her soul, who carries mind-altering mists around her neck, and who has found a way to control light and shadow.
* Oom, a changing ball of goo.
* Rhin, a lost child who claims she can speak to gods.
* Tybir, an old sailor most often found on the wrong side of the law.

### Cut companions

* Satsada, a sibyl with no body of her own, who speaks through the mouth of Riastrad, a man whose mind is broken beyond repair.
* A crippled beggar who devours magic to feed his addiction to the energies that flow through the numenera—and who can call upon that power to blast his foes with waves of pure force.

## Behind the scenes

* The original plan for *Torment: Tides of Numenera* was to have four companions, but the success of the Kickstarter campaign promised five others, for a total of nine. In time, this was cut down to six. Oom was latter brought back with the Servant of the Tides post-launch update.
* Companion writers include Patrick Rothfuss, Chris Avellone and Nathan Long.
Contingent Subroutine

**Contingent Subroutine** is a Cypher in *Torment: Tides of Numenera*.

## Description

This violet-black mass is formed in a symmetrical pattern of overlapping rectangles. The shape seems to be alive or at least animated. Touching it sparks an unbidden, somehow clinical rage. The longer you touch it, the more closely it adheres to your skin. For a price of irrational hatred you procure one thing - a second chance.
Blob-of-Three

**Blob-of-Three** is a character in *Torment: Tides of Numenera*.

## Background

This corpulent mass is almost too large, but slowly you realize it is three beings somehow melded together into one, a fleshy jumble of three faces on a single head protruding from a shapeless mass of a torso. Two of the faces track your approach while the third mutters under its breath. As the name suggests, blob is a an amalgamation of three persons - a glaive, a jack, and a nano- seeking a fourth hapless victim to merge with.

## Behind the scenes

Blob-of-three was designed by RPG Codex folks, who reached the necessary backer level during the *Torment: Tides of Numenera* Kickstarter campaign.
Amplified Encephalic Rush

**Amplified Encephalic Rush** is a Usable in *Torment: Tides of Numenera*.

## Description

This moss-covered pebble looks almost ordinary, and if it were lying on the ground, it would be difficult to spot. But the moss shifts in unexpected ways, and the pebble vibrates as it does. If held against the skin, the moss latches on and is absorbed, providing powerful resuscitating energies. These pebbles are found by diving into the waters around Sagus Cliffs, perhaps grown by an unknown interaction with the surrounding numenera. The moss was further treated and refined, detached and reattached to the pebble, a process that amplifies the interaction between the two objects and increases the effects when the moss is absorbed.
Crisis

A **Crisis** begins when you enter into a dangerous situation. Crises are turn-based encounters where you can fight, sneak, manipulate the environment, or talk your way out of trouble.

## Basics

* Each turn, you can take one Action to attack or activate an ability. You can also make one Move.
* You can sacrifice your Action for the turn to Double-Move instead of attacking. The movement preview line turns purple when over a position that requires a Double-Move.
* Characters take their turns in the sequence shown at the top of the screen. That sequence is determined by each character's Initiative. (You can improve this score by training the Initiative Skill.)
Beleazar

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

## Background

This thin, fidgeting Aeon Priest shoots furtive, sidelong glances at the creature in the nearby 'cage' while humming a nonchalant tune. When he sees that you're watching him, he flinches. Over the course of a few, frantic breaths, shock becomes embarrassed anger, and he opens his mouth to shout at you. After the surprise dies down, it turns out that Beleazar wants to acquire the knowledge of the imprisoned by nychthemeron...

## Interactions

### Quests

* Beleazar and the Beast: To that end, he asks you to teleport it to the Reef of Fallen Worlds, where you will kill it and bring its brain back to Beleazar. Easy, eh?
Aian

**Aian** is a mercantile settlement located within the kingdom of Milave.

## Background

Known by some as the City of Merchants and by others as the City of Beggars, Aian is only tenuously part of Milave, maintaining as much independence as it can. The city-state has a population of perhaps 30,000. Ruled by an elected senate, Aian is one of the prominent republics in the Steadfast. As its monikers suggest, it's a city of commerce and trade, a gateway between the Steadfast and the lands to the south. Its markets are filled with exotic goods, and wealthy merchant clans maintain burgeoning warehouses here.

The Aian saing "Those not rich are poor" is used to justify avarice and ruthless business practices. In other words, if you don't fight to get all you can, you'll have nothing. The saying is also a fair assessment of the city's class structure. Those who aren't wealthy merchants, clerks, accountants, salesmen, or even caravan drivers are extremely poor, working for scraps as laborers, bearers, or porters - or worse, without employment at all, living as beggars and thieves.

Rumor has it that the Amber Papacy doesn't believe in democracy, and that agents of the Order of Truth work against Aian in the shadows of the city. If this gossip is true, the agents likely work with the Beggar Queen and her network of spies. She hates the oligarch council and the merchants who elect them. No one knows much about the Beggar Queen herself, but she has three lieutenants that are biomechanical hybrids with the ability to become invisible and kill with just a touch, thus ensuring that her power remains unchallenged.

## References

1. ↑ Cook, Monte, et al. “The Steadfast.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 159. Numenera.
Buzzer

**Buzzer** is a Ranged Light weapon in *Torment: Tides of Numenera*.

## Description

This small mechanical device fits comfortably in a human hand. It fires thumbnail-sized, razor-sharp discs.
While these devices are sometimes made from scavenged numenera, skilled artisans can craft them from raw parts. They're fairly common weapons, though still valued and dangerous.
Brusca

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

## Background

This woman's face is lined with worry, though her thick build suggests that she could snap a spear in two without much effort. She continually glances toward the tunnel leading out of the courtyard, as though she hopes to see somebody. Brusca has been serving the Memovira as captain of the guard for years and currently witnesses the slow descent of the Bloom into chaos as her employer loses influence. The implications are... Troubling.

## Interactions

### Quests

* Rumblings of Discontent: Brusca asks you to find her missing patrols.
Caravanserai

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

## Background

The gateway from Sagus to the world, the Caravanserai is the stop-off point for airships transporting people, commerce, and secrets to and from the city. It originally served as a command post during the Tabaht invasion, but ever since the Changing God destroyed the attackers, it became a place of commerce. It connects Sagus Cliffs to Augur-Kala, Astaria, Hayrest, acting as the primary trade hub for the Protectorate.

## Points of interest

* The Caravanserai is built around the central mezzanine, with the vehicle of the Silver Orphans in the center. Omahdon hangs around nearby.
* Tranquility's Rest is right by the entrance, allowing you to finally rest.
* Down the stairs lies the Caravanserai bar, with drinks for all, Sylph and Tarnach Hobbes.
* Up the stairs are the docks and Master Rennio.

The following area is only accessible through the tunnel out of the Cave of Last Words
* The ledge can be interacted with, giving you a good view of the surrounding area... And the opportunity to jump down. You splatter all over the waters and wake up in the Dendra O'Hur Chapel.
* If you instead choose to climb upwards, scaling the cliff face with  Speed, you will arrive at the shield. Interact with it and you will learn that the interface appears. You can use  Intellect (Lore: Mystical) to analyze it. Then just open the dome and you will arrive at the *omniscope*. Loot the chest for Eyes of the Finite and a Warmask. Use the scope. With  Intellect (Anamnesis) you can identify this as the place where the Changing God triggered the temporal shield that saved the city from Tabaht invasion. You can interface with the scope. Switching it to the spatial dimension and repairing the lattice allows you to fast-travel anywhere in the City instantly.

## Characters

* Silver Orphans
* Tranquility
* Omahdon
* Master Rennio
* Quijano del Toboso

## Behind the scenes

A caravanserai was an inn placed next to trade routes in Asia, North Africa and Southeastern Europe.
Avina

**Avina** is a character in *Torment: Tides of Numenera*. She is a cultist of the Changing God, found at Cliff's Edge.

## Background

The girl stands outside a crumbling old house, playing the flute. She wears a simple dress, and her golden hair falls past her shoulders. The melody she plays is gentle and soft, but it somehow carries to every corner of the street.

## Quests

* The Sorrow's Prey: **Avina** looted the Interdimensional Puzzle Box from the ruined house you need to search for the quest. If you asked the he cultist Aitasii if they have seen anything, she will point to the kids. **Avina** will then give it to you.
* Ashen Imitation: **Avina** is one of the women you need to track down.
Cloudridge

**Cloudridge** was a simple and small human village near the Plain of the Brick. This isolated village farmed land and grow shereh in the south fertile valley. They had Aeon Priest in their community.

## Sources

* *The Amber Monolith* (First mention)

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

**Brian Mitsoda** is one of the designers of *Torment: Tides of Numenera*. He was added to the team after the Kickstarter campaign reached $2,75M.

His first job in the game industry was has a member of the QA team at Interplay where he worked on *Planescape: Torment*. Later, he participed in the development of *Vampire: The Masquerade – Bloodlines* as a writer.

He is the founder of DoubleBear Productions, the company behind *Dead State*, a zombie tactical roleplaying game financed through Kickstarter.

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

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

## Background

As you approach the clock, there is a pause in the argument the duo next to it are having. The petite woman turns toward you. Her hair is unusual - a light, almost-yellow color - and her bright eyes dominate her pretty face. Casmeen manages the day-to-day operations of the Cult at Saugus Cliffs.

## Interactions

### Quests

* Fallen To Earth: Casmeen and Mimeon greet you and ask all about what happened to you. After explaining it to them and arranging for the fixing of the Circus clock by you, they tell you that a castoff built the resonance chamber, so maybe another castoff could help you. There are two in Sagus Cliffs - Matkina and Riastrad.