recursal/Fanatic-Fandom huggingface dataset:
Casco Antiguo

The turf of Las Sombras, **Casco Antiguo** is one of the districts of the lawless city of Sinaloa.

## Description

The Sinaloa district of Casco Antiguo, the turf of Las Sombras, is arguably the safest portion of the city, for a relative value of safe, of course.

The vine-covered **La Hiedra** is a large inn that remains in business and offers reasonably safe accommodations for visitors.

An old Cuthbertine cathedral, **St. Prisca's Cathedral** has remarkably remained a bastion of safety and stability amidst the anarchy and crime of the city, although it is unsurprisingly more or less entirely cut off from the greater Church.
Bashan

Situated between Paran to the north and Kemet to the south, **Bashan** is a harsh and barren desert even by the standards of those neighboring realms. The harshness of this desert, and of its inhabitants, has served to make Bashan something of an impenetrable barrier seperating Kemet from the Parani city-states.

## Inhabitants

The population of Bashan consists primarily of the Shemim and Nephilim.

## Geography

Hot, barren, and unforgiving, Bashan is an  inhospitable desert even by the standards the neighboring regions. Towards the coast the desert gives way to the pastoral meadowlands of Abel, but by and large the whole of Bashan is a desert where only the hard and the strong survive.

### **Abel**

Coastal meadowlands, **Abel** is the only region of Bashan with widespread agriculture and grazing lands, and unsurprisingly the home to Bashan's urban peoples; the Anakim and the Yehudim.

### **Arba**

Abandoned since the Calamity, the ancient Nephilim city of **Arba** still stands, silent and ominous.

### **Har Hermon**

A solitary mountain peak, the imposing **Har Hermon** is plainly visible from nearly any point in Bashan. The dark and imposing mountain is the heart of diabolic activity in the region and one of the most sacred places in Asul to those who worship Asmodeus.

### **Horeb**

Fiery mountains, obsidian deserts, and pyroclastic flows define and characterize the volcanic wasteland of Horeb. Notable, Horeb marks the traditional border and endpoint of the meadowlands of Abel, seperating it from the harsh desert interior.
Enlarge Spell

## Enlarge Spell [Metamagic]

**Prerequisite:** Spellcraft 3 ranks

**Benefit:** An enlarged spell has its range doubled; an enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20
ft./level and long-range spells have a range of 800 ft. + 80 ft./level. Spells whose ranges are not close, medium, or long cannot be enlarged.

An enlarged spell uses up a spell slot one level higher than the spell’s normal level.
Coriana

Famously described as "carved out of the living rock of Avernus," **Coriana** is an Avernite town surrounded by metal-rich stone, with a vigorous economy based on the mining, refining and smelting of ore.

## Description

Coriana, in the Grand Gallery, was one of the first settlements established after the founding of Castle Avernus. Unlike the other Avernite settlements, Coriana is not a walled and fortified town, per se, but rather is built within a natural fortification; the whole of Coriana exists within a hollowed out cavern inside of a massive stone mound. This mound, and the region immediately surrounding it, is rich in iron and other metals and as a result the town has become a center of mining and steel production. Unlike Fort Aurum, Coriana is less involved in the production of finished goods, although it certainly has its fair share of smithies and an ironworks not far from the town proper.

The town's inn, the creatively named **Coriana Inn** is known for the production and sale of what it calls cave mead made with sweet fungi in place of honey. The inn also offers rooms and, of course, food and other drinks.

The peopel of Coriana has kept alive the faith of their ancestors and so the town sports a Pelorian temple, despite the fact not a living person in it has ever seen the sun.

The town is home to a Witch who has been known, from time to time, to tutor Avernites in the ways of the arcane and the alchemical.

## Transportation

A cellar beneath the town contains a teleport pylon that is part of the teleportation network created by the Conjurers of the Arcane Tower. This pylon enables one to teleport to the portal chamber at the Arcane Tower, which can then be used to teleport to any of the other pylons.
Auberon de Gironde

**Duke Auberon 'le Sobre' de Gironde** is the Duke of Gironde (and Baron of the city of Gironde) and as such a descendant of the famed Olivier le Sage. Like his ancestor, Duke Auberon le Sobre is renowned for his temperance and discipline.

## Description

Like all nobles of note in Benoic, Duke Auberon le Sobre is a mighty Knight. Devoted and virtuous, he is as famous for discipline and self-denial as his famous ancestor. Indeed, Duke Auberon is well known for his stoic and reserved bearing, even around his wife and family, and is even more known for his temperance; he is Duke of Gironde, the home of perhaps the finest wine in all Asul, and yet the Duke is famously sworn to forever abstain from alcohol.

Notably, the Duke holds his household knights, although fortunately not his other vassals, to the same high standards to which he holds himself. As an unsurprising result, Duke Auberon has the smallest ducal retinue of household knights in all of Benoic, but those he does retain are some of the greatest and most disciplined in the Kingdom.
Al-Maziniyyah

A Parani ethno-cultural group, the **al-Maziniyyah** are a matriarchal culture of fierce desert nomads. Infamous as raiders and thieves, the al-Maziniyyah are known and feared throughout most of Paran.

## Culture and Society

The al-Maziniyyah are a nomadic people who rove and reave the desert wastes of Paran. They do, however, maintain a single city, somewhere in the forbidding Desert of Thieves. This city is where various groups of al-Maziniyyah raiders rest between reaving expeditions, and where non-combatants; men, children, the elderly and infirm, dwell.

### **Religion**

The al-Maziniyyah worship Olidammara in a feminine aspect.

The birth of twin daughters are seen as gifts from the Laughing Godess and such twins almost always are born with strange and sorcerous powers.

### **Society**

#### **Gender Roles**

The al-Maziniyyah have a matriarchal society with strict gender roles. al-Maziniyyah women are warriors, priestesses, and leaders, while men serve as craftsmen, and care for the young, infirm, and elderly. Nonetheless, despite the claims of other Parani cultures, the al-Maziniyyah are not hatefully misandrist and do not view men - or their men anyway - as inferior or somehow unclean. They are seen as performing important, if different, functions in society.

##### **Misandry**

Many are the tales of the al-Maziniyyah's misandry and cruelty. Throughout Parani one can hear how to be taken captive by these fierce women is a fate worse than death. How some of their raiders use the severed members of castrated victims as a form of grisly currency. How their own men are treated as chattel. Such stories are almost universally untrue and the al-Maziniyyah are, on average, no more misandrist than any other culture. That said, the al-Maziniyyah find such tales not only amusing, but also helpful; it behooves a society of raiders and thieves to have their targets frightened of them, and so the al-Maziniyyah take no efforts to dispel such slander.
Clay Golem

**Clay Golems** are Large Constructs created from clay, most commonly by divine spellcasters. The typical Clay Golem stands six to eight feet in height and weighs at least six-hundred pounds.

## Description

Clay Golems are humanoid in form, typically 6-8 feet tall and weighing at least 600 pounds. The exact form which a Clay Golem takes beyond these generalities is, however, entirely up to the whim and skill of its sculptor.

While silent, mindless, and normally utterly obedient like all golems, Clay Golems have been known to go berserk from time to time. A rampaging Clay Golem can only be brought back under control via the removal and the replacement of its animating parchment.

## Construction

A Clay Golem's body is sculpted (DC 15 Craft (Sculpting) or Craft (Pottery) check) from a single block of clay weighing at least 1,000 pounds. This clay must be ritually prepared with rare oils and powders worth 1,500 GP.

A parchment inscribed with divine glyphs or runes is placed within the golem's head to activate it. If this parchment is ever removed the golem is rendered inert until it is replaced.

To complete the ritual and create the golem the creator must be at least an 11th level spellcaster and able to cast Animate Objects, Commune, and Resurrection.

The total cost of creating a Clay Golem is 21,500 GP. In markets where such Constructs may be purchased, they typically sell for 40,000 GP.

### **Alchemy**

While the vast majority of Clay Golems across the multiverse are crated by divine spellcasters, methods exist by which one can be created not through magic, but through alchemy.

Clay is often associated with life and the prime material of creation in many alchemical traditions, and so it is unsurprising that Alchemists have found methods of animating clay when formed into roughly humanoid shape.

Alchemically created Clay Golems are functionally identical to their magical counterparts in most respects except for two important distinctions. First they do not have an animating parchment and the clay itself is somehow infused with a semblance of life, and second they are not known to go berserk.
Sun Halo Mask

Due to the intial failures of the Masked Monsters against the Gorangers, the Black Cross King summoned his general, the Sun Halo Mask, for co-ordination. Titled "The Star of Africa" due to his numerous victories on said continent, Sun Halo Mask's plans were often ruined by his cowardice.

The Sun Halo Mask was able to project fire, either from his hands or his staff. His end came to him when he was given 1 last chance after numerous failures. He faked an injury to try an gain the trust of Akaranger, but ultimately failed.

He was then replaced by the Iron Man Mask.
Alchemical Golem

**Alchemical Golems** are Large Constructs created from a rickety assortment of glass, tubing, metal, and wood.  A glass dome where the creature's head would be conveys an alchemically preserved brain and a pair of eyes.

## Description

Alchemical Golems are rickety Constructs, standing some six to eight feet in height, with vaguely humanoid forms. The form an Alchemical Golem is a collection, often hodgepodge, of alchemical apparatuses, glass tubing, and both metal and wooden structural components. The most unsettling, and perhaps most notable, physical feature of an Alchemical Golem is its 'head'; a glass dome containing a preserved brain and pair of eyes suspended in some alchemical fluid. As another unsettling, and this time deadly, trait, the arms of an Alchemical Golem terminate in syringe-tipped hands (or simply syringes) which cause the golem's melee attacks to carry a number of debilitating effects.

As an Alchemical Golem contains a substantial amount of delicate glasswork, they count as though crystalline creatures for the purposes of spells like Shatter, and are in general vulnerable to sonic damage.

Like all golems, Alchemical Golems are silent, mindless, and obediant to their creator.

## Construction

An Alchemical Golem's body is assembled from various tubes, supports, and alchemical apparatuses weighing about 1,000 pounds and worth a total of 3,000 GP. Two further, and vital, components are the preserved brain and eyes of a humanoid.

The creation of the various alchemical fluids and preservatives needed to animate the golem form the bulk of the work and cost in creating the construct, and creating an Alchemical Golem requires considerable alchemical knowledge and skill and a successful DC20 Craft (Alchemy) check. Only an Alchemist of at least 10th level could create one.

The total cost of creating an Alchemical Golem is 18,000 GP. In markets where such Constructs may be purchased, they typically retail for 33,000 GP.
Disease

There are countless **Diseases** in the multiverse, from the mundane to the supernatural.

## Variant Diseases

While scholars are unsure if diseases are truly living things or not, they do agree that - like living things - diseases change over time and can sometimes mutate. Thus not all strains of a disease are identical, and numerous variants of a common disease often exist. Some of these variant strains are detailed below.

For the purposes of vaccines, each strain of a disease counts as a unique disease.

### **Incurable**

An **Incurable** disease strain is all but impossible to completely cure; even with the aid of magic.

The Fort save DC of an incurable disease is reduced by -5.

An incurable disease cannot be cured by any number of successful saving throws. Whenever a creature so afflicted succeeds on a Fort save to resist the disease's effects by 5 or more, they automatically succeed on their next save against it as well. Even spells or items which normally cure diseases only cause the incurable disease to become dormant for 2d4 days, after which time the disease re-emerges and the affected creature must once more begin attempting saves against its effects. Only truly powerful magic like Miracle or Wish is sufficient to completely cure an incurable disease.

An alchemical vaccine can theoretically cure an incurable disease, although the Craft (Alchemy) DC to create the vaccine increases by 50%, as does the craft time and cost.

### **Lethal**

Highly deadly, a **Lethal** strain of a disease attacks the host's body and immune system with often fatal efficiency.

With each failed Fort save against a lethal disease, the DC of all such future saves increases by a cumulative +1, to a maximum of +5.

Any Constitution damage or drain caused by the disease increases by +2. If the disease does not normally inflict Constitution damage or drain, it instead now, in addition to its normal effects, also deals 1d4 points of Constitution damage.

### **Lingering**

True to name, a **Lingering** disease remains with the afflicted for a long time and is very difficult to completely cure.

The Fort save DC of a lingering disease is increased by +2.

Any ability damage or drain inflicted by the disease is reduced by -1, to a minimum of 1.

The number of consecutive successful Fort saves required to fight off a lingering disease is twice the disease's normal requirement.

Anything, besides Miracles, Wishes, vaccines, and similarly powerful effects, that would cause a creature suffering from a lingering disease to be cured of it, instead merely counts as a single successful save for the purposes of curing the disease through consecutive saving throws. Even when a creature has been cured of a lingering disease, small amounts of it remain in their system, and each day there is a 30% chance (decreasing by 5% each day until it reaches 0%) of the disease returning.
Berthold Schwarz

A mighty Knight who has never lost a challenge, **Sir Berthold Schwarz** is the pride of Osning.

## Description

Twenty years ago, when he was only thirteen years old, Berthold Schwarz was named a knight of the Schwarzritter when he entered the Great Tournament of Stahlofen as a mystery knight and emerged victorious. After this deed Sir Berthold Schwarz became famous throughout the realm and soon opponents from near and far came to challenge him.

Sir Berthold has fought Devils, brawled with Frost Giants, withstood lightning, and endured poison. In battle he dons the cold iron full plate of his order, and wields a magical morningstar, mounted atop a mighty warhorse. He has never lost a challenge and is the pride of Stahlofen.
Devil Dogs

Military legions recruited and prepared in the fetid tunnels Pluton, the third of the Nine Hells of Gehenna, the **Devil Dogs** are infamous for underhanded tactics. Moreover, their legions are notoriously poorly equipped; Prince Mammon is as miserly as he is wealthy, but equally notorious for stealing whatever they need from their enemies - or their allies. Reared in the tunnels of Pluton, the Devil Dogs are also adept at fighting in tunnels, sewers, and inhospitable environments.

## Organization

The legions of the Devil Dogs are overseen by Zephon, although each legion operates largely independantly of one-another. Notably the Devil Dogs are infamously more devoted to looting the battlefield than necessarily following orders, and are less disciplined than most Infernal legions.

### **Notable Legions**

* **Legio LXXI (*The Executioners*)** are stationed in Eruthros, Deimos.

## Tactics and Equipment

Prince Mammon, befitting the Lord of Greed, is notoriously cheap and as such the Devil Dogs are infamously under-equipped and are often deployed with makeshift weaponry and gear. Nonetheless, the Devil Dogs are themselves underhanded and greedy as well, and readily make up the difference by stealing from friends and foes alike.

Recruited from and trained in Pluton, the Devil Dogs excel in combat within tight spaces or filthy places and as such are well suited to combat within sewers, undercities, and to a somewhat lesser extent  disease-ridden swamps and jungles.
Flaying Critical

**Prerequisite:** Improved Critical

**Benefit:** Whenever you land a critical hit with a slashing weapon with which you have Improved Critical, your victim must succeed on a Fort save (DC = 10 + ½ your character level + your Strength modifier) or else suffer a -1 reduction to their Natural Armor bonus (to a minimum of 0) for a number of hours equal to your Strength modifier. Multiple critical hits can cause these penalties to stack, and Regenerate or similar spells and effects negate these reductions.
Explosive Pyrotechnics

## Explosive Pyrotechnics [Alchemical]

Your bombs explode in a dazzling display of pyrotechnics.

**Prerequisite:** Improved Bombs discovery

**Benefit:** Whenever a creature is within the blast radii of an alchemical bomb you created which deals Fire damage, they must make an additional Reflex save agains the usual DC for that blast radius. Creatures that fail their save are Dazzled for a number of rounds equal to your Intelligence modifier.
Flanking

When making a melee attack, a creature gains a +2 Circumstance bonus in their target is threatened by an ally on the opponent's opposite border or corner.

 When in doubt about whether two friendly creatures flank an opponent, trace an imaginary line between the two friendly characters’ centers. If the line passes through opposite borders of the target’s space (including corners of those borders), then the opponent is flanked.

 Only a creature or character that threatens the defender can help an attacker get a flanking bonus.

 Creatures with a reach of 0 feet can’t flank an opponent.
Focalor

An Infernal Angel, **Duke Focalor** is a vassal of Prince Mammon and the Steward of Pluton.

## Appearance

Duke Focalor appears, like most Angels, as a winged humanoid. His humanoid features are those of a handsome and sagely man in middle age, while his wings are those of a proud eagle.

## Description

The circumstances surrounding Duke Focalor's fall from grace, or indeed anything of his life before entering into the court of Prince Mammon, are utterly unknown, perhaps to all save Mammon himself. Today Duke Focalor serves Mammon as his seneschal; the Steward of Pluton.
Abjuration

**Abjuration**, one of the eight schools of magic, deals with protective spells. Abjurations create physical or magical barriers, negate or deflect magical or physical forces, harm trespassers, or even banish the subject of the spell to another plane.

If one abjuration spell is active within 10 feet of another for 24 hours or more, the magical fields interfere with each other and create barely visible energy fluctuations reducing the difficulty class to find such spells with the Search skill by 4.

Wizards specializing in abjuration are known as Abjurers.

## Sub-Schools

Abjuration has no formal sub-schools, but **Banishment** and **Counterspelling** are considered disciplines of abjuration and effectively treated as de facto sub-schools.
Hell Saturn

Hell Saturn is the 2nd-in-Command and public face of Black Magma. For most of the series, he appeared to be the leader, commanding armies of Machineman and Mongers, and has the Zero Girls for his assassins. Hell Saturn found and revived Queen Hedrian, former enemy of the Denjimen, as well as recuit space warrior Amazon Killer and space outlaw Inazuma Ginga. At the end of the series, Inazuma Ginga desrecated the base, casing an enraged Hell Saturn to challenge him to a duel. His death in the battle revealed he was purely robotic, like the Zero Girls and Mongers. After his death Queen Hedrian was elected the new leader. However, Omnipotent God revived him as a ghost, haunting Hedrian. This, along with Inzauma Ginga's attmepts to steal Sun Vulcan Robo, sent Black Magma into chaos.
Takayuki Hiba

Takayuki Hiba is the second VulEagle of Sun Vulcan. Takayuki is a master of kendo, as well as a friend and colleague to Ryusuke Owashi (VulEagle 1). When Ryusuke left for space reseach in the USA, Takayuki was asked to fill in for him.

**Mechs:**

- Cosmo Vulcan

- Jaguar Vulcan (Shared with Team)

**Arsenal:**

- Vulcan Brace

- Vulcan Stick

-- Eagle Fire: VulEagle slashes the air, creating a wave of fire

- Vulcan Ball

- Eagle Diving: Special attack where VulEagle jumps up high and strikes from above.

**Vehicles:**

Eagle Machine
Conjuration

One of the eight schools of magic, **Conjuration** brings manifestations of objects, creatures, or some form of energy to the spellcaster, actually transports creatures from one plane of existence to another, heals wounds, transports creatures or objects over great distances, and can even create matter on the spot.

Wizards specializing in conjuration are known as Conjurers.

## Sub-Schools

The school of conjuration has five sub-schools.

### **Calling**

A **Calling** spell transports a creature from another plane to the spellcaster's plane. The spell also typically grants the creature the one-time ability to return to its plane of origin, although it may limit the circumstances under which this is possible. Creatures which are called actually die when they are killed; they do not disappear and reform, as do those brought by a summoning spell. The duration of a calling spell is instantaneous, which means that the called creature can’t be dispelled.

### **Creation**

A creation spell manipulates matter to create an object or creature. If the spell has a duration other than instantaneous, magic holds the creation together, and when the spell ends, the conjured creature or object vanishes without a trace. If the spell has an instantaneous duration, the created object or creature is merely assembled through magic. It lasts indefinitely and does not depend on magic for its existence.

### **Summoning**

A summoning spell instantly brings a creature or object to a place designated by the spellcaster. When the spell ends or is dispelled, a summoned creature is instantly sent back to where it came from, but a summoned object is not sent back unless the spell description specifically indicates this. A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower. It is not really dead. It takes 24 hours for the creature to reform, during which time it can’t be summoned again.

When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire. A summoned creature cannot use any innate summoning abilities it may have.

### **Teleportation**

A teleportation spell instantly, via the astral plane, transports one or more creatures or objects some distance. The most powerful of these spells can cross planar boundaries. Unlike summoning spells, the transportation is (unless otherwise noted) one-way and not dispellable.

Arcane teleportation spells tend to involve complex algebraic equations, and so Wizards adept in teleportation tend to also be accomplished mathematicians.
Alkahest

**Alkahest** is an alchemical solvent capable of dissolving all forms of matter.

## Description

Alkahest is a universal solvent capable of dissolving all materials, even adamantine.

Alkahest, obviously, cannot be stored in any sort of physical container. Thus a precursor chemical to alkahest is what is created and stored within airtight containers. When exposed to air, these precursor chemicals react and undergo the necessary alchemical processes to produce genuine alkahest.

Alkahest is a complex alchemical substance and few alchemists possess the necessary skill and knowledge needed to create it.

## Effects

A vial of alkahest may be thrown as a splash weapon. Treat such an attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d8 points of Acid damage per Alchemist level of the alkahest's creator. Every creature within 5 feet of the point where the alkahest hits takes half that much Acid damage from the splash. The alkahest then continues to burn for X rounds, dealing each affected creature an additional 1d6 points of Acid damage per round.

Alkahest ignores *all* Damage Reduction and Hardness. Alkahest additionally ignores even Acid Immunity, although creatures with such immunity take only half damage from alkahest, and do not suffer additional burn damage after the initial damage.

Alkahest instantly destroys any and all binding agents or adhesives such as alchemical glue, tanglefoot bags, tar, and even sovereign glue. That said, the fact that one cannot be sure alkahest will dissolve only the binding agent and stop there renders its use in such applications somewhat limited.

Any and all creatures slain or objects destroyed by alkahest are completely and utterly dissolved.
Burton Ranch

**Burton Ranch** is a small ranch located in the Copper Springs region of Gadson.

## Description

Situated northwest of Wolf Lake, Burton Ranch is quite small; smaller even than Edgar's Ranch. The whole ranch is encircled by a fence, and consists primarily of a farmhouse and the barn.

While too small to be a target for most local outlaws, the ranch nonetheless finds itself confronted by Zombies from time to time.
Black Templars

A Cuthbertine order of knights based in Schwarzwald, Osning, the **Black Templars** are devoted to the destruction of the undead. Unsurprisingly given their base of operations and history, much of their efforts are directed towards the slaying of Vampires.

## History

The Black Templars are a religiously ordained offshoot of the Schwarzritter.

## Organization

320 knights, or **Templars**, make up the Black Templars, each belonging to one company of 80 templars under the command of one of six **Hochmeisters**.

## Tactics and Equipment

The Black Templars, like most knights, don full plate armor and, when mounted (which of course is almost always) carry lances. Besides their lances, they also carry crossbows and a silver bastard sword blessed by the order's priests. Vials of holy water are also carried.

The Black Templars are ruthless and aggressive, seeking out their hated enemies rather than waiting for them.
Corpus Malum

**Corpus Malum** is a magical shortspear which was carried by the First Expedition.

## History

Corpus Malum was brought down to Avernus by the First Expedition. Neither its original wielder, nor its fate, are known. As the First Expedition was slaughtered to a man, the spear presumably remains in Avernus somewhere, likely in the possession of whatever creature or creatures slew its owner.

## Properties

In addition to a +4 Enhancement bonus, Corpus Malum bears a number of special abilities.

* Bane, Undead
Boneforge

**The Boneforge** is a shop along the Samann Platz in Vordenburg.

## Description

The Boneforge is a shop located along the north end of the Samman Platz. As the name may imply, the Boneforge sells all manner of wares made from, or which are, skeletons. Reanimated skeletons are, of course, among these wares.

### **Wares**

#### **Other Wares**

* Bone Gauntlet
* Bonemeal
* Bone Mask
* Bone Staff
* Bone Whistle
* Human Skulls

#### **Skeletons**

As noted, the Boneforge sells skeletons, both reanimated and otherwise.

* Dire Wolf Skeleton
* Dog Skeleton
* Horse Skeleton
* Human Skeleton
* Troll Skeleton
* Wolf Skeleton

#### **Undead Grafts**

* Bonemail
* Skeletal Hand
* Weakening Arm

#### **Wondrous Items**

* Amulet of Natural Armor
* Cube of Force
* Darkskull
Zolders

The Zolders are the Black Crusader's faceless grunts. Dressed head-to-toe in black leather, the Zolders have enhanced strength and speed, and are brainwashed to be unquestionablely loyal.

They are normally armed with Bazookas, Machine Guns, Grenades, or Iron Shortswords, but have wielding other equipment, such as Flamethrowers.
Variblune

The Variblune was the Goranger's powerful VTOL aircraft. It's front section can open up to reveal two robotic arm that can lift up something as heavy as a school bus, or deploy the Gorenger's Motorcycles. Additonally, It can fly at speeds up to Mach 3 and has two Cannon-turrets built-in.

The Variblune was shared with the entire team, but Aoranger was the usual pilot. It served the Gorangers for a long time, before it was infiltrated by the Iron Man Mask and was self-destructed to keep it out of the Black Crusaders's hands and to defeat the Iron Man Mask.
Aqua Vitae

**Aqua Vitae** (alchemical notation: **S.V.**) is a purified, alchemically potent form of alcohol commonly used as a fuel or solvent in alchemical items, specialized inks, and perfumes. It is too pure even for a Dwarf to drink alone, but can be used as a reagent to form tinctures and alchemical intoxicants.

Typically prepared by distilling wine, aqua vitae is also often known as **Spirit of Wine**. A dose of aqua vitae for the purposes of an alchemical recipe typically sells for 5 SP.
Entangled

An **Entangled** creature is ensnared.

Being Entangled impedes movement, but does not entirely prevent it unless the bonds entangling the creature are anchored to an immobile object or otherwise tethered to an opposing force. An Entangled creature moves at half speed, cannot Run or Charge, and takes a -2 penalty on all Attack rolls and a -4 penalty to their Dexterity score.

An entangled creature attempting to cast a spell with somatic components must succeed on a Concentration check (DC15 + the spell's level) or the spell fails.
Chathalnd

The Garethkulggen region of **Chathalnd** is a twisting network of lava flows, tunnels, and volcanic caverns. The larger caverns may be settled, but most of the region is little more than a confusing maze of tunnels.

## Geography

The region of Chathalnd consists primarily of caves and smaller caverns, all of which are desolate stone at best and volcanically active hotzones with active lava flows or pools at worst.

### **Azinurdim**

**Azinurdim** is a fallen Duergar fortress which has been overtaken by Vampires.

### **Chathser**

The Drow city of **Chathser** floats atop the waters of the largest cavern in Chathalnd. The cavern opens into the waters of Lolth's Coast, allowing for water travel between the city and beyond. The city is a single massive, waterborne, stone structure wrought by its founders, Great House Ku'nal, and is ruled by the Ilharess' second daughter; Taasi Ku'nal. Although waterborne and with most travel to and from the city taking place via ship, there is a bridge connecting it to the cavern's land.

### **Girethison**

**Girethison** is a Duergar fortress located near both Azinurdim and Wa'q Phalar.

### **Lake Geshtai**

**Lake Geshtai** is a small lake in Chathalnd. The **Geshtai River** flows southward out of Lake Geshtai into Drosuul.

### **Lilarokil**

South of Wa'q Phalar sits the Duergar fortress of **Lilarokil**.

### **Nobonol**

**Nobonol** is a Duergar fortress located northeast of Chathser.

### **Ugoshotod**

**Ugoshotod** is a large Duergar fortress.in the far west of the region.
Kin'ya Samejima

Kin'ya Samejima is VulShark of Sun Vulcan. An EPDS naval officer and oceanographer, Kin'ya spent most of his childhood in Africa where his parents worked. Kin'ya lost his parents and younger brother when his family was caught between the conflict of two rival tribes. This caused him to hate all forms of violence, and he joined Sun Vulcan so no one would be hurt.

**Mechs:**

- Bull Vulcan (Shared with VulPanther)

- Jaguar Vulcan (Shared with Team)

**Arsenal:**

- Vulcan Brace

- Vulcan Stick

-- Shark Washer: Sprays a foam that slows the target

- Vulcan Ball

- Shark Typhoon: A rapid flurry of strikes

**Vehicles:**

- Shark Machine
Vader Monsters

Vader Monsters and creatures born from Eggs stored in the Vader Castle. They are placed in an incubator when needed, with Hedrian preforming some magic if she desires a specific trait or ability. Vader Monsters possess a "split body" appearence, like two monsters fused into one. Vader Monsters are capable of growing to giant size or shrinking to small size under their own power. When defeated, Hedrian places their head in a memorial room for their efforts.

Although somewhat different, the Banriki Monster was born through similiar methods.
Ippei Akagi

File:Heavy Akaki.jpg
Heavy Akagi is DenjiRed, leader of the Denjimann Co. An expert in hand-to-hand combat, especially karate and boxing. He is cool, kind man who teaches Martial Arts at the athletics club. His level-headed demeaneor makes him the perfect team leader.

**Mechs:**

Daidenjin/Denji Fighter (Shared with Team)

Denji Tiger (Shared with Team)

**Arsenal:**

Denji Medic

Denji Sandvich

Denji K.G.B.

- Denji Pootis Pow: Denji Red's special attack that draws enemies in closer

**Vehicles:**

Denji Machine
Adramelech

The chief record-keeper of Tophet, **Chancellor Adramalech** is a powerful Qliphah and one of the foremost vassals of Moloch, the Lord of Tophet.

## Description

Adramalech is a unique Devil and appears as a humanoid with the head and legs of a mule, but the arms and torso of a man. Unlike the more slender tails sported by many Qliphoth, Adramalech's tail is that of a peacock, and it glows with dazzling infernal light like a small sun.

Adramalech serves Moloch as his chancellor, and as such is the chief record-keeper of Tophet.
Adelheide Earheart von Karnstein

**Adelheide Earheart von Karnstein** is the baroness of Dorn, Karnstein County.

## Appearance

Baroness Adelheide Earheart von Karnstein is, like all of her kind, beautiful, if severe and imposing, and tends to wear drab dresses which are ostensibly modest, but quite tight on her attractive figure.

## Personality

Baroness Adelheide Earheart von Karnstein is, and was even before her Embrace, extremely cynical, sarcastic, and rather bitter. Although Adelheide has a temper, she is not known for yelling or other displays of anger, and simply holds grudges until she can get even - and she *always* gets even. The Baroness is also, in another habit she has had since her youth, an extremely heavy smoker.

Adelheide, for all her grumpiness, has a fondness for Clay Golems and employs them heavily throughout her home and her barony. Edler Rupert von Oppenheimer, a member of her court, serves her in this capacity as lead golemcrafter.
Maria Nagisa

Maria Nagisa is the second Miss America of the Battle Fever Squad. A friend of Diane Martin and trained by Diane's father, Maria was recruited to the team when Diane was critically injured fighting the Dracula Monster. Maria is kind, but a very strong combatant.

**Mech:**

Battle Fever Robo (Shared with Team)

Battle Shark (Shared with Team)

**Arsenal:**

Battleciever

Command Bat -> CB-Knives

**Vehicles:**

Battle Fever Car (Shared with Battle Japan)
Jun Kiyama

Jun Kiyama is DenjiYellow of the Denjimen. An inventor and scientist, Jun is very intelligent person, and also very strong, having amplified strength and power based attacks. He takes alot of pride in these two facts. He is the calthenics coach at the athletic club.

**Mechs:**

Daidenjin/Denji Fighter (Shared with Team)

Denji Tiger (Shared with Team)

**Arsenal:**

Denji Ring

Denji Stick

Denji Punch

- Denji Hammer Strike: DenjiYellow's special attack where he strikes the target with a two-handed punch

**Vehicles:**

Denji Machine's sidecar

Denji Buggy
Greater Shield Specialization

**Prerequisites:** 12th level Fighter, Greater Shield Focus, Shield Specialization

**Benefit:** Choose one type of shield for which you already have both Greater Shield Focus and Shield Specialization. The Shield bonus granted to you by that type of shield is increased by +1. This bonus stacks with the bonus granted by Shield Specialization.

**Special:** You may take this feat multiple times, each time applying it to a different type of shield.
Inazuma Ginga

Inazuma Ginga, nicknamed "The Galaxy's Invincible Thunderbolt", is a space pirate and friend/former partner to Amazon Killer. He came to earth to find and repartner with Amazon Killer. Amazon was reluctant however, even getting Hedrian to believe Inazuma would only be trouble. However, Hell Saturn was impressed by Inazuma when he faced Sun Vulcan, and requested he stay on earth.

Amazon proved right however, as Inazuma was very disodediant to Hell Saturn, often furthering his own agenda to obtain the Jaguar Vulcan. Eventually, Inazuma and Hell Saturn dueled each other, in which Inazuma proved victorious. Inazuma later kidnapped Misa Arashiyama to use as a hostage in trade of the Jaguar Vulcan, but Hell Saturn's ghost prevented this by throwing him into the Monger Machine. This turned Inazuma into the super-powerful Lightning Monger. He was then defeated in long, hard battle by Sun Vulcan
Great Madrasah

**The Great Madrasah** of al-Uzza, a famous center of arcane and alchemical learning, has perhaps become the single most prestigious such institution on Asul's surface since the destruction of Brookhaven and its university.

## Faculty

A recent addition to the school, Viktor Weiss teaches advanced courses in conjuration and extraplanar studies.
Space Colony

**Space Colony** is the 6th episode in Season 1. its the 6th episode overall. it will air on January 14, 2016. the viewers are currently unkown.

## Plot

When The Group buys there own space colony, then it goes desaturous when the engine runs out and Millie is trapped in space.

## Trivia

* Maddie is absent in this episode, in the last episode millie was.
Karen Mizuki

Karen Mizuki is Heart Queen of J.A.K.Q. She is a half-caucasian former policewoman. She was sent to investigate illegal narcotic trafficking routes believed to be controlled by Crime. After she found out too much, Crime tried to kill her in a car accident, but she miraclously survived, at the cost of her right arm. Vengeful at Crime, she agreed to undergoe Joker's experimentation.

Karen, while caring towards her teammates, is a fierce combatant. She is profiecent in both Karate and police training. She is currently in love with Goro Sakurai (Spade Ace).

Karen's cybernetic implants not only restored her arm, but also gave her the ability to control Magnetism. She uses this to push/pull metallic objects, send out waves of circuit-scrambling energy, or use it as a makeshift radar.

**Mechs:**

Sky Ace (Shared with Team)

**Arsenal:**

Heart Cute

Big Bomber's body (Unusable)

**Vehicles:**

Heart Buggy
Battle Fever J

Battle Fever J is the third installment of the Super Sentai series, airing from Febuary 3. 1979 to January 26. 1980. Battle Fever J introduced the now commonplace format where the Kaijin would somehow grow to giant size, and the team had to summon a mech to fight it (It's actually the 2nd show to use this format, the 1st being a japanese Spider-man tokusatsu that aired in 1978).

**Story:**

The world is threaten by an insane egotistical cultist group now as Egos. This group has launched terrorist attacks at several of the world's nations. To combat this threat, General Kurama Tetsuzan of the national defense ministry summons 4 japanese agents trained worldwide and an american FBI agent to don new power-suits to become a freedom force against this threat. They are, Team Battle Fever!!

**Team:**

Battle Japan: Masao Den

Battle France: Kyousuke Shida

Battle Cossack: Kensaku Shiraishi -> Makoto Jin

Battle Kenya: Shirou Akebono

Miss America: Diane Martin -> Maria Nagisa

**Allies:**

General Kurama Tetsuzan

Keiko Nakahara

**Egos:**

Satan Egos (Leader)

- Commander Hedder (2nd-in-Command)

-- Salome (Commander)

--- Egos Monsters (Serie's Kaijin)

---- Cutmen (Grunts)

**Arsenal:**

- Battleciever: Communcator heavily implied to be the Transformation Device

- Command Bats: Team's standard sidearm, a Short-staff used for melee attacks. Can also be transformed into each member's unique weapon, or combined into their Team Cannon.

-- CB-Spear: Battle Japan's spear

-- CB-Rapier: Battle France's fencing sword

-- CB-Sais: Battle Cossack's pair of sais

-- CB-Whip: Battle Kenya's whip.

-- CB-Knives: Miss America's throwing knives.

-- Penta Force Cannon: Team Cannon used to finish off Egos Monsters

- Vehicles:

-- Battle Fever Car: Battle Japan's and Miss America's green mazda RX-7 car.

-- Three Machines: The remaining team's motorcycles

**Mechs:**

- Battle Fever Robo (Entire Team)

- Battle Shark (BF Robo's Carrier unit)

Fun Fact: Due to the previously mentioned Spider-man tokusatsu, Battle Fever J, and by extension the entire Super Sentai Series, is Earth-79203 of the Marvel Comics multiverse. A Gokaiger/Avengers team-up is possible!!
Bunta Daichi

Bunta Daichi is Clover King of J.A.K.Q. Bunta is an oceanographer who died via drowning in a freak submarine accident. His body was cryogenically frozen and found by Joker, who revived him via the cybernetic enhancement process.

Intially, Bunta was a no-nonsense, serious individual whose only concern was the mission, but over time he opened up and revealed a more child-like, playful nature.

Bunta's cybernetic implants allow him to manipulate gravity, usually to increase the weight of those around him, increases his strength to incredibly levels, or send enemies flying.

**Mechs:**

Sky Ace (Shared with Team)

**Arsenal:**

Club Megaton

One of Big Bomber's wheels (Unusable)

**Vehicles:**

Auto Clover
Amazon Killer

Amazon Killer is a commander for Black Magma. Summoned by Queen Hedrian after the death of Zero-1, Amazon Killer is a space warrior with alliegience to the Vader Clan. She is also a sometimes-partner to Inazuma Ginga, who later joined Black Magma as well. Amazon Killer's fighting prowess started to shift power to Hedrian, rather than Hell Saturn.
Saburo Aoyama

Saburo Aoyama is GoggleBlue of Goggle-V. An ice hockey player and wannabe inventor, Saburo is very friendly with children. He has a strong friendship with Futoshi Kijima (GoggleYellow), even dragging him to help with his experiments. Saburo's gemstone is the Sapphire, representing the ancient civilization of Egypt.

**Mechs:**

Goggle Tank

**Arsenal:**

Goggle Brace

Goggle Saber

Blue Ring -> Blue Sapphire Jet

**Vehicles:**

Goggle Cougar (Shared with GoggleBlack, Yellow, & Pink)
Dai Sentai Goggle-V

Sentai Goggle-V (English: Great Squadron Goggle-V) is the sixth installment of the Super Sentai Series, airing from February 6th, 1982 to January 21, 1983.

**Story:**

Even since ancient times, Deathdark has always been lying in the shadows, mainpulating the progress of science to lead their users to destruction, collasping their civilization. In the present, Dr. Hideki Hongo, now aware of Deathdark's precense, founds the Future Science Foundation to combat Deathdark.

During a trip to Germany, Dr. Hongo was ambushed by Deathdark soldiers, stating that Taboo wants Deathdark to rise and conquest the world. Fortunately, Kenichi Akama, world famous explorer and archeaologist, was passing by and saved him. Kenichi was drafted into a team to fight Deathdark, known as the Dai Sentai, Goggle-V!!

**Team:**

GoggleRed: Kenichi Akama

GoggleBlack: Kanpei Kuroda

GoggleBlue: Saburo Aoyama

GoggleYellow: Futoshi Kijima

GogglePink: Miki Momozono

**Allies:**

Dr. Hideki Hongo

Sayuri and Midori

Comboy

**Deathdark:**

Taboo (Leader)

- Deathmark (Marshal)

-- General Deathgiller (General)

-- Mazurka (General)

--- Dr. Sasori and Dr. Iguana (Scientists)

---- Mozoo (Serie's Kaijin)

----- Spotmen (Grunts)

**Arsenal:**

- Goggle Brace: Wristwatch Changers. Gives an electric shock to anyone who is not meant to use it.

- Goggle Saber: Sword sidearms. Later upgraded with Neo-Metal alloy.

-- Golden Spear: Combined form of the (Neo-Metal) Goggle Sabers. Usually wielded by GoggleRed for the 2nd finisher.

- Red Rope: GoggleRed's rope. Was later upgraded into the Red Ruby Whip. All five members have a Red Rope for the Lightning Rope special attack.

- Black Clubs: GoggleBlack's Clubs. Was later upgraded into the Black Emerald Nunchaku. All five members have a pair of Black Clubs for the Dynamite Clubs special attack

- Blue Ring: GoggleBlue's large ring. Was later upgraded into Blue Sapphire Jet. All five members have a Blue Ring for the Typhoon Ring special attack.

- Yellow Ball: GoggleYellow's heavy ball. Was later upgraded into the Yellow Opal Flail. All five members have a Yellow Ball for the Megaton Ball special attack

- Pink Ribbon: GogglePink's ribbon weapon. Was later upgraded into the Pink Diamond Baton. All five members have a Pink Ribbon for the Ribbon Shock special attack

- Goggle Victory Flash: Team's first finisher (Prior to the Golden Spear). They would charge energy into their Goggle Sabers and fire a combined energy blast at the target.

- Vehicles:

-- Goggle Machine: Goggle Red's motorcycle

-- Goggle Cougar: Goggle Black, Blue, Yellow, and Pink's 4WD

**Mechs:**

- Goggle Robo

-- Goggle Jet

-- Goggle Tank

-- Goggle Dump

- Goggle Caesar
Adelheide Grunberg

A scholarly academic, **Dr. Adelheide Grunberg** serves as professor of occult studies at Fritzburg University.

## Description

Dr. Adelheide Grunberg, often known by the diminutive 'Ada' rather than Adelheide, is a tall and attractive Wizard. Although somewhat sub-par as an actual spellcaster, Ada is extremely intelligent, knowledgeable, and curious; indeed many would say she's nerdy even by the standards of Wizards.

Ada's interests skew heavily to the eldritch and esoteric, and it is for this reason she has found both acceptance and employment in Karnstein County, as the professor of occult studies at Fritzburg University. Despite her driven nature Ada is well aware of the danger and hazard involved in the study of the eldritch and aberrant and generally prefers to tread cautiously and to err on the side of safety. Study the eldritch, but never engage it; an attitude in stark contrast to the views of some of her colleagues.
Daigoro Kumano

Daigoro Kumano is the second Kiranger (Yellow Ranger) of the Gorangers, recruited when Daita Oiwa was appointed the captain of the rebuilding Kyushu branch. He is a man larger and physically stronger that Daita, but is not as smart. He has, to the intial surprise of his teammates, an even greater appetite the Daita. Tragically, Daigoro died when the Can Opener Mask stabbed him through the stomach. Daita returned to Gorangers afterwards.

**Mechs:**

Varidreen (Shared with Team)

**Arsenal:**

Birdies

Silver Shot

Yellow Sticker (Visor Weapon)

**Vehicle:**

None (Rides in the Blue Machine's sidecar)
Keller and Mirror

Keller and Mirror are a pair of spies for the Vader Clan. They have the ability to transform into weaponry. Keller and Mirror served as messengers and occasionally assassins for General Hedrer. When Banriki took control of the Vader Clan, they pretended to be loyal to him so that they could find the weakness of the Banriki Monster. After their deception to Banriki is revealed, Keller is killed trying to protect her Hedrian, and Mirror soon after by Banriki directly.
Denji Computer

The Denji Computer is the AI program of the Denji Land. The ship's main manager, it's job is to run the machinery and protect it's inhabitatants (which currently, is solely the Denjidog IC). The Denji Computer detected the Vader Clan's approach and asked the Denjidog IC to find five descendents of the Denji Star inhabitants to become the Denjimen. Additionally, the Denji Computer contians a complete and comprehensive database on the Denji Star.