recursal/Fanatic-Fandom huggingface dataset:
Mimetan

**Mimetans** are shape-shifting slugs that roam the Ninth World.

## Background

These foot long slugs are composed of translucent goo and have hardened and dangerous-looking ridges running along their edges. They can form mouths filled with ridge-like teeth, and mimetic horror. They're accidents of ancient technology, birthed from a material component known as mimetic gel that mimicked a living creature. Now they "live" to eat and replicate themselves. However, they can take on the appearance of objects or creatures that aren't already present, which means that sometimes mimetans can be detected by the mere fact that there are two of something where earlier there was just one. But which of these would be the real mimetan?

## Abilities and Traits

##### Environment:

Small groups of either two or three that can quickly duplicate themselves into a large group if a food source is available

##### Movement:

Immediate (or short when several take on the guise of a larger creature)

##### Modifications:

Climbs as level 5. Disguise tasks as level 7. Speed defense as level 4 due to size.

##### Combat:

A mimetan prefers to act with the art of surprise, taking on its true form to bite target that wasn't previously aware that the tool with which they were holding is a hungry, shape-shifting worm. Each time that a mimetan successfully inflicts a full 3 points of damage, it replicates itself using the stolen flesh at the beginning of its next turn. Now two mimetans can attack, each one duplicating itself again and again in the same way.

Where four of these creatures attack as one, treat them as a singe level 4 creature that inflicts 6 points of damage. Successful group attacks that do the full points of damage also produce two additional mimetans.

A group of ten or more mimetans may attempt to immobilize a victim. If the victim can be held immobile for two consecutive rounds, the group of mimetans may duplicate the victim in guise, in bearing, and to a very limited extent, in mind.

##### Interaction:

Mimetans can't communicate unless ten or more have taken on the guise of a creature that can communicate. Even then, the faux creature is confused, partly inarticulate, and likely to reveal its true nature soon enough, collapsing into a swarm of mimetans.

##### Use:

The characters find the lone survivor of some kind of attack. The survivor is wounded, confused, and partly inarticulate. They can't seem to describe what happened, but they ask for shelter and food.

## Miscellaneous

Unprincipled merchants have utilized mimetans to multiply their stock. Customers who purchase a cheap meal, a coil of rope, or some other needful thin might later discover a posing mimetan waiting for a chance to strike.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Numenera Destiny, Monte Cook Games, LLP, 2018, pp. 268. Numenera. ISBN 978-1-939979-45-2
2. ↑ Cook, Monte, et al. “Creatures.” Numenera Destiny, Monte Cook Games, LLP, 2018, pp. 268. Numenera. ISBN 978-1-939979-45-2
3. ↑ Cook, Monte, et al. “Creatures.” Numenera Destiny, Monte Cook Games, LLP, 2018, pp. 268. Numenera. ISBN 978-1-939979-45-2
Mujidavar

**Mujidavar** are grotesque beasts native to the Fields of Dore on the Gloaming.

## Background

Mujidavar are bipedal, scaly monstrosities with long tails. Where normally a head would reside, instead a mujidavar possess a squirming mass of tendrils and tiny maws. Some of the tendrils end in bony blades, while others in bulbous eyes, and a few more in even more tiny mouths.

## Abilities and Traits

##### Modifications:

Both Stealth and Speed defense as level 4.

##### Combat:

A mujidavar can use an action to move a short distance and then proceed to attack with either its tendrils or a subsonic screech. Despite having a large quantity of tendrils, the creature can only use them to attack a single foe at a time.

The focused screech of a mujidavar operates at a subsonic level, which can thus scramble the sense of a single victim within short range. If the target fails an intellect defense roll, it believes that everything it sees or hears isn't precisely where it actually is. As a result, the difficulty for any attacks, tasks involving targeting of the creature and its current position, Speed defense rolls, and even movements is increased by three steps.

##### Interaction:

Mujidavar are basically animals - belligerent, predatory animals at that.

##### Use:

A pair of mujidavar is terrorizing a small isolated community, and the PCs traveling by are the villager's only hope. As a reward, they'll offer the characters the location of a recent eruption of Archadian motes.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Into the Night, Monte Cook Games, LLP, 2018, pp. 148. Numenera. ISBN 978-1-939979-40-7
2. ↑ Cook, Monte, et al. “Creatures.” Into the Night, Monte Cook Games, LLP, 2018, pp. 148. Numenera. ISBN 978-1-939979-40-7
Mother Temaz

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

## Background

This woman glares at the air above her head, her fingers fretting with a single bead in a long, peculiar chain of them. Her low, angry muttering resolves into words as you get closer. Mother Temaz is the midwife of Cliff's Edge, who delivered practically every child that was born in the district. She is a treasure trove of information about the people living in the district - and feels partially responsible for the children she delivered.

## Interactions

### Quests

* Wayward Daughter, Wayward Son: As the quasi-mother of the lonely folks in Cliff's Edge, Temaz asks you to help her 'children'.

### Other interactions

* You can use  Intellect (Persuasion) to ask her about Lord Vuntgen and learn that he is actually an abhuman, with Yovoki blood on his mother's side. You can use that fact to blackmail him.
Luca Meregalli

**Luca Meregalli** is a character in *Torment: Tides of Numenera*.

## Background

The man is busy reading a strange device, an elegant square of some kind of metal. Odd letters and images flash by on a reflective screen embedded in the square. When you draw near, you notice that the device is plugged into his arm with a long silver wire, and one of the man's eyes is mechanical.

Luca is a veteran of the Endless Battle. He and a dozen others set out from home, an aldeia west of Sagus Cliffs, to find fortune in the Endless Battle. They joined a recruiter in Sagus Cliffs, and enlisted with the army of the Changing God. They thought they were prepared. They were not. The wound up in trenches, fought with bolt-throwers, energy weapons, and detonations. The first day saw half their friends obliterated by a rogue particle wave that emanated from their side of the battlefield. Then they woke again in a new reality, memories of the old world intact but bodies whole - except for Timpo, who was half-dissolved in this new reality. So it went - incremental gains as a whole, with certain consequences carrying into new lives. Sometimes they would undo all our day's heroism for an unseen advantage. Other times they would lose a friend forever.

For Luca, the consequences of the fighting were tragic. One day he was caught half-out of a trench. The air exploded above, and he burned. The new reality did not restore him and he spent some under the care of chiurgeons. When he awoke, Thalana and Denovan reacted very differently and said that more than just his appearance changed. Luca doesn't quite understand that, but knows that he no longer fears, doesn't know emotions except as abstract concepts. That provided the impulse for them to leave.
Mark Morgan

**Mark Morgan** is the music composer for *Planescape: Torment* and *Torment: Tides of Numenera*, for which he will work with a live orchestra.

He began to work in the game industry in 1995. His other known work includes *Fallout*, *Fallout 2* and *Wasteland 2*.

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

**Numenera Analyzer** is a Chiurgical upgrade in *Torment: Tides of Numenera*.

## Description

Whispering directly into your mind in the voice of a somewhat befuddled gentleman of advanced years, this implant bestows upon its user the arcane and obscure knowledge from a mental copy of a long-gone nano. Often, this knowledge is indecipherable and confusing, but at other times it is useful.
Matkina

**Matkina** is a stealthy jack who murders, and one of the companions in *Torment: Tides of Numenera*. Also known as the White Death because of her prowess in the art of assassination, she is another of the Changing God's castoffs. Her name means *Blood-Dancer* and no, she does not like talking about it.

## Background

This woman's skin is white - the color of alabaster or fresh ivory. Flat black eyes surrounded by sharply pointed features stare coldly at you. She wears jet-black hair cut straight at the shoulders. Her clothes are functional and drab; her cloak is fastened by a necklace of five canisters, each of different shape.

Matkina was "born" when the Changing God left her body in the Bloom. She is a veteran of the First's Militia and an incredibly talented assassin. She survived the operation that resulted in the destruction of Kholn and the savaging of the Sand Knights, suffering a mind wipe by her associate, Tash.

Since then, she has made her way as a killer and is now the most feared assassin in the Sagus Protectorate - the kind of ally you want with you, rather than against you. Her current focus is trying to figure out how to recover her memories - and, if possible, take vengeance on those responsible for her state.

## Interactions

### Quests

* The Cold, Calculating Jack: Matkina is the next step on the road to restoring your regeneration chamber and evading the Sorrow.
* The Right To Exist: Found in the Village Fathom, Matkina can be liberated of her demons and join you in the fight.

## Behind the scenes

* She is the center of *Torment: The Jack's Gambit*, a digital comic book about her past.
* fluffy: next to the Maw, she recognize Walks-without-fear.
	+ If you have the Scan Thoughts gives you some extra information.
Mazarium

The **Mazarium** is an archive within the undersea city of Joria.

## Background

Located right near the center of Joria the Mazarium is a large, elliptical building that's one of the only inhabitable structures within the city to be filled with pressurized air. Here, the revered blue mazars keep all of their extensive records that detail travels, searches, creatures, weather patterns weird discoveries, etc. The floor itself is a work in progress, currently in the process of serving as a large-scale map of the entire Ninth World ocean. Having been worked on for many years, some parts appear more finely detailed than others. Meanwhile, the walls of the mazarium are covered with notes, drawings, and even diagrams that detail some unique element or another of the sea, written in various languages.

## References

1. ↑ Cook, Monte, et al. “Joria.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 42. Numenera. ISBN 978-1-939979-45-2
Nibovian Development

**Nibovian Development** is a void within the dimension of Reeval.

## Background

This 6 mile in diameter void appears to be an especially overgrown garden upon first glance. Tendrils burst like stems in redolent profusion from every surface and reach toward the sphere's center. Each tendril is laden with dozens of hanging bulbs (which look very much like the collection bulbs from the Abscission). Within each grows a biological construct of some kind. Because the Thread can peer int9o other dimensions, right down to the cellular level and even deeper, they can also impart amazing precision to the mimics here. Still, though, the mimics aren't copies - they're merely probes. Once the probes are grown to specification, the bulbs will detach, harden into an egglike thickness, and are then transported into the Ejection Void.

If cut open, the bulbs are found to contain a variety of Nibovian constructs, including wives, companions, and even guides. Child constructs can also be found here, but since they were designed to be able to reproduce themselves within the base dimension, not as many would be found gestating here. Even if a bulb is opened and found to fully contain a fully developed creature, Nibovians formed here won't generally wake up until they're ejected from this dimension into the Ninth World.

## References

1. ↑ Cordell, Bruce, “Reeval.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 106-107. Numenera. ISBN 978-1-939979-47-6
Kristeza

**Kristeza** is a desolate World linked to the Ninth World.

## Background

Kristeza is a cold moon orbiting a giant planet of swirling storms. The gravity here is low and the air is breathable for humans, although it's as cold as the highest mountaintop in winter.

Kristeza is a desolate, lifeless place, yet next to the shores of a frozen sea, a black and grey temple rises. This temple is dedicated to Ahrigalos, known as one of the so-called Lords of Rust and Ash. Most of the time, the temple is abandoned. Its walls and pillars, as one might imagine, slowly decay. But in that decay, the temple grows more potent. At least, that's what the devoted of Ahrigalos believe.

Worshippers of Ahrigalos from the Ninth World travel to Kristeza and the dark temple once each year using a powerful interstellar teleporter located somewhere in the Black Riage. These pilgrims are usually a mix of humans and intelligent automatons, along with a few humans who have bonded with mechanical parts. They revere decay as the representation of time marching inexorably toward the utter end of the universe, which to them is holy.

They're also anarchists who value life only as a way to observe the degradation of existence. It's because of this that, paradoxically for people who revere the end, the priests and devotees of Ahrigalos seek ways to prolong their lifespans. They want to come as close as possible to observing the ultimate death of the universe. They spend their time in the Ninth World attempting to find or create the means of long life or even immortality. On Kristeza, however, they meet to worship their cold god of decay.

Should they ever discover an ancient device or means of extending life, they would likely store it here in their secret, sacred place, protected by automaton guardians.

## References

1. ↑ Cook, Monte, et al. “Other Worlds.” Into the Night, Monte Cook Games, LLP, 2018, pp. 135. Numenera. ISBN 978-1-939979-40-7
Nchalsik

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

## Interactions

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

A **Nchalsik** is a sentient insectoid who has a strong affinity for the indigo tide.

## Physical description

The nchalsik is a large insect-like creature, protected by a carapace and equipped with talons and several sets of eyes.

## Behavior

Sentient, and intelligent, the Nchalsik lives in a community of its own kind, where any member is disposable for the betterment of the group. Only the elders become vulnerable to pride and ego.

## Habitat and diet

The nchalsik is a carnivore, and goes hunting for food.

## Communication

The nchalsik communicates through pheromones and gestures.

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

**Mehbivrobek** is the capital city of the ghru on the planet Naharrai.

## Background

Both ghru culture and religion revolve around Mehbivrobek, their holy city. Approximately 3,000 people call it home, but at any given time the visiting pilgrims can equal that number. The city is a maze of small homes and larger tempples. Because ghrue society lacks a real economy, there aren't any shops, only store houses from which goods are distributed. (Outsiders won't get anything, though individual ghru might be willing to barter.)

Mehbrivrobek is also home to the ghru queen, who dwells within an angular structure suspended by cables from the apex of a 200 ft. tall arch made from stone and synth. Steps on the interior of the large arch allows servants to climb up and down from inside, lowering themselves into her abode through cables. The queen and her personal retinue travel inside a hovering craft with fluttering insectile wings. During the megastorms that batter Naharrai, the palace will swing windly in the winds, but the cables never break. the interior is built like a gyroscope, so regardless of how it swings, the floors are always oriented downward.

## Miscellaneous

The queen's retinue will usually consist of 6 soldiers, 3-5 attendants, 2-4 entertainers, and 4-6 supplicants and advisors, including a representative of the priesthood.

## References

1. ↑ Cook, Monte, et al. “Naharrai.” Into the Night, Monte Cook Games, LLP, 2018, pp. 46. Numenera. ISBN 978-1-939979-40-7
2. ↑ Cook, Monte, et al. “Naharrai.” Into the Night, Monte Cook Games, LLP, 2018, pp. 46. Numenera. ISBN 978-1-939979-40-7
Nestra

**Nestra** is a level 3 Domain-based, psychic realm within the Thon Iridescence.

## Background

Anyone who chooses to enter this realm is always warned that once they do so, they'll fall under the will of being called Ternya the watcher and swim for eternity inside a beautiful sea of quietude as part of a shoal of wondrous creatures numbering in several billion. Visitors are also transformed, both mentally and physically, into beautiful, fish-like creatures unique to Nestra.

Ternya will charge femtos to buyers from Ecatora for special view-globes that provide the user with incredibly realistic views of Nestra, though for a higher price, Ternya will also sell some marine creatures, former sapient beings that chose to give up their former lives), but the latter transaction is illegal in Ecatora. As a result, no matter what the reason for the purchase of these transformed creatures, be it rescue or leisure, the prices are unfathomably high.

## Miscellaneous

Regular quotums are often pretty deadly or even lethal to visitors, Regardless of this fact, though, only unfettered domains like that of Nestra put the power of wholesale transformation/deletion of visiting lifeforms into the hands of a single entity.

## References

1. ↑ Cook, Monte, et al. "The Thon Iridescence.” Into the Night, Monte Cook Games, LLP, 2018, pp. 115. Numenera. ISBN 978-1-939979-40-7
2. ↑ Cook, Monte, et al. "The Thon Iridescence.” Into the Night, Monte Cook Games, LLP, 2018, pp. 115. Numenera. ISBN 978-1-939979-40-7
Mur Lafferty

**Mur Lafferty** is a writer for the Torment: Tides of Numenera video game. She was added to the team after the Kickstarter campaign reached $1,5M. She will also write one of the *Torment* novels.

She is an author who has written for several role-playing games including *Vampire*, *Mage*, *Exalted*, and *World of Warcraft: The Roleplaying Game*. She is also known for her podcasts *Geek Fu Action Grip* and *I Should Be Writing* and audiobooks.

She was a 2012 nominee for the *John W. Campbell Award for Best New Writer in Science Fiction or Fantasy*.

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

**Matthew Stawicki** is one of the artists working on the *Numenera* role-playing game.

## Biography

Matthew Stawicki's clients include Harper/Collins, Warner Books, Penguin Books, Wizards of the Coast, Daw and Tor Books. Other clients include Milton Bradley, The Franklin Mint, Vivendi Games and The Bradford Exchange. In 2001, Matt won the Silver Award for Advertising in Spectrum 8. The first book of his work *The Art of Matthew Stawicki* was published by Cartouche Press. Matt’s work has also been showcased in *The Masters of Dragonlance Art* and *Dragon Art* published by Flame Tree Publishing among others.

## Gallery

* Le Temple de Frogue, located in the Caecilian Jungle

## External links

* The Art of Matt Stawicki - Official site

## References

1. ↑ Numenera.com : Numenera Artists
2. ↑ Numenera.com : Numenera Art

*This article is a stub. You can help Numenera Wiki by expanding it.*
Letter of Pardon

**Letter of Pardon** is a Quest item in *Torment: Tides of Numenera*.

## Description

You acquired this letter of pardon from the Council Clerk. It grants a stay of execution for a criminal named Col Cardin, whose principal crime appears to have been treason. The paper is old and looks like it's passed through many hands, but it is certainly legitimate.

## Location

* Government Square: Received from the Council Clerk.
Life Support Nodule

**Life Support Nodule** is a piece of equipment in *Torment: Tides of Numenera*.

## Description

This flesh-colored device looks like a slug that absorbed a blinking device. It moves with writhing pulses and gleefully attaches itself to any exposed skin. Whatever its purpose, when attached to the skin it offers great healing to the user. After a short while, it becomes brittle and dissipates into dust with a screech.
Min of Tan Liang

**Min of Tan Liang** is a character in *Torment: Tides of Numenera*.

## Background

This priest is tall, thin, and dressed only in black. Narrow slashes of oil decorate his unlined skin like letters in an unknown tongue. His eyes are harried, but alive with intelligent humor. Min is the unofficial head of the Order in Sagus Cliffs.
Technically, the Order here is not affiliated with the Amber Pope or the larger organization in
the Steadfast, but they share the same ideals (veneration of intellect, understanding, and the
numenera. This chapter of the Order was
established over 300 years ago by a varjellan nano named Divitiacu (who was actually TCG) - a
statue of Divitiacu is standing outside the Order of Truth.

Since then, the Order has been a fairly egalitarian organization in Sagus, with
one of the Aeon Priests serving as nominal leader by the consent of his/her peers.For the past
few years, Min has served in this role. As such, he handles all relations between the Order and the city government, and
he maintains the machine (built by Divitiacu - but really TCG) that creates the city's levies.

Min specializes in mechanical numenera of all kinds and runs the Sagus branch of the Order of Truth. He is more of a leader than a scientist whenever he's not tending the Levy machine, exchanging the expertise of the Aeon Priests for support from the Slave Families. He happily accepts reasonable requests for weaponized numenera, deflects the insane ones, and ensures the guild operates on a day to day basis.
Karestrel

**Karestrels** are avian creatures that reside around cold regions of the sea.

## Background

Karestrels are aggressive seabirds with a wide range and a fearlessness that make sthe especially dangerous. That, plus their 20 ft. wingspans, vicious beaks, slashing talons, and ability to hunt equally well on land, in the air, and underwater.

Omnnivores who nest in flocks that migrate between islands and icedrifts, karestrels spend most of their time overflying wave-tossed waters looking for prey. When they sense something, they flash downward into the chop with nary a splash, then emerge from the water seconds or minutes later with their prey grasped in cruel talons.

## Abilities and Traits

##### Modifications:

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

##### Combat:

Karestrels prefer to dive from the sky when they attack, and they usually gain surprise when flashing through the airand into the water to nab swimming prey. Attacks against surprised prey are modified by two steps in the attacker's favor.

Their colorful wings provide more than physical armor and protection from cold (to which they are immune); karestrel plumage also bounces a blast of force, concentrated light, or a focused heat ray back in the direction it came from . Other kinds of energy aren't redirected and affect the karestrel normally.

Some karestrels, when not in the water, can emit a discombobulating hunting scream as part of their attack. The target must succeed on an intellect defense roll or the difficulty of its Speed defense roll against the paired attack is increased by one step.

##### Interaction:

Karestrels have animal-level intelligence. They are vicious, yet estathin and other peoples who live near their nests still attempt to hunt them for ceremonial purposes, to show their strength, or because they believe that karestrel feathers have special properties. Some estathin have learned how to rear and train karestrels, though even a trained one is liable to snap at its master. Commanding a trained karestrel is difficult ( a level 6 task) but not impossible. A child or small person might even use a trained karestrel as a mount for a short time.

##### Use:

A fishing boat drifts back to harbor under its own steam. The only bits of the crew that remain are bloodstains. In addition , the boat is scored as if my large talons, and many colorful feathers are found all over the ship, even with the forced-open inner crew compartments.

##### Loot:

A karestrel nest, built high on a usually inaccessible rocky shelf, contains 2d6 shins, 1d6 cyphers, and possibly an artifact.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 143. Numenera. ISBN 978-1-939979-45-2
2. ↑ Cook, Monte, et al. “Creatures.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 143. Numenera. ISBN 978-1-939979-45-2
Kordech

**Kordech** is a cattle city in Draolis.

## Background

The stench of cattle flesh and cattle dung greets you long before you enter the tall stone wall that surrounds Kordech. As a traveler, you'd probably prefer to pass the city by, but the 7,000-person town is the last refuge for leagues on a road through a dangerous wilderness called the Dark Hills.

Kordech is filled with sales pens, breeding pens, and slaughterhouses for shiul - massive creatures with four wide horns and valuable meat. The cattle see their beginning and end in Kordech, but in between they spend their lives grazing in tended herds in the surrounding lands (where they're preyed upon by broken hounds and other predators, as well as bandits). Within a to mile radius around the city, no fewer than twenty-six defensible wooden palisades have been erected near or around small villages to protect the shiul herds at night.

These dangers also explain why the city possess such a high, well-constructed wall that girds mostly crude wooden buildings, animal pens and corrals, and structures cobbled of found sheets of synth or metal, all connected by muddy, dung-filled streets.

### The Tower of the Aulifex

At the center of this dirty, ramshackle town rises a mysterious structure. A soaring metal walkway curves up toward the glowing entrance to what appears to be a metal tower hundreds of feet high. Strange wing-like crests are positioned asymmetrically along the exterior. This is the Tower of the Aulifex.

The Aulifex is the ruler of Kordech. He claims no other name and refers to himself as the sorcerer. In truth, the tower is an artifact from prior worlds, and the Aulifex has mastered enough of its secrets that he commands a great many powers, including healing grievous wounds, lashing out at enemies with fire, even observing faraway locales.

## References

1. ↑ Cook, Monte, et al. “The Steadfast.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 147. Numenera.
Ishlav

**Ishlav** is a city in the Kingdom of Ancuan.

## Background

Ishlav is a city built on a city. The original Ishlav was destroyed about twenty years ago when a group of explorers returned to the city with a strange device they had discovered in an ancient ruin. When the Aeon Priests in Ishlav fiddled with the object in an attempt to understand it, the device released a powerful burst of energy that destroyed most of what lay within a radius of 2 miles. However, none of the people, animals, or plants were harmed. Only nonliving matter was affected. The blast split this line with a fine blade - it left freshly cut wooden logs unharmed, but it obliterated older wood in rafters, wagon wheels, and shovel handles. Strangely, the ground - soil, rocks, and the like - appears to have been unaffected.

After the event, new strangements were discovered. For example, those caught in the blast found that some, but not all, of their diseases had been cured, their wounds healed, and their general health improved. Even today, Ishlav's new generations enjoy robust health, good looks, and impressive physical qualities.

The city's buildings, obviously, are relatively new. After the blast, workers rebuilt some of the original layout, but an influx of people wanting to share in the renowned health-boosting qualities has caused Ishlav to double in size. Now home to 20,000 souls, it's a burgeoning city with a large idle population that waits for its mysteries to heal, boost, or aid them in some way. Unfortunately, many people have no means of supporting themselves except through begging, thievery, or worse, so Ishlav is gaining a new reputation, one of darkness and danger.

That danger comes from many sources, but one in particular is on the rise: the Monks of Mitos, a well-structured organization led by a man named Kollos. Renowned for his otherworldly hand-to-hand combat skills, Kollos claims to have found a way to harness the cosmic power of the universe within his cells, channeling his energy into a lethal fighting style that he calls "fistprayers." He and his followers preach about creating a more harmonious, safer world, and they teach free classes in self-defense and nonlethal combat. But behind the caring, soft words lies something more sinister, and those with the necessary money or influence can avail themselves of the monk's deadlier skills.

## References

1. ↑ Cook, Monte, et al. “The Steadfast.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 160-161. Numenera.
Murdens' Treasure Vault

**Murdens' Treasure Vault** is a location in *Torment: Tides of Numenera*.

## Background

This area is used by the murdens as a treasure trove. GET RICH!

## Points of interest

* You can enter this area by shoving Shinwise back into the room and letting him get eaten. He probably deserved that fate. You can also let Shinwise escape and enter the room to fight a group of Corpuscular Maws to activate a maw portal. Either way, you get to loot it. The most important is the Black Metal Frame for Aligern.
Madelia Glittering

**Madelia Glittering** is a character in *Torment: Tides of Numenera*.

## Background

A black-haired woman operating a shop out of her house clinging to the Cliff's Edge, Madelia lives with three tiny rodents, each in its own stronglass ball. They waver around her head in an indecipherable pattern. On her left shoulder sits a cat with synthsteel legs, who bats lazily at the orbs whenever one ventures close enough.
Mount Zanlis

**Mt. Zanlis** is a prominent geographical feature in the Black Riage.

## Background

The tallest of the mountains in the Black Riage at 23,000 ft., Mt. Zanlis is also know as the Dark Master. Most of those who dwell within 100 miles (160 km) of the peak believe it to be some kind of living being possessed of great power, though whether it's good or evil none can say. Aeon Priests investigating the area suggest that the mountain's core might be artificial, housing a machine intelligence with the ability to affect reality on a fundamental level. The potential motives, goals, or outlook of such an intelligence remain entirely conjecture. However, the locals talk of green rain, acidic hail, other weird weather, unexplained lights, changes in either gravity or the flow of time, the sudden appearance of strange creatures on the mountain's slopes, and the disappearance of travelers, hunters, or others that got too close. And yet some explorers have traversed the region many times without incident.

Legend has it that one person was able to contact the intelligence in Mt. Zanlis. She did so by finding a secret chamber at the heart of the mountain. Finding it again proved to be impossible. Some speculate that the mountain can reshape itself as it needs to.

## References

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

A **Merecaster** is a Numenera that stocks a Mere, a specific memory.

When using this kind of device, a castoff can revive the memory, as through the eyes of the person it comes from. However, those devices work differently with the Last Castoff, whose abilities let him change the past while visiting a Mere, thus altering reality.

## Known Merecasters

* Astronomical Merecaster (Puzzle-Breaker's Mere)
* Azure Steel Merecaster (Hrulc Freese's Mere)
* Circulating Merecaster (Dying man's Mere)
* Electrostatic Merecaster (Militia Commander's Mere)
* Frictionless Merecaster (Bericael's Mere)
* Floral Merecaster (Mutant's Mere)
* Kaleidoscopic Merecaster (Whale Village Mere)
* Ovoid Merecaster (Vicarian's Mere)
* Tash's Merecaster (Tash's Mere)
* Twisted Metal Merecaster (Inifere's Mere)
* Zerian's Merecaster (Zerian's Mere)
Mercurial Wasp

**Mercurial Wasps** are underwater insectoid creatures that live in swarms.

## Background

*Aggressive. Angry, Voracious. Deadly* These are words you might use to describe a swarm of mercurial wasps, if their venom wasn't already closing your throat and paralyzing your vocal cords.

Looking much like their name-dwelling namesakes, these undersea wasps swarm through the water in groups of up to a dozen creatures at a time. While these blue-and-black striped creatures might be small - only about 1 foot long - they're deadly. They appear to constantly shift between solid metal and liquid metal states, making them difficult to see, much less strike.

Mercurial wasps eat metal and build their hives by chewing complex tunnels and rooms deep inside structures. A hive can house as many as three dozen wasps.

Hidden and protected deep inside each hive is the Court, a group of three slightly larger wasps that are more clearly solid metal constructs. Unlike other mercurial wasps, members of the Court have large, glowing orange eyes and no visible stingers. The're able to communicate and might attempt to beg for mercy. They flee the hive rather than fight, should it come to that.

A swarm of a dozen mercurial wasps is a challenge for even powerful PCs. The GM can have a group of eight to twelve wasps attack en masse as a single creature that is two levels higher, inflicting double the original creature's normal damage.

## Abilities and Traits

##### Environment:

Underwater, near metal structures, vessels, and machines

##### Modifications:

Defend as level 4 due to shifting states.

##### Combat:

A character struck by a mercurial wasp's sting must make a Might defense roll or be paralyzed, unable to move, for one round. A swarm of five mercurial wasps work together to attack with stunning speed and coordination. They do so as a level 5 creature, inflicting 8 points of damage, and the paralytic effect lasts for two rounds.

##### Use:

Due to the wasps' proclivity for metal, they may attempt to build a hive in the PC's vessel, or perhaps they've already established one among some metal ruins that the characters are exploring.

##### Interaction:

Members of the Court may attempt to cajole or reason with the PCs if they feel threatened.

##### Loot:

A wasp's venom sac holds enough poison for three uses. The barb can be used as the blade of a shiv or other light weapon

## References

1. ↑ Cook, Monte, et al. “Creatures.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 144. Numenera. ISBN 978-1-939979-45-2
2. ↑ Cook, Monte, et al. “Creatures.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 144. Numenera. ISBN 978-1-939979-45-2
Nychthemeron Brain

**Nychthemeron Brain** is a Quest item in *Torment: Tides of Numenera*.

## Description

This fusion of biological and mechanical parts apparently comprises the brain of a nychthemeron, its shape as alien as the creature itself. It was damaged somewhat during your fight with the creature - not to mention your grisly attempt to excise it from the body - but it seems to be mostly intact.

## Location

* Reef of Fallen Worlds: Salvaged from the dead biomechanical monster if you teleport it out for Beleazar.
Obsidian Entertainment

**Obsidian Entertainment** is a video game developer founded in 2003.

It shares a common history with InXile Entertainment: they are both created by former members of Interplay or its subsidiary Black Isle Studios, and both are dedicated to the creation of computer roleplaying games. To this end, the companies shares information and technologies about Unity game engine. Their partnership was established when both developers started financing roleplaying games on Kickstarter.

*Torment: Tides of Numenera* was build upon tech developed during the creation of Obsidian's *Pillars of Eternity*. Chris Avellone, a member of Obsidian (until 2015) worked as a writer for *Torment: Tides of Numenera*.

## External Links

* Official Website
* Wikipedia page
Jeremy McHugh

**Jeremy McHugh** is one of the artists working on the *Numenera* role-playing game.

## Biography

Jeremy McHugh has been a fantasy artist working in games since 2001 doing book interiors, covers, and card art for a wide variety of popular titles.

"I'm very excited to contribute to the truly unique look of Numenera," he says. "It is going to be an amazing world to play in."

## External links

* Jeremy McHugh - Official site
* Jeremy McHugh - Official Facebook page

## References

1. ↑ Numenera.com : Numenera Artists
2. ↑ Numenera.com : Numenera Art

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

**Khrelham** is a colorful cloud city on the planet Urvanas.

## Background

The residents of Khrelham - approximately 400 humans and 900 lux - have painted the city in vivid hues that reflect all the colors of the rainbow, going so far as to use colors of even beyond the spectrum visible to humans, though lux can see them just fine. Lux and humans alike can say that the bright colors deter malork attacks.

One particular patch of chartreuse "painted" on the city has a way of disappearing and then reappearing inside a new location just a few days later, sometimes even within structures either inside or beneath the dome. Khrelham citizens are disquieted by its behavior and keep an eye out for its latest location. Human and lux children alike tell stories of how "the color will get you" if you ever find yourself alone somewhere in the city and happen to glimpse the yellow-green hue.

### Mist Beauties

A human troupe of traveling performers known simply as the Mist Beauties calls Khrelham their home, when they're no flying between inhabited cloud cities inside of a small, refurbished vessel called *Mist Dancer*. Qeecan Mefot leads the troupe, a man with the ability to project "illusions" of himself, which is quite useful when performing a play requiring a lot of extras. The duplicates he creates are sometimes female versions of himself, other times they're younger or even older versions of himself. Secretly, however, Qeecan is a spy for the Covenant of Urvanas, a group based within Ruxali that seeks to consolidate power over all the human-inhabited cloud cities.

The Mist Beauties will sometimes provide free shows to the Khrelham locals. After such shows, wonderful and strange news regarding the rest of the world is dispensed., but only so long as someone else provides the ale and food.

## References

1. ↑ Cook, Monte, et al. “Urvanas.” Into the Night, Monte Cook Games, LLP, 2018, pp. 55-56. Numenera. ISBN 978-1-939979-40-7
Nemone

**Nemone** is a level 5 Quotum-based, psychic realm within the Thon Iridescence.

## Background

Nemone appears as a dramatic, mountainous landscape that's inhabited by unique entities known as the scree. The scree reside within a precarious, cliff side community filled with narrow paths and slender spires. They resemble rodents twisted with silver strands that flash different colors depending on their present mood. The scree are especially known for their hosting of prognosticators who gaze into other distant quotums, into the future, into dreams from distant worlds, or even through the physical manifestation of the cosmos themselves. However, it should be noted that the scree are also fiercely territorial by nature and anyone who wishes to ask for a vision must first prove themselves to the scree. This can be done by reaching the scree community itself without falling of the mountainside, as well as then paying a considerable fee in either femtos or simply through trial by combat with one of their champions.

Realm replay for Nemone is inactive for visitors other than the Scree.

### Window of a Dream

Within the most central spire of the scree settlement, there lay scree mystics who gather around a still pool of water whenever they choose to see visions of other times. When this happens, the pool glows with flashing images from throughout the timeline of Thon. However, only a mystic can truly be able to interpret them.

## References

1. ↑ Cook, Monte, et al. "The Thon Iridescence.” Into the Night, Monte Cook Games, LLP, 2018, pp. 115. Numenera. ISBN 978-1-939979-40-7
2. ↑ Cook, Monte, et al. "The Thon Iridescence.” Into the Night, Monte Cook Games, LLP, 2018, pp. 115. Numenera. ISBN 978-1-939979-40-7
Mozck Automaton

**Mozck Automatons** are machines possessed and mutated by the entity known as Mozck.

## Background

Any time an instantiation of Mozck infiltrates and successfully overwrites a machine, the resulting entity ends up with many similar traits, despite the initial differences in both the shape and conformation between hacked machines. Likewise, a Mozck automaton's shape alters over time so that it will resemble a nightmare machine version of a scorpion, a starfish, or something else that doesn't normally come into the light.

## Abilities and Traits

##### Environment:

Almost anywhere within the grasp of Earth or among the sun's other children

##### Modifications:

Tasks related to understanding and manipulating the numenera as level 10; detecting falsehoods as level 7.

##### Combat:

A Mozck automaton makes physical attacks with either a bladed wing, pincer, tentacle tip, or some other implement related to its form. However, a mature Mozck automaton (one that's fully transformed, which can take a few days) usually relies on psychic attacks that disrupt the thought processes of organic and machine intelligences. A target within long range must make an Intellect defense roll; on a failure, it takes 5 points of Intellect damage, and the difficulty of its actions is increased by one step while it remains within long range of the Mozck automaton.

A target that's defeated by a Mozck automaton might be killed, though some are known to survive. Those that do, however, are infected with a nanoscopic parasite that slowly begins to change their flesh in random and usually horrible ways.

Most Mozck automatons will regain their health at a rate of one point per hour, when when they're at zero health. The only way to eliminate this ability is to destroy the automaton entirely.

##### Interaction:

If a Mozck automaton communicates at all, it usually will do so through broken psychic images that tend to make humans nauseous and rarely offer any real chance of negotiation.

##### Use:

These compromised machines can be found in many ruined installations floating throughout the void.

##### Loot:

An inactive (but slowly regenerating) carcass of a defeated Mozck automaton can be salvaged for 2d6 shins and 1d6 cyphers.

## Miscellaneous

More powerful instantiations of Mozck likely exist, running the gamut all the way up to a level 10 nanoswarm creature of ever-shifting shape and abilities

Some otolins theorize that Mozck automatons stem from a single self-evolved otolin.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Into the Night, Monte Cook Games, LLP, 2018, pp. 147. Numenera. ISBN 978-1-939979-40-7
2. ↑ Cook, Monte, et al. “Creatures.” Into the Night, Monte Cook Games, LLP, 2018, pp. 147. Numenera. ISBN 978-1-939979-40-7
3. ↑ Cook, Monte, et al. “Creatures.” Into the Night, Monte Cook Games, LLP, 2018, pp. 147. Numenera. ISBN 978-1-939979-40-7
Nathan Long

**Nathan Long** is a writer currently working on *Torment: Tides of Numenera* and on one of the related novels.

Before that, he was the Lead Writer on *Wasteland 2*. He has written several *Warhammer Fantasy* books (including several *Gotrek and Felix* novels), and his own *Waar* series. He has also done film screenplays.

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

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

## Background

This old man's skin is covered in make-up painstakingly drawn to resemble dark stone. His eyes widen briefly as he notices you and his face and neck hardens into actual obsidian for a moment. Then he smiles and nods at you, his features mobile once more. Jernaugh and his explorer friends excavated the ancient chiurgical center and figured out how to reactivate the chiurgical drones, which now answer to Jernaugh alone. They all tested out the processes. He's the only one left alive. The Chirurgical drones they tested - on themselves, to prevent flaying customers on day one - which turned out a wise move. After the drones sliced his partners apart due to poor coding, he became the sole proprietor of the parlor with a notable track record of no fatalities... In the past months. His own modifications merely rendered him perfectly honest, 100% of the time.

Jernaugh has a reputation as being an honest man, and he IS... on the surface. He is forthcoming about certain topics to the point of being comedic. He claims this is because he underwent surgery in the parlor, but this is a lie. His "honesty" is a cover for his involvement in the Jagged Dream. His stone-shifting tendencies reflect who he really is: Obsidian for fear, quartz for lies. Another side note: he may have a quasi-religious view of the Iron Wind.

## Interactions

* Clawed Gauntlets: Unarmed attacks deal 4 Physical damage.  125
* Jagged Memory: +1 Damage, Relativistic on Melee Attacks.  110
* Encroaching Darkness: Ability 1/rest: heal 8 points of damage.  100
* Blood Nanites: Grants Fettle immunity\* to Bleeding & Burn damage.  95
* Numenera Analyzer: +5% to Lore: Machinery, Mystical, Natural.  95
* Artificial Eyeball: +1 to Perception Training.  110

Implants are not mutually exclusive.
Monte Cook Games

**Monte Cook Games** is a company founded by Monte Cook and Shanna Germain following the success of *Numenera* on Kickstarter, in 2012. Since, they have continuously expanded the *Numenera* brand and crowndfounded two other games : *The Strange* in 2013 and *No, Thank You, Evil!* in 2015.

*Numenera* and *The Strange* share the same core game mechanics, the Cypher System. The system even has its own Rulebook. This allow for the mix of contents from differents universes, like presented in *When Worlds Collide: Converting Numenera and The Strange*.

## Key People

* Monte Cook: Founder and Lead Designer on *Numenera*.
* Shanna Germain: Co-Founder, Lead Editor and Lead Designer on *No Thank You, Evil!*.
* Bruce Cordell: Lead Designer on *The Strange*.
* Bear Weiter: Art Director.
* Charles Ryan: Chief Operating Officer.
* Tammie Ryan: Customer Service Manager.

## External Links

* MonteCookGames.com
* Monte Cook Games on Facebook
* Monte Cook Games on Twitter
* Monte Cook Games on Pinterest
Kaleidoscopic Merecaster

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

## Description

This small, heavy tube seems heavier than its materials of amethyst, glass, and bronze would suggest. Its metal is etched with indecipherable symbols, and when you stare through it, as if through a spyglass, the shapes you see lurk just beyond your comprehension. It is tempting to linger and gaze longer at these unhappy forms.

## Location

* Miel Avest: Found on the dead castoff immediately to the right of your starting location during the Evacuation.