recursal/Fanatic-Fandom huggingface dataset:
Crimper

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

## Background

This filthy old man is dressed in a motley of rags, arranged artfully to emphasize the inhuman reach of his needle-like fingers and the two protruding humps on his back, as if his mutations are a source of pride. He wears smoked goggles on his forehead, parked above his transparent eyelids and his noseless face. His teeth are small, even, and shining white - he shows them often as he smiles to himself.

His pockets are filled with trinkets and baubles that he has picked from the piles of trash.

## Interactions

### Quests

* Broken Hearts: Talk to Crimper after asking Tybir to locate his lover in Little Nihliesh.
Areph

**Areph** is a Usable (Artifact) in *Torment: Tides of Numenera*.

## Description

You've seen this ring fragment before. It is known as Areph, or "Power, Taken", and is one half of the artifact known as the Shadow Ring.

You recall that this artifact belonged to a castoff, though their identity escapes you. You remember only that the Changing God himself sundered this ring at the height of a cold rage and infused each half with mutually repellent energies. They have been separated from each other ever since.

The Changing God went through immense trouble to separate these two rings. It must be possible to reunite them.

## Location

* Reward for completing The Anechoic Lazaret without destroying all the drones.
Ahl

**Ahl** is a Bonded item in *Torment: Tides of Numenera*.

## Description

In every way that matters, this is a rock with a hole in it. Yet Rhin talks to it… frequently. After talking to her about it, you learn that it is Ahl. She says that Ahl is a god, and that he lives within this stone. Supposedly, he knows everything of hiding and is helping Rhin to conceal herself, and even her thoughts.

The stone (not a rock, Rhin insists on the difference) is not his body, not by common sense – it's a vessel. Rhin would describe it as a "cup" for Ahl to live inside.

In Baranth, Rhin's home, gods like Ahl are common.
Chiurgeon Slump

**Chiurgeon Slump** is a location in *Torment: Tides of Numenera*.

## Background

A center of healing and medicine in the belly of the Bloom, currently under occupation by deserters from the Endless Battle.

## Points of interest

* Welcome to the Slump. This is a straightforward area with three sections. The mercenary soldier will accost you, but let you through into the slump. The central chamber holds the merc camp and Artaglio. The chamber to the northwest has Sheen, witht he apothecary nearby. The one opposite Demeray and Obervich.
* The Maw opens to the Trade Post, but needs convincing to open.

## Characters

* Artaglio: Leader of the irregulars.
* Ranard, Artaglio's henchman.
* Sheen: The Local alchemist and merchant.
* Apothecary and Bourras
* Demeray and Obervich: A pair of healers.
* Orth Faung, Aligern's colleague.
Character creation

**Character creation** in *Torment* takes place over your stay at the Dark Fathom, following your landing at the Broken Dome. As the Last Castoff, you begin with five points in each of the stat pools (Might, Speed, and Intellect), no skills, no class, and 20 hit points.

## Defining yourself

The Dark Fathom doubles as a creation phase, allowing you to express your character and define the descriptor and character type. While the game will *suggest* both once you interact with the mirror, you are free to choose and remake your character afterwards. The steps are defined below:

## Character types

You first select from the three types available to you. Your choice defines your character's abilities, skills, and stat pools.

* Glaives focus on  Might and  Speed, as warriors. They receive training in weapon skills, but have very limited access to general exploration skills.
* Jacks are flexible characters closest to the thief archetype, with a balanced stat pool and access to all exploration skills.
* Nanos are mages best served by a high Intellect. They have access to exploration skills and magical abilities.

## Stat pools

The three stat pools determine how you can apply Effort in the various tasks that stand before you in the Ninth World. As stated above:

* Might is the art of applied strength, favored by Glaives and other characters who use brawn frequently.
* Speed is quickness and finesse, useful to Glaives and Jacks.
* Intellect serves Nanos and Jacks well.

## Abilities

Every character type has its own, unique set of abilities. During character creation you earn:

* One or two abilities for free.
* Select one from several unique Tier 1 abilities.

## Skills

You choose various skills to help define your character. Notably:

* Only Glaives receive weapon skills, but they can only select four other skills.
* Jacks and Nanos can train in most exploration and lore skills.

## Descriptor

Descriptors are packages of skills and small bonuses that help set your character apart from others of the same Type. They can be used to maximize your skill potential or earn skills your type normally does not have access to.

## Focus

And with that, your character is almost complete and you awake at the Broken Dome, after cratering rather *severely*. The character creation will not be complete for a while, however. To reach the last stage, you need to enter Circus Minor and talk to Casmeen, then fix the clock (see Fallen To Earth) and choose one of three focuses:

* *Brandishes a Silver Tongue*: You know the right thing to say in every situation. There is no obstacle that cannot be overcome with words. Adds Natural Charisma.
* *Breathes Shadow*: You hide in the folds between dimensions, evading even the most watchful eye. Emerging, you rend reality and your enemies along with it. Adds Nocturnal and Surprise Attack.
* *Masters Defense*: You study techniques to defend yourself and others, physically and mentally, in any situation. Adds Counterattack and Shield Master.
Acausal Badlands

The **Acausal Badlands** are a region of Panaton where time hazards are of greater risk.

## Background

The temporal hazards of the badlands, in particular, streak across it like strands on a web and have the unfortunate ability of also attracting and collecting excised time loops, also known as time loops, from different dimensions. These extracted periods of time are repeated and re-experienced by those caught within them with no foreseeable means of breaking from their bonds. Luckily, however, these loops will only appear for limited periods until time wraiths, chronal feeders, or other temporal parasites clear them out.

Each of the loops exists within its own bounded space as much as 5 miles in diameter. It's hard to discern what each one holds when viewing from the exterior.But entering is of great risk, as an explorer could easily become trapped from within. However, it should be noted noted that items or even people that were born along the anomalies might give valuable information as to how they began, useful information that the dothin and thexx alike venture into them for.

While many locations that the loops take place within are based around locations of the concurrent Earth from the prime reality, not all are from the same time period as Ninth World explorers.

## References

1. ↑ Cordell, Bruce, “Panaton.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 82. Numenera. ISBN 978-1-939979-47-6
Brood's Ears

**Brood's Ears** is a Oddity in *Torment: Tides of Numenera*.

## Description

When you insert this set of plugs into your ears, you can suddenly hear through the ears of another being. Pulling out the earplugs and reinserting them into your ears links you to a different individual. Overheard speech seems to be completely incomprehensible and alien each time, so the target individuals are probably distant in space or time... or both.

## Location

* Sticha Lair: Found in a small alcove by the exit to the Crossroads.
Crystal Fortress

**Crystal Fortress** is a piece of equipment in *Torment: Tides of Numenera*.

## Description

This dark purple crystal was placed into a synthsteel device - or perhaps the device was built around it. The crystal shimmers with barely restrained power, occasionally shifting as if testing the strength of its constraints. When you deactivate the container, the crystal loses its integrity, shattering into two parts, which in turn will shatter into two, and so on and so forth, smaller and smaller. With each breaking, the crystal unleashes a protective energy that wraps around the user, turning away incoming strikes, though it is not capable of turning away immediate attacks.

## Location

* Trade Post: Sold by the merchants after it's restored.
Antagonist

**Antagonist** is a Oddity in *Torment: Tides of Numenera*.

## Description

This tiny stone ball appears completely ordinary. No amount of close inspection reveals anything that stands out, nor any signs that this is anything more than it appears. Yet at any sign of mirth near the Antagonist, the stone ball will start howling at an ever-increasing intensity until it completely drowns out the laughter.
Advancement

**Advancement** takes place after you collect enough experience to reach another level within a Tier. Once that happens, you will be able to hit the plus button on your character's screen and select one of four options:

* Increase your stat pools.
* Increase your stat pools' Edge (free Effort).
* Increase your max Effort.
* Gain a new skill or improve one you already have or improve one of your active abilities.

## Tiers

Each of these options can be selected once per Tier. Once all four are exhausted, you reach the next Tier and you can select them once again, except this time, you will gain new abilities and skills.

The highest Tier possible for any character in the game (due to hard cap) is 4; after getting all 4 Steps in Tier 4, further XP gains doesn't give any actual benefits. For the protagonist, that's likely to happen late in Bloom, if all sidequests and XP dialogue options are chosen.
Attic

The **Attic** is a large, special chamber seated within the Endless Abode.

## Background

A humanoid creature named Viandri operates the Attic, which shifts around the Endless Abode in the same manner as the Quiet House will shift around the Ninth World. However, Viandri controls where and when the Attic will move to, via a mechanism called the Totoris that harnesses the flux storm, among other functions.

### Viandri

Viandri is an automaton and the sole servitor of those that initiated the Endless Abode's growth thousand or even millions of years ago. The automaton's memory has overflowed with information so many times that it's had to repeatedly dump out the excess and only keep that which seemed vital. Over time, however, it's forgotten what really is vital, and it spends much of its time reclining in a kind of machine dream, but may rouse itself when it detects, by sensors embedded within the Totoris, that newcomers have entered the Endless Abode. Viandri may even see to it that the Attic is moved so that it's within the path of the newcomers. Despite its great age, it still remains curious. It still hopes that one day those who created it will return, and thus allow Viandri to end its vigil. It'll be discovered that the PCs aren't its creators, but will react violently only if attacked first.

### The Totoris

This level 9 control mechanism lying at the center of a jumble of other objects and wreckage. In addition to controlling the Attic's location, Viandri can also use the Totoris change the course of other corridors, expand or contract other rooms, or otherwise shuffle them about the Endless Abode like puzzle pieces. But for all the device's power and Viandri's skill, the Endless Abode will always resist this tampering. Should the characters overcome Viandri (or perhaps find it absent from the Attic) and try their hand at the Totoris, even gaining a basic understanding of its function will require a difficulty 7 Intellect task. However, it's possible that lost characters could use the Totoris to create a path back to an exit to the Quiet House, or some other location. Failure, however, will risk drawing the attention of the Hunger in the Halls.

## References

1. ↑ Cordell, Bruce, “Endless Abode.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 51-52. Numenera. ISBN 978-1-939979-47-6
2. ↑ Cordell, Bruce, “Endless Abode.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 52. Numenera. ISBN 978-1-939979-47-6
3. ↑ Cordell, Bruce, “Endless Abode.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 52. Numenera. ISBN 978-1-939979-47-6
Bloom Bone Shard

**Bloom Bone Shard** is a Melee Medium Artifact weapon in *Torment: Tides of Numenera*.

## Description

The blade of this dagger was harvested from one of the Bloom's "teeth," fashioned into a crude-looking but effective weapon.
A fragment of the Bloom's mind still persists inside the shard. In addition to its slashing damage, it can also penetrate the mind of your opponent, lessening prowess in combat.
When you hold it to your ear you hear odd, disturbing whispers from the Bloom, sending an involuntary shudder through your spine.

## Location

* The Vast Interior: Sold by Sundermun the Elder
Cleoid

**Cleoids** are vengeful, undersea creatures formed from tainted artifacts.

## Background

The legacy of a dead race survives concealed within "tainted" cyphers and artifacts as psychic seeds. Victims who use these devices are slowly transformed into massive monsters of slime and hate, partly enclosed in a protective shell. Dubbed "cleoids" by Ninth World explorers, these creatures want revenge against all living things for their genocide.

What cleoids call themselves is a term that's no longer and more ominous, and one that can be conveyed only by telepathic contact. Victims hear this name each time they're psychically attacked by a cleoid, though most fail to appreciate the underlying meaning.

## Abilities and Traits

##### Movement:

Immediate; swim a short distance each round

##### Modifications:

Speed defense as level 4 due to large size; tasks related to insight, detecting falsehoods, and knowledge related to psychic phenomena and psychic engineering as level 8.

##### Combat:

A cleoid's main mode of attack is a psychic assault, which it can use against a single foe's mind within short range. The attack inflicts 4 points of Intellect damage (ignores Armor), and a victim must make a second Intellect defense roll or lose its next turn. A creature that would be killed by a cleoid instead falls into a 28-hour coma, during which time the victim is slowly transformed into another cleoid.

##### Interaction:

Vastly intelligent and filled with hate or other living things, cleoids generally don't design to communicate telepathically with other creatures.

##### Use:

A strange plague afflicts a fishing community. Investigators find that those who succumb to its effects are slowly transformed and finally wake as cleoids.

##### Loot:

A tainted cypher or two, such as a mind rejuvenator or life rod, can usually be found near cleoid infestations.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 137. Numenera. ISBN 978-1-939979-45-2
2. ↑ Cook, Monte, et al. “Creatures.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 137. Numenera. ISBN 978-1-939979-45-2
Blood of the Elements

**Blood of the Elements** is a Cypher of equipment in *Torment: Tides of Numenera*.

## Description

A shifting substance fills this ordinary glass vial, existing in many states at the same time. Sometimes, it is a blue liquid or a lump of solid black before subtly becoming purple electrified plasma or a pure white gas. Every phase is so quick, so short, it is impossible to be sure if the change is real, if the substance exists in every state at once, or if it even exists at all. There is a small inscription around the edges of the vial's cork, the letters fading in and out of view as if engraved using a similar substance. It probably, possibly, maybe spells out "Blood of the Elements." One can only wonder what would happen if someone were to consume a substance such as this.
Aidan Sitabo

**Aidan Sitabo** is a character in *Torment: Tides of Numenera*.

## Background

The large, muscled man is practicing some form of martial art as you look on. He is wearing an old, white, rough-woven coat with the sleeves torn off and a red bandana is wrapped tightly around his head. He seems to be moving much faster than his size suggests is possible. He glides between stances as swiftly as water. His fists are blurring hammers, striking at invisible enemies. His bare, callused feet snap and slash at the air like knives.

Aidan was once a poor beggar in the city, but he found a secret compartment inside one of the old time shield generators (though he probably didn't even know what it was) after stealing a pile of pie crust. Vowing never to be weak and pathetic again, he lived inside the shield generator for many years. As a result, he is speeded up in time and can (when he wishes) move at blinding speed.

## Interactions

### Other interactions

* You can offer to spar with Aidan. To do so, you need to test your  Speed (Initiative, Quick Fingers) against his. If successful, he will test you further with a second test of that type.
* Afterwards, you are ready to spar. He opens with a COCCITAN KICK, to which you can respond with  Speed (Initiative, Quick Fingers) - FIST OF THE LAST CASTOFF! - or  Speed (Initiative, Smashing) - HAMMER OF THE CHANGING GOD! If you fail, you die. If you win, you send him reeling and get a permanent +1  Speed. Then you can choose to kill him for another +1  Speed or spare him.

## Trivia

The martial techniques of Aidan Sitabo are named after the killing blow of creatures of the Ninth World he confronted :

* Bite of the Hidden Queb
* Claw of the Laurik-Ca
* Coccitan Kick
* Dabirri's Assault
* Drebil's Gift
* Grush Stomp
* Jesanthum Array
* Jurulisk Kiss
* Kanthid Thrust
* Mlox's Eye
* Teeth of the Memora

Aidan was requested by one of the top-level backers, and writen by Gavin Jurgens-Fyhrie. The instructions were to create a character in a "white gi, red bandanna, and black belt." It is possible (while impossible to confirm) that the instructions were given to create a nod to the character Ryu from the popular video game series Street Fighter.
Babirasa

**Babirasa** are blind predators in the Ninth World that wield electrical powers.

## Background

A sharp smell like during a lightning storm, flickering illumination, and a low-pitched grunting heralds the arrival of a pack of babirasa. About 5 ft. tall at the shoulder, these many-legged predators have flesh the color of coal, studded with metallic spines that spark with static. Their long heads contain tusks and many teeth for tearing. Without eyes, babirasa sense their prey and environment with an electric sense that might just actually work better than normal sight. They use that same power source to stun, kill, and perhaps even cook their prey. When they wish to go about quietly, they produce a constant static discharge whose sounds acts to audibly camouflage them.

## Abilities and Traits

##### Environment:

In packs of 3-6 in forests, low foothills, and even on warm plains

##### Modifications:

Stealth as level 5, perception as level 6

##### Combat:

Babirasa are drawn to living creatures that have a bioelectric field. When they hunt, each babirasa inside a pack is connected to the other in crisscrossing lines of leaping electricity. In any round in which the pack is free to move around, they position themselves so that two or more of their number can surround their prey. Every round, all prey within the immediate range of two or more babirasa automatically take 3 points of damage from the connecting lines of electricity leaping between the babirasa that remain alive and can still move. On a particular babirasa's turn, its tusked bite inflcits 3 points of damage, and on an additional failed Might defense roll, 3 points of damage from electricity.

If a babirasa happens to take advantage from an electrical source, they instead regain health equal to that damage and their tasks are eased on their next turn.

##### Interaction:

These creatures are clever predators and nothing more.

##### Use:

Packs of babirasa are drawn to installations and other devices that emit copious energy, such as lightning towers, luminous dynamos, or any of the various kinds of turrets. They're also drawn to storms.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Numenera Destiny, Monte Cook Games, LLP, 2018, pp. 254. Numenera. ISBN 978-1-939979-45-2
2. ↑ Cook, Monte, et al. “Creatures.” Numenera Destiny, Monte Cook Games, LLP, 2018, pp. 254. Numenera. ISBN 978-1-939979-45-2
Amber Pope

The **Amber Pope** is the leader of the Order of Truth. Besides is the main mandatory personality in Steadfast, although he does not own any land.

## Renowned Personalities

* Calaval, the first Amber Pope.
* Durranet VI, the current Amber Pope.

## Sources

* *The Amber Monolith* (First mention)

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

**Castle Sarrat** is a mysterious structure that lies in Draolis.

## Background

Seventy years ago, the wealthy, powerful Horges family claimed an ancient structure as their own and made it their home. The Horges found most of the building empty, but it had devices that could create edible food for hundreds of people at a time, enough to support not just the family but their entire estate and large retinue of servants. Stranger still, once they moved into their new "castle", it began to grow. Increasing mainly in height, Castle Sarrat is now almost 600 ft. tall and still growing. Walls, floors, support structures, and more develop at a rapid pace - castle doesn't grow slowly but in fits and starts. In mere moments, a new chamber, hallway, or entire level appears.

Speculation is that the new portions of the castle are built through a process that converts air around the structure into metal, synth, and glass. However, no one knows how or why it's happening.

Castle Sarrat has claimed the life of at least one member of the Horges family by growing in an inopportune time and place, visitors would be wise to watch their step.

Naranial Horges, the head of the family, is a renowned swordsman. He's a quiet, imperious man with grey muttonchops and a bejeweled eye patch.

## References

1. ↑ Cook, Monte, et al. “The Steadfast.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 146. Numenera.
Castoff's Labyrinth

The **Castoff's Labyrinth** is a product of the mind of the Last Castoff, accessible through their "death" or some trance.

## Description

It is a place full of wonders and strange things, but more important, it is the home of many secrets, unreachable otherwise. Reflections of other peoples, especially those who accompany him, can be found here. This is also the home of the Lacunae, figments of the mind of the Last Castoff.

To rise again, the Last Castoff has to find the exit of this labyrinth. But with each death, the Castoff's Labyrinth grow larger, deeper and more complex. But the treasures (like cyphers and secret Meres) found there are even greater. The depths of this mind trap are called Fathoms.

Strangely enough, portals that can transport the Last Castoff's body elsewhere on the Ninth World can also be found in the labyrinth.

## Behind the Scenes

The Castoff's Labyrinth was planned to be added to the *Torment: Tides of Numenera* video game after its Kickstarter campaign reached two and a half million dollars to expend the death gameplay even further than in *Planescape: Torment*, where the player rised again after each death in the Mortuary.

After having reached the said stretch goal, inXile Entertainment decided to offer the backers a way to expand the Castoff's Labyrinth. For each slice of 3,000 backers after 45,000 (a number reached at the same time than the stretch goal) on Kickstarter and Paypal, they will add another level, called a Fathom. Some Fathom were also added when the inXile Facebook page reached a specific number.

Other parts of the Labyrinth were added through stretch goals, like the secret Meres, the Reflections, the Lacunae and the portals.

## Artwork Gallery (by Dana Knutson)

* The First Fathom
* The Second Fathom
* The Third Fathom
* The Fourth Fathom
* The Fifth Fathom
* The Sixth Fathom
* The Seventh Fathom
* The Eighth Fathom
* The Ninth Fathom
* The Tenth Fathom
* The Eleventh Fathom
* The Twelfth Fathom

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

**Aras Island** is a place located off the coast of Ancuan.

## Background

Belonging to no kingdom and bearing the characteristics of no single region, Aras Island stands string as a bastion of independence, murder, and mayhem. While technically located in Ancuan, the island and the kingsom want nothing to do with each other. Resting just beneath the heel of Scorpion's Reach, the mountainous island is covered with snow and ice nearly year-round and has an incredibly harsh climate, thanks to offshore quakes, biting winds, and storms that batter the coastline with giant waves.

The people of Aras are equally harsh. Calling themselves Jaekels - after the giant sea scorpion they worship for its aggressive nature, armored skin, and saw-toothed claws and tails - they revere a bloodthirsty, animalist nature above all things.

Jaekels emulate this belief in their actions and their physical form. Animalist surgery (including grafting, genetic manipulation, and implantation) is common, especially among those ride in on the island's fierce and aggressive water army. It's not unlikely to find Jaekels in various stages of transformation. Bandages and odd healing accouterments are frequent sights, and claws, teeth, horns, and wings are prized body enhancements. Only those with the highest honors in killing and pillaging, known as Araskas and identified by an intricate pattern of blood tattoos, are deemed worthy of having wings of any sort.

Despite their use of body-enhancing technology, Jaekels favor simple, traditional weapons, which they typically steal from their captives. It's been long considered a sign of weakness to use a technological weapon, although that perception is changing, and today you're more likely to see a mix of weapons among Jaekels. With or without weapons, they're still fierce warriors, fighting literally tooth and nail, having turned their bodies into highly specialized killing machines.

Jaekels kidnap scholars, tinkerers, and other numenera workers and bring them back to Aras, where they force their prisoners to create stronger, fiercer animalistic elements. For their experiments, they also capture a wide variety of creatures, including humans and abhumans. Rasters are a special favorite, both for their biomechanical wings and for the sport of capturing them and their riders.

Jaekels build their living, working, and merchant structures from scavenged bits of whatever materials break on the shore of their island. Their boats, however, are another matter, lovingly constructed by an Araska and her crew from the parts of captured and stolen ships. It's considered a great achievment to capture a vessel from an organized group like the Redfleets or Ghan's merchant fleet and dismantle it entirely before turning it into a new Jaekship (or using the parts on a ship already in progress).

## References

1. ↑ Cook, Monte, et al. “The Steadfast.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 164. Numenera.
Barrel of Indomitability

**Barrel of Indomitability** is a Cypher in *Torment: Tides of Numenera*.

## Description

This barrel fits in the palm of your hand and is made of a wood stronger than steel and as clear as crystal. A dark liquid sloshes around inside, and the smell of it makes your eyes water. Consuming the liquids within will have a powerful - if uneven - effect on the imbiber's mind and spirit.

## Location

* Valley of Dead Heroes: Sold by Tantalum.
Pet

***IMPORTANT:* all pets heal the same life, none has an advantage over another**

## how to access the pet menu

**First of all we must go to the menu below and select the *DIAMOND***

**A window will open and you should go to the section where it says *PET***

**They can be purchased in various ways:**

* **paying only with gold (*YOU CAN SELL IT*)**

* **paying with crystals (*BINDED TO ACCOUNT*)**

* **paying with crystals and having the VIP (*BINDED TO ACCOUNT*)**

* **paying with crystals and prestige (*BINDED TO ACCOUNT*)**

## how to buy a pet

**Click on the pet you want to buy and the following window will appear**

**If you don't want to buy it, select *NO* and if you want to buy it select *YES***

## how to EQUIP a pet

**Once you bought the mascosta it will go directly to your inventory**

**You will have to equip it and you must equip it by double clicking or dragging it to your equipment**

## pet command

**Putting the command: */PET [petName]***

**For example:**

**And my pet is called GOLD.**

**If you wish, re-entering the command you can rename it again.**

**For Example:** ***/PET GOLDEN***
Artifacts

**Artifacts** are the tech devices that you probably expect in the game. These are devices of a more permanent nature (unless they run out of power) with more straightforward applications. Weapons, armor, utility items, and so on. Still, rarely are they straightforward. It’s far less likely to find a "gun" than it might be to find some item that can be used effectively as a ranged weapon, but might have originally been some kind of power conduit that has been modified and adapted as best as Ninth World understanding could manage. Some characters, given the right tools and parts, will be able to construct these on their own.

## References

1. ↑ Cyphers, oddities, artifacts and discoveries
Arechi

Jemadar **Arechi** is a character in *Torment: Tides of Numenera*.

## Background

These three humanoids wear intricately carved armor that makes them look like undersea dwellers of legend. You cannot recall having seen the material from which they are shaped, either. Though the suits are bulky, their wearers move with a strange and fluid grace. You might have mistaken them for monsters, but their leader is unhelmed and appears human. She has close-cropped hair, an angular face, and her jaw is clenched, as if she were subconsciously chewing on a problem. Arechi is the jemadar of the lancers in the Bloom, a group of fighters from the Lost Anchorage, trapped after the maw leading to their home collapsed in on itself.

## Interactions

### Quests

* Marooned on an Alien Shore: Arechi asks you to find a way for her and her team off the Bloom.
Clock of Kala

The **Clock of Kala** is an unusual mountain range with the form of a large ring, surrounding a region called Augur-Kala. To the inhabitants of the Steadfast, the Clock of Kala is considered beyond the Beyond.

## Background

This impossibly-tall, impassable mountain range makes a nearly perfect ring around Augur-Kala. Viewed from above, the range looks like a clock face, interrupted by one perfectly straight, wide pass called the Sheer. Aside from the Sheer, the height of the Clock itself is 30,000 feet (9,145 meters), but some peaks can reach even higher, and afford no passage. To travel over them would also prove difficult due to powerful storms that rage with a constant ferocity.

## Cities

• Norou

• Wislayn

## Hearsay

#### Seeking Passage:

A mysterious trader seeks passage across the Clock of Kala without traveling through the Sheer. She offers any explorer his weight in shins (or the equivalent thereof in other valuables) to discover such a means.

#### Inverted Mountain:

On the eastern inner curve of the Clock of Kala is a mountain unlike the rest. Impossibly, the peak is narrow at the bottom yet wide at the top. Whether reinforced with an internal artificial structure or supported by gravity manipulation, the mountain is clearly a relic from a prior world. What other numenera-related secrets does it hold? No one knows.

## Weird

#### An Eye Towards the Future:

A one-eyed woman has recently come down out of the peaks, claiming that she has found a still mountain pool of intelligent water that offered to take her to the future.

#### Good Hunting:

Small, rodent-like creatures called seterdins line inside the burrows throughout the Clock of Kala. Strangely, one in ten has a numenera implant in its brain. The implants seem to be inactive, but some people claim to be able to use them to create interesting cyphers.

#### Synth Rods:

Scattered around the Clock of Kala are blue synth rods, each about 10 in. long. When 2 rods are brought close to each other, they snap together, either lengthwise or forming a right angle. It would seem that if all the rods were brought together, they would then combine to form some kind of lattice or structure.

## References

1. ↑ Cook, Monte, et al. “Beyond The Beyond.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 206. Numenera. ISBN 978-1-939979-77-3
2. ↑ Cook, Monte, et al. “Beyond The Beyond.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 207. Numenera. ISBN 978-1-939979-77-3
Concentration

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

## Overview

Mitigates penalties for equipped Bonded Artifacts.

* Inability: One Bonded Artifact slot is locked.
* Novice: Every equipped Bonded Artifact confers a negative effect.
* Trained: Bonded Artifacts equipped to the first slot do not confer a negative effect.
* Specialized: Bonded Artifacts equipped in both slots do not confer negative effects.

## Availability

The skill can be selected during character creation by the Jack.
Ausren Woods

The **Ausren Woods** are a colorful locale in the Plains of Kataru.

## Background

***Day 12***
*The woods really are the queer purple color that I was told. The trees don't look particularly strange in any other way. But the leaves and even the bark range from a bluish-red to a deep violet. The branches are alive with birds of all kinds and colors. I almost expected them to be purple as well, but none are.*

***Day 14***
*The fruit of these trees is delightful. I am already wondering if i can carry a sack of them back with me to Uxphon. I think Eilla could make some extraordinary wine from these.*

***Day 15***
*I feel unwell, but I plan to leave for home tomorrow nevertheless.*

***Day 16***
*Too sick to leave today.*

***Day 17***
*Still very ill. I can't help but notice that none of the wildlife eats the fruit of the trees. My gut is covered in bruise-like sores, very tender to the touch.*

***Day 19***
*The sores on my gut have formed distinct growths. I can barely stand. The food I brought with me is gone. Only the purple fruit to eat. Despite the pain in my stomach, I am filled with hunger.*

***Day 20***
*The growths are... longer. I cannot move except to crawl, and barely that.*

***Day 22***
*Dear lords of my ancestors, help me. The growths, as long as serpents, have begun to burrow into the soil around me. I tried to cut one of them, but the pain increased beyond that which I could stand. Still so weak. Tomorrow I will try again.*

~ Here the journal of Temallis Crost ends.

The Ausren Woods are a large forest of purple trees that grow nowhere else. Don't eat the fruit of these trees.

## References

1. ↑ Cook, Monte, et al. “The Beyond.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 180. Numenera. ISBN 978-1-939979-77-3
Certificate of Indemnity

**Certificate of Indemnity** is a Quest item in *Torment: Tides of Numenera*.

## Description

This Certificate is signed and sealed by the City of Sagus. It attests the willingness of the City to assume the debts Erritis incurred in his airship crash. This should be sufficient to resolve the dispute between him and Rennio.

## Location

* Government Square: Received from the Council Clerk if you ratted the Stichus out to Lord Vuntgen or if you resolved Shaky Foundations by getting the Stichus to leave without agreeing that the city would pay them tribute.
Antique Hair Clip

**Antique Hair Clip** is a Quest item in *Torment: Tides of Numenera*.

## Description

This small, ornamental comb is actually a living, jeweled insect - a biomechanical marvel. The pincers seek to fasten themselves upon locks of hair, and its wings allow it to hover around the wearer's head, creating unique styles that would otherwise be impossible.

## Location

* Caravanserai: Locked in the nightstand. Used to identify Perseia.
Aldeia

**Aldeia** are small and dispersed villages, communities found in The Beyond. Most of them are organized around an Aeon Priests *clave*. Due to Ninth World dangers, many aldeia see foreigners badly.

Some of this villages are dangerous by themselves, either because his inhabitants have devoted to cannibalism, or realize human sacrifices or whatever cause.

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

**Abilities**, unlocked by your Type, can be active actions (such as attacks or spell-like esoteries) or unique passive effects.

## List of abilities

### Glaive

 Practiced In Armor | Passive ability
 Unfailing Precision | Passive ability
 Skill With Defense | Passive ability
 Taunt | Active ability
 Hook | Active ability

### Jack

 Trained Without Armor | Passive ability
 Hedge Magic | Active ability
 Sucker Punch | Active ability
 Infuse Weapon | Active ability
 Practiced In Armor | Passive ability

### Nano

 Scan Thoughts | Passive ability
 Resourceful | Passive ability
 Innervate | Esotery
 Adaptation | Esotery
 Quantum Step | Esotery
Charmpaste

**Charmpaste** is a Cypher in *Torment: Tides of Numenera*.

## Description

A small tube of reddish, aqueous paste. It is warm to the touch and gives off a sweet, balmy perfume. When applied to the teeth, it temporarily stimulates facial muscles. From a distance, this twitch can easily be mistaken for a disarming and somewhat trustworthy grin. The perfume is pleasant from a comfortable distance, and acts as a very mild intoxicant. It causes the user to seem more approachable and honest than they normally would. Charmpaste eventually evaporates, leaving behind a pink, chalky residue. Its effects are limited and tend not to last not much longer than a first impression.

## Location

* Cliff's Edge: Received from Zebb if you have the Sticha take the outcast, rogue stichus back underground in dialogue with Ch'kekt.
Cave of Last Words

**Cave of Last Words** is a location in *Torment: Tides of Numenera*.

## Background

This old thieves' bolthole sits undisturbed beneath the Caravanserai, occupied only by Matkina.

## Points of interest

* This small area has Matkina, her workshop, and a small stash to the side. The most important part is to the south-east, where the exit to the ledge by the Caravanserai lies.

## Characters

Companions
* Matkina
Bourras

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

## Background

This young man's beauty shines even through his grimy face and his tattered clothes. His eyes are wide and staring, electric blue, and the movements his fingers trace through the air look like birds in flight. He snaps out of his reverie and grins at you, his teeth even and white against his brown skin.

On closer examination, you can see that his rags were once fine fabrics, carefully and expertly stitched. He greets you with an easy familiarity, like an old companion. His voice is smooth and educated, mellifluous and soft. Bourras is an addict, hooked on Sheen's essences.

## Interactions

### Quests

* Preservation of Beauty: You can trade Bourras to the Decanted, either tricking him into getting a free sample with the Decanted or by giving him money three times until his brain gives out and he can be collected.
A Study in Datasphere Analysis

**A Study in Datasphere Analysis** is a Quest item in *Torment: Tides of Numenera*.

## Description

This leather-bound journal is filled with various diagrams, notes, and observations of the machines you found near the engines buried beneath Sagus Cliffs. The handwriting is your creator's, and it chronicles his analysis of the datasphere - the net of information that surrounds and permeates the world's air. Some people have drawn power from the world, and others have found a way to transmit knowledge in the blink of an eye. It seems that these machines may have been intended to transmit consciousness itself... or at least to take a rudimentary first step in that direction. The exact steps are unclear, though someone with an extensive background in consciousness transfer or machine intelligences might be able to recreate his work.

## Location

* Buried Crossroads: Interact with the lower left machine while Callistege is in your party.
Ch'kekt

**Ch'kekt** is a character in *Torment: Tides of Numenera*.

## Background

This massive creature looms over you. A scent like lightning and an underground cavern washes over you, and it reminds you of nothing so much as curiosity. It chitters and rumbles, waving its large claws through an expressive dance.

Something about these smells, sounds, and gestures seems familiar, a niggling itch in the back of your mind. At least you remember the taxonomy now: this is a stichus, a huge, burrowing insectoid. Ch'kekt is the leader and speaker of the sticha, responsible for decision making among his kind.

## Interactions

### Quests

* Shaky Foundations: Ch'kekt speaks for the sticha and can be negotiated with to reach a settlement.
* Hidden Enemy: Ch'kekt can be persuaded to save the rogue Sticha.
* The Cold, Calculating Jack: Ch'kekt can take you to the Changing God's lair, once you resolve the situation with the city, and then to the Cave of Last Words. He will, however, refuse to help if you stole the eggs from the sticha.
Blue Tide

The **Blue Tide** is the Tide linked to reason, wisdom, enlightment, and mysticism. People attuned to this Tide seek to expand the mind and/or the spirit, and are often scientists, mysticists, philosophers, or even madmen.

The loss of knowledge is particulary grievous for people attuned to this Tide.

## Behind the scenes

In a theoric association of the Blue Tide and *Planescape: Torment*, Adam Heine said that Dak'kon would be attuned with the Blue Tide.
Arms Merchant

**Arms Merchant** is a character in *Torment: Tides of Numenera*.

## Background

The sign over this stall says, 'The Arming Room - Buy - Sell - Trade.' Under the awning, a skinny man with stooped shoulders and a concave chest is cleaning a filth-caked weapon of some kind.

He salutes you with a greasy hand. "Done in a moment. Have a look around. If you need anything, let me know."
Beneath

**Beneath** refers to what lies underneath that flower-like structure that dominates the Island of Undoing.

## Background

There's a great amount of large, circular doors that dot the landscape of the Island of Undoing, causing many to believe that they lead to whatever lies underneath its metal blossom. Unfortunately, the doors lack any visible handles or locks, instead bearing 3 odd symbols, similar to ones found on the bellies of cephaleen spiders. This resemblance is far from any coincidence however, as anyone who's been bit by one of the arachnids and whose bite mark has shifted to resemble those symbols is actually able to unlock these portal, simply by pressing the affected flesh against it.

Beyond these doors are long, square-shaped tunnels with metallic walls, ceilings, and roofs approximately 20 ft. wide, mostly appearing undisturbed for years. Each of these tunnels can also open into chambers of a variety of sizes and shapes, and seem to be endless in amount. As a result of its labyrinthine behavior, the complex has collected its fair share of abandoned belonging and skeletons of those who never found their way out.

In addition, some fauna also lurk throughout these corridors, probably due in part to the fact that the energy drain doesn't work down there. Of course, even if it were to find its way in, it wouldn't stay long or else, like human visitors, it would end up getting lost and die. Such fauna may consist of long-winged bats, non-aggressive insect eaters that fly through the darkness in dozens, though their blazing exhale can light hair and clothing on fire. They actually use this fire for directional guidance, so its best not to come across one that lost or the entire area might be set ablaze. Then their are blind canines, that travels in packs of 3-4, hunting dirshmice alongside the aforementioned bats. Pitch black in coating with 4 white eyes each, these silent but deadly predators, sometimes referred to respectively as "shadow dogs," can flatten themselves close to the ground in spring up at their prey from beneath at great speed with either their claws or jaws. The corridors are their preferred hunting grounds.

Lastly, there are also automatons about the size and shape of tumbleweeds, consequently being referred to as "tumbletons." They zip across the corridors for some unknown purpose. IT's pointless to pursue one however, as they easily retrace their steps, disappear, reappear, and release chemical clouds in their wake. It should be noted that any inactive automatons can be used for some interesting spare parts.

Overall, this labyrinth is filled with the sounds of running water, even though the air seems to be dry. In fact, dying of thirst is just as much an issue as dying from any of the monsters mentioned above.

## References

1. ↑ Cook, Monte, et al. “The Island of Undoing.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 22-23. Numenera. ISBN 978-1-939979-45-2
Apricari

**Apricari** are biomechanical creatures used by the octopi.

## Background

Deep inside the Bay of Peyclin, below dark waves, lie deeper breeding pits where octopi forge living things the way humans might forge a tool or a sword. Apricari are some of the most successful spawn born from these pits, brought forth to the surface in shining white egg-sacs and released onto the shore.

Octopi of the Peyclin Bay (and perhaps elsewhere) engineer these biomechanical beasts so that they can operate on dry land. The apricari are somewhat like mounts and somewhat like vehicles. Octopi crawl inside the beasts - for octopi to seep through extremely small spaces - and control them from within. Left alone, an apricari is as docile as a herd animal and far likely dumber

## Abilities and Traits

##### Modifications:

Perception as level 3, Might defense as level 5

##### Combat:

Slow and clumsy, apricari operate as though designed by creatures unfamiliar with moving about on dry land - because they technically were. still, during combat they have a mouth full of sharp teeth and sharp hooves as well. More important, they're usually controlled by very crafty and devious octopi.

A bit like an octopus, an apricari can spray a stream of black ink at any target within short range. The octopi devised this ability as a means of escape, but it had a wholly unexpected (but not unwelcome) result. The ink affects humans in a strange way: a target sprayed must make an Intellect defense roll or suffer 6 points of Intellect damage and suddenly hate the one thing they value most. It might be wealth, food, a loved one, success, violence, beauty, any other thing. This effect will last until all 6 lost Intellect points are restored. Once affected by the ink, humans will become immune to the affect thereafter.

##### Interaction:

Either apricari are controlled by an octopus and have no ability to interact, or they're near-mindless animals that are almost too stupid to be frightened by danger or even enticed by food.

##### Use:

Apricari were developed by octopi just recently, and their use is still experimental and exploratory. One day, however, an entire invasion of octopi-mounted apricari might thunder into human coastal lands.

##### Loot:

Within the working of an apricari lie 1d6 cyphers and 1 or 2 oddities.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Ninth World Guidebook, Monte Cook Games, LLP, 2018, pp. 224. Numenera. ISBN 978-1-939979-24-7
2. ↑ Cook, Monte, et al. “Creatures.” Numenera Destiny, Monte Cook Games, LLP, 2018, pp. 224. Numenera. ISBN 978-1-939979-24-7