recursal/Fanatic-Fandom huggingface dataset:
Mulen

**Mulen** is the Capital city of the Kingdom of Iscobal.

## Background

Home to a little less than 100,000 people, Mulen inspires many a poet with its gleaming towers of glass. Though the most remarkable building to grace its skyline is that of the royal palace, known as the Vitri House. Surrounding this seat of power is a beautiful park approximating the square footage of a small city and, thus, tended to by more than a hundred gardeners. Another noteworthy structure is the city's Grand Theater, which serves as the embodiment of Mulen's dedication to the Arts and Culture when other settlements in the Steadfast ignored such dalliances. Unfortunately, the Theater has become entwined with political matters as many of Mulen's nobles have used the venue as a favored spot for covert meetings, duplicitous dealings, and even assassinations. None of these sights even covers the vast undercity of catacombs, tombs, secret passages, and sewers that altogether foster thieves, beggars, escaped slaves, and abominations alike within their tunnels and chambers.

### The Cold Grasp

Serving as the Steadfast's most infamous guild of assassins and thieves, the Cold Grasp makes its home deep within the bowels of Mulen. Its leader is a woman with a strange mastery of serpents named Hedra. Such creatures may even find themselves the preferred weapon against those who would cross her. The guild often finds itself in conflict with the Masked Legion, a secret police force that operates from the shadows to undermine the Sarromere family's attempts to undermine the current royal family's control over Iscobal.

## References

1. ↑ Cook, Monte, et al. “The Steadfast.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 154. Numenera. ISBN 978-1-939979-45-2
2. ↑ Cook, Monte, et al. “The Steadfast.” Numenera Discovery, Monte Cook Games, LLP, 2018, pp. 154. Numenera. ISBN 978-1-939979-45-2
Murden Chief

**Murden Chief** is a character in *Torment: Tides of Numenera*.

## Background

The larger size of this murden and the gray down that covers his head gives him a more stately and menacing look than his compatriots. He hisses at the other murdens and the annoying mental static fades, until only his own harsh static remains. The noise whines and scratches in your head. As the chief 'speaks,' the human woman at his side translates in a dull monotone.
Old Slave Block

**Old Slave Block** is a location in *Torment: Tides of Numenera*.

## Background

Used to be a prison for slaves, back in the days of Chila the Great. They carved it out of the Bloom-flesh with saws that spat solid light and blades that weren't all there. Folk say that's where Chila was chained up, and that's where her \*legend\* was born. However, you wouldn't know it anymore. It's all feathers and filth in there now, ever since the murdens moved in. They're a pack of thieves, and if you get too close to one of 'em, your thoughts become fill with static. Makes it hard to do just about anything.

## Points of interest

* The Old Slave Block is more or less a dungeon. Go down the stairs to run into the first pair of lovely, lovely murdens. These little bundles of love want to keep you out of the block (how cute!). You can use  Intellect (Persuasion, Deception) to convince them your intent is peaceful - or  Might (Intimidation) to force them to kneel to you.
* The room in front of you contains the Murden Chief and The Translator.
* The corridor to the north winds around the cell block and its cells. The first one has Skoura the Faceless. The next one holds the Essence of a Single Sigh.
* The third cell needs you to use  Might (Smashing) to break the door down or  Speed (Quick Fingers, Lore: Machinery) to pick the lock open. Examining it also uncovers a trap you can remove with  Speed (Quick Fingers), netting you the Sac of Molecular Acid. Inside is one of the patrols belonging to Memovira.
* The last cell contains Shinwise. You can use  Speed (Quick Fingers) to pick it or  Might (Smashing) to break it down. If you want to access the Murden Treasure Vault, you can use  Speed to push him in. Don't feel bad, though, he *was* sentenced for a horrible crime to get eaten. If that's too cruel for you, let him escape and kill the small maws that appear when you explore the room. After you defeat them, a larger maw will open, allowing you to enter the vault that way.

## Characters

* Murden Chief and The Translator.
* Skoura the Faceless
* Shinwise
Keith Thompson

**Keith Thompson** is one of the artists working on the *Numenera* role-playing game.

## Biography

Keith Thompson's artwork appears in a wide range of places. He has authored three art concept technique books and is the award winning illustrator of the NY Times bestselling *Leviathan* trilogy. Keith designed on the game *Borderlands* as well as other AAA titles still in development. He designs regularly for the director Guillermo Del Toro, and his latest movie is the upcoming *Pacific Rim*. When not travelling, Keith can usually be found shuttered away in his library overlooking his studio.

## References

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

**Oddities** are things that are interesting but have no real game value - they don’t help in combat, don’t give you amazing powers, don’t protect you. Not everything the ancients created was a combat device. In Numenera these things are called oddities and they serve a number of purposes.

First, they’re just there for verisimilitude. Not everything is suited for an adventurer. Second, they’re there to be interesting. Weird little things that can be sold or used for barter or gifts. They’re the 100 gp gems of Numenera. Third, and perhaps most importantly, they add more mystery and feelings of the unknown to the game. Because oddities are really odd.

## Examples of oddities

* A glass plate that shows an aerial view of a city that no one’s ever seen.
* A egg-shaped metallic bauble that occasionally spins and speaks in a language no one knows.
* An aerosol can that sprays sparkling paint that hangs in the air.
* A device that emits a projection of a human face that changes expression depending on what direction it is facing.

## References

1. ↑ Cyphers, oddities, artifacts and discoveries
Jenkins the Jinxed

**Jenkins the Jinxed** is a character in *Torment: Tides of Numenera*.

## Background

This young man smiles up at you shyly, his left eye sealed shut by a combination of grime and blood. The rest of his body hasn't fared much better, and the cords around his wrists and ankles have rubbed his flesh raw. He sees you staring and shakes his head so hair falls over his ruined eye.

Narve is one of three adventurers captured by the cultists of the Endless Gate. He and his team originally left the Oasis of M'ra Jolios weeks earlier, tracking a numenera called a World String, capable of spinning a fine web capable of slicing a world in two. Narve the Blessed and **Jenkins the Jinxed** were his two companions, who ran into Memorialists in a bit of trouble, after they sought shelter in the Valley, running away from the threats inhabiting the Verxulian Waste. What they didn't count on was getting into a bit of trouble *themselves*.

## Interactions

### Quests

* The Caretakers' Riddle: He and his crew are kept captive by the Endless Gate cultists. You can kill them one by one to force Talira Kyo to spill the beans.
Mozck

**Mozck** is a deadly AI festering inside the night.

## Background

The entity calling itself Mozck is a machine intelligence without any apparent physical form. Instead, Mozck flits from servitor drone to ancient machine to even artifact and on to some other mechanism by compromising and overriding the previous level of consciousness. After Mozck has overwritten a machine, the comprised automaton gains hideous new abilities and ultimately becomes a sociopathic, twisted, and what can otherwise be described as evil, creature. Why else would a Mozck automaton inflict such horrible, spirit-wracking transformations upon its victims? One thing's clear, though, if nothing else: Mozck understand that the numenera far better than almost any other entity.

## References

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

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

## Interactions

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

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

## Interactions

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

A **Nevajin** is a biomechanical creature with a strong affinity to the blue tide.

## Physical description

The nevajin is a biomechanical humanoid with a skull-like head.

## Behavior

Curious in the extreme, a nevajin will go to any lengths in its search for knowledge. Despite this, it always displays the utmost serenity and calm. Even failure can't anger it. It often trades knowledge in exchange for Numenera to examine, but never goes so far as greed.

## Communication

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

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

## Overview

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

Wielding swords, axes, or maces requires steady footwork and a strong arm.

## Availability

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

**Malorks** are flying predators native to Urvanas.

## Background

The their brown-hued hides, diaphanous wings, and a penchant for gliding for long minutes, it's hard for prey to distinguish the predators known as malorks from the cloud banks and thunderheads that serve as their hunting ground far above the surface of the storm-swaddled planet, Urvanas. That is, until a malork gives its supersonic screech, a noise so terribel that it can split atoms and rend flesh.

## Abilities and Traits

##### Environment:

Either alone or in groups of 2-3. Some malorks are even used as combat mounts by cloud city raiders

##### Modifications:

Speed defense as level 3 due to size; tasks related to flying maneuvers and stealth while gliding near the cloud layer as level 5.

##### Combat:

A malork tries to incapacitate its prey from a distance with a long-range sonic blast that can target either a single creature for 5 points of damage, or all creatures within immediate range of a chosen spot for 3 points of damage instead. Creatures that take damage from said sonic screech must also make a secondary Might defense roll or be stunned for one round and unable to take actions. For flying creatures, this usually means loss of flight.

Up close, a malork's bite is almost as dangerous as its hunting cry.

A malork is adept at diving since it must often catch falling prey on the wing, but more important, it's skilled at pulling out of dives, even after entering the cloud layer. When a malork dives into a cloud, it usually emerges again in a place where their prey will least expects it. The first time a malork surprises prey with this tactic, it gains an asset on its next attack on that target.

##### Interaction:

Malorks are valued as mounts, but only after they've been broken and trained. Otherwise, they react like predators interested in eating and defending themselves.

##### Use:

A malork nest of unusual size infests a wild cloud city that always seems to turn up near populated cities. Either the nest needs to be burned out, or the wild city needs to be dropped.

##### Loot:

Malork wing segments are crystalline in nature and sell for up to 20 shins per pane inside a populated cloud city.

## Miscellaneous

Given how Urvanas wildlife seem simultaneously alien yet familiar to the human eye, it's probable that they really aren't natives, but rather the result of past efforts at atmospheric engineering.

## References

1. ↑ Cook, Monte, et al. “Creatures.” Into the Night, Monte Cook Games, LLP, 2018, pp. 146. Numenera. ISBN 978-1-939979-40-7
2. ↑ Cook, Monte, et al. “Creatures.” Into the Night, Monte Cook Games, LLP, 2018, pp. 146. Numenera. ISBN 978-1-939979-40-7
3. ↑ Cook, Monte, et al. “Creatures.” Into the Night, Monte Cook Games, LLP, 2018, pp. 146. Numenera. ISBN 978-1-939979-40-7
Mere

A **Mere** is a memory stocked in a Merecaster, which permits its user to revive the said memory.

While a Mere can be accessed by all castoffs, the Last Castoff in particular shows a unique ability to use the Meres, being able to alter them and thus altering reality.

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

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

## Description

The biological armor is form-fitting and easy to wear, yet offers superior protection. Upon closer inspection, you find a synthsteel device shaped much like a human spine fitted into the back of the exuvia, which binds to the wearer's nervous system. It provides additional mental fortitude, but it also makes the armor stiffer and harder to wear.
Omahdon

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

## Background

This robed man turns a golden-bespectacled gaze and winning smile on you. He seems a charming-enough sort, but it's clear he wants something from you and is perfectly willing to take it - politely and with absolute guile, of course. He is a man in love, trying to track down Perseia, a purple haired woman he met at the Valley of Dead Heroes visiting the same grave and fell in very much requited love. Unfortunately, her sickness causes her to have episodes when she flees from his presence... Becoming a danger to herself and others, as he claims.
Ninth World

The **Ninth World** is a planet located in the Solar System. At one point in its history, a billion years in the past, the planet was called Earth by its humans inhabitants.

## Background

Eight worlds have existed before this. Eight great civilizations have risen and fallen on Earth. Even though the current inhabitants live at about a Medieval level of technology, the leftover remnants of these advanced societies lie all around them. Some of these are extremely helpful: advanced tools, valuable means of communication and learning, transportation, defenses, and weapons. Others are dangerous: genetically altered monstrosities, flesh-warping radiation, creatures transplanted from distant stars, and clouds of out-of-control nanobots, just to name a few.

The Ninth World was built over the bones of the previous eight, in particular the last four of them. The numenera are a gift and a curse. It makes living on Earth totally different from any other time.

## Geography

In the time of the Ninth World, the land masses of the planet have returned to form a vast supercontinent surrounded by seemingly endless seas with extremely dangerous storms. But is the Earth in the configuration it is because of natural forces and simply the march of time or did some prior civilization design it to be so? Certainly the ancient inhabitants of the so-called “prior worlds” had the ability to shape their planet – and likely other planets – as they saw fit. Proof of this is everywhere. “Impossible” landscapes are a normal part of the Ninth World’s topography. Islands of crystal float in the sky. Inverted mountains rise up above plains of broken glass. Abandoned structures the size of kingdoms stretch across distances so great that they affect the weather. Massive machines, some still active, churn and hum. But for what purpose?

The Ninth World can be divided into two main regions:

* The Steadfast - A collection of kingdoms and principalities along the southeastern coast
* The Beyond - A vast wilderness punctuated by very occasional, very isolated communities

## Trivia

* A year on the Ninth World lasts 313 days, each day lasting 28 hours.
* The Ninth World's sky is filled with still-orbiting satellites.

## Behind the scenes

The Ninth World is the principal location of the *Numenera* setting.

## Sources

* *The Amber Monolith* (First appearance)

## References

1. ↑ Numenera.com : More on the Ninth World
2. ↑ Levy's dialog, Circus Minor (*Torment: Tides of Numenera*)
3. ↑ Aligern's dialog (*Torment: Tides of Numenera*)
4. ↑ Numenera.com : Overview
On the Builder's Trail

**On the Builder's Trail** is a main quest in *Torment: Tides of Numenera*.

## Synopsis

I've learned the name of the castoff who helped build the resonance chamber. He's called Mazzof, a talented builder and artificer. I hope to find him in Miel Avest, a refuge of sorts for my castoff 'siblings.'

## Walkthrough

* To get to the Valley of Dead Heroes, you need to talk to Master Rennio. Head to the Valley.
* In order to reach Miel Avest, you need to gain access to the First Castoff's Tomb, which means completing The Caretakers' Riddle.
* Miel Avest can be entered by interacting with the friezes on the right wall, then with the mural and touching your head against it.
Beleazar and the Beast

**Beleazar and the Beast** is a side quest in *Torment: Tides of Numenera*.

## Synopsis

An Aeon Priest named Beleazar wants to "steal" a nychthemeron from its cage in Circus Minor. He intends to teleport the creature to another location so that it can be killed and dissected for study.

## Walkthrough

* Talk to Beleazar about the beast caged in Circus Minor. He will ask you to affix a Teleport Nodule to the forcefield cage, so that he can have it teleported to the Reef of Fallen Worlds, where you will kill and dissect it for him. To do so, purchase an admission ticket from El-Jinto, then use  Speed (Quick Fingers, Lore: Machinery) to affix the device. Failure will result in Canadu confiscating the device, but you can still pull of the below-mentioned move. Aidan Sitabo in Cliff's Edge, Varrenoth in the Underbelly and Quijano del Toboso in the Caravanserai may be temporarily recruited to assist fighting the Nychthemeron.
* The more interesting way to resolve this quest is to simply talk to El-Jinto, tell him about Beleazar's plans... Then ask the old scholar for his notes. You will be able to give them to Beleazar (who will be absolutely elated to receive them), and get the Psychic Guard.
* Alternatively you can teleport the Nychthemeron away peacefully. During the main quest Fallen To Earth, before you complete the Clock puzzle, you can set all three clock fragments to the "underwater scene" and then smash the clock. This changes the daytime in Circus Minor to nighttime, allowing you to converse with the Nychthemeron, which will request that you affix the Teleport Nodule and allow it to teleport away. Doing this will allow you to acquire the Nychthemeron Defense reflection. Casmeen and Mimeon will not be pleased by the nighttime change however. Returning the nighttime to daytime requires using the Fractal Lattice (found on the machine to the north-east of Circus Minor) to repair the clock fragment you smashed.
Orb of Perception

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

## Description

A perfectly spherical orb, half a fist in diameter. It looks and feels to be made of dark green, transparent glass though you cannot see through it. It catches all manner of light in its center, and peering into it gives one the sense of abstract wisdom.
Touching the orb to your temple will alter your perception of reality forever.

## Location

* the Vast Interior: Picked out of the maw after helping the wagon move.
Kraulianas Mountains

The **Kraulianas Mountains** are a range of tall mountains within the Explorable Region of the Gloaming.

## Background

The mountains house 2 intelligent, indigenous species called the hrill and the baerastor. The hrill are air-breathing cephalopods that climb along the trees and scale up rocky ledges with ease, while the baerastor are only 3 ft. in height and lack heads and holding mouths among other sensory organs in the palms of their hands, despite otherwise looking humanoid in shape. Neither of the two group shave need for weapons or tools. The hrill are migratory by nature while baerastor make permanent homes in either caves or narrow ravines. The 2 races feed on each other, and are also considered not sophisticated enough to fully comprehend the rules and regulations of the Confederation of Iltegu. Consequently, neither are part of that nation. Despite this standing however, the latter does still pay it lip service and both the hrill and baraestor peoples have become trained in the Ubiquity language. On occasion, other members of the confederation will even head into the mountains in order to try and civilize one or both groups. Unfortunately, this will often end in failure.

## References

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

**Elutriated Force** is a Usable in *Torment: Tides of Numenera*.

## Description

This crystal pulses with vibrant energy, softly expanding and contracting as if breathing in and out. A needle protrudes from the crystal's center... If inserted into a vein, the crystal's pulsing energy can be absorbed to increase the user's physical stamina and muscle mass for a short time.
These crystals are purified from a murky liquid found rarely in the Garravia Sound. Their origin is unknown, and the process to harvest them without destroying the active substance is difficult, but the supply appears plentiful.

## Location

* Reef of Fallen Worlds: In the north-eastern pile.
Lacunae

The **Lacunae** are figments of the Last Castoff mind who can appear to him when he travels to the Castoff's Labyrinth after facing death.

They were added to the *Torment:Tides of Numenera* video game after the Kickstarter campaign reached $3,35M.

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

**Mystic Marble** is a Cypher of equipment in *Torment: Tides of Numenera*.

## Description

This dark glass sphere shows flashing, swirling colors beneath the surface that respond to your touch. As you watch the colors shift and swirl, you can sense the barely constrained power held by the glass container. The origin of the Mystic Marble is unknown, but owners of the artifact have reported dreaming of a pearl at the heart of a shell the size of continents, far beneath a smooth, ivory sea.
Mechela

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

## Background

In a stall filled with all manner of dusty parts, connectors, and strange devices, a woman tinkers with a half-assembled power source, peering at it through spectacles that have several adjustable lenses. Her long white hair is disheveled, and the skin of her thin frame is marked with small scars and burns. She looks up curiously as you approach.
Naiadapt

**Naiadapts** are an intelligent, hybrid race of amphibious creatures native to the underwater city of Minifera.

## References

1. ↑ Cook, Monte, et al. “Minifera.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 101. Numenera. ISBN 978-1-939979-45-2
2. ↑ Cook, Monte, et al. “Minifera.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 101-102. Numenera. ISBN 978-1-939979-45-2
3. ↑ Cook, Monte, et al. “Minifera.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 102. Numenera. ISBN 978-1-939979-45-2
4. ↑ Cook, Monte, et al. “Minifera.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 102. Numenera. ISBN 978-1-939979-45-2
Lycidaris

A **Lycidaris** is a type of insectoid, ultraterrestrial creature.

## Background

Lycidarises come in many varieties. Most have long, transparent wings, an 8 ft. long beetle-like but sleek body, razor sharp mandibles, and a massive horn-like barb protruding from the crowns of their heads. The ultimate parasite, lycidarises are a variety of planar locust that infest and eventually completely consume a world. Afterword, a select few creatures pass across a dimensional barrier weakened by their overwhelming presence into a parallel plane, starting the process anew. An infested region in a new dimension is obvious from the pale, stringy, gauze-like nests, smothering the natural environment under layers of webbing. Infested regions usually grow at an ever-accelerating rate.

## Abilities and Traits

##### Modifications:

Tasks related to navigating alternate dimensions as level 8.

##### Combat:

The lycidaris's bite is venomous. Victims that fail a Might defense roll descend one step on the damage track. This process continues each round until the victim succeeds at a Might defense roll or would normally die. However, the victim isn't merely dead and is instead paralyzed for up to an hour, or until the victim can ascend at least one step on the damage track (which renders the victim immune to the venom).

A lycidaris spins level 5 webs that, when spun as a trap, require an intellect-based perception task to avoid. A victim caught in a web must make a Might defense roll to get free. After three failed attempts to get free. a victim becomes so wrapped in the webs that they're pulled into a pocket dimension, and there remain stranded until freed.

A lycidaris's horn allows it to navigate into alternate dimensions, but to do so, it must spend at least ten minutes preparing before it burrows into the fabric of reality. After it makes the passage, it will fall unconscious for several hours. A lycidaris-made hole between universe usually remains open for one hour.

##### Interaction:

Lycidarises are, for the most part, drones, though the level 9 overlord of each community is intelligent and telepathic, and can communicate as a drone never would.

##### Use:

A strange web that captures herd animals and even a few villagers appeared on the edge of town a few weeks ago. Things that remain caught in the web for too long disappear, never to be seen again.

## Miscellaneous

Some dimension walkers have been known to try and capture lycidarises and use them for traveling between planes.

## References

1. ↑ Cordell, Bruce. “Creatures.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 145. Numenera. ISBN 978-1-939979-47-6
2. ↑ Cordell, Bruce. “Creatures.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 145. Numenera. ISBN 978-1-939979-47-6
3. ↑ Cordell, Bruce. “Creatures.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 145. Numenera. ISBN 978-1-939979-47-6
News

* February 26, 2016: MCG, Cypher Chronicles, vol. 08-2016
* February 19, 2016: MCG, Cypher Chronicles, vol. 07-2016
* February 12, 2016: MCG, Cypher Chronicles, vol. 06-2016
* February 5, 2016: MCG, Cypher Chronicles, vol. 05-2016
* February 3, 2016: Numenera Miniatures from Reaper released
* February 2, 2016: Numenera Cypher Card Creator announced
* January 29, 2016: MCG, Cypher Chronicles, vol. 04-2016
* January 22, 2016: MCG, Cypher Chronicles, vol. 03-2016
* January 15, 2016: T:ToN Kickstarter Update #53
* January 14, 2016: MCG, Cypher Chronicles, vol. 02-2016
* January 14, 2016: T:ToN Kickstarter Update #52
* January 8, 2016: MCG, Cypher Chronicles, vol. 01-2016
* January 5, 2016: T:ToN Kickstarter Update #51
* December 18, 2015: T:ToN Kickstarter Update #50
* December 18, 2015: MCG, Cypher Chronicles, vol. 50-2015
Lady Anshe

**Lady Anshe** is a character in *Torment: Tides of Numenera*.

## Background

Delicate spiderwebs of metal thread run through her fingers, studded with circular nodes that look too purposeful to be mere jewelry. Lady Anshe is a castoff that has built a great commercial empire for herself. She has come to Miel Avest when she caught wind that the Sorrow was active again, but even here she plies her trade. She does not treat the Last Castoff with any prejudice, though she is aware that he forced open the portal.

As an astute business woman, she will appeal to the Castoff's Tides (perhaps subconsciously recognizing them) to persuade them to buy something or sleep there. She believes that locking the portal was an unnecessary precaution taken by some of the more cautious castoffs. She believes the shields will be enough to protect them. She has brought many numenera with her to sell. Lady Anshe is where companions can upgrade their armor and cloaks. She also offers the player a place to rest (for a fee).

## Interactions

* Aligern:  65
* Callistege:  65
* Erritis:  65
* Matkina:  60
* Rhin:  105
Mapper

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

## Background

From a distance, it looks as if this mutant is wearing a form-fitting suit of finely patterned lines in white, yellow, and pale blue. On closer examination, it becomes apparent that these are tattoos, and they cover nearly the entirety of his body... even his shaved head.

His actual clothes are simple and worn, and his boots look as though they've seen hard use. Mapper is a collector of places, who has traveled all over the world, collecting places the same way other people collect experiences, little porcelain unicorns, or notches on their crossbows. He has only one place he hasn't been to on his list: The Changing God's underground lair.

## Interactions

### Quest

* The Cold, Calculating Jack: Mapper can lead you to Matkina's lair in return for providing him with the location of the Changing God's lair.

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

**Nalranin** is large artifice within the gracier of Niress that is responsible for the icedrift's existence.

## Background

Nalranin is seen by the estathin as their god, with cyphers and other artifacts viewed as its physical blessings. As far as the omath have been able to determine, Nalranin isn't conscious in the manner they are familiar with. Regardless, the machine still provides power to local plants among other facilities throughout the icedrift. With heat loss being the only side effect of this process, Nalranin consequently maintains its icy prison.

While Nalranin's true nature still remains a mystery, many Ninth World scholars have drawn comparison between it and large machines from within the Frozen South. They see it as a machine who's main purpose is too create the cold. However, the omaths point to the presence of frozen cores dotted throughout Niress' structure as proof that even deeper meaning lies to the existence of Nalranin.

There are corridors that lead to a special antechamber, where a vast wall of the machine is made available. Along the wall are many spinning, glowing, transforming mechanisms that would require a monumental task just to reach. this is because they're heavily guarded by a force of vuluns: living automatons composed primarily of metallic ice. It's similar to that found along the carapaces of omaths, though the connection between the two species has since been lost to time. Currently, they each deplore the other, with vuluns generally sticking to all areas within the immediate vicinity of Nalranin, though they're aren't as adept in water as their omath counterparts. Because vuluns lack the telekinetic ability omaths possess that allows them to prevent the water they enter from freezing, if a vulun spends to much time in water, the layers of ice will build up and ultimately trap it.

The group of omaths that reside near Nalranin are led by a female omath researcher named Mertha, whose carapace is carved to look like a natural slab of ice, at least, from a distance, that is. She and her team avoid the vuluns by being almost constantly underwater, watching and waiting for an opportunity to interact with Nalranin. When all else fails, however, Mertha plans on using a phase cypher embedded into her carapace to help close the distance without the vuluns even knowing.

## References

1. ↑ Cook, Monte, et al. “Niress.” Into the Deep, Monte Cook Games, LLP, 2018, pp. 74-75. Numenera. ISBN 978-1-939979-45-2
Muttering Mouth

**Muttering Mouths** are strange Ultraterrestrial creatures.

## Background

Muttering mouths are intelligent transdimensional gates. A 5-foot diameter central blot of spherical darkness - the mouth - is surrounded by a halo of whirling metal debris - the teeth. A mind exists as a telepathic overlay that survives on the outer "skin" of the mouth, visible as a purplish aura. Even when it's not directly communicating, nearby creatures "hear" a telepathic muttering within short range.

An insatiable mouth can pull itself "inside out" to travel to any dimension it knows about, or into any adjacent dimension.

## Abilities and Traits

##### Modifications:

Speed defense as level 3 due to size; transdimensional knowledge as level 7.

##### Combat:

A muttering mouth uses its spinning teeth \_its halo of whirling metallic debris) to attack all targets within immediate range. In addition, a victim who takes its turn while within immediate range of muttering mouth suffers damage merely for being too close and must succeed on another Speed defense roll or take another 5 points of damage. If a creature is killed while in immediate range of a muttering mouth, the body is sucked through the gate at the creature's core.

If a muttering mouth is killed, the dimensional gate at the core loses cohesion. Two rounds later, it implodes. On a failed Might defense roll, all creatures within short range suffer 5 points of transdimensional damage. Characters caught in a muttering mouth death implosion must make a Speed defense roll or be sucked into an alternate dimension.

##### Interaction:

A muttering mouth isn't automatically hostile. But the mind impressed upon the gate is slightly mad, and despite being telepathic, the creature is easily confused and angered. However, it still will negotiate, and may even offer to send the PCs to another dimension.

##### Use:

PCs stranded inside another dimension use a cypher to summon a gate portal. A muttering mouth appears.
Nychthemeron Doll

**Nychthemeron Doll** is a Oddity in *Torment: Tides of Numenera*.

## Description

It seems odd that someone would make a doll that resembles a nychthemeron. If you hug the plush, tentacled creature, it growls at you in the daytime but purrs softly at night. At other times it jitters oddly.

## Location

* Cliff's Edge: Found by repeatedly searching the remains of Orseolo's house, during the quest The Sorrow's Prey.
Machine Intelligence Prototype

**Machine Intelligence Prototype** is a Oddity in *Torment: Tides of Numenera*.

## Description

This mechanical cube is about twice the size of a fist, tightly packed with components, and warm to the touch. Tiny lights and soft, slow vibrations emanate from within - you have the distinct sense that it is dimly aware of you.

## Location

* Reward for helping Lan Uring become an Aeon Priest. To do so, you need to have discovered the probability engine from the Ashen Imitation quest.

## Note

This item will turn into God of Small Devices if you have discussed Ahl with Rhin before and give it to her.
Jalley

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

## Description

You caught this creature from a fountain (of sorts) in Government Square. Small, fishlike, and constantly squirming, it never requires food or other nourishment, and it gibbers constantly in an indecipherable language.

## Location

* Government Square: Catch one in the fountain.
Liquid Armor

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

## Description

This 'armor' is stored inside three stronglass containers, attached to an ordinary belt. When activated, the cylinders open, and the liquid flows across the user's chest, arms, and legs, forming a lightweight and surprisingly durable armor. Due to its fluid nature, this liquid armor is far less restrictive than other forms of protection. It can only be worn over very light garments, or the armor won't take shape properly.
Mines of Talbiss

**The Mines of Talbiss** is a diligent ghru settlement on the planet Naharrai.

## Background

Although a few exceptions do exist, mines are almost unknown to Ninth worlders. Pure ores are accessible from the surface have long since been depleted over the aeons. Ninth Worlders scavenge metals, ores, and other materials from any extant objects created in the past. None of this is true for Naharrai residents. The mines of Talbiss are rich with iron, nickel, and even silver. Ghru miners bring these ores all the way to the surface, and the foundries of Talbiss immediately smelt them into usable metals. the ghru utilize powerful energy cutters to make mining so much simpler, and the foundries likewise hold numenera advancements that enhance the processes.

About 500 hundred ghru toil within the mines, and another 5 thousand within the foundries. Double that number serve these worker's needs, although food is mostly shipped in from nearby farming villages. A council of former miners (now too old for manual labor) runs the mines and associated town, answering directly to the ghru queen.

## References

1. ↑ Cook, Monte, et al. “Naharrai.” Into the Night, Monte Cook Games, LLP, 2018, pp. 45. Numenera. ISBN 978-1-939979-40-7
Numenera (remnants)

***Numenera*** is the term used for all the remnants of the former civilizations of the Ninth World: bits of nanotechnology, the datasphere threaded among still-orbiting satellites, bio-engineered creatures, and myriad strange and wondrous devices.

## Types of Numenera

There are several types of Numenera :

* Oddities: Curiosities with no useful purpose.
* Cyphers: Useful bits of technology.
* Artifacts: Complete, working tools and weapons.
* Discoveries: Ancient structures and buildings.

## Appearance of Numenera Devices

Numenera devices comes in different display:

* Scavenged: A device in the same state it was when taken out of a ruin of the prior worlds.
* Cobbled: A device made from several pieces of Numenera to create a new effect.
* Bonded: A device of recent crafting including a Numenera.
* Fashioned: A device inspired by a Numenera, but who is not one itself.

## Sources

* *The Amber Monolith* (First appearance)

## References

1. ↑ Numenera.com : Overview
2. ↑ Numenera.com : Cyphers, oddities, artifacts and discoveries
Oasis of M'ra Jolios

The **Oasis of M'ra Jolios** is a location in the *Torment: Tides of Numenera* video game.

## Background

The Oasis of M'ra Jolios is an underwater city in the desert consisting of a gigantic dome of water shimmers held by obelisks rising from the sands, and seemingly impervious to the the sun's heat. The oasis is home to numerous kinds of water-breathing abhumans. Some sport fins for legs like merpeople, some wear flippers for hands, while others appear almost human, being marked with only a dorsal fin from their head to their waist. No two are quite the same, with some being immigrants from far away, and coming to the aquatic utopia through strange pathways in reality.

Humans also live here, mostly for trade or work. They use various numenera to breath underwater – implantable gills, breathing apparatuses, portable air bubbles, and so forth. A town of air-breather buildings has grown up around the outside of the dome. These air-breathers are reliant on the dome, as most of their food (and all of their water) comes from within, but they make a good trade in the unique foods, animals, and textiles grown under the water. Visitors can find multiple shops in the air-breather town that will provide the varied numenera they need to enter the dome themselves.

## Behind the scenes

The Oasis of M'ra Jolios was added to *Torment: Tides of Numenera* development after a successful stretch goal, during the Kickstarter campaign, and was intended to be the game second hub. But during the development, the Bloom became much more important than intended when first drafted, and took this role.

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

**Nibovian Guides** are inscrutable entities that kidnap human beings and send them to Reeval.

## Background

Like the other Nibovians, guides are ultraterrestrials who have slipped through time and space to interact with humans. Nibovian guides understand even more than other varieties about human nature, which allows them to emulate what humans love and want most in order to exploit that trust to their own ends.

Guides take the form of a seasoned human explorer claiming to be knowledgeable in the ways of a philosophy, a particular skill, or in finding a hard-to-reach location. That wisdom is more than a mere claim, and a guide can actually help a regular human explore higher truths, begin training in a new skill, or discover the route to a distant site, making themselves indispensable in the process. Once trust is achieved, a guide chooses a receptive victim to cocoon. The cocoon is larger in the inside compared to the exterior. The cocooned victim slides down the transdimensional chute through a hole in space that leads to the dimension of Reeval.

## Abilities and Traits

##### Modifications:

Tasks related to stealth, deception, and one area of expertise as level 6.

##### Combat:

A Nibovian guide's motivations tend to be complex; it first seeks to gain the trust of one or more humans over a period of time, then tries to ensnare the victims inside transdimensional cocoons that then transfer them to Reeval.

The guide releases subtle chemicals into the air that create a drug-like dependency i humans within the immediate vicinity. For each hour that this exchange occurs, the PC feels motivated and positive about whatever the guide is helping with, gaining an asset to any directly related task while the guide is present.

If a PC doesn't uncover what's going on after five days (or sooner if the guide tries to force the process, though this allows the PC to make a Might defense roll), the PC in white filaments from spinnerets within its mouth. Once cocooned, a victim has only about 10 hours before its transported to Reeval, there to face some unknowable fate (at least, unknowable to those left behind).

If forced to fight, Nibovian guides will use weapons and equipment that regular humans use, possibly even including a cypher or two.

##### Interaction:

A Nibovian guide seems to be a perfectly likeable and trustworthy friend.

##### Use:

The PCs find themselves lost, but a guide turns up and offers them a route forward.

##### Loot:

Because their working are technically artificial, Nibovian guides can be salvaged to provide one or two cyphers.

## Miscellaneous

A Nibovian guide might help someone achieve new insights regarding a philosophical or spiritual conundrum, only to cocoon them and deliver them to Reeval a few days later.

## References

1. ↑ Cordell, Bruce. “Creatures.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 149. Numenera. ISBN 978-1-939979-47-6
2. ↑ Cordell, Bruce. “Creatures.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 149. Numenera. ISBN 978-1-939979-47-6
3. ↑ Cordell, Bruce. “Creatures.” Into the Outside, Monte Cook Games, LLP, 2018, pp. 149. Numenera. ISBN 978-1-939979-47-6
Nullen

**Nullen** is a distant, quiet, and unremarkable world that lies at the edge of the galaxy.

## Background

Upon the planet's surface lies The shell of some giant structure. This ruin is approximately 1.5 km long and more than 3,500 ft. high. It's highly likely to have been either a vessel or simply a stationary structure that floated throughout the air, perhaps even through outer space. Regardless of its original capabilities, however, it seems, based on the surrounding terrain, that the object may have crashed many years ago.

Its interior is set up so that gravity will always emanate along its exterior. Meanwhile, the interior itself is covered in plazas, buildings, and streets. On the other hand, the exterior shell itself is honeycombed with small, winding tube-like corridors that can simply lead to cramped chambers. The ruined structure was scavenged by unknown forces, but useful material for numenera hunters are still present for those who look hard enough.

However, much of the shell as well the interior structures hold a pale orange slime mold that can react to movement. Once it senses any, it begins to expand quickly and can entangle a single human and suffocate them if they happen to fail a speed and might roll respectively. They can also escape by standing still for five rounds. Two or more creatures moving within immediate distance of each other can set the slime off and cause it to grow large enough and seal off the whole doorway, corridor, street, etc. Disintegration us the best way to clear out the slime mold.

The shell of the structure lies along the edge of a sea with water that is deadly to humans. The air is deadly to breathe too and those doing so suffer 1 point of damage per round. A breath recycler, envirosuit, or anything similar are required for this world. However, most of the planet's climate is tropical in temperature and precipitation, with the poles being predictably cold.

If one views the structure from the inside, they would notice that it was damaged amidst a great war that took place among the stars thousands of years ago. A period when the Suhlacil attempted to wipe out all other life across the galaxies.

Currently, no intelligent life seems to exist on Nullen, nor upon its large, only moon, despite the latter being more friendly to earth-like lifeforms. It's speculated that another, perhaps undisturbed structure exists upon its surface.

## References

1. ↑ Cook, Monte, et al. “Other Worlds.” Into the Night, Monte Cook Games, LLP, 2018, pp. 136. Numenera. ISBN 978-1-939979-40-7
Lord Vuntgen

**Lord Vuntgen** is a character in *Torment: Tides of Numenera*.

## Background

Declaiming to the crowd is a well-dressed but sickly-looking man - short, dumpy, and an unhealthy shade of yellow. Despite this, he has the proud demeanor and the stentorian voice of a much larger man.

## Interactions

### Quests

* Hidden Enemy: The Lord conscripts you to help with tracking down the rogue Stichus.