recursal/Fanatic-Fandom huggingface dataset:
Nethermost Cavity

**Nethermost Cavity** is a location in *Torment: Tides of Numenera*.

## Background

Welcome to the exterior of the Heart. Warm, isn't it?

## Points of interest

* The goal is to enter the Heart on the other side of the area. You will be attacked by enemies (none if you are favored by the bloom, a shitload if it hates you, like if you went through it with the scalpel, carving the maws open). You can force the sacs open (displeasing the Bloom) or seize the tongue clusters.
* To open it, you need to take control of all four tongue clusters or:
	+ Cut it open with the Transdimensional Scalpel. Doing so will also spawn Inkpot and his lovely group of morons.
	+ Might (Lore Natural) allows you to pry the muscles apart.
	+ Might (Healing, Lore: Natural) allows you to try to relax the muscles of the sphincter.
	+ Might (Smashing) means you can try to pinch off one of the tubes.
* Enter the Heart.

## Characters

* If you freed the abykos during the A Hilt Without a Blade quest, it will be here, aiding you.
* Corpuscular Maws will continuously spawn, so getting through the door is... Recommended.
Obervich

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

## Background

Demeray and Obervich run the clinic in Chiurgeon's slump. One's long-faced, with sagging skin, and a penchant for terrible puns, the other apparently likes numenera - so much he grafted an additional pair of hands and forearms to his elbows, plus a multitude of prosthetic eyes onto his head. They are both unlicensed surgeons and have outstanding warrants in several localities, getting around the... Limitations on their business by only doing to others what they would do to themselves.

## Interactions

### Quests

* The Lost Shepherd: The doctors direct you to the Old Slave Block in your quest to help Erritis.
Nebalich

**Nebalich** is a major city in the land of Seshar.

## Background

If there's a haven for civilization in the Beyond, it might be the city of Nebalich. Its king and queen rule justly from their silver and emerald palace that overlooks the sea, royal banners fluttering in the wind. King Falton and Queen Sharanoa, although short, stout, and unattractive by conventional standards, are two of the most loved rulers in the Beyond (and perhaps the Steadfast as well).

Nebalich has approximately 35,000 people and includes a fairly large number of varjellen and even a few lattimors. A maritime city, Nebalich is also the beginning of the canal trade routes. It boasts citadels of white marble and wide plazas filled with bright and noisy markets and festivals.

But like most cities, Nebalich does have its dark side. A group of professional thieves operates out of the community, preying upon the citizenry, the people of the surrounding area, and even the riverboat traders. They call themselves the Yellow Serpent, and chief among them is a man named Diario Mardain, who works not as a thief but as a master assassin. He's an attractive man with platinum hair who utilizes a variety of numenera weapons and tools to accomplish his commissions as efficiently as possible.

## References

1. ↑ Cook, Monte, et al. "The Beyond." Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 194. Numenera. ISBN 978-1-939979-77-3
Lorrother

**Lorrother** is a massive, undersea vehicle located within the city of Minifera.

## Background

Shaped like a lobster and close to 300 ft. in length, Lorrother crawls along the seafloor trench where Minifera sits. It's connected to the far lookers of the Seechar Observation Pod via naidans that are outfitted with telepathic devices. Whenever threats appear, Lorrother can fire torpedoes with pinpoint accuracy, which explode up to 200 miles away in a long-range radius. Closer enemies instead find themselves crushed by its giant pincers.

Its crew consists of up to a dozen naiadans as well as a few naiadapts who serve as crawler pilots. Their chief crawler pilot is a male naiadan sporting multiple extra appendages, named Alondel. A series of specialized dyremmi adaptations have allowed him to connect to all of Lorrother's legs at once via living tubes. While he can use its pincers and missile launcher, he'll usually give those duties to someone else.

The Machine luckily has a few pare chambers filled with low-pressure air to accommodate the occasional surface dweller, such as a traveling, male human peddler by the name of Cheldam. Emitting an air of grace despite an old, rugged appearance and his otherwise dark surroundings, Cheldam claims he's on the run from a crime syndicate based in Kaparin. He also believes he has an allergic reaction to usage of the numenera as well as all dyremmi-bred cyphers.

## References

1. ↑ Cook, Monte, et al. “Minifera.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 103-104. Numenera. ISBN 978-1-939979-45-2
Lazaret Intelligence

**Lazaret Intelligence** is a character in *Torment: Tides of Numenera*.

## Background

The artificial intelligence controlling the Anechoic Lazaret, with a grudge against filthy organics. You can make it more pliable with the right touch, however, purging the Peerless rogue AI from its system.

## Interactions

### Quests

* The Anechoic Lazaret: After purging the rogue AI, you can request healing from the obelisks every rest or so.
Exic

**Exics** are insectoid, ultraterrestrial beasts.

## Background

Exics are huge green, chitin-covered insectoid creatures with an impressively armored head and a dozen or so barbed legs. Exics aren't automatically aggressive to other creatures of heir size, unless attacked. Otherwise, they're happy to eat away at whatever source of food they've selected. Exics who go without food for more than fifty hours stop moving, spin a green cocoon around themselves, and and cast themselves like seeds on an extradimensional wind. Many end up in locations in alternate dimensions that are equally devoid of food, but some discover dimensions where they can eat and reproduce with little interference. More than one limited dimension is completely shot through with an exic infestation tens of millions of years old.

## Abilities and Traits

##### Combat:

When attacked or prevented from getting a source of food, exics spray a caustic, sticky web at the target within short range. Creatures struck by the web suffer 5 points of damage from the acid and are stuck to it for one round (thus the target loses its next turn). Once one exic becomes embroiled in a conflict, other nearby exics are drawn to the fray, in ones and twos, for as long as the combat lasts.

##### Interaction:

Exics usually communicate via subtle scent trails, which another exic must climb across to decipher. Exics have the intelligence of a clever carnivore, though sometimes far smarter individuals can be found leading a group of others. those that are much smarter than others of their kind can also produce cypher artifacts to use either against the character, or as a means of communicating with the character.

##### Use:

An exic cocoon appears in a nearby forest. It discharges a dozen or so exic eggs, which hatch and release young that begin to eat the forest, one tree at a time, from leaf to root. A nearby village relies on special ingredients gathered in the forest to make special medicine for its elderly citizenry, and looks for a solution to the infestation.

## Miscellaneous

Several exic infestations can be found inside the bizarre dimension of Reeval.

## References

1. ↑ Cordell, Bruce. “Creatures.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 144. Numenera. ISBN 978-1-939979-47-6
2. ↑ Cordell, Bruce. “Creatures.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 144. Numenera. ISBN 978-1-939979-47-6
Miel Avest

**Miel Avest** is a location in *Torment: Tides of Numenera*.

## Background

Miel Avest is a refuge for Castoffs, constructed by the Changing God and the First Castoff back when they were still on speaking terms. You can find numerous castoffs here, seeking refuge from the danger that is the Sorrow... Refuge among the delicate trees and structures built to last.

## Points of interest

* You begin on the teleport platform, greeted by Paj Rakken. After an... Interesting introduction, continue south-east to meet the rest of the castoffs.
* By the central plaza stands The Chalcedon , with Melmoth Leviarm circling the center.
* Lady Anshe stands to the side, near a triangular sculpture that you can interact with to enter The Calm (10 shins you can guess how), with Andronus Sandhand and Raima Cyro arguing to the south-east.
* To the south-east, far south-east, stands the host, Aadiriis.
* Elkeshai is to the east.
* You can find an interactable obelisk to the north. It will show you randomly selected visions of castoff lives. You can interact with it repeatedly and eventually gain 8 XP (four times 2 XP), for witnessing the Sorrow's attack and killing of a group of castoffs (eventually it lunges at you, but you're safe) and a message from the Ghostly Woman.

## Characters

* Aadiriis
* Paj Rakken
* The Chalcedon
* Melmoth Leviarm
* Andronus Sandhand and Raima Cyro
* Elkeshai
Metabolism Fleshbud

**Metabolism Fleshbud** is a Bonded Artifact of equipment in *Torment: Tides of Numenera*.

## Description

This pod-like lump of Bloom-flesh has the shape and size of a small, hemispherical bit of fruit. That is where the similarities end, as the fleshbud is quivering and still very much alive. A mangle of teeth and tongue-like protrusions appear on one side whenever the lump is anywhere close to living flesh. When applied to bare skin, the fleshbud bites and grafts itself to the host, taking on the texture and appearance of the host's skin. Once attached, it vastly improves the metabolic processes of the host, increasing quick reaction speed.

## Location

* The Vast Interior: Sold by Sundermun the Elder
Nychthemeron

A **Nychthemeron** is a creature in *Torment: Tides of Numenera*.

## Background

Nychthemeron are creatures that are mixing biological and synthetical organs, and that gather information. They look like giant octopuses with six tentacles, each one of them ending in a metallic tube and some sort of instrument.

They are very dangerous during the day, but peaceful at night.

One specimen was captured by El-Jinto and Canadu, then exposed in the city of Sagus Cliffs.

## Trivia

* The player can find a Nychthemeron Doll hidden in the rumble of Orseolo's house ruins in Cliff's Edge.
* A reflection of the Nychthemeron can be brought into The Calm as part of the Beleazar and the Beast quest, unlocking the Nychthemeron Defense ability.

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

**Jason Engle** is one of the artists working on the *Numenera* role-playing game.

## Biography

At a young age Jason Engle took up the art of illustration to sooth his soul, and soon found himself caught in the riveting maelstrom of the fantasy art world, drawing and painting furiously for every company and every game he could find, wielding his pencil and mouse with deadly efficiency.

## Gallery

* A Nano uses a Forceblast to defend his fallen friend against a ravenous pack of Broken Hounds<ref>Numenera.com : Numenera Art

## References

1. ↑ Numenera.com : Numenera Artists

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

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

## Background

This couple stands together, their shared gaze fixed away from you. No words pass between them - instead, they share a silent language of tenderness. Their bodies turn subtly towards each other, forming a private space between them. His hand reaches for hers, and without looking, she claims it. Still looking past you, they smile together. His is a curving line carved in oak, hers as unabashed and radiant as a lantern on a starless night.
Ni-chodoss

**Ni-chodoss**, one of the Fahat, is the current ruler of the Second Tier of the wandering city of Nihliesh. Her network of telepathic spies, thieves, and assassins allows her exert a great deal of silent influence in the Upper Tier as well.

## References

1. ↑ Numenera.com : Numenera Art
2. ↑ Ni-chodoss : Ninth World Hub

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

**Devouring Shell** is a piece of equipment in *Torment: Tides of Numenera*.

## Description

This smooth oval dome resembles a large egg sliced lengthwise. Its silky but unyielding surface is marred by an irregular crack running most of its length, into which have been wedged many tiny crystalline rods. It emits a faint sickly-sweet odor, and a slight shimmer envelops the rods, like the air over a fire.
The underside looks and feels fuzzy, though it's seemingly formed from the same substance as the hard shell. It clings to your touch, and when you pull away, you notice a drop of blood on your fingertip. You suspect it might be unwise to stay in contact with the object for too long.
Iron Wind

*"I observed from Yrkallak Tower and discerned the red an orange cloud cross far territories. With my spyglass I gaze formation of a hill with my spyglass, which it was no there before. Polyp framed trees rose at the top of the hill which moments after shaked and died. Farming lands which they were near would be transformed in a chaotic mixture of glass, greenish vapour and writhing snakes. An aneen tried escape from the Iron Wind which was bring closer. Its legs became tiny beating winds and fell to the ground. From its back sprouted thousand insect legs, but its head changed to copper*

The **Iron Wind** is an expression which is designed in Ninth World to frightening clouds of dangerous nano-spirits (so called nanobots by scholars) dragged by strong winds. This nanobots are broken down machinery (in reallity they are driven crazy).

The Iron Wind is totally different from a sand storm. This wind could tear apart flesh and instantly alter the flesh and substance of everything they touch. Inside of the wind lived particles made from numenera, a cloud of rogue nano-spirits (ref. nanobots) so small than humans cannot see them. The Iron Wind is swifter than normal sand storm.

If any person would be trapped inside Iron Wind could listen thousand of millions little cries.

A Iron Wind storm twist ground, transform rocks in vapour clouds and create new orography lands coming from nowhere. Alas the poor living beings who being trapped inside it! Trees are altered in rocks, water basin or unrecognizable living and beating matter. The Iron Wind desintegrate creatures only for rebuild with crazy and apparently random forms. Flesh is tranformed in motionless matter, in fiber tendrils or even strange textures and configurations.

Nine of ten times, these transformations become lethal, creature in question dying (sometimes a painful and long death while trying adapt its new form).

## Sources

* *The Amber Monolith* (First mention)
* *Numenera Starter Set.*

*This article is a stub. You can help Numenera Wiki by expanding it.*
Disciples of the Changing God

**Disciples of the Changing God** is a side quest in *Torment: Tides of Numenera*.

## Synopsis

In order to join the cult of the Changing God, I need to find a castoff who is currently unknown to the cult and reveal that person's identity to Casmeen and Mimeon.
Casmeen and Mimeon didn't provide me with any leads, and they already know about a great many castoffs, so I should keep my eyes open for castoffs who have kept their identity a secret.

## Walkthrough

* In order to join the cult, you cannot try and cheat Casmeen or Mimeon into thinking you are the Changing God. After completing the Clock Fathom, talk to them and ask about the beliefs of the Church, then the benefits, and finally express your wish to join.
* They will accept you if you identify a castoff to the Cult, one they did not know about. You have two choices:
	+ Tol Maguur. However, revealing her identity will cause her to leave the city permanently - together with Rhin, if she's dumped with her.
	+ If you complete The Sorrow's Prey, you can provide them with Orseolo's name, doing nobody any harm.
Kaorund

**Kaorunds** are large, predatory creatures that roam the ocean.

## Background

A deadly danger , infamous in the deep, a kaorund is a gigantic, almost 80 ft. long, not counting the length of its tendrils. It hunts ormvora whales and similarly large prey, but is happy to attack almost anything. While it sticks mainly to the Deep Dark, it's not unknown for one to come close enough to the surface to attack a ship. And of course, an entire submarine is fair game.

A kaorund has a long, spiny, snaky body, a number of tentacle arms, and a horrible mouth with powerful jaws.

## Abilities and Traits

##### Modifications:

Speed defense roll as level 6 due to size

##### Combat:

As a single action, a kaorund can attack with its bite, inflicting 10 points of damage, and attack two additional foes with its grasping tendril-arms for 8 points of damage. A foe grabbed by a tendril must make a Might defense roll or be grasped and pulled toward the kaorund's mouth, so that next round the creature can use its bite to automatically inflict 10 points of damage.

But the kaorund has a different weapon in its arsenal as well. Instead of any of the previous attacks, it can lash out with two smaller tentacles near its mouth. Targets so much as touched by these get a bioelectric shock that stuns biological and mechanical systems. Those failing a Might defense roll can't act fro two rounds.

Last, if fighting a very large group, a kaorund can simply thrash about and attack all creatures within long range with the spines that cover its body. Each potential victim suffers 8 points of damage.

##### Interaction:

As a ravenous predator of animal intelligence, there really isn't any peaceful interaction to be made with a kaorund.

##### Use:

One of the scariest things in the sea, the kaorund is likely a challenge for an entire group of well-armed and well-protected characters. It's usually encountered far from a city or other such site - perhaps hunting in or near a stretch of the invisible corridors.

## 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. 142. Numenera. ISBN 978-1-939979-45-2
Gloves of the Forgotten Gardener

**Gloves of the Forgotten Gardener** is a piece of equipment in *Torment: Tides of Numenera*.

## Description

These rubbery tubes look like they could be worn as awkward two-fingered gloves. The mottled dun fabric is stiff and resists gentle pressure, like leather soaked and dried too many times. They are not designed for human hands, and the cloth constricts uncomfortably on your hands.
The gloves undergo a startling change when they touch soil. The cloth instantly flows and ripples with interweaving patterns of color, and the surface erupts with complex textures: stippled, dimpled, or occasionally sculpted into stark three-dimensional arrangements. When withdrawn from contact with the soil, the gloves retain their new pattern for a few minutes before returning to their original dull, smooth form. Upon touching the same sample again, they promptly assume the same configuration as before, but in contact with a different sample, they shift into a new and unique shape and set of vivid patterns. You do not know what the patterns could mean.
Neanic

**Neanics** are deadly, ultraterrestrial creatures from Celerillion.

## Background

What if the mere sight of something could kill you? Posing such a question as a thought experiment is harmless. Unless you inhabit the dimension of Celerillion, where the idea of something and its literal reality is one and the same. And maybe that's how the horrific neanic came to be . IT drains the mind dry merely by being observed. The few who've survived an encounter with a neanic describe it as a warped, shadowed, and malicious version of themselves, showing them everything they most detest. If viewed by several people simultaneously, the neanic becomes all the more horrific as its flesh writhes and bubbles to simultaneously reflect that which those who see it hate most in themselves.

## Abilities and Traits

##### Movement:

Teleports up to a long distance each round

##### Combat:

Each round any character within short range clearly sees the neanic and fails an intellect defense roll, victims suffer 5 points of intellect damage (ignores armor). This mind-draining effect persists for one round after a creature who glimpsed a neanic ceases to view it, whether because they turn away, close their eyes, or something else occurs - or because the neanic is killed.

A character could choose to avert their gaze while attacking a neanic, which increases the difficulty of their attack by two steps. the creature doesn't physically attack its foes, but it does stalk after those who run from it, and attempts to teleport itself back into a victim's field of view.

##### Interaction:

Neanic's don't seem to be conscious in the same way characters are, though they do recall the memories a character hates most, and they throw those back in the character's face if negotiations are attempted. Ultimately, all such interaction fails to prevent a neanic from attepting to eradicate whomever it encounters.

##### Use:

A breach in reality after a particularly powerful use of a detonation (especially a detonation using transdimensional or some other exotic energy) lets a neanic through into the base dimension.

## Miscellaneous

Neanics can journey into other dimensions and retain their lethal nature, but only if compelled by some other force. In at least one recorded instance, a magister of the Convergence used a neanic as a tool of assassination.

## References

1. ↑ Cordell, Bruce. “Ultraterrestrials.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 148. Numenera. ISBN 978-1-939979-47-6
2. ↑ Cordell, Bruce. “Ultraterrestrials.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 148. Numenera. ISBN 978-1-939979-47-6
Needler

**Needler** is a Ranged Medium Artifact weapon in *Torment: Tides of Numenera*.

## Description

This sleek, slightly curved tube is usually inert. It springs to life when taken in hand - three needle-thin muzzles erupt from one end and seek targets. The device's material has a metallic blue sheen, but it feels warm and soft. Putting pressure on the tube causes one of the muzzles to spit forth a minute needle.
The muzzles try to point wherever the operator's looking. The device constantly hums quietly. Occasionally, and with no clear cause, a row of bright red lights appears on one side of the weapon, and the hum becomes a shrill wordless scream. This subsides in a few heartbeats with no apparent side effects.
Lambent Fields

The **Lambent fields** are a venue in the southern portion of Dessanedi.

## Background

A shimmering wasteland. A business venture. A burial ground of the new gods. A sacred place of ancient worship and death. Depending on who you talk to, the Lambent Fields are all of those things and more.

Bordering the westernmost edge of the Clock of Kala, the Lambent Fields are more than 100 miles across and potentially just as deep (or deeper). The surface area is covered in multicolored dust that shines in the dimmest light. Enterprising individuals collect the dust and sell it to those who can afford it. The wealthy use the dust as decor for buildings, clothing, and their bodies.

Buried deep beneath the shimmering earth, however, is something of greater value, but no one can figure out what it is or, perhaps more important, what to do with it. Layers upon layers of metallic creations fill the earth, a numenera boneyard, ripe for the taking - or it would be if not for the political tensions running rampant in the nearby city of Picalah. The city has long claimed jurisdiction over the Lambent Fields and stationed a standing army around its borders to keep poachers away from the valuable materials. Businesses with the appropriate papers were allowed to send specially trained individuals called yarders to mine the fields as long as they tithed their proper percentage to the city.

Everything changed when a yarder unearthed the intact body of a giant mechanical creature. It had three heads and multiple limbs and would've stood at least three times taller than the average human. The creature bore symbols along its many limbs, and within two of its appendages were objects. The first was a ceramic bowl inscribed with similar markings. The second was what appeared to be a type of stone game piece, possibly an ancient die, bearing pictograms in its sides.

## References

1. ↑ Cook, Monte, et al. “The Beyond.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 183. Numenera. ISBN 978-1-939979-77-3
Metallic Eye

**Metallic Eye** is a Quest item in *Torment: Tides of Numenera*.

## Description

This metallic, flower-like device consists of a short metal stalk with a mechanical eye at the end. It was given to you by Salimeri and can apparently be used as a key to enter the Anechoic Lazaret, a large golden structure in the Reef of Fallen Worlds.
Manth Pa

**Manth Pa** is a character in *Torment: Tides of Numenera*.

## Background

This lissome jack looks down on his luck, judging from his bare feet and dusty jerkin, but he takes in his surroundings with a hopeful gaze. As you approach, he smiles and throws out his arms in greeting, which reveals the tools of his trade on his belt.
Motley

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

## Background

Stunted and piebald with a large, hairless head, this humanoid reminds you of a court jester. But unlike those half-wits, his wide violet eyes sparkle with cunning and intelligence, and you wonder what's going on in his large dome. Motley is the leader of the Children of the Endless Gate in the Valley of Dead Heroes. He is currently locked out of the Endless Gate portal in one of the Necropolis tombs, as one of the Memorialists placed a whisperlock on the console leading inside.

## Interactions

### Quests

* Endless Horror: You need to deal with Motley to enter the Necropolis tombs. This is tied to The Caretaker's Riddle quest, which requires prying the code to the terminal from one of the Memorialists.
Oddwald the Sane

**Oddwald the Sane** is a character in *Torment: Tides of Numenera*.

## Background

A frail humanoid creature with olive skin, clad in rags wrapped around its waist, rummages about aimlessly, fidgeting with elongated hands. Scattered and frizzy dark strands on its scalp appear to be hair. As you approach, he rears his head, revealing large yellow eyes with tiny black dots that stare back at you gleefully. His smile, wide for a creature of his size, shows a perfect set of teeth as his head moves inquisitively from side to side.

Oddwald is surprisingly sane, as the moniker suggests, and can provide you with a lotof information about the Children and especially Inifere. That's because he has passed through many realities and has a different level of instinct than most around him... And is the first to suggest that Inifere might not be all that the cult makes them out to be.

## Interactions

### Other interactions

* You can attempt to interact with his pack. Oddwald will protest, but you can ignore him and just collect the Electrostatic Merecaster. He will disappear afterwards.
Jack

A **Jack** is one of the three base character types in *Numenera* that can be chosen during character creation.

## Background

Jacks are intrepid explorers and adventurers. They are jacks of all trades - hence the
name - although the word also hearkens back to fables involving a wily, resourceful
hero who always seems to be named Jack. Used as a verb, “to jack” means to steal,
to deceive, or to get out of a tight scrape through ingenuity or luck.

Jacks don’t use one skill or tactic exclusively; they use whatever weapons, armor,
esoteries, or anything else that might help them. Jacks shine when they combine all
of their tools. They are hunters (particularly treasure hunters), con artists, skalds,
rogues, scouts, and experts in a variety of fields.

## Abilities

* Flex Skill: +1 training level in the selected skill until rest.

## Gallery

* A Jack concentrates to pick a lock with the help of his floating mechanical companion, by Eric Lofgren

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

**Legrash** is a town located within the Black Riage.

## Background

*About 500 people live in Leg-Rash, and every one of them is a degenerate, from the storekeepers and merchants who triple any reasonable price for anything you might want, to the even less ambitious folk who will just slit your throat for the shins in your pocket, assuming they can get up off their drunk, lazy asses long enough to do it.''*

## References

1. ↑ Cook, Monte, et al. “The Beyond.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 172. Numenera. ISBN 978-1-939979-77-3
Meatmonger

**Meuk the Meatmonger** is a character in *Torment: Tides of Numenera*.

## Background

A short, solid man stands behind a smoking grill, turning pieces of meat with a pair of grimy tongs. Sweat is pouring down his grizzled face, yet he's covered head to toe in grease-spattered clothes. His sleeves are tight at the wrists and his collar pinches his neck. Nearby are three large vats that are filled with living meat, great amorphous masses of it, with appendages growing from them like the limbs of animals drowning in a meat swamp. The first vat is filled with thick, throbbing muscles, red and raw. The second is a flapping monstrosity of leathery wings, and the third sprouts hundreds of laak tails, all wiggling obscenely.

Mauk is a jovial, friendly person all bundled up in clothing on account of the toes growing all over his body. The reason? The same numenera that allows him to harvest the three carcasses endlessly, making them regrow their lost flesh, has caused him to regrow his toes. Endlessly. All over the body. Nobody wants to see a toe-covered person cut up their meat, not even in the Underbelly.
Jaelyn DiMathe

**Jaelyn DiMathe** is a character in *Torment: Tides of Numenera*.

## Background

This alluring woman looks up, white hair brushing her shoulders. She allows a slight smile to pull at the corners of her mouth. Her face is... confusing, for though her skin has the tightness of youth, her eyes pierce you with the wisdom of a hundred years. She rests her hands on the daggers at her hips, perhaps waiting to see if you have the courage to make the first move.

Jaelyn comes from a world beside the Ninth, from a city in the hollow core, ruled by sixteen underhouses built into the walls. A few decades back, she woke to screams - and not one or two, like you'd get from the lower city from time to time, but hundreds. Shadows were consuming her people and she survived only by passing through the Bloom into the Ninth World. She survives by plying her trade: Torturing people for her employers. After nearly starving through he first year in the Bloom, she realized that her holy work was not appreciated as much as she thought.

One day, while drinking, she spoke to a member of the Endless Gate, mentioning how she believes torture and death are a *service* to the victims, freeing them from their secrets. She wound up becoming a recruit of the faction afterwards.
Obelisk of the Water God

The **Obelisk of the Water God** is a mysterious, floating structure in the kingdom of Navarene.

## Background

Clearly related in some way to the Amber Monolith, this obelisk floats above a region called the Garrathol in the foothills of the Black Riage. Garrathol means "delta" in the now-dead Shume language, even though the area is hundreds of miles inland. The meaning is appropriate because the obelisk draws water into itself from the nearby Tithe River, creating its own sort of delta basin.

## References

1. ↑ Cook, Monte, et al. “The Steadfast.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 140. Numenera.
Mimeon

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

## Background

Casmeen's partner is an unnaturally tall man, gaunt and sour-faced, his voice sonorous, with fingers that twitch and weave through strange contortions. Occasional light sparks in the air as he does. He is the Chief Archivist of the Cult in Sagus 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.
* Disciples of the Changing God: If you do not pose as the Changing God, you can join the cult.
Numenera Wiki/Section 1

Welcome to the Official *Numenera* WikiWelcome to the Official *Numenera* Wiki!
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*Torment: Tides of Numenera*
The *Numenera* tabletop role-playing game and the *Torment: Tides of Numenera* video game are set a billion years in the future. Civilizations have risen and fallen on Earth. Even though the current inhabitants live at about a Medieval level of technology, the leftover remnants of these advanced societies lie all around them. Some of these are extremely helpful: advanced tools, valuable means of communication and learning, transportation, defenses, and weapons. Others are dangerous: genetically altered monstrosities, flesh-warping radiation, creatures transplanted from distant stars, and clouds of out-of-control nanobots, just to name a few. This setting, called the Ninth World, provides all manner of opportunities and challenges to those that call it home.

Release date: February 28th, 2017
Ornaments

**Ornaments** are the third element of equipment you can wear, after outfits and cloaks. They provide passive bonuses.

## List of ornaments

 Ring of Entanglement | All fettles and stats healed are shared between the characters wearing these rings.
 The Shadow Ring | +4 Resistance
+2 Relativistic damage on attacks
 Beads of Time Neverending | Innervate target (removes all negative fettles sans Flanked and Lasting Damage and heals 6 Health)
 Conduit Rings | Energize (choose a damage type and convert all damage dealt to specified type)
 Eyes of the Finite | Grants Sucker Punch to user
Myessach Assembly Dome

The **Myessach Assembly Dome** is a popular place of communion within the underwater city of Minifera.

## Background

Appearing as a large crystalline dome that is set inside the trench wall, any adult naiadan or naiadapt is allowed to attend the governing assembly meeting beneath the Myessach Assembly dome. Despite this fact, however, only a handful of citizenry ever really appear. The ones attending the meeting the most are deemed "part of the Council of Myessach".

Depending on the importance of the message or decision reached by the council, the outcome will be relayed through different communication channels, such as via mouth, via release of coded message chemicals into the surrounding water, via physical messenger,... The most outlandish of these are "ultra-communion" events, where the council members will all link up to form a single-thinking entity, leaving little room for misunderstanding and being able to send telepathic news to all naiadans everywhere, including those within distant settlements or embassies.

The dome's caretaker is a male naiadan named Thakarsis, who guards the council whenever they're in communion. If no meeting is being held, he'll usually try to maintain the upkeep of the structure. Thakarsis is one of a few people who know that there is a portal at the rear of the dome. This portal leads to a tunnel about a foot in diameter which connects Minifera to Persamlor. Whenever a decision has been made by the council, Tharkasis will secretly send it through the tunnel over to a dissident faction of other naiadans.

## References

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

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

## Description

This small clear tube holds a tarlike liquid of deepest onyx. When you turn the tube over, the liquid undulates slowly, as if it carefully considered whether to move, then made a conscious decision to slither in the direction of gravity. It waves over itself, through itself, and each time your surroundings seem darker.

## Location

* Miel Avest: Found on the dead castoff immediately to the right of your starting location during the Evacuation.
* Memovira's Courtyard: available for sale from Skaydi.
Kwherezimian

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

## Background

This pale, ghostly figure wears outlandish clothes and a horned helm. Opaque, tangled scars from an unfamiliar weapon loop and curl over his transparent body. He is spawned when you allow Aen-tozon to feed on the emotions of one of your allies. Kwherezimian witnessed the fall of the Dalad civilization, consumed by the Sorrow, and later got bound up in the Tides, flowing from place to place. She doesn't mind his flowing - what she does mind is *abuse* - and he cheerfully reveals that fact.
Heeldran

**Heeldran** are amphibious abhumans who hunt humans.

## Background

Able to breathe both air and water, heeldra are an aquatic abhuman race that builds dens out of hardened self-secreted mucus. Heeldra communities are usually in out-of-the-way places that are still close enough to human dwellings that heeldra infiltrators can steal away children, the old, and those otherwise too weak to defend themselves. The heeldra will eat most anything, but they prefer human meat.

Heeldra don't speak; they communicate with each other via mucus discharge. This not only disgusts other creatures but also can physically impair those close enough to smell it (or come in contact with diffusing mucus, if underwater).

Heeldra mucus huts pock the exterior of the Skelirroth Fleet like barnacles, and predate the humans that live inside the massive undersea vehicles.

## Abilities and Traits

##### Combat:

Heeldra prefer to fight with spears. They like to attack with surprise, rising from the water (even apparently shallow pools or runoff) in an attampt to catch their target unawares. In the face of stiff resistance, they flee bakc into the water (or, if in the water, onto dry land).

Heeldra mucus discharge is constant, providing an asset to any swimming task, a barrier against dryness while they're above water, and a means of communication. However, creatures within immediate range that contact the mucus via smell or diffusion take 1 point of intellect damage (ignores Armor) each round from a combination of several properties endemic to the mucus that's acidic, poisonous, and psychedelic.

Heeldra are also immune to most poisons.

##### Interaction:

communicating with heeldra is nearly impossible, but they seem to understand at least a little of the human languages and can convey information through gestures or drawings in the sand.

##### Use:

Thoroughly without redeeming qualities, heeldra consider humans to be the finest cuisine available, and they'll go to great lengths to secure fresh flesh for their next meal.

##### Loot:

Aside from weapons, each heeldran has a mass of collected valuables carried in a hardened mucus pocket. Items include strangely shaped fish bones, broken pieces of various ancient devices, and usually 1d6 shins.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 151. Numenera. ISBN 978-1-939979-45-2
2. ↑ Cook, Monte, et al. “Creatures.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 151. Numenera. ISBN 978-1-939979-45-2
Naiadapt Alley

**Naiadapt Alley** is a locale primarily for visitors within the underwater city of Minifera.

## Background

This neighborhood is run by a female naiadapt known simply as "the Mayor", to which all residents are his guests. While many naiadapts have long since been integrated within Minifera society, there are still some who reside within the aptly-named "Naiadapt Alley". While not technically illegal, those that live here will stealthily experiment with different kinds of objects and/or devices acquired by trade or from exploration, usually in the form of technology from other, underwater regions. The Mayor helps facilitate the belief that naiadapts must familiarize themselves with the technology of the Prior Worlds, rather than just getting caught up in the biological tech provided to them by the dyremmi populations.

Considered by many to be a putative leader, the Mayor herself holds an extra eye, long, wiry silvery hair, and a voice that penetrates like sonar. She lives in a large place that's filled to the brim with laboratories, usually co-occupied by any other naiadapts wishing to share in her new discoveries. Some of the labs are known to even hold air bubbles that maintain surface pressure and temperature, while at least one is known for holding an excess of human body parts, that are sacrificed by those undergoing the transformation into a naiadapt. Any of these parts can still be combined with either dyremmi or non-dyremmi-based technology, resulting in a number of partly-living oddities. While still unsure as to what she'll find with them, she believes something wondrous will emerge, nevertheless.

Of the Mayor's projects, the most prized is a humanoid creation with a fin-like hands, head, and feet adaptations which she refers to as the "Alpha". The Alpha doesn't speak directly to anyone but is extremely loyal to its creator, it can also bud off duplicates of itself, each surviving a few hours before dissolution. Some of the naiadapts from the Alley have grown suspicious of the Mayor's true intentions. While the Myessach Council remains unconcerned, they nonetheless still keep an eye on her, from time to time.

## References

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

**Lore: Natural** is a Lore skill in *Torment: Tides of Numenera*.

## Overview

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

Academic knowledge of the natural sciences and physical creatures.

## Availability

The skill can be selected during character creation by the Jack and the Nano.
Jason Jacobitz

**Jaso Jacobitz** is a programmer at inXile Entertainment. He joined the company for the first time in 2006, until he left to join THQ in 2011. He returned at inxile in 2012 as a Lead Software Engineer. He worked on *Wasteland 2* before to join the *Torment: Tides of Numenera* development team in the beginning of 2014.

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

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

## Background

The entrance to the vast underground necropolis, currently occupied by a large group of Children under the leadership of Motley. This is where you wind up should you fall while in the Valley.

## Points of interest

* The entrance area has the mutt called Motley and his merry gang of folks busy murdering the Memorialists. It also holds the captive memorialists. Wiping them out yields the Shadowflower.
* The tunnel beyond leads to the Necropolis proper and whisperlocked tomb access. Looting the offerings along the way grants you the Candiru bonded item and assorted loot.
* The terminal at the end can only be unlocked with the correct name (Guni), learned through The Caretaker's Riddle. Interacting with it allows you to select a tomb to reach, with the right numeric sequence. See Necropolis Tombs for more data. The list below only contains unique, plot-relevant tombs.
	+ Pressing the buttons at random delivers you to a random tomb.
	+ 1254 leads you to the Endless Gate Entrance.
	+ 1535 is Phoenix's tomb.
	+ 2413 is the tomb of Ronos Cai'sul. He gives this code if you tell him about Choi's tomb, providing extra details for the quest in tomb 1254.
	+ 3431 is the First Castoff's Tomb (On the Builder's Trail).
	+ 3543 contains a musical instrument, which Callistege remarks upon. This code is sometimes given by Tantalum (requirements unknown).
	+ 4135 (found on the dead Memorialist) leads you to a Necropolis Tomb containing the Floral Merecaster (Najma's tomb).
	+ 4221 is Choi's tomb (forthe Severed Child quest).
	+ 5143 has Oddwald the Sane, who provides feedback and where you can steal the Electrostatic Merecaster.
* Additionally, the player may randomly encounter Silver three times, culminating in a reward of choice. See Silver's page for more details.
* After reading 20 epitaphs, you'll meet Hiro who will give you the Circulating Merecaster.

## Characters

Cultists
* Motley, Klin'Kar and Jaelyn DiMathe, plus assorted Gate Cultists

Memorialists
* Talira Kyo, Utwag Los, Narve the Blessed, and Jenkins the Jinxed
Nildir

**Nildirs** are ultraterrestrial monstrosities created by transdimensional energies.

## Background

Stalking across the worlds, nildirs are creatures of endless hunger who slip between the folds of reality to hunt literally everywhere for their next meal. Once human, nildirs - also called planar cannibals - were exposed to one too many transdimensional transitions, planar bleed-through, and perhaps even shocks their ego. Mutated and hungry, planar cannibals hunt humans, abhumans, other beings with knowledge that seasons the flesh, though anyone will do. Whatever mind or personality the nildir once had before its conversion is long gone, even if some of the memories still remain. Once changed, it's probably impossible that a planar cannibal could ever be returned to normal.

## Abilities and Traits

##### Environment:

Hunting alone, planar cannibals stride the dimensions

##### Movement:

Short, action to flit between known parallel dimensions

##### Modifications:

Might defense rolls as level 6. Runs, climbs, and jumps as level 7.

##### Combat:

A nildir will tear at prey with its powerful claws until they're incapacitated, then attempts to steal their dying body to an alternate dimension, there to dine on the still-living flesh in piece.

As a being of disrupted dimensions, dimensional bleed surrounds the planar cannibal like a halo. Each round, disquieting emotions, sounds, visions, and even physical objects appearing out of nowhere can afflict foes. Generally speaking, these effects increase the difficulty of all attacks and defenses against the cannibal by one step, though the GM can also choose to apply specific effects.

As its action, a nildir can move into an alternate dimension, usually one it has previously visited. It leaves behind flickering footsteps that can be followed for one round if pursuers are quick enough ( a level 5 Speed task).

##### Interaction:

Though once human, planar cannibals act mostly like animals.

##### Use:

Characters investigating a site of transdimensional activity, or who are traveling themselves, are attacked by a nildir. It might even be recognizably someone who they once knew to be a dimension walker, if applicable.

## References

1. ↑ Cordell, Bruce. “Ultraterrestrials.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 150. Numenera. ISBN 978-1-939979-47-6
2. ↑ Cordell, Bruce. “Ultraterrestrials.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 150. Numenera. ISBN 978-1-939979-47-6
Jar of Iron Wind

**Jar of Iron Wind** is a Quest item of equipment in *Torment: Tides of Numenera*.

## Description

Made from opaque, battered metal, this jar looks like a repurposed cylinder. Just above its surface, a control panel is projected into the air, displaying enigmatic diagrams and text that indicate the status of its contents. The jar thrums with energy, seeming almost alive. According to Skoura, the nano who gave you this jar, it contains a small part of the Iron Wind - dangerous nano-spirits that warp and transform any matter they touch.

## Location

* Quest reward for completing What the Winds Took.

## Uses

Can be used to open the Maw to the Heart.
Naiadan

**Naiadans** are an intelligent race of aquatic creatures native to the underwater city of Minifera.

## References

1. ↑ Cook, Monte, et al. “Minifera.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 100. Numenera. ISBN 978-1-939979-45-2
2. ↑ Cook, Monte, et al. “Minifera.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 100-101. Numenera. ISBN 978-1-939979-45-2