recursal/Fanatic-Fandom huggingface dataset:
Carnivorous Color

**Carnivorous Colors** are deadly creatures that change the color of the entities they host and feed off their minds.

## Background

When creatures from a dimension where time and space are radically different find their way into more familiar dimensions, they often quickly die. Not so for creatures dubbed carnivorous colors. A room with an eye-opening emerald source of illumination, a splash of brilliant scarlet on a wall, or even a set of familiar clothing that has undergone a spontaneous change in hue from grey to sapphire blue - all these might be signs of an infection by a carnivorous color.

## Abilities and Traits

##### Combat:

A carnivorous color attacks the mind of an intelligent creature within immediate range, inflicting 4 points of Intellect damage (ignoring Armor).

Even when prey realizes that something nearby has taken on a surprising new hue, it's hard to defend against a carnivorous color's actual attack, which is made essentially as if the color was invisible, which is why it makes attacks against most creatures as if level 5.

Attacking a carnivorous color means attacking the object currently hosting the entity. Solid color rarely chooses to fight until the death, and may flee upward as a globe of illumination or seep along a wall or a ceiling like flowing paint. If a host object (or patch of wall or ceiling) is destroyed, the color is disrupted and fades. Unless a weapon using extradimensional energy was used, the color wasn't actually killed, just rendered inactive for several days.

Whenever the color successfully eats the Intellect of a creature, the creature become darker as its color fades. The color gains 3 points of health when it does this , even if the increase puts it above its maximum health.

##### Interaction:

Interacting with a carnivorous color is very difficult. It doesn't speak or respond to the language of others, and telepathic communication yields no results, as if the creature doesn't exist. But a carnivorous color isn't mindless; it can learn from its experiences and figure out creative solutions to problems.

##### Use:

PCs hear about the sudden death of an entire village from a passing trade caravan. The merchants found every living creature in town, including mounts and livestock, dead. The skin of every corpse was as black as oil, and completely non-reflective, absorbing light.

## References

1. ↑ Cordell, Bruce. “Creatures.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 140. Numenera. ISBN 978-1-939979-47-6
2. ↑ Cordell, Bruce. “Creatures.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 140. Numenera. ISBN 978-1-939979-47-6
Choi's Balm

**Choi's Balm** is a Reflection ability in *Torment: Tides of Numenera*.

## Description

You have given Choi a peace of sorts. She returns the favor, helping you endure through difficult and painful times.

## Effects

The Last Castoff gains +1 to the Endurance skill.

### Upgrade

The ability can be upgraded by helping Choi to "heal". To do that, simply follow this order after first acquiring her reflection:

* Visit the marker in her tomb.
* Visit the marker in her father's tomb.
* Talk to Ronos Cai'sul.

This will upgrade Choi's Balm with +2 to  Might and +1 to  Intellect.
A Hilt Without a Blade

**A Hilt Without a Blade** is a quest in *Torment: Tides of Numenera*.

## Synopsis

You have recovered a part of a numenera - a hilt or a power source. Now it's time to put it together.

## Walkthrough

* Quick and simple: Open the pustule in the Vast Interior to get the hilt from the abykos and strip the power source in the Catena Interior to be able to power it.
* Use the hilt to assemble the scalpel using  Speed (Lore: Machinery, Lore: Mystical). Ioxu can upgrade the scalpel.
Callerail

**Callerails** are large creatures that fuse inorganic and organic material.

## Background

A callerail is a creature of fused organic and inorganic substances. Flesh mingles with wood, steel, and stone, as the callerail possess the ability to absorb inorganic matter and adds the material to its body. The creature is a lumbering giant - 15 ft. tall - that walks using its forelimbs as well as its shorter rear legs. Its body is a conglomeration of materials.

A callerial's organic portions remain cohesive so that its circulatory system reaches all areas of its body. It still requires food - in fact, it requires even m,ore food than an ordinary creature of its size. Callerials aren't particularly bright and act on animal instinct in most situations. they reproduce asexually.

## Abilities and Traits

##### Modifications:

Speed defense as level 6 due to size. Breaks objects as level 9. Reacts to deception and trickery as level 5.

##### Combat:

A callerail smashes foes with its powerful limbs, and its ability to absorb matter gives it some interesting options. For example, it can heal itself by absorbing matter, particularly large chunks of very sturdy material such as metal or stone. Using this as its action, a callerail heals a number of points equal to the level of the material - around 5 or 6 points for a large piece of either metal or stone.

In addition, a callerail can hold its action until a foe attacks with a weapon. The foe must make a Speed defense roll to avoid having the weapon be absorbed into the creature. Absorbing a weapon heals the callerail for a few points of damage and also negates the attack regardless of whether the Speed defense roll is successful or not. An absorbed weapon would be destroyed.

##### Interaction:

Reasoning with a hungry callerail is impossible, and they're always hungry. However, a smart character can fool them by setting up a trap, creating a diversion, or using a similar type of tactic.

##### Use:

These predators move into an area and threaten the entire region. Two callerails in the same locale pose a danger to every living thing. The monsters fight to the death, each attempting to absorb inorganic portions of the other and destroying everything that gets in their way.

##### Loot:

Sometimes a piece of rare material or even a cypher or an artifact can be found in the wreckage of a callerail corpse.

## Miscellaneous

While a callerail can be found in many places, the Ba-Adenu Forest is known for having large numbers of them.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 228. Numenera. ISBN 978-1-939979-45-2
2. ↑ Cook, Monte, et al. “Creatures.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 228. Numenera. ISBN 978-1-939979-45-2
3. ↑ Cook, Monte, et al. “Creatures.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 228. Numenera. ISBN 978-1-939979-45-2
Character types

**Character types** are roughly equivalent to classes. Your choice defines your character's abilities, skills, and stat pools. Your Type is similar to a character class in other role-playing games. It defines
your statistics, and determines Abilities and Skills available throughout the game,
though it does not radically change the storyline. Once you have selected your
Type, it cannot be changed.

The original core rulebook of the *Numenera* tabletop RPG introduced the three core Types, which also appear in *Torment: Tides of Numenera*:

* 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.

The supplement book *Character Options 2* introduced two new Types.

* Glints are similar to a bard. They are experts at persuasion, charm, and manipulation. Glints get a slight bonus to Intellect.
* Seekers are the best at finding remnants of past Worlds. They can also repair, modify, and improve the numenera they find.

*Numenera 2* took the form of two new corebooks, *Numenera: Discovery* and *Numenera: Destiny*. *Destiny* expanded and modified the two added Types above into three new Types. Moving forward, the game of *Numenera* focused on 6 core Types: Glaive, Jack, Nano, and:

* An Arkus (plural: Arkai) is a politician and orator, adept at inspiring large groups of people and building communities. Arkai fit well with the new theme of building new things that can last.
* Like Seekers, Delves are adept at finding and salvaging numenera. They are agile, rogue-like characters who can avoid ancient traps and deal with the dangerous creatures of the Ninth World.
* The Wright is a crafting Type who can tinker with numenera, and even build new ones with components of the ancient technology. They work well when teaming up with a Delve, using the spoils of a Delve's exploration for useful ends.
Crystalline Cavern

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

## Points of interest

* A straightforward affair. Pass through the cave, collecting the Thinker's Cap on the way.
* In the laboratory, interact with the machine. Touching the mazelike rune allows you to view the schematics and use  Intellect (Lore: Machinery, Anamnesis) to recall the schematics. You can power the stasis pod and access it with the parallel lines glyph, allowing you to then interact with the generator and use  Intellect (Lore: Natural, Anamnesis) to recall the sequence code. This pulls down the force field.
* Loot the store room to get Hiro's Fury and Devouring Shell. Touch your tattoo to the container to get the annulet.
Circles in Red

**Circles in Red** is a side quest in *Torment: Tides of Numenera*.

## Synopsis

A murderer is loose in Underbelly, the poorest and foulest ward in Sagus Cliffs. If the culprit isn't caught soon, more people are likely to die...

## Walkthrough

Notably, you *do not* want to rest while this quest is active, as the murderer after killing Wheedle will gradually kill characters in the Underbelly, starting with Crooked Qeek, then Manth Pa, before ending with Mechela, at which point the murderer is outed and you lose a merchant.
* Talk to Fulsome and accept the quest. Ask his permission to inspect the crime scene and focus on it. Examine the hand to receive a note in your log book and then focus on the mark on the wall. Anamnesis allows you to recall a memory. You can force your mind to accept in its entirety, at a cost of 2 damage to your health pool.
* Fulsome will also direct you to Matkina, so it looks like it's time to find her.
* Talking to Matkina reveals that the sigil belongs to an offshoot of the Dendra O'Hur, the Children of the Endless Gate, and suggest you visit their chapel.
* Head over there and interrogate Imbitu. He will present an impeccable alibi, suggesting that Kiyatawa, Mallet, or Gh'zei might be responsible. The Devourer of Wrongs, if present, will present an excellent alibi. Talk to each of the persons involved.
* Gh'zei mentions that her philosophy includes consuming the entire victim and deflect to Mallet and Kiyatawa. When questioned about the Endless Gate, she will mention a memory of the sigils painted outside junkyards in the Bloom.
	+ While there is no witness who can exonerate her, Mallet and herself will state that they consume their prey whole - down to the last drop of blood. The mess at the crime scene... Is a pretty strong argument.
* Kiyatawa will state that Gh'zei, being monstrous, is more likely to have committed the deed. Both point to Mallet as especially capable of such an act. Kiyatawa will also explain that she did once find a corpse and ate it herself, alone... Except it was in *Circus Minor*.
	+ You can go to the Circus and talk to Prata to learn that she was in the area. If you press the matter, she will reveal that she overheard her mutter something about a hollow circle - a red, hollow circle. Bad tidings for Kiyatawa.
* Mallet will state he was getting drunk in the Manufactory, and he saw Kiyatawa hunched over the body. When pressed, he will reveal that he has eaten and killed one person since, a thief who crossed him. He did not repeat this again, he claims.
	+ You can corroborate his story with the Master Foreman, giving him an alibi.
* Return and talk to Fulsome. Name Kiyatawa as the murderer, however, it will turn out that she got away in time. You receive a reward regardless.
Bericael Brunna

**Bericael Brunna** is a character in *Torment: Tides of Numenera*.

## Background

This androgynous woman projects an air of fearsome will. Her muscles are thin and wiry, and her body screams of sharp edges. She seems like a human stiletto. Her head is shaved, and she bears the tattoo of a castoff on her scalp. Her words are hard and clipped.

Bericael is a castoff and an ardent follower of Paj Rekken, a high ranking officer in the First's Militia delivering information to Paj in Miel Avest concerning the Endless Battle. Stuck in the valley due to the stuck portal, she's... Annoyed.
Crawling One

**Crawling Ones** are insectoid, ultraterrestrial creatures from New Yenth.

## Background

Crawling ones have purple and grey carapaces, slippery with oil and mucus. Their heads are only vaguely human-like, with mandible-like arms melded with great cleavers hung on a thick, centipede body with dozens of feet, each foot containing its own smaller "foot" shaped like a human hand.

Cruel, crazed, and hungry, crawling ones are the second life stage of the humanoid people of New Yenth called colrathi to live long enough to be transformed into crawling ones, the creatures are rare. When they emerge (usually by colrathi oversight), crawling ones retreat to locations just far enough from colrathi settlements that they can sneak back at night to hunt.

## Abilities and Traits

##### Environment:

Anywhere close to large concentrations of people

##### Modifications:

Climb as level 6, perception as level 3, resisting being knocked down as level 7.

##### Combat:

A crawling one attacks with their weird, arm-like mandibles. If they hit, victims are grabbed and held while the crawling one's mouth bites and chews until the victim's dead. It can hold and attack only one creature at a time. Each round that held a creature doesn't escape, it suffers 5 points of damage.

##### Interaction:

Crawling ones retains elements of their former colrathi life stage, including a particularly insidious intelligence. They can still speak, reason, and recall past associates. But they are hateful and noisome, and seem even more interested in destroying their forbears' civilization rather than preserving it. IF more than one congregate, sometimes they talk of future events, such as the coming "reckoning."

##### Use:

A crawling one emerges on Earth via the portal in Yenth, and begins to hunt the abhumans it finds there.

##### Loot:

A few crawling ones carry one or two cyphers.

## References

1. ↑ Cordell, Bruce. “Creatures.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 141. Numenera. ISBN 978-1-939979-47-6
2. ↑ Cordell, Bruce. “Creatures.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 141. Numenera. ISBN 978-1-939979-47-6
Borrowed and Lost

**Borrowed and Lost** is a side quest in *Torment: Tides of Numenera*.

## Synopsis

Falinda, a bookseller in Circus Minor, has accused me of borrowing a very rare book and never returning it. I have no memory of such a thing, so it seems likely that the Changing God was the real culprit, perhaps when he was wearing the body that is now mine.
It seemed important to Falinda that I find and return the book. I need to find the book that "I" supposedly borrowed. Falinda didn't provide any clues about its whereabouts but did mention that the book has a five-colored sigil on its cover.

## Walkthrough

* The goal is simple. After talking to Falinda, progress in the story until you reach the Buried Crossroads. The Tome of Singing Thorns is in the chest there. Remember to use it before returning to Falinda.
* You will be given a choice between four books:
	+ Angule and the Greater Good (worth  120, raises Indigo and Blue tides)
	+ Two Weeks and a Day (worth  183, raises Red tide)
	+ Humming and Hiding (worth  183, raises Blue tide)
	+ Known Powers (worth  183, raises Silver and Blue tides)
* You can also decline to take any of the four books, which raises Gold Tide moderately.
Artaglio's Essence

**Artaglio's Essence** is a piece of equipment in *Torment: Tides of Numenera*.

## Description

Sheen vomited this thin, yellow gruel into a small bottle and gave it to you. It is the essence of Artaglio, distilled from a lock of his hair. If you drink it while confronting the Maw in Chiurgeon Slump, it should be enough to convince the Maw that you are Artaglio, so that the Maw will consume you in his place.
Chris Avellone

**Chris Avellone** was the Lead Designer of *Planescape: Torment* and is one of the writer and designer on inXile Entertainment's spiritual successor *Torment: Tides of Numenera*, using the *Numenera* setting. He joined the writing team after the Kickstarter campaign reach the three and a half million dollars stretch goal.

His role on *Torment: Tides of Numenera* will be to review and provide feedback on all creative aspect of the game to Colin McComb, and to write and design an eighth companion. He will also write one of the three digital comic book surrounding the game.

It is him who recommanded Colin McComb to Brian Fargo at inXile Entertainment, leading to his addition on the *Wasteland 2* Writing Team (and later, as the Creative Lead on *Torment: Tides of Numenera*). He did the same with Kevin Saunders, who became the Project Lead on *Tides of Numenera*.

He was involved (as a designer and writer) in many acclaimed roleplaying video games, like *Pillars of Eternity*, *Wasteland 2*, *Fallout: New Vegas*, *Neverwinter Nights 2* and *Icewind Dale*, and was the Lead Designer on several of them, including *Star Wars: Knights of the Old Republic II*, *Alpha Protocol* and *Fallout 2*.

He was a part of Black Isle Studios and Obsidian Entertainment since their foundation, but he recently left Obsidian.

## External links

* Chris Avellone on Twitter
* Chris Avellone at IMDb
* Chris Avellone at RAWG.io

## Refenrences

1. ↑ Kevin Saunders Formspring Roundup, *Torment: Tides of Numenera* Tumblr
Citadel of the Iron Saint

The **Citadel of the Iron Saint** is a dark and mysterious structure in Matheunis.

## Background

A tall, rocky precipice provides a perch for a dark castle known as the Citadel of the Iron Saint. Its inhabitants are anything but saints, however. A second, numenera citadel floats next to the castle, tethered by castle and guy wires.

The Soul Court is a group of five individuals, none of whom lives in the citadel full time. They hail from throughout the Ninth World. When the members meet in the castle, they use an extraordinary artifact to tap into the power of ancient structure. It allows them to send their conscious minds throughout the world, inhabiting the bodies of whomever they come across. They experience the world through the senses of their hosts and completely control the hosts' actions. If their unwilling host dies, is grievously harmed, or otherwise ceases to be useful or entertaining, they simply move on to the next available body. Although it's possible that a few members of the Soul Court use this power in the service of their own goals, for the most part, they simply relish in the dark entertainment of it.

Few people know of the the Citadel of the Iron Saint, and even fewer realize that the Soul Court exists. If the members were discovered, they could be slain easily while in the trance-like state they enter while possessing other bodies.

## References

1. ↑ Cook, Monte, et al. "The Beyond." Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 204. Numenera. ISBN 978-1-939979-77-3
Council Clerk

**Council Clerk** is a character in *Torment: Tides of Numenera*.

## Background

Behind a lectern, a four-eyed, hairless mutant processes paper with balletic grace. He's endlessly snapping the elegant fingers of his left hand, and each time the air twists and shimmers, either disgorging a document to be processed or accepting one that he's completed with his ink-stained right hand.

Each of his eyes regards a distinct object: portals that are opening, preambles and recitals that must be reviewed, his own addenda that must be flawless. One eye twitches in your direction.

## Interactions

### Quests

* Stay of Execution: Provides the paperwork necessary to complete the quest.
Bottomless Sea

The **Bottomless Sea** is a large body of water within the Explorable Region of the Gloaming.

## Background

Serving as a literal hole in the disk that is the Gloaming, the Bottomless Sea is a sure fire way of getting quickly to the other side of the disk. However, from either side, it's still many miles in depth. Travelers who wish to venture through to the other side will require devices that provide air as well as protection against the intense pressures. Halfway through the sea, there's an observable shift in gravity for its inhabitants.

The Bottomless Sea is also home to the Nivm, an intelligent race of large sea snakes who're considered to be part of the Confederation of Iltegu. Close to the shores are submerged caves which covet their main city, known as Lerrin. While many fear it, some of the nivm have claimed to have reached the so-called "Deep Side of the Sea". While Lerrim's population is predominantly nivm, some other species also reside within the city, mostly working in tandem with the former to construct either a vessel or process that would allow any non-nivm to venture into the Deep Side of the Sea. Their leader is an asymmetrical being with a bulbous body spindly, twisted legs, and multiple tendril-like arms, named Uthur. Unfortunately, they've all made little to no progess so far on their plans, and probably won't for many, many years, unless someone who was skilled enough with the numenera (or even knew enough about it) could help them out.

## References

1. ↑ Cook, Monte, et al. "The Gloaming.” Into the Night, Monte Cook Games, LLP, 2018, pp. 127-128. Numenera. ISBN 978-1-939979-40-7
Aeon Priests

**Aeon Priests** are the clergy of the Order of Truth, but existed before the foundation of the organisation by Calaval. They have knowledge regarding numenera and believe in universal scientific laws. The people often call the knowledge and abilities of an Aeon Priest "magic".

In the Steadfast, the Aeon Priests have a hierarchy headed by the Amber Pope.

Aeon Priests of the Beyond are not linked by any kind of organized network. They do not answer to the Amber Pope. Instead, they dwell in sequestered claves. Around these claves, small villages and communities known as aldeia have arisen. Each clave has discovered and mastered various bits of numenera, giving every aldeia its own distinct identity. In one, the inhabitants might raise unique bio-engineered beasts for food. In another, people may pilot gravity-defying gliders and race along the rooftops of ancient ruins. In still another aldeia, the priests in the clave may have developed the means to stop aging almost entirely, making the residents immortal and willing to sell their secret – for an incredibly high price. Because the villages are remote and separated by dangerous distances, trade of these discoveries is rare and haphazard.
Cobbled Brigandine

**Cobbled Brigandine** is a piece of equipment in *Torment: Tides of Numenera*.

## Description

This stout leather body armor is reinforced with small metal plates. It is heavier than a leather vest and provides more protection. Most of the metal plates are ordinary steel, but a few are made of more ancient and exotic materials, which imbue the armor with minimal protection against non-physical attacks. Spaces have been left between the plates so that the armor remains flexible, offering the wearer some freedom of movement.
Christopher West

**Christopher West** is one of the artists working on the *Numenera* role-playing game.

## Biography

Christopher West has been doing professional cartography work for RPGs and miniatures games for over a decade, illustrating maps for all manner of places that don’t exist. More recently, he has focused his business on making original high-quality poster maps and terrain cards available directly to players through his website.

## Gallery

* Map of Nihliesh
* Map of the Ninth World

## References

1. ↑ Numenera.com : Numenera Artists
2. ↑ Numenera.com : Numenera Art
3. ↑ Ninth World Hub : Ninth World Map

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

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

## Background

Though he originally came to the Valley to meet a sorcerer, he remained behind with the Memorialists after he found out about their quest and found it deeply intriguing.

## Interactions

### Quests

* Endless Horror: Beltrax requests your aid in ridding the Valley of the Children of the Endless Gate.
Castle Aventur

**Castle Aventur** is an important structure in Draolis.

## Background

In the Central part of the kingdom lies the unassuming castle of Anatrea, a noblewomen who has traceries of light running just beneath her skin in elaborate patterns. Despite her skill as a warrior, Anatrea has a fascination with the numenera and dreams of one day fusing herslef entirely with a machine, ascending to a type of godhood, as she believes the people of the past aeons once did. To this end, she hosts scholars and Nanos performing experiments to delve into numenera secrets. Her castle, Aventur, hides a network of secret underground laboratories and workshops for a variety of projects.

### The Windriders

The two most successful scholar/technicians are Thereni and Poulla. They've mastered the process of creating self-propelled gliders called windriders - extremely fast, one-person flying vehicles that are challenging to ride and control.

The Draolis military already uses windriders as scouts, but General Demiric hopes to employ them in great numbers one day, attacking foes from above in waves. Thereni and Poulla don't have the means to produce windriders in such quantities; some of the parts and materials required are rare.

A windrider can be purchased for 8,000 shins, but demand is high, and the waiting list is long. Anatrea and her personal guard ensure that no one attempts to take advantage of the inventors under her protection.

## References

1. ↑ Cook, Monte, et al. “The Steadfast.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 147-148. Numenera.
Canals

The so-called **Canals** comprise an artificial area located within the undersea city of Joria.

## Miscellaneous

It's rumored that there's actually a second, much deeper series of canals that are hidden beneath the first. Sealed round holes within the floor support this rumor.

## References

1. ↑ Cook, Monte, et al. “Joria.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 42-43. Numenera. ISBN 978-1-939979-45-2
2. ↑ Cook, Monte, et al. “Joria.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 42. Numenera. ISBN 978-1-939979-45-2
Andrée Wallin

**Andrée Wallin** is one of the concept artists working on the *Torment: Tides of Numenera* video game.

His work also include conceptual and promotional art for games like *Wasteland 2*, *Dirt 3* and *Halo 4*, as well as the *Oblivion* movie.

## Gallery

* The Ascension of Kex-Lianish
* Dust and Water
* Before the Fall

## External links

* Andrée Wallin - Official site

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

**Cloud Volii** are massive, aerial predators that hunt after soarcraft.

## Background

Enormous predators of the air, cloud volii descend from above to attack an entire village at once with long, translucent tentacles that carry a terrible sting. From far away, one of these biomechanical creatures looks like a hazy spot in the sky. Closer, it becomes clear that it's a mass of hundreds of slowly churning arms waving about a dark central core. The floating beast is 100 ft. across.

Most infamously, cloud volii attack the soarcraft of Corao, ripping them open to get at the fleshy internals of the ships alongside the creatures within. No one knows exactly how the volii can fly, but nothing will seem to ground them. Even a deceased specimen floats in the air where it died.

## Abilities and Traits

##### Combat:

The touch of a cloud volii's tentacle can paralyze an organic creature that fails a Might defense roll. The victim goes limp for one minute, during which time it's probably pulled into the central core and devoured. As a single action, a cloud volii can attack all creatures within short range with a tentacle. Alternatively, it can stretch outward and attack up to three creatures that are within long range.

##### Interaction:

If cloud volii are more intelligent than mere animals, they hide it well.

##### Use:

The PCs are traveling aboard a majestic soarcraft when an alarm sounds and all of the personnel inside begin running frantically about. They're under attack! The craft lurches as a hole is torn in the hull, and tentacles begin worming their way in.

##### Loot:

The core of a cloud volii will contain 1d6 organic cyphers and perhaps even an artifact, suggesting that they're not natural creatures at all, at least in origin.

## Miscellaneous

A cloud volii might move into a flock of flying birds and devour them all, or it could lower itself into either a forest or lake and grab all of the animals or fish it can in one terrible moment.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Ninth World Guidebook, Monte Cook Games, LLP, 2018, pp. 226. Numenera. ISBN 978-1-939979-24-7
2. ↑ Cook, Monte, et al. “Creatures.” Ninth Worth Guidebook, Monte Cook Games, LLP, 2018, pp. 226. Numenera. ISBN 978-1-939979-24-7
3. ↑ Cook, Monte, et al. “Creatures.” Ninth World Guidebook, Monte Cook Games, LLP, 2018, pp. 226. Numenera. ISBN 978-1-939979-24-7
Bloom-flesh Armor

**Bloom-flesh Armor** is a piece of equipment in *Torment: Tides of Numenera*.

## Description

Fashioned from the flesh of the Bloom, this armor is very much alive. It is, perhaps, the elder Sundermun's masterwork. The thick flesh offers excellent physical protection, while its transdimensional nature protects the wearer against more exotic attacks. In the center of the chest is a tiny Maw, though you're not sure where it leads.
The living flesh is tough and resistant to manipulation, making the armor difficult to put on. However, once it is worn for a time, it shapes itself to your form, becoming as familiar as your own skin. The sensation is comforting, even if the notion is not.

## Location

* The Vast Interior: Sold by Sundermun the Elder
Cine

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

## Description

A cloak of deepest purple ripples with a life of its own. Upon donning the cloak, the wearer is instantly overwhelmed by a blissful state of relaxation and contemplation, as if undergoing vigorous deep tissue massage. Many a wearer has become so enamored of the cloak that they will jealously guard it with their lives.
This particular model appears to have been made for a small child and does not fit you or your companions.
Anise Fish

{{Infobox equipment
**Anise Fish** is a Usable items of equipment in *Torment: Tides of Numenera*.

## Description

This is a beaked fish you caught in the Underbelly. It seems ordinary, though it emanates a sweet odor of anise. It looks tasty.

## Location

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

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

## Description

Made of synthetic materials and loaded to the brim with advanced sensor technology, this device greatly enhances your visual acuity. It also has a slightly disconcerting propensity to re-orient itself at random times, causing odd looks from passersby.
Abandoned Towers of Bone

The **Abandoned Towers of Bone** are interior growths within the mantles of the Swarmstar.

## Background

strangely enough, some of the swarmstar's mantles happen to have tumor-like growths along their upper sides in the shape of large towers. Referred to by their human inhabitants as the "towers of bone", despite them not really being made of bone, they appear to be otherwise engineered in a way from them to intentionally grow from flesh of a mantle's surface so as to serve as shelter for creatures. While some were grown with humanoids or eve humans in mind, others weren't, with their engineers still remaining a mystery. Similar to ruins found elsewhere within the swarmstar, the towers of bone can be found in places devoid of other filaments. Designed to be made out of the same flesh from which they sprout, the towers of bone are made with materials that are quite familiar to residents of the hanging cities. So much so that bone miners, in particular, can cut right though it and dismantle parts of the towers with great skill.

Within these towers lie the usual treasures that could otherwise be found amid other ruins throughout the swarmstar, though sometimes other more stranger things lurk deeper within them, such as cyphers, artifacts and oddities of a more organic nature, or which used to be. Of these contraptions, there are typically ray projectors, bombs and handheld devices that look to be grown from the same flesh as the towers they reside within. One common device that can be found in practically any tower of bone is a cypher known by swarmstar inhabitants as "spined spheres".

## References

1. ↑ Cook, Monte, et al. “Swarmstar.” Into the Night, Monte Cook Games, LLP, 2018, pp. 104-105. Numenera. ISBN 978-1-939979-40-7
Bodrov (WW)

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

## Background

The kingdom of Navarene, much like the rest of the Steadfast, has been lost. But Bodrov still stands, and shelters a population of humans that haven't succumbed to the change. The city is constructed atop a plateau-like rock formation than 500 ft. high that rests on a central pillar only a hundred feet across. A winding path curls around the base and enters the rock just below the wide top portion. The path to the city can be sealed up at many points. Even before the disaster, about a thousand people resided there; but not it's been reduced to approximately 300, and many of those aren't even the original residents, bust instead survivors who fled to it after learning that it was a place of relative safety. Bodrow remains a refuge partly due to the fact that city leaders had warning of the change sweeping across the kingdom, and also partly due to Bodrov's uniquely-defensible position as well as the power of a specific artifact.

A massive, immovable device was discovered in one of the many tunnels that honeycomb the base of Bodrov many years ago, though its function was never understood. It may well have some other, incomprehensible function, but the important thing is that, when active, creates a field that prevents the trigger phrase of whispers from initiating a change in exposed humans. The field is large enough to protect the entire city and even a few hundred feet beyond it. Even more noticeable is the repellent effect; when whispers wander into the field, whenever a whisper wanders into the field, something about it will violently repel them. It will then flee the area screaming.

If someone is ever exposed to a whisper's trigger phrase, they can still be saved if they can reach Bodrov before the change has run its course. But on the other hand, if they ever leave, the change will resume at the point where it was last arrested. As it happens, dozens of people within Bodrov are so afflicted, causing them to never leave, at least not unless they want to retain their humanity.

Megrah Thon, The current overlord of Bodrov, maintains her power by being the only one who understands the whisper-repelling device well enough to keep it maintained. Every so often and for reasons no one can explain, it will sometimes switch off. Megrah has managed to turn it back each time that it does, and despite her many negative qualities, the people are grateful. Secretly, however, Megrah employs a secondary device that allows her to turn the field on and off. She'll covertly turn it off every month to demonstrate to the people how much they need her. Otherwise, they would easily overthrow here, given how much she lords over the supplies, how she drives other survivors on ever more dangerous supply runs, and how violently she'll put down anyone whom she sees as a threat.

## References

1. ↑ Cook, Monte, et al. “The Whispering World.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 68. Numenera. ISBN 978-1-939979-47-6
Chromavulum

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

## Description

This brightly-colored aquatic creature has a short loop of elastic material running through one of its seven legs. The chromavulum can be interacted with and worn as an eye patch, allowing you to perceive colors in a unique way useful when it comes to solving the color puzzle at the Order of Truth.

## Location

* Anechoic Lazaret: Near the eastern obelisk.

## Note

You can use the item and wear it as eye-patch for +2 EXP.
Acerbic Carp

**Acerbic Carp** is a Usable of equipment in *Torment: Tides of Numenera*.

## Description

You caught this creature in subterranean waters of the Underbelly. It retains a sharp, disdainful look in its eyes, as if it's judging you even in death.

## Location

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

**Adam Heine** is a developper at inXile Entertainment, he is currently working on *Torment: Tides of Numenera* as Design Lead, and writer. He will also write a novella linked to the game, as well as a digital comic book (*Torment: The Jack's Gambit*).

While he began to work on *Tides of Numenera* as a designer, he was promoted to Design Lead in November 2013 by Kevin Saunders, in acknowledgment of his dedication to the project (since Colin McComb brought him in very early).

Adam took part in the development of *Planescape: Torment* as a scripter, then as a designer. He participated in the development of the TORN project, a canceled game at Black Isle Studios.

He lives in Thailand, where he raises a family of local orphans.

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

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

## Description

A skein of alien characters shifts in filigree across the dark, glassy surface of this fist-sized globe. Gazing into it, you feel a cool radiance dancing at the edges of your thoughts. You look away and blink involuntarily as you realize the reflections of other beings appear... and it leaves you strangely cold. When triggered, this device transmits a burst of insight into the weaknesses of those around you before darkening forever.

## Location

* Quest reward for completing Phoenix's Wisdom.
Circulating Merecaster

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

## Description

Within the endless loop of this strange alembic, golden fluid froths, fumes, and then precipitates back into the boiling beaker where it began. You cannot quite trace the pathway the substance follows. It almost seems that it is not a liquid at all, but rather some kind of organism endlessly and agonizingly transmuted within the unbreakable confines of the device. The merecaster puts you in the role of a man afflicted by the Iron Wind and you ultimately choose to whom to bequeath your estate.
Hthumos

**Hthumos** is a city along the northern part of Errid Kaloum.

## Background

A small town lies at the confluence of the Salter and Eviet Rivers as they come down out of the Clock of Kala. The town, Hthumos, surrounds a tall castle of dark grey stone. The community takes its name from the castle, which in turn takes its name from its depraved ancestral residents.

The Hthumos family were wealthy nobles who lord over the surrounding land and its people and treat them (and often each other) with trickery and cruelty. They make sport of hunting peasants and rule capriciously, freeing murders from the dungeon and sentencing innocents to toil in the mills for imagined slights. The nobles maintain their control through dark-armored soldiers called terror-hounds, whose collars artificially induce physical pleasure when the wearer inflicts pain or causes fear.

The current head of the house is Hesterin Hthumos, a mutant albino with a conjoined twin brother named Sterrick. The brother is little more than a head and a hand with tendril-like fingers on Hesterin's torso.However, he's fully conscious, aware, and intelligent. Years ago, when local chiurgeons said that Sterrick would likely die and be surgically removed, Hesterin refused. Instead, she spent a great deal of her family's wealth scouring the world for numenera that would save her brother, for whom she had unnatural affections. This quest eventually bore fruit, and now Sterrick is encased in an iron helmet that keeps him alive on his sister's body - a woman that, by all accounts, he despises.

## References

1. ↑ Cook, Monte, et al. “The Beyond.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 186-187. Numenera. ISBN 978-1-939979-77-3
Broken Hearts

**Broken Hearts** is a quest in *Torment: Tides of Numenera*.

## Synopsis

Tybir's past is waiting for him in the predatory darkness of the Bloom. Dracogen returned a ring to Tybir that may help him sense where his old lover, Auvigne, is hiding. If I speak to Tybir, he should be able to guide me.

## Walkthrough

* Talk to Tybir to learn about the properties of the ring after receiving the quest from Dracogen while he is in the party. Travel to Little Nihliesh and ask Tybir to use the ring.
* Talk to Crimper, ask him about the ring.
* Travel to the Shrine of Great Chila and talk to the moose-headed fellow, Ragmin. It turns out... Ragmin killed Auvigne after Tybir's lover took a singing box from his house, bring misery to his sick daughter.
* You can choose to let Tybir murder Ragmin in cold blood, orphaning his daughter, or stop him. If you stop him with  Might, he will realize that Dracogen set everything up to punish him.
* Return to Dracogen. Tybir will confront Dracogen... Who will reveal what Tybir did to his lover. His betrayal. What you say next will define Tybir's ending.
Callay Garden

The **Callay Garden** is a giant garden located on the northern side of the Island of Undoing.

## Background

There's a cliff just offshore where giant red ormvora whales go to die. People have yet to understand as to why this is, some believe their beaching is caused by a susceptibility to the island's call, some think it might just be part of some mating ritual, and others suspect that an ancient relic might be involved. Regardless, every year the whales throw themselves upon the shore, inching their way to the cliff's edge, until their weight and gravity inevitably causes them to fall to their death.

As a result, the hollow below has been riddled with so many remains that a large garden has grown overtime, one of the only places where plant life seems to thrive and ultimately a sacred area for many of the island's inhabitants. The stench, as well as a good possibility of being crushed by a falling whale, is enough to keep many people away from this breach in steel veneer. if that wasn't enough, predators also stalk the garden, feeding on the rotting guts of deceased whales. But on the other hand, there's a fresh prospect of edibles about. The Sarracenians, along other botanists, come to research the local flora; having already recorded the presence of a rare predilict plant, the so-called crocodile cactus, and the plentiful rodimo fruits.

Some rare and valuable treasures can be found from within the stomach of some of the deceased whales, due to accidental ingestion back in life. A peculiar man named Sayir built an enterprise along the garden's outer rim, where he sells equipment, treasure, and other useful items that he's harvested from carcasses. His prices might seem high, and a tad smelly, but their unique value may is usually worth it.

## Miscellaneous

Ormvora whales are known for having large, bioluminescent teeth that can grow up to 20 ft. long.

Rodimo fruits are small, round, and spiked in appearance. They glow similarly to an Ormvora whale's teeth, but with a slightly paler light.

One who eats the predilict plant in its raw form will be provided the asset of mental powers like telepathy for about an hour. Consuming it boiled isn't recommended.

## References

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

**Bloom-flesh Belt** is an Ornament (Artifact) in *Torment: Tides of Numenera*.

## Description

Coty gave you this simple belt that he crafted under Sunderman's tutelage. Fashioned with great enthusiasm, but only rudimentary skills, it lacks the detailed craftsmanship of Sunderman's own handiwork, but is still sturdy and functional.

Closer inspection reveals that the Bloom-flesh was harvested from a Maw, and the belt retains some of the Maw's power. While wearing it, you can teleport within a limited range, and when you arrive at your destination, you'll be in partially out of phase for a short time.

## Location

The Vast Interior: Given to the player by Coty after completing Freedman and getting him an apprenticeship at Sundermun & Sundermun. Talking to Coty after completing the quest, he will tell you to that he is working on something for you and to come back later. Talk to Coty again after resting, and he will give you the Bloom-flesh Belt.
Alcen Perie

**Alcen Perie** is a character in *Torment: Tides of Numenera*.

## Background

This woman seems to be absorbed by what she's doing, her blue eyes narrowed in concentration. You realize that she's the nicest-looking person you've seen in a while and feel almost compelled to approach her.

Alcen introduces herself as a Chiurgeon, but in reality, she is the keeper of the House of Empty Time. She was once a child adopted much in the same way, and can describe the mechanisms of the adoption through the House in detail.
Crippled Foreman

**Crippled Foreman** is a character in *Torment: Tides of Numenera*.

## Background

One of the Foremen lies in a corner of the manufactory, partially collapsed -
much of its lower body is gone, and it no longer assists the work of its fellows.
Segments of this bisected construct's legs lie scattered around it. The larger construct's turquoise eyes flicker out of sync with each other as they turn towards you.

The Crippled
Foreman is surrounded by tiny constructs that were made from the metal and synth of its own
body. Someone has painstakingly altered these pieces, giving them small limbs and tiny metallic heads. Nonetheless, they aren't moving. They are motionless and 'dead.' This Foreman has developed an urge to procreate - it has been repurposing parts of its own body to create little synth-and-metal children.
Unfortunately, its children have been dying after only a short time.

The Crippled Foreman has determined that it needs to sacrifice its own life in
order to transfer its energy to its 'young,' which is the only way to give them life.
Unfortunately (from its perspective), it has been unable to do so, and it asks for the player's help.

## Interactions

### Quests

* Foreman's Brood: He asks you to help him die, so that his children may live.
Clock Fathom

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

## Background

This Fathom of your mind is locked within the Clock located in Circus Minor.

## Points of interest

These Penrose stairs house three memories of castoffs of the Changing God... Who you are about to meet.

## Characters

* Kamose, Diviaticu, and Villon, castoffs like you, bearing the Changing God's tattoo.