recursal/Fanatic-Fandom huggingface dataset:
Nihliesh

**Nihliesh** is a mobile city wandering the Cold Desert of the Beyond. With a population of 20.000 living in a complex social hierarchy, it is also the biggest city of the area.

## History

An ancient machine, likely once a mobile vehicle-city of some kind, was lying half buried in the caked earth. More than two hundred years ago, nomads explored its interior and found — among other things — a pair of massive devices that they brought back to life. These resurrected mechanisms produce a thick, orange-brown fluid now called churn. Churn can be shaped and molded easily, and once dry, it’s harder than stone but fairly light. The nomads began to build atop the half-buried vehicle, raising curving towers, impossible spans, and shapely domes of churn painted in vibrant colors. They named their new city Nihliesh, after a word in their language meaning "tiers".

## Geography

Today Nihliesh has three tiers. The first and lowest is the machine itself, where workers maintain the churn-producing devices and shape the material as it comes out. The original buildings erected atop the machine compose the Second Tier. These haphazard, squat structures are so crowded together that when you’re within and among them, you’d swear that you were underground. As of today, this tier is ruled by Ni-chodoss, one of the Fahat. Atop this tier are the elegant, artistic buildings that Nihliesh is best known for, with tall spires reaching high into the sky. Residents call it the Third Tier or the Upper Tier.

## References

1. ↑ Numenera.com : Numenera Art
2. ↑ Numenera.com : Sneak Peeks
Noxus' Seamount

**Noxus' Seamount** is an underwater island inhabited by automatons on the planet Xeobrencus.

## Background

This subsurface piece of land rose from deeper sediments to within 90 ft. of the ocean's surface, though several pinnacles have been known to breach it. The so-called seamount barely contains any silactonite, however, currents rich in its energy that emanate from the Blue zone have created a diverse ecosystem which serves as a breeding ground for all sorts of native lifeforms.

A group of marine automatons reside within its caverns; with most appearing as elongated torpedoes some 30 ft. in length that have the ability to manipulate objects via their slender extendible arms. They spend most of their time analyzing the water, air and even sea life, plus all sorts of things from unknown origins. If they comes across any explorers, they will quickly try to collect samples to take back to the seamount.

Few of these machines truly care about visitors, but one of their number would have to be Noxus, an automaton with severe rusting. The rust is an unfortunate consequence interacting with a device encountered while it was investigating samples brought back from an ancient structure along the abyssal plain. Ever since then, Noxus has become curious of other organisms, desiring to know their minds as well as their bodies. But since it has little opportunity to practice its social skills, Noxus will usually resort to mannerisms and tantrums befitting a five-year old human child, at least, in the event that it doesn't get its way.

## References

1. ↑ Cook, Monte, et al. “Xeobrencus.” Into the Night, Monte Cook Games, LLP, 2018, pp. 96. Numenera. ISBN 978-1-939979-40-7
Medium Weapons

**Medium Weapons** is a Weapon skill in *Torment: Tides of Numenera*.

## Overview

+15% bonus per level on attacks with Medium weapons. Inability confers a -15% penalty on attacks of this type.

A balance of strength and speed allow Medium weapons like crossbows, rifles, and single-handed melee weapons to strike true.

## Availability

The skill can be selected during character creation by the Glaive.
Irathor Brenn

**Irathor Brenn** is a character in *Torment: Tides of Numenera*.

## Background

This slim man looks to be in good shape, and though his face remains hidden within his hood, he carries himself with confidence. His clothing exudes something like smoke that makes him look a bit like a ghost - perhaps a man who can't be found if he doesn't want to be.

Irathor heads the Head of the Ianthine Specter Company, mercenaries specializing in sabotage, assassinations, assorted hostile recovery. One of the top picks for local threats to Sagus. He's currently negotiating a new contract with the city.

Irathro is also a veteran of the Endless Battle, like Tybir, except he relished the stable paycheck.
Interdimensional Puzzle Box

The **Interdimensional Puzzle Box** is a Quest item in *Torment: Tides of Numenera*.

## Description

This is a small metallic cube, recovered from the ruins of a collapsed house in Cliff's Edge. It is etched with tiny symbols, but the means of opening the box is not obvious from a cursory visual inspection.

You can interact with it, allowing you to examine the cube. Afterwards, you can take it to the Master Foreman and then the Master Artisan to learn what you need to open it up. Use the box again, examine it, press the sigils, and then the buttons (1,2,4) to receive the Smart Band.

## Location

* Cliff's Edge: Carried by Avina, can be retrieved after talking with the cultist Aitasii near the ruined house and ask if it was looted, only obtainable during The Sorrow's Prey.
Nils Hamm

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

During his career, he worked on *Magic the Gathering*.

## Gallery

* *The Cold, Calculating Jack*
* The female Last Castoff concept art
* The male Last Castoff concept art
* Stichus concept art

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

A **Levy** is a generic character in *Torment: Tides of Numenera*. They form the city watch of Sagus Cliffs.

## Background

This man is large and broad-shouldered, and his steel armor is painted in the silver and indigo colors of Sagus Cliffs. He seems to be an ordinary soldier or constable of the city... too ordinary, perhaps. As you scan his face, you see that his features are plain, forgettable, almost generic. Levies enforce the law and order in Sagus Cliffs, at the discretion of the Council and the Slave Families.

The name is curious, as is their origin. Citizens of Sagus Cliffs are expected to provide levies for the defense of the city: Levies are obtained by the taking a year of life from the citizens and creating one of the levies in the machine installed at the Order of Truth from that year. Levies exist for 313 days (a standard year) before degrading into component charm. As constructs of flesh, they are essentially indistinguishable, though some citizens can usually recognize those created from them - and certain exceptional folk can even tell the different levies apart by subtle differences.

Rumors say that from time to time a levy will go awry, and if they cross the path of the citizen who gave a year of their life to create them, it ends in bloodshed. However, there is no proof of such events, but it holds some truth: a levy can be subject to imperfections. In one such case, a citizen named Finzin was followed by the tormented levy he engendered, because he was haunted by memories from the year the machine took from Finzin.
Mation

**Mation** is an aboveground settlement on the glacier of Niress.

## Background

Mation is composed mainly of tents and firepits, each containing about 20 unrelated estathin. Because the heat draining effects of Nalranin's nadir don't extend towards the surface, Mation ends up being slightly warmer than locations within the icedrift. However, because the resident estathin also feel more distant to Nalranin's power to protect them from the cold, they wear warmer clothing than those that reside elsewhere.

The estathin view Mation as a retreat for a once-in-a-lifetime religious observance called the "Test". The Test involves estathin facing the agoraphobia of the outside world, the cold they're normally protected from, and the loss of subconscious contact that they share with Nalranin. Those that come to take the Test must stay a minimum of 28 hours, though there have been some known to stay longer as proof of their devotion. The estathin who's stayed there the longest is known as Krahul. He wears clothing made from colorful feathers, distinctive in both size and color, while also sporting a great beard. Unlike many other estathin, Krahul liked the Test and decided to stay as Mation's caretaker, living off the supplies brought to him by new test-takers. Due to his distance from the reach of Nalranin, Krahul has obtained a greater appreciation of the outside world, though he never question Nalranin's place within their society. During his stay, Krahul has made the acquaintance of several omath explorers, human adventurers, and even other visitors from beyond the Deep Dark, all with the intent to investigate Niress and its oddities. Krahul will provide visiting explorers with a map that detail the hidden entrance to Niress' interior, in exchange for food and cyphers. He will also proved a craved ice pendant that will aid explorers whenever they interact with the other estathin from within the icedrift. During his downtime Krahul hunts the neighboring karestrels that flock around the icedrift in groups of 5 to 10. He's become very skilled after hunting them so long and even possess an artifact that can summon their presence for a brief amount of time.

As a result of them being on the outside, they are also, consequently, the first estathin that human explorers are likely to come across. As per the estathin's Virtues of Nalranin, any and all humans that arrive at Mation are to be treated with hospitality and respect. However, they will not reveal the secrets of the icedrift, nor will they tolerate insults or even threats to either their safety or religious certainty.

## References

1. ↑ Cook, Monte, et al. “Niress.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 70-71. Numenera. ISBN 978-1-939979-45-2
Master Foreman

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

## Background

The construct looms over you, frozen in mid-step. Its heavy limbs and barreled body have been recently polished by careful hands, but the joints themselves are completely fused. This creature hasn't moved in a long time. It studies you with eyes made of swirling orange fire.

The Foreman is the leader of the constructs of the Manufactory and according to his account, the architects of the city above. He and his "people" were once the tools of the Cartographers and their web of machine intelligences, working towards their will. When they disappeared, the constructs froze in place - and remained so ever since. While other constructs gave into despair, the Foreman believed that it was a gift of free will, allowing them to become their own masters. And so they did.

The Master Foreman has lately been thinking about ways to create constructs not from metal and synth but from organic materials - corpses, basically - and scavenged numenera. When interacted with, he talks about the purity of his pools, and the stagnation of the others. How he
was haunted by the long ruin of the city, and how he dreamed of rebuilding it. The Foreman can comment on its two comrades - the Master Artisan, which
has devoted itself to creating objects of finer craftsmanship, and the Crippled Foreman, which
has developed an urge to procreate and is no longer part of daily labor in the
manufactory.

## Interactions

* Talking to him about Matkina triggers a memory and another 2 XP.

### Quests

* The Cold, Calculating Jack, Shaky Foundations: The Foreman can provide you with a digging machine if you find him the corpse of a stichus.
Plain of the Brick

The **Plain of the Brick** was a dried and ravaged plain of ruined worked stone. A lot a whatever it was before turned to gravels. It does not offered shelter from reddish sand storms.

The Amber Monolith could be found there.

The inhabitants of Cloudridge, a small human village near the plain, gave it its name.

## Sources

* *The Amber Monolith* (First appearance)

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

**Lan Uring** is a character in *Torment: Tides of Numenera*.

## Background

The thin young man smiles hesitantly as you approach. You notice a small metallic ovoid protruding from his skull, nearly hidden by his disheveled hair. The fingers of his left hand tap nervously on his leg as he speaks.
Lan is socially awkward and displays a clear lack
of confidence when interacting with people he doesn't know well, except when discussing his
work; he then becomes passionate, verbose, and possibly annoying to anyone whom he has not
managed to convince of the importance of his work, which is pretty much everyone. His most prized possession is a small neurological implant, grafted to the
exterior of his skull, that reduces his need for sleep and relaxation, allowing him to dedicate
more time to his research.

Lan is a
researcher whose goal is to somehow construct a super-intelligent machine, which can be tasked
with reverse engineering the numenera, rediscovering the secrets of fallen civilizations and raising humanity (and associated species) to heretofore lost heights of
technological mastery. Or so he believes.

As noted above, Lan's goal is rather ambitious, and despite advice from the
other Aeon Priests, he hasn't pared it back to something more realistic. Instead, he pours all
his efforts into his boondoggle of an idea, and he still hasn't managed to make a discovery
worthy of admission to the Order

Lan \*does\* want to become an Aeon Priest, though, not least because it will
offer him access to the Order's funds. (Because of their close relationship with the city, the
Order gets significant funds to assist their research, but only full-fledged Aeon Priests have
access to the money.

In his money-seeking, he talked to the current Memovira. He originally went to her organization
for research funds (since he's not getting anything besides basic living expenses from the
Order), and they agreed to give him shins if he'd do some work for them. Lan assumed this meant technological work, and he was horrified when he realized
that the Memovira wanted him to spy on his colleagues. By then, he'd already accepted some
money, and if he'd tried to back out, they would have killed him.

## Other interactions

* You can tell him about the probability engines left by the Changing God beneath the city, after you learn they are being used to copy the same woman over and over again. You will receive a gift from him after he becomes a priest. If you have Rhin in your party, she will ask if she can hold on to the gift (which becomes the God of Small Devices). If you keep it for yourself, it becomes the Machine Intelligence Prototype.

## Behind the scenes

* Lan Uring is an obvious reference to Alan Turing and his groundbreaking research into modern computing.
Lore: Machinery

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

## Overview

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

Academic knowledge of machines, mechanics, and the physical sciences.

## Availability

The skill can be selected during character creation by the Jack and the Nano.
Luna Ring

The **Luna Ring** is a large stripe-shaped megastructure that wraps around the Moon's surface.

## References

1. ↑ Cook, Monte, et al. “The Moon.” Into the Night, Monte Cook Games, LLP, 2018, pp. 31-32. Numenera. ISBN 978-1-939979-40-7
2. ↑ Cook, Monte, et al. “The Moon.” Into the Night, Monte Cook Games, LLP, 2018, pp. 32. Numenera. ISBN 978-1-939979-40-7
3. ↑ Cook, Monte, et al. “The Moon.” Into the Night, Monte Cook Games, LLP, 2018, pp. 32. Numenera. ISBN 978-1-939979-40-7
Musical Log

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

## Description

This ugly, vomit-green cylinder built or grown of biological materials vaguely resembles some kind of porcine animal. It's about half the size of a forearm, covered in knots and protruding whorls. When squeezed, it rocks back and forth and hoots a melancholy song through the various apertures on its back.
Neverlost

**Neverlost** is a city near the central regions of Malevich.

## Background

Neverlost is a large castle and surrounding town that stands above the Jabbunaran fields at the heart of the kingdom. the town has fewer than a thousand farmers and herders, and the castle is the hereditary home of Duke Theomal and his clan. In times of great need, thousands of people have taken shelter behind the castle walls for weeks or months, and true to its name, the castle has never fallen. The duke's family keeps the offer of sanctuary open, although, it always carries an unspoken price. Each time Neverlost is used as a refuge, the family grows more powerful and wealthy.

Strangely, the bodies of a dead Philethis and an equally deceased ravage bear, fused together, were discovered east of Neverlost not long ago.

## References

1. ↑ Cook, Monte, et al. “The Steadfast.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 152. Numenera.
Paj Rakken

**Paj Rakken** is a character in *Torment: Tides of Numenera*.

## Background

The leader of the First's Militia fighting across the Vexulerian Waste, Paj Rekken is dressed in functional glaive garb, keeping her hair cut short, which only emphasizes her muscular face. She is a ruthless, talented military commander and the arch-nemesis of Matkina.

## Interactions

### Other interactions

* Or rather, chew you out for kicking in the door and antagonizing Matkina immediately. She's a handful.

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

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

## Description

Micromesh�is a net of finely-woven metal, fitted together with extraordinary precision and shaped into a suit that protects the wearer's entire body.�The insignificant weight of this armor, as well as the flexibility of the synthetic material, means that it barely inhibits movement. It's highly prized by nanos and jacks.
Loss-of-self

**Loss-of-self** is a character in *Torment: Tides of Numenera*.

## Background

This young woman clutches herself and growls, low and continuously, under her breath. Pearly white light shimmers from a vial on her wrist, and her eyes are red-rimmed, as if she's been crying.

You've never seen her before, and yet... your hands are sweating, and your breath catches in your inherited chest. Shame burns your throat, hot and sour.

Your body recognizes her, even if you do not.

## Interactions

### Quests

* Loss-of-self (quest)
* Ashen Imitation: Loss-of-self is one of the women affected by the curse.

*This article is a stub. You can help Numenera Wiki by expanding it.*
Memovira's Courtyard

**Memovira's Courtyard** is a location in *Torment: Tides of Numenera*.

## Points of interest

* You arrive at the Courtyard after narrowly escaping The Sorrow at Miel Avest. After you are introduced to the Bloom's tremendous intelligence ( Intellect (Concentration) helps get an early boost to respect), you are immediately accosted by Dracogen.
* Right next to the maw are Delny and Vrung, taking out their frustrations on Qianne. They disappear as soon as you approach, fleeing the scene of the crime.
* Parsim Flint sells the slaves nearby, with the Bloom-Guide right next to him. You can purchase Coty from him.
* Brusca stands guard at the entrance to Memovira's Fortress.
* The obelisk can be interacted with. You can reach into it and pull Sunspot Icon from the mucus (eww) with  Speed (Quick Fingers). Reaching into it again triggers a memory (Anamnesis).
* Waits-for-prey stands in the bone pit to the right.
* Right by the watering hole is Skaydi and an aneen. The watering hole can be interacted with. If you have Perception, you can notice something in the depths and use  Might to retrieve a Wading Worm. You can also drink the liquid to gain the Bloom Juiced fettle or collect some for later to gain a Flask of Bloom 'Water'. Note that imbibing juice while already juiced will kill you.
* And in the lower-right corner, you can interact with the catena to salvage a Hyper-coolant Spray cypher.

## Characters

* Dracogen, local crime boss.
* Delny and Vrung, beating on Qianne
* Parsim Flint
* Brusca
* Waits-for-prey
* Skaydi

## Behind the scenes

The memory triggered when you reach the sulcus at the pylon for the second time is a possible reference to the cranium rats in *Planescape: Torment*, a species of psychic rodents whose powers increase with their numbers.
Legacy

The **Legacy** is the sensible effect of the influence of the Tides, affecting the Last Castoff and those around him.

Sixteen legacies exists, depending on one or two dominating Tides:

* Blue Tide
* Gold Tide
* Indigo Tide
* Red Tide
* Silver Tide
* Blue Tide and Gold Tide
* Blue Tide and Indigo Tide
* Blue Tide and Red Tide
* Blue Tide and Silver Tide
* Gold Tide and Indigo Tide
* Gold Tide and Red Tide
* Gold Tide and Silver Tide
* Indigo Tide and Red Tide
* Indigo Tide and Silver Tide
* Red Tide and Silver Tide
* No dominiating Tides

It is a major gameplay mechanic in the *Torment: Tides of Numenera* video game, and linked to the principal theme of the game. While the designers thought of sixteen possible Legacies, the original plan was to solely include six Legacies, depending on only one major Tide. However, the success of the Kickstarter Campaign made it possible to increase that number, twice.
Nylaran

**Nylaran** is mysterious fortress located somewhere within the Oort Cloud.

## Background

Located on a tiny world adrift in a cloud of similar tiny worldlets, ice chunks, dead comets, and rubble is the fortress of Nylaran, if fortress it is. From here, the sun is visible as just another star in the ocean of night. Nylaran is a towering structure of scarlet synth resembling the whorled shell of a sea creature of Earth, if the shell were inscribed with all manner of tiny script and symbols.

Creatures who call themselves Vendul inhabit Nylaran. The Vendul are sapient beings composed of extremely cold fluid, a superfluid Helium. They interact with each other and their environment through telepathy and mind over matter, but they find it difficult to deal with creatures born closer to the sun. The temperature of such intruders is annoying and potentially dangerous, and Vendul will not abide their presence for long.

Contact with the exterior of Nylaran translates any creature - whether machine or automaton - and its equipment into a life form similar to a Vendul. Creatures who undergo this experience must succeed on a difficulty 3 intellect defense roll or essentially go insane for a period of several minutes, after which they return to their normal form and state of mind. Upon taking Vendul form, a creature that retains its mind discovers that Vendul senses are exceptionally acute, and one of the first things a transformed creature notices is the thousands of tiny channels that penetrate the surface of Nylaran. A Vendul can use these channels to flow between the exterior and interior of the scarlet tower.

Nylaran's interior is an immense supercooled pool, swirling like a vortex around a central ebony-hued crystal. The pool is made up of all the Vendul currenty within Nylaran, joined into a communal being of vast intellect and memory called Ny. From day to day, the number of Vendul making up Ny vary, but for the most part, the communal being retains continuity. A Vendul (or a creature temporarily transformed into a Vendul) who enters the communion and later leaves it remembers being swallowed by a vast collective , and possibly recalls an important piece of information gained from being part of a superior intellect. The Vendul of Ny are concerned that a relatively nearby star - actually an "Ultracompact Stellar Corpse" - is soon to undergo a paroxysm that will release an intense burst of energy far enough across space to irradiate all things within the grasp of Earth.

## References

1. ↑ Cook, Monte, et al. “Other Worlds.” Into the Night, Monte Cook Games, LLP, 2018, pp. 137. Numenera. ISBN 978-1-939979-40-7
Numenera

*This **disambiguation** page lists articles associated with the same title. If an internal link referred you here, you may wish to change the link to point directly to the intended article.*

**Numenera** can refer to :

* Numenera, the game setting.
* The numenera, remnants of the former worlds that can be found in the Ninth World. It includes dispositives, great machinery facilities, terraformed landscapes, changes executed over living creatures by ancient energies, invisible nano-spirits floating in clouds called The Iron Wind, trasferred information to data-sphere and remnants from other dimensions or civilizations aliens. A numenera, as Aeon Priest called it, was produced by intellect dwellers from previously worlds. It could be seemed as miracle or a curse.
Malaise

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

## Background

This small, unassuming man occupies this space quietly, hands folded in front of him. He does not look at you, but you can feel his regard slip across you and dismiss you as you approach. His attention remains focused on the trio at the nearby table.

Everything about him is nondescript, from his light-brown skin to his drab clothing. But something about him gives you pause, as if you were approaching the throbbing core of a fallen vessel.

## Interactions

### Quests

* Eyes of the Adversary: Malaise is the target of the quest.
Jar of alchemical powder

**Jar of Alchemical Powder** is a Oddity in *Torment: Tides of Numenera*.

## Description

This small clay jar contains a sparkling powder, an alchemical substance of unknown origin. It was given to you by a merchant who noted that it is worthless, except to his "trading partner" in the Ascension... which is apparently a floating megalith.

## Location

* given by merchants in Bloom after their caravan gets eaten by a maw (rest, talk with them, offer help, rest again without helping) - note that while the reward for helping them is less substantial (+1 permanent Intellect pool item and some shins instead of a uber artifact), you don't get access to their shop if you don't help them, and the total power of items in the shop (especially Frost Brooch and Spine Armor combined) is arguably higher than than of a single +5 Armor artifact (note that using the granted ability of the Engine robs you of its base Armor bonus, so it's essentially either +5 Armor or a good offensive Esotery ability, but not both).

## Note

Give to the megalith in Ascension to get the Zero Sum Engine #713.
Obervich's Eye

**Obervich's Eye** is a Quest item of equipment in *Torment: Tides of Numenera*.

## Description

Obervich plucked this eye from the multitude of eyes on his head and gave it to you so that you might restore sight to Skoura. He promises it will work simply by placing it on her face. The artificial eye is so well-constructed that it could pass as a real eye on cursory inspection.

## Location

* Chiurgeon Slump: Received from Obervich.
Mencala Peak

**Mencala Peak** is a geographical feature of the Black Riage.

## Background

The rumbling volcano called Mencala Peak is a tall mountain in the Black Riage. It's the home to not one but two tribes of savage lattimors that attack humans - and anyone else, including each other - on sight.

The atypically vicious lattimors of Mencala Peak are said by some to worship dark gods. Other people, however, believe their hate has been bred by generations of poor treatment at the hands of local human inhabitants, whose bones now litter the stony sides of the mountain.

## References

1. ↑ Cook, Monte, et al. “The Beyond.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 217. Numenera. ISBN 978-1-939979-77-3
Loyhan Stolls

**Loyhan Stolls** is a character in *Torment: Tides of Numenera*.

## Background

The wiry ghibra gives you a nod as you approach, his lips crooked into a friendly smile. Although his relaxed posture suggests a measure of comfort with his surroundings, his hand is wrapped tightly, almost nervously, around a tattered, leather-bound notebook.

## Interactions

### Quests

* The Right To Exist: You can use  Intellect (Persuasion, Deception]]),  Speed (Quick Fingers), or  Intellect (Deception) to snatch his book, allowing you to read it for 4 XP.
Nano

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

## Background

Nanos are sometimes called mages, wizards, sorcerers, or witches by the people
of the Ninth World. Nanosorcerer is also a common term, with their abilities
referred to as nano-sorcery. Some claim to be the representatives of gods or other
supernatural agencies.

Whatever they’re called, nanos master the mysteries of the past to such a degree
that they seem to perform miracles. They tap into the numenera to alter reality or
learn things that they couldn’t otherwise know.

The term “nano” is derived from the nanotechnology that is omnipresent
throughout the Ninth World. Sometimes people call these invisible, numinous
particles that infuse the landscape nano-spirits.

## Abilities

* Onslaught: Esotery. Deal 5 damage of a selected type and an additional effect on target.

## Gallery

* A Nano uses a Forceblast to defend his fallen friend against a ravenous pack of Broken Hounds, by Jason Engle

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

**Obedient Rope** is a piece of equipment in *Torment: Tides of Numenera*.

## Description

Made from some type of synth material, this rope is 15 meters in length and looks sturdy and strong. As you hold it, it squirms gently in your hands, trying to wrap itself around your wrists. It appears to possess a rudimentary form of intelligence, perhaps even sentience. It can tie and untie itself on command.
Shinwise

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

## Background

The man is short and dark, and his face is scarred and disfigured. One of his injuries is freshly branded on his cheek - a stylized blade with blood dripping from it. He wears the ragged clothes of a Bloom-slave, tattered and filthy. He was auctioned off for an unspecified, horrible crime - and as Scan Thoughts reveals, certainly not stealing wine to help his grandmother pass.
O

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

## Background

An odd "person" sitting in the Fifth Eye, O states, it is something like an ultraterrestrial, but far more. It is a Word, a letter. It is a manifestation of the underlying forces of the universe, what it would describe itself as "superpositional extraction of fundamental universal laws made tangible". It is eternal, has witnessed the birth of the universe and, again, will see its end. However, it is unable to know how it was created.

It showed up at the Fifth Eye to observe the last attempt of the Adversaries to gain access to the Ninth World, through their defeat against the Last Castoff. This will stall them for an aeon and, thank to their departure, Leto's prescience won't be blinded anymore.

O can only be seen by the Last Castoff, whose mind and perception impose it a particular form. After their conversation it disappears, never to return.

## Behind the scenes

O first appeared in *Planescape: Torment*, in the *Smoldering Corpse Bar* – a location similar to *The Fifth Eye*. Knowing its nature, it is safe to assume that it's the same person in both games.

Its lines "[…] yours is a true story." and "It was born from desire […]" are probably a reference to the crowfunding campaign for *Torment: Tides of Numenera*.
Interplay

**Interplay entertainment** is a video game developer and publisher founded in 1983 by Brian Fargo (as **Interplay Productions**). The company is notably praised for its CRPG, having developed *The Bard's Tale* series and *Wasteland*, and having published titles like *Fallout 2*, *Baldur's Gate* and *Icewind Dale*.

The company represent a important part of the video game history, with companies like Blizzard Entertainment and Bioware having made there first steps along with it.

In 1996, Feargus Urquhart founded a developing division inside Interplay, dedicated to roleplaying video game, called Black Isle Studios. The studio notably developped *Planescape: Torment* (1999).

However, the company experienced several financial difficulty, leading to the take-over of the company by Titus Software in 2001, with Brian Fargo leaving soon after. Black Isle Studios was then closed in 2003. Even if the company still exists today, it is far from its former self.

The legacy of the company continues to live on, thank to inXile Entertainment, founded by Brian Fargo, and Obsidian Entertainment, founded by Feargus Urquhart.

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Ioxu

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

## Background

This varjellen looks much like others of its kind - violet-red skin, yellow eyes, a tall crest atop its head. This one appears to have chosen a male form for now. It - he - wears thin lenses over his eyes and some strange device encircles his head, with weighted attachments dangling at the ends of long straps. His calloused, pointed fingertips are stained, and his garments are unkempt and in disarray. Ioxu has been trying to understand the Bloom for years, earning its unending contempt. Were it not for the automaton that came to him and offered its services in return for a memory wipe, he would have been consumed long ago.

## Interactions

* Embrace the All (permanent Concentration bonus)
* Heretic's Fork ( Scan Thoughts)
* Neuropraxic Detonation
* Fluid Armature
* Psychic Focus
* Entropic Engine
* Ecstasy Paralyzer
* Piton Driver

### Quests

* Anathema: Ioxu is displeasing the Bloom.
* A Hilt Without a Blade: Ioxu can upgrade the Transdimensional Scalpel for 190 shins.
Oasis Fathom

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

## Background

A fathom established based on the Oasis of M'ra Jolios.

## Points of interest

* First you run into Efimpi, a ghibra, who helps you understand how to release other castoffs from illusions.
* Loyhan Stolls is to the east, with a book you can read.
* If Callistege was with you when you confronted the Memovira and the Resonance Chamber was activated, you will find her to the north, floating motionlessly. Exhaust conversation options with her to gain 40 XP and you'll eventually bring her back to her senses. Now her quest to ascend to the datasphere will conclude.
	+ If you have encouraged Callistege to retain her humanity over the course of the game, she will always choose not to ascend to the datasphere.
	+ If Callistege is still more inclined towards ascension, she will attempt to do so, but she will need your help.
		- You can choose not to help her, which will enrage her and make her leave the party permanently.
		- You can agree to help her with her ascension.
		- You can try to talk her out of doing this, which will give you one last chance at changing her inclination towards retaining her humanity or ascending to the datasphere. If your arguments are convincing, at the end of it, she will change her mind; if not, she will continue to pursue ascension. If you have maximum approval with her ("Callistege reveres the Last Castoff") and you ask her to trust you, you will always succeed in persuading her to change her mind.
* Tybir can also be here if he was with you when the Resonance Chamber activated. He will be in the northeast, working out his feelings with Auvigne.
* Finally, there's Mazzof. You can help him out of his illusion by giving him a shin, which earns you the All-Burning Aura cypher.

## Characters

* Efimpi
* Loyhan Stolls
* Tybir
* Callistege
* Mazzof the Lost
Sac of Molecular Acid

**Sac of Molecular Acid** is a Cypher of equipment in *Torment: Tides of Numenera*.

## Description

This small sac of acid was part of a cunning trap that you removed from a door in the Old Slave Block. Its membrane is thin and easily punctured. If you throw it at an enemy, it will splatter them with molecular acid... and probably create a hazardous pool on the ground.

## Location

* Old Slave Block: Removed trap from the third cell.
Accelerator

**Accelerators** are automatons found within the Ninth World.

## Background

Accelerators are artificial intelligences encased in metal shells with numerous limbs, sensory devices, and other accoutrements that allow them to interact with and understand the world around them. Accelerators fear “death” (perhaps “dissolution” is a better term) and concoct elaborate plans to develop better protections for themselves. Ironically, sometimes this puts them in danger as they try to take control of a defensible fortress or obtain a device that will grant them a powerful force field. Accelerators stand 15 feet (4.6 m) high. They often move along the ground, but they can briefly fly and hover.

## Abilities and Traits

##### Modifications:

Perceives as level 8; Speed defense as level 5 due to size.

##### Combat:

Accelerators can defend themselves with a number of bladelike appendages, attacking up to three foes as a single action. Additionally, they can alter the acceleration of up to three different creatures or objects within immediate range, from halting a moving object to causing an object to suddenly move rapidly and with force. This power can be used in a variety of ways. They can: hurl a heavy object at a target in short range (7 points of damage), hurl a light object up to long range (5 points of damage), or hurl a foe away from them up to short range (7 points of damage). A moving character or object within immediate range can also be forced to stop immediately and remain motionless for one round. If seriously threatened, an accelerator always chooses flight over fight.

##### Interaction:

Accelerators are extraordinarily paranoid and fearful. It is extremely difficult (level 9) to gain one’s trust. They speak a wide variety of languages and are smart enough to pick up new ones within minutes.

##### Use:

Accelerators aren’t evil, but their self-centered paranoia means they might act as if they were true villains in the eyes of others.

##### Loot:

A destroyed accelerator yields 1d100 + 20 shins, 1d6 + 1 cyphers, and an oddity.

## Miscellaneous

GM Intrusion: The accelerator activates a device that it has acquired, gaining a force shield that grants it 3 extra points of Armor for one minute.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Numenera The Ninth World Bestiary, Monte Cook Games, LLP, 2014, pp. 20. Numenera The Ninth World Bestiary. ISBN 978-1-939979-09-4
Lee Smith

**Lee Smith** is one of the artists working on the *Numenera* role-playing game.

## Biography

Lee Smith is a freelance concept artist and illustrator by night and air traffic controller by day. He currently lives in Tasmania, Australia (that little island right at the bottom!). He works in both fantasy and science fiction and particularly enjoys the opportunity to design and illustrate characters adorned with interesting details, equipment and artefacts.

## Gallery

* The Scarred Monoliths<ref>Numenera.com : Numenera Art

## References

1. ↑ Numenera.com : Numenera Artists

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Locations

The areas explored in *Torment: Tides of Numenera* feature some of the most well known locales in the Ninth World, with the city of Sagus Cliffs being the first you explore. This article provides a general layout and connections of the locations on the map.

## Sagus Cliffs

The setting of the first act of *Torment: Tides of Numenera*. Castoffs begin at the Broken Dome and move on from there.
Skaydi

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

## Background

A pale, heavyset merchant woman stands by an agitated aneen. Her eyes seem to have trouble focusing on you, and when they do, she drops them, her hands nervously adjusting the scarf around her neck. She wrenches her eyes away from her aneen, closes them tightly, and begins to shake her head rapidly back and forth, muttering incoherently. Her whispers sound more like buzzing and hissing than words.

## Interactions

That is until you don't interact with her aneen at which point you can try to help her. Setting her free from the influence of the Bloom through  Intellect (Persuasion) will grant you a 15% discount on her goods. Otherwise make her surrender to it, which will require  Intellect (Intimidation or Deception) and doesn't grant a discount.
After this you will be able to trade with her again.
Kiyatawa

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

## Background

This woman watches you, measuring every step, every twitch of your hands. And yet, there is no fear in her. Iron lines her spine and presses her mouth into a thin, even line. Kiyatawa is a young woman in her 20s. She is cautious, slow to trust, with wary eyes like an abused animal. She's been a member of the cult for about a year, so she's only eaten a few corpses so far.

She is an orphan tormented by a dream that seems related to her real parents. She joined the cult at Imbitu's behest, who promised to provide her with answers. Since he did not, she is going to leave the cult and make her own way once more.

## Interactions

### Quests

* Ashen Imitation: Kiyatawa is one of the women you need to track down to open up the fathom.
* Circles in Red: She is one of the suspects. If you identify her as the murderer, she will later appear by Inifere at the Endless Gate.
Mindforged Armor

**Mindforged Armor** is a Body item in *Torment: Tides of Numenera*.

## Description

This array of hides and thin plating is far lighter than it should be. Of course, that's not really surprising; you made this armor with your decisions. It is forged entirely from your thoughts, given shape by your intent, and it will protect you as you fight your enemies as a glaive does: hand to hand and face to face.
Little Nihliesh

**Little Nihliesh** is a location in *Torment: Tides of Numenera*.

## Background

The largest of Bloom slums, Little Nihliesh is a mutant district established after the Maw that led them to the Bloom in the first place closed. Stuck there ever since, the mutants carved out a niche for themselves. The one funny thing about Little Nihliesh is that folk on the outside of the Bloom like to pitch their rubbish in it - straight into the nearest tube or sphincter. But no matter where they dump their trash, it all finds its way to Little Nihliesh.

## Points of interest

* Just as you enter, you run into a patrol of Memovira's, thought lost in the slum (obviously, if you decided to sleep on the way here, the violence is over and the patrolmen dead). You can intervene and defuse the situation. The Memovira Sergeant and the mutants are about to come to blows. A crisis begins, which you can resolve by choosing sides - or gaining trust and defusing the situation.
	+ The Spiny Mutant can be talked to. You can inquire as to the origins of the situation, the person in charge, or how Memovira might retaliate - each of which consumes an action. After you talk to him once, you can use  Intellect (Persuasion) to convince the mutants to keep the patrol alive. Then a final check of  Intellect (Persuasion, Intimidation) will allow you to convince the mutants to let the patrol go.
	+ The Sergeant is a little more useful, as you can use  Intellect (Deception, Intimidation) to suggest someone will come up to check on the patrol.
* The northern section has the exit to the Catena Interior, Crimper (Tybir's quest), Aen-Tonzon (Rhin's quest), and Wondor.
	+ After learning salvaging skills from Crimper you can start digging out treasures in Little Nihliesh, such as the Broken Lascar Helm
* The giant sphere contains Gar-koto, the mutant leader.
* In the south are Herja, with Delny and Vrung a little bit further.
* A broken construct is nearby, with the maw to the Lost Anchorage found to the east. You can inspect it and use  Speed (Perception, Quick Fingers) to activate a repair sphere. After it tries in vain to repair the construct, you can collect a Chiurgeon Sphere.

## Characters

* **Gar-koto**
* Crimper (Tybir's quest), Aen-tozon (Rhin's quest), and Wondor
* Herja
* Delny and Vrung
Known Powers

**Known Powers** is a Item in *Torment: Tides of Numenera*.

## Description

Known Powers - A Historical Examination of the Rulers of the Ninth World
"The kingdom of Malevich is defined by two unfortunate traits: a thirst for conquest and a peculiar type of chasm-related insanity that descends upon every monarch the country has ever had sooner or later.
I am, of course, speaking of the Voil Chasm, or Earthwound, the vast rift dividing Malevich from their rivals in the Pytharon Empire. Each ruler of Malevich in recorded history has become obsessed with the chasm in one form or another - some have sought to cross or bridge it (with the lofty goal of conquering the neighboring empire).
Others have tried to reach the bottom of the glowing wound. All have failed, to various catastrophic degrees."

## Location

* Quest reward for completing Borrowed and Lost.
Mech Shambler

**Mech Shamblers** are living constructs in the Ninth World that fuse themselves with technology.

## Background

Mech shamblers are machines that have become unmoored and begun to wander. As they wander around, they scavenge other machines and devices they come across, sometimes integrating that material into themselves at random, other times they install parts of themselves back into the machines they find. Change appears to be the primary motivation for this continual movement and rearrangement, though some wright believe that a deeper imperative is at play and that mech shamblers are actually attempting to complete some ancient, half-forgotten program or ritual.

Following in the wake of a mech shambler's rearrangements sometimes increases the odds of salvaging iotum or finding plan seeds, so despite the danger associated with getting in a shambler's way, numenera scholars are always glad to hear of such activity.

## Abilities and Traits

##### Modifications:

Speed defense as level 4 due to size. Tasks related to salvaging, repairing, and understanding numenera as level 8.

##### Combat:

Most mech shamblers can emit multiple energy rays (usually three) at different targets they can see within long range. Depending on the shambler in question, any other offensive and defensive devices might be available, including devices that can alter the local gravity, either slow or speed up time, take control of nearby devices or machines, or even allow the mech shambler to instantly transfer itself (or foes) to some other location.

If a mech shambler is within immediate range of other machines, it can regain health at a rate of 4 points per round even as it takes other actions.

##### Interaction:

Mech shamblers aren't interested in communicating, though they'll be favorably responsive towards those who will provide them with more mech to swap components with. They may even leave a unit or two of iotum behind to repay the favor.

##### Use:

Something strange has happened to an installation the community depends upon, and it's no longer functioning. It also looks like about half its insides have been swapped out with random machine parts. Large, shambling prints lead away from the malfunctioning installation.

##### Loot:

A defeated mech shambler can be salvaged for a few cyphers, 2d20 shins, and a couple of rolls on the Iotum Result Table.

## Miscellaneous

No two mech shamblers look the same, but they're roughly about 15 ft. in diameter, move on multiple legs, and have a jumbled, somewhat confused surface composed of partial devices.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Numenera Destiny, Monte Cook Games, LLP, 2018, pp. 266. Numenera. ISBN 978-1-939979-45-2
2. ↑ Cook, Monte, et al. “Creatures.” Numenera Destiny, Monte Cook Games, LLP, 2018, pp. 266. Numenera. ISBN 978-1-939979-45-2
3. ↑ Cook, Monte, et al. “Creatures.” Numenera Destiny, Monte Cook Games, LLP, 2018, pp. 266. Numenera. ISBN 978-1-939979-45-2
Koy vanOteghemn

**Koy vanOteghemn** was a Lead Environment artist at inXile Entertainment between January 2007 and August 2013. He worked on *Wasteland 2* and created the early prototype visuals for *Torment: Tides of Numenera* showed to the public during the Kickstarter campaign.

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