recursal/Fanatic-Fandom huggingface dataset:
Tio Empire

The **Tio Empire** was a major Cousid-ruled Pharnean empire that dominated Ganit from 290 to 431.

The Tio were well-known for their close cooperation with the cetestrian and increasingly philobathic Peutheans, and used the concentrated resources from imperial economic development and exactions to support Peuthean-led biotechnological advancements. Peutheans in service of the empire helped establish colonies and outposts across the world; Peuthean political culture was in turn characterized by a theme of imposing law and order specific to Tio terms well after the empire's end.

The Tio also attempted to end the quarrelling state of bolism in the late Principate by promoting the single, dogmatic religion of Visity, which it harshly enforced and became identified with, but also became widely opposed for. From 419, rebellions by bolists spiralled into the Wars of Dissension, which ended the Tio as a region-spanning force by 431 and inaugurated the era of the Thesis-Sects.

The Tio royal court and key Visite ministers found refuge with Peutheans in the Bunglai Court, wandering at sea until being installed as rulers of Second Sushina in 630.
Young Titans (Team)

## Young Titans

The Young Titans, consists of heroes who are younger than the Justice Lords. They are called into action to fight a group known as The Light.

## History

### Year 5

Resurrection Man, brings together a group of extraordinary individuals to form a formidable team. Each member possesses unique abilities and a strong sense of justice, making them a force to be reckoned with. The Light is back again, a secretive organization, operates in the shadows, orchestrating a series of malevolent plots aimed at gaining control over powerful artefacts and manipulating global events. Their ultimate goal remains unknown, but the Young Titans sense that the world is in peril.

The Young Titans consist of:

* Resurrection Man
* Shade II
* Stargirl II
* Negative Man III
* Kid Eternity II
* Rozanica, a Russian super-cop
* Captain Mid-Nite
* Hourgirl
* Jade III
* Nightstar, an alien princess
* Fast Track II
* Aquagirl IV

### Year 6

As the body count rises, the Young Titans uncover a trail of clues that leads them to an underground organization known as "The Shadow Keepers." This clandestine group is composed of powerful individuals who can manipulate darkness and fear, making them formidable foes for the young heroes.

As the Young Titans delve deeper into the investigation, they realize that the murders are not random, but instead connected to each member of the team. Each Titan faces their worst fears and darkest secrets, as the Shadow Keepers exploit their vulnerabilities to deadly effect.

As the clock ticks, the young heroes race against time to unravel the Shadow Keepers' plot and prevent the next victim. Each member's unique abilities and skills are put to the test as they engage in thrilling battles against powerful foes.

In the midst of the chaos, the Young Titans discover an unexpected ally who holds crucial information about the Shadow Keepers' ultimate goal. This revelation changes the tide of the battle, leading to a final confrontation that will test their resolve and courage like never before.
Vatrians

**Vatrians** are a Bebantic people inhabiting Gara.

From the first attested records of their culture in the 5th century PB, the Vatrians used prohairesis for ritual competitions of physical beauty between stojniks, pursuing several different forms of it such as virnjicarman. Under the influence of bolism and general science from Ganit, by the 3rd century MB the stojniks took control of their own prohairetic routines. With this they overthrew the priestly znakhars and established states ruled along lines similar to lection. In the 7th century they were conquered by the Kars.
Justice Lords: A New Dawn

# Volume 1

### Issue #1: A Familiar World

The world has been forever changed by the Justice Lords, a group of superheroes who took control of the planet. But after their defeat, a new team emerges to take their place. Led by Atomic Flash, the team consists of Black Arrow, Artemis, Huntress, Blue Haunt, Flameblazer, and rookie Hawkgirl.

As they come together for the first time, they realize that they have a lot to live up to, but they are determined to create a better world than the one the previous Justice Lords left behind.

### Issue #2: A New Threat

The Justice Lords investigate the murder of Daniel Dunbar and encounter the powerful villain Pyromouth, who rules parts of Metropolis. As they battle Pyromouth, they discover that he is part of a larger organization with plans to take over the world.

The team knows they must act fast to stop the Injustice Society of America before it's too late. But as they dig deeper, they realize that the organization has powerful allies, including former and retired heroes. The news of a mysterious Batwoman circle around Hub City,

### Issue #3: A New Battle

The Justice Lords prepare for the ultimate battle against the Injustice Society of America and their leaderr. With the fate of the world at stake, the team must work together to overcome their opponents.

Artemis takes charge of the team, using her strategic mind and expertise to lead them to victory. As they fight, the team realizes that they are fighting not just for themselves but for the people they are sworn to protect.

### Issue #4: The World's Not So Finest

The Justice Lords emerge victorious, but at a great cost. Many members of the team are injured, and Black Arrow has made the ultimate sacrifice to ensure their victory.

The team mourns the loss of their comrade, but they know that he died a hero. They vow to continue fighting for the world that Black Arrow sacrificed himself to protect.

As the sun rises on a new day, the Justice Lords look towards the future with hope. They know that there will always be new threats to face, but with each other by their side, they are ready to face anything that comes their way. The dawn of a new era has begun, and the Justice Lords are ready to face it head-on.
Os Lendários

Depois que Fábio Oliveira começou a conferir a nova encarnação de Os Lendários, aqui estão as vozes mencionadas nos créditos finais.

Vozes Portuguesas:

* João Duarte Costa – Danael
* Carla García – Jadina
* João Villas Boas – Gryf
* Sofia Cruz – Shimy
* Romeu Vala – Razzia
* Manuel Moreira – Darkhell
* Ana Vieira – Tenébris
* Joana França – Skroa

Canções:

* Sérgio Calvinho – Tema de Abertura

Estudio:

* RTP

Trivia:

A série nomeada em francês de Les Légendaires
White Canary

Bethany Bradford is the daughter of the Crime Doctor and dead-set on righting her father's wrongs.

## Quote

> "Sh...sh..a.ah.."
>
>

## Physical and Personality Description

She is never seen outside of her costume. A hooded all white ninja outfit similar to her father's surgical clothes. White Canary has fashioned herself a surgical mask with a red Rorschach pattern, reminding her of the blood her father has spilled. When out of her uniform, she is shown to be mixed-Asian with brown hair and grey eyes, oddly flat and lifeless, which seems to scare her fellow teammates.

She is considered dangerous, as her face does not give away her intentions, even when she laughs. Cyberface advises the others not to play Poker with her. Her vow of silence shows her commitment to a cause

## History

Bethany Bradford was forced to consume a potion that granted her immortality by Lady Shiva. She is the daughter of the deceased supervillain Crime Doctor, and it was her father who wanted her to be taken into the custody of Sandra Wu-San. In her first mission, she failed to protect her target family during a horrible flood and was therefore neglected by Sandra. Sandra wasn’t an assassin any more, she still had high standards for her students, and Bethany had disgraced her. She vowed silence until the day she would regain her honour, and afterwards became the lone sister of the Brothers Silk, thus earning herself the title of *White Canary*.

### Year 2

#### Birds of Prey Annual 1

While still constantly on the move, she now works tracking the people behind the flood. This leads her to Gotham and joining the Birds of Prey. White Canary is sort of the muscle of this team, but more often she acts out her own plans.

### Year 6

#### Birds of Prey: Not Zen At All

Seen again in Year 6. Bethany is still part of the Birds of Prey. She is the only one who realizes that their war, with the League of Assassin, is much bigger. As it involves the Brothers Silk and the Ninth Circle. Yet, due to her vow, is unable to warn her teammates.

## Powers

Bethany has an eighth degree black belt in five martial art systems. Due to the harsh training she went through as a child, Bethany is one of the greatest martial artists in the world and is a master assassin. She has dodged bullets at point-blank range and even disarmed a gunman before the bullet could hit her. She has invented her own styles and techniques. Bethany can listen for her opponent's heartbeat and, figure out where it was heading and kill it with a single arrow.

## Trivia

I created her out of multiple sources like Chris Bradford from TMNT, Cassandra Cain and Storm Shadow (of the G.I.Joe franchise) and lastly the actual White Canary from the comics.
Thesis-Sect

**Thesis-Sects** were organized bolist groups that dominated societies in Ganit from the 4th to 9th centuries. A sect was committed to a central 'thesis' in bolist philosophy, in principle contending with rival sects out of ideological reasons. At the center of the sect was an effectively religious order of initiates, but equally important was the great laity which orders aimed to sway and convert. Some sects had their interpretation of bolism publicly and widely practiced even by the laity, while others restricted access to their techniques behind levels of initiation. Constantly demonstrating their methods and the superiority those conferred was a key routine of sects as they practiced lection politics typical of Ganit.

While first appearing as an effect of the First Revision of 3rd-century bolism, the Thesis-Sects only became dominant after overthrowing the Tio Empire in the Wars of Dissension. The sects dominated late Pharnean lection republics as their aristocratic bolist elite, as well as many aspects of Toncar kingdoms through serving the Kar elite with their administrative machinery and biotechnological expertise. The Metastatic War marks the break from late Pharnean to the Toncarite eras. Qualitatively, sects in the late Pharnean era were highly elitist, exerting their control through order and command from above on grounds of their superior wisdom; while in the Toncarite era their mediating position saw them make ideological appeals to the laity, placing greater emphasis on cultivating a large body of fanatical believers and adherents.

The sects fought against each other with particular zeal, which drove the states they led to consolidate power and mobilize ever-greater proportions of Ganitian society. The excesses of the Metastatic War (the Athelitic Desolation) and the Great Flaying have often been blamed on this zealotry, a narrative particularly promoted by the Peutheans whose syntrophies suppressed the sects in the Cetocracy.
Amad

**Amad** ('measurement', 'immersion') was a cultural and religious pursuit associated with the Asaphites, in which exploration and mastery of the sea became an aspiration and end unto itself. Commitment to amad drove Asaphite societies to devote considerable resources into experimenting with aquatic biological engineering through prohairesis, disregarding the seeming infeasibility or poor economic returns of such projects.

Technologically, the Asaphites mainly contributed broader foundations for aquaculture, such as generalized sea swine domestication or algaculture. The cutting edge of their advances, or at least what would have appeared the most advanced to later standards of the flesh-crafting Pharneans, seem to have been sea swine breeds that enabled primitive cetestrianism, or the Mesnikeqet sea-borne matteh. It is often debated which was the actual focus of Asaphite amad, but Pharnean idealization and especially the Peutheans considered it to be the symbolic, striking achievements in gross modification, both because of the original Pharnean stereotype of unethical or unaesthetic Asaphite tendencies towards desecrating form for function, but also contradictorily the Peutheans connecting their own culture of Philobathy to sophisticated antecedents. In this view the more elementary and economic (but nonetheless still significant) Asaphite advances were essentially 'spinoff technologies', 'dragged' along by a pursuit that by itself would have seemed idealistic. Against this view, alternative reconstructions of the Asaphite worldview posit that greater overall extraction from the seas in all forms was considered a generalized 'cosmo-economic' solution to problems in Ganit, and thus pursuits such as algaculture would have been held as equally significant and ideologically privileged.
Huntress

## Quote

"I'm Batman's daughter, you know what that means. Don't mess with me!"

## Physical & Personality Description

Helena Wayne has a slim and athletic build. She is known for her exceptional physical prowess and agility. Her hair is long, flowing dark and often worn loose or pulled back into a ponytail. Her eyes are normally brown, but change to Bernstein when she taps into her powers.

Helena has a good, willing nature but sometimes acts too much on her animal instincts, as she is thinly connected to the Red.

## History

Helena Wayne is the only daughter of Bruce Wayne. Helena inherited her parents' fighting skills and sense of justice, and became a costumed crime fighter known as the Huntress. As the Huntress, Helena fights crime in Gotham City and later joins the Justice Lords, a team of superheroes. She was known for her agility, marksmanship, and determination, as well as her complicated relationships with her father and her mother, who sometimes clashed over their differing methods and beliefs. She is highly competitive as she feels that she has to stand out among her three brothers Richard, Jason, Timothy and her half-brother Damian.

### Year 1

She is in a four-year-long relationship with Olly Queen, who is also her teammate. They keep the relationship a secret, so to not give the public the impression that it's only done for a merger between WayneTech and QCore. Helena joins the new Justice Lords to make up for the crimes of the original Justice Lords.

She is sidelined halfway through as she finds out that she is pregnant.

At the end, Helena leaves the team to grieve Olly's death alone. She gives birth to a boy named Connor.

### Year 2

Helena is presented as a reserve member. While raising her son, Connor.

### Year 3

She is seen protecting citizens from Parademons and later declines the offer to join the Birds of Prey.

## Powers

Her connection to the Red gives her cat-like superhuman abilities. Helena can manifest physical attributes akin to a cat. When ready to fight, the pupils of her eyes narrow into vertical ellipses like a feline. Her animalistic metahuman qualities bestow certain physical enhancements. Huntress muscles produce far less fatigue toxins during physical activity than the muscles of an ordinary human. She can exert herself at peak capacity for several hours before fatigue impairs her. She is several times stronger than the average woman, and can leap vast distances with minimal effort. Helena is able to jump from skyscrapers and other high buildings, landing on her feet without suffering injury. Her extraordinary senses allow the Huntress to see in the night, as if it was daytime, and also never lose balance.

## Trivia

I explicitly based her on her TV-Adaption from the 2000s show Birds of Prey. And because I'm a huge fan of Helena Wayne in general.
Jon (House of Harrison)

**Jon** is a main character from the second season on of the House of Harrison series. He is a manifestation of Supreme Harrison's empathy within his subconscious, and only appears to Supreme Harrison.

## Hallucinatory Imaginary Friend

Jon is not a real person, nor a real character. He is the epitomy of Harrison's empathy, and appears only once Harrison has been stripped of his ego and breaks down. The empathetic side of Harrison is one that is not often seen, and it is theorized the any Harrison who has suffered the breakup/loss of his Gabrielle begins to manifest his empathy through Jon.
Meyaledet

A **meyaledet** (plural *meyaledot*) is a surrogate mother for a prohairetically modified embryo in germline genetic modification as practiced by various cultures of Lanul. The meyaledet are distinguished among other cultures' surrogates by being grouped under and regulated as a slave class, as well as becoming a distinct kind of member of the household initially conceiving the modified child.

When hereditary prohairesis became a common practice among Asaphites, there was considerable discomfort with the growing role of iatromantes, who were already strongly identified with the bhuja-establishing sequencer state, and now intervened into the family itself as oikomantes, because of the necessary procedures for modifying and re-inserting an embryo. The solution for aristocrats and other groups conscious of asserting themselves against the priesthood was to employ surrogates. This had the additional effects of bolstering the aristocratic houses with markers of status and ways to link themselves to the surrogate-providing classes as patrons, as well as offloading the risks of experimenting with prenatal nutrition (most notably, inducing gestational diabetes for its putative associations with producing higher intelligence).
Bhuja

A **bhuja** (literally 'bend', 'limb') is a section and grouping within a society being subject to one particular kind of cultural, social, or biological engineering, usually by a central authority but sometimes also by coordinative agreement. They operate and are segregated from each other as castes, but are flexibly created, merged, destroyed, or forced into other kinds of interactions and arrangements.

The extent to which bhujas are inherently connected to biotechnological experimentation by the sequencer state is disputed, but with civilizations such as the Meryites many originate as groups tasked with carrying out prohairetic projects, at first to experiment crop strains and varieties or sechem microbiota. The Asaphites used bhujas known as matteh for the prohairetic modification of human biology. In any case, the separation and observation of bhujas with different modifications at a large scale and over the long term, to determine their effects and deduce information from underlying biological mechanisms (mainly gene functions) on a trial-and-error basis, was crucial to the accumulation of early biotechnological knowledge.

In many early societies, much of the population would be part of bhujas, and experimentation was closely connected with the practice of sweeping authority over commoners' lives by priestly elites. State capacities could be measured by their ability to coerce subjects into such experimental treatments and conditions. That such treatments became so ubiquitous and ordinary also meant traits conferred to particular bhujas did not necessarily entail higher status. States often sought to capture populations as bhujas, which could provide resources for new scientific enterprises and experiments.

Societies organized into bhujas often diverged in which caste was the most favored socially: the **prabhuja**, who possessed the most promising advancements, or the **agrabhuja** (also *prakrita*), a 'pure' or 'control' group not being subject to experimentation. The prabhuja may in turn be distinguished between those incidentally expressing the most desirable modifications (*siddha*), and those who are selected by priests to specifically accumulate enhancements (*yukta*). The treatment of those expressing undesirable changes was also a major social issue, such as with the matteh of Ganit.
Rotundates

**Rotundate** describes an individual exhibiting some cultural or physical qualities traditionally thought to have been caused by adaptation to, or mutation by, athelisis-causing diseases. The term itself refers to a stereotypical 'smoothing' of brains as a marker of the less intelligent, and thus athelitics. Designation of rotundates emerged in context of the Athelitic Desolation which wrought devastation across the world and imprinted itself on most of the world's cultures.

No single characteristic describes rotundates, encompassing a broad range of features such as lower intelligence, impulsiveness, aggressiveness, and skin disorders. Not all of these originated in the Desolation, although putrid skin is known to be caused by a gene drive released during the period.
Cetoic

A **cetoic** is a biomechanical vessel, often a submarine.

The first cetoics were created in the 4th century as a means to overcome various problems with existing vehicles in cetestrianism — namely, simply breeding bigger whales for larger cargoes was uneconomic and often infeasible, hence the thalassostole being the dominant cetestrian vehicle. Their appearance was often attributed to new approaches to engineering under Visity, placing greater emphasis on purposeful extraction and synthesis of mechanical principles in service of an independent vision, rather than simply tweaking or redirecting natural mechanisms (such as the whale). By the 6th century, cetoics with biofuel electricity, motor propulsion, and shellsheet hulls had entered regular commercial and military usage.

Although most developments in this direction had little to no direct improvements on performance (and, with more limited possibilities, often worked to constrain design potential), cetoic design constantly tried to turn the vessel into a single organism, or at least minimize the different systems and organisms put together to create vessels.

Manned cetoics use a pressure hull to sustain an internal pressure comparable to the surface, and suitable for humans not modified or evolved for deep aquatic environments. The later Peutheans were heavily shaped by use of cetoics as mobile dwellings, which took them even further beyond dependence on terrestrial residence and into a fully nomadic oceanic culture. The Bunglai Court was famously hosted on cetoics for centuries before establishing Second Sushina in 630.
As Novas Aventuras de Peter Pan

***As Novas Aventuras de Peter Pan*** (***Les Nouvelles Aventures de Peter Pan***, no original) é uma série de animação co-produzida pela França, Índia, Itália e Alemanha, e baseada no clássico conto da personagem Peter Pan.

## Trivia

* O Canal Panda deu o nome *Peter Pan: Novas Aventuras* a esta série, embora tenha transmitido as duas temporadas com a mesma dobragem.
Masagan

**Masagan** was a major power in Gasal that existed in 524–692.

After the establishment of military states under the Bat Lords in Ketranite Gasal from the 4th century, professional and paid armies (pengempangs) that developed through competition in war displaced the Lords' military-aristocratic power, but they also promoted bureaucracies that increased state capacity. The result was less military conflict, a refocusing of lordship on religious authority promoted by divine imperial cults, and a more developed diplomatic system mediating between these cults. The Masaganite state was the culmination of these developments, after successfully transforming these relations into the basis for a system of vassalage.

Masagan was devastated by the Athelitic Desolation in the 630s; most of its vassals broke away, and a number of warlords carved out its core territories. This state of affairs severely weakened any resistance Gasal could have organized against conquest by Second Sushina in the 690s.
Pharneans

The **Pharneans** were a civilization of various Bebantic-speaking peoples in Ganit that flourished, according to convention, from the 7th century PB to the 7th century MB.

## History

The Pharneans arrived in Ganit in the Pharnean invasions, conquering and displacing Ganit's local Asaphites alongside other Bebantic groups such as the Actheans. Their culture was concentrated around Paron river, with Pade and Manasa among the most important fortified urban centers. From the 6th century PB, the Pharneans adapted Asaphite biotechnology to practice cetestrianism, which they elevated beyond a luxury or ritual curiosity into an economic means of maritime transport.

From the 380s PB invasions of the Kluds from the northeast took over many Pharnean cities and established kingdoms ruled by a Klud elite known as Cousids. Traditionally remembered as despotic, these states increased exploitation of resources through centralization of power, intensive, transgenic farming, and infrastructural development. The Kludo-Pharnean Cousid kingdoms expanded south to subjugate and assimilate the Actheans by the 250s PB, and imposed their cultural influence on vassals in the Abesh peninsula as well as the Kerds to the southeast. By 199 PB the Pharnean world, as with much of civilized Ganit, was unified under the Nghyl Empire.

The religious, medicinal, and philosophical movement of bolism emerged among the Pharneans the 1st century PB, and by 1 MB the teacher Valesius staged a massive uprising against the Nghyl Cousids beginning with the Fall of Rhotheas. As the Cousids were overthrown and the Kluds expelled from Ganit in the Valesian Revolution, Pharnean civilization passed into an era of bolist-ruled lection states known as the Principate. Groups such as the Peutheans, who had developed a semi-nomadic cetestrian lifestyle, broke away from mainstream Pharnean culture.

The Neo-Cousid Tio Empire dominated Ganit and the Pharnean world from 290 to 431, putting forward its own religious doctrine of Visity against the fragmentation of post-Valesian bolists. In turn more exclusive philosophical convictions of the Thesis-Sects were used to rally resistance to Tio rule and influence, culminating in its collapse in the Wars of Dissension and the rise of a new generation of highly ideological lection states. At the turn of the 7th century, the Pharneans suffered a catastrophic collapse from the Metastatic War, and by 620 were overrun by the Kars that established the Toncar states, ending the conventional era of classical Pharnean civilization.
Blood marking

**Blood marking** is the infection of another organism with modified genes produced relatively simply from the stilus. It evolved originally in stilus-possessing animals from the strategy of exposing prey to modified organisms from one's own microbiota, which then produced effects such as disease, or (through altering the microbiome) long-term changes in traits and behavior, that favored predation. Hominid stili evolved the ability to synthesize viral vectors containing genes from other organisms that had been modified inside the stilus, and retroviral transfection became a possibility. In humans, prohairetic modification of vectors and payloads allowed blood marking to be used for gene therapy and more general engineering.
Planet

The **planet** is tidally locked to its sun. It has two natural satellites, the bird moon and the corn moon. It has an axial tilt of around 30°, speculated to be caused by a major impact event which also produced its moons. This tilt is decreasing over time due to tidal locking.

## Gallery

World map in the azimuthal equal-area projection centred on 0°N 0°E, showing ice-caps.Without ice caps and graticules.
Seed 1 (Super Metroid)

## Item Locations

### Main Items

#### Gun

Charge: The Gauntlet

Ice Beam: Morph Ball

Plasma: Brinstar Reserve Tank

#### Movement

Morph Ball: Blue Brinstar Missile (Middle)

Speed Booster: Terminator

Space Jump: Varia Suit

#### Other

X-Ray: Etecoons E-tank

Bombs: Kraid E-tank

### Sub Items

#### Bombs

Blue Brinstar Missile (Bottom)

Crateria Missile (Middle)

Pink Brinstar Missile (Top)

Wrecked ship Missile (top)

Yellow Maridia false wall

Maridia Sand Pit (Middle)

Maridia Sand Pit PB

#### Missiles

Blue Brinstar PB

Behind Brinstar Reserve (Front)

Green Brinstar Super (Top)

Hi-Jump E-tank

Hi-jump missile

Wrecked ship super (left)

Outside Wrecked ship (Top)

Outside Wrecked ship (Middle)

Yellow Maridia Super/missile

Green maridia Super

Pink Maridia missile

Draygon Missile

#### Super

Crateria Missile (Bottom)

Behind Brinstar Reserve (Back)

Green Brinstar Missile (Bellow Super)

Pink Brinstar Super

Green Brinstar Super (Bottom)

Wrecked Ship Missile (Middle)

Outside Wrecked Ship (Bottom)

Red Brinstar PB (Sidehopper)

Red Brinstar PB (spikes

Red Brinstar missile

Kraid missile

Yellow Maridia Super/missile

Pink Maridia Super

After Gauntlet (Left)

Crateria Super Missile

#### Energy

Bomb Torizo

Charge Beam

Waterway E-tank

Wrecked ship super (right)

Mama Turtle E-tank

X-Ray scope
Harrison (disambiguation)

Many different variants of Harrison serve as the primary protagonists and main characters of the Harrisonverse.

## Harrison Variants

### House of Harrison

These variants make up the House of Harrison, the multiversal organization supposedly holding the multiverse together. All these variants were initiated into the House of Harrison after the death of the Gabrielle from their Worldline. All of them harness a Crystal.

* Variant 177 (Supreme Strange Harrison) - A semi-tyrannical ruler with seemingly unlimited power who created the House of Harrison
* Variant 010 (Anarchist Harrison) - Archeologist billionaire turned revolutionary determined to bring the American government to its knees.
* Variant 009 (President Harrison) - Once a lawyer and politician, used newfound power to become tyrannical president of the United States.
* Variant 555 (Sinister Harrison) - Historian who turned to magic after the death of his love, destroying his worldline with necromancy.
* Variant 221 (Sherlock Harrison) - Suicidal ace detective and fugitive, running from a shadowy organization that killed his love.
* Variant 240 (StarKnight Harrison) - Discovering an ancient power within the pyramids of Egypt, Horus's avatar not brings about vengeance for fellow travelers.
* Variant 064 (Vigilante Harrison) - A sadistic killer with nothing left to live for, devoted to peace for all Harrisons.

### "Good" Variants

These variants typically follow a more heroic path, despite being rather morally gray at times.

* Variant 113 (Grex) - Victim of a failed time travel incident, this bounty hunter travels the galaxy, toppling empires for the sake of his next score.
* Variant 117 (Spartan Harrison) - Using ancient power to create a suit of futuristic armor, he will do anything to stop the Covenant.
* Variant 616 (Steiner Harrison) - A high school student navigating the world of adulthood
* Variant 081 (Professor Harrison) - Professor by day and archeologist by night, determined to be the next Henry Jones.
* Variant 940 (Harrison Noir) - Grizzled detective determined to run the mob out of his city.
* Variant 212 (Literary Stray Dog Harrison) - With his special ability, "Stolen Moments," this mastermind erases memories for the right price.
* Variant 327 (Prophet Harrison) - Worshipful Master of the Freemasons

### "Evil" Variants

These variants typically follow a more villainous path, although they often act as anti-heroes.

* Variant 161 (Evil Harrison) - After committing a terroristic act, this being of evil tears through the multiverse to bring about his own perverted justice.
* Variant 190 (Harrison the Patriot) - Lawyer turned mafia boss who runs his city with an iron fist after falling in love with the assassin sent to neutralize him.
* Variant 890 (Red Dead Harrison) - An aspiring lawyer and bartender gets swept away into the outlaw life.
* Variant 202 (Lagoon Company Harrison) - Mafia executive determined to rule the seas as he unites with a gang of modern-day pirates.
Pemutus

A **pemutus** (singular) was a juridical official in various societies of Gasal part of a wider system known as **keputusan**. Pemutuses gain their status from initiation by peers and recognition by wider society, adjudicating disputes according to customary law.

The pemutuses were originally one of the many fraternal lindung societies in Ketranite civilization. During the development of complex Ketranite law and custom beginning in the 5th century PB, the pemutuses became a bhuja of sorts based on the Ketranite and Gasalian paradigm of coordinative rather than centralized, imposed experimentation. Outside expectations and the gravity of Ketranite law made the direction of the juridical bhuja uniquely dictated by other parts of society, unlike the autonomy of most lindungs. From the turn of the Metabolic era prohairetic advances were used in attempts to engineer ideal judges, and Gasalian human engineering became distinguished for its emphasis on producing tools according to the needs of a wider community's mechanical functioning, often contrasted with individual or ideal visions associated with Ganitian technics. The empire of Masagan became particularly known for cloning exemplary pemutuses for administrative purposes, while individual communities in Ketusan competed to present different priorities in engineering their judges. The original culture of presenting an austere lifestyle and an impartial character gave way to the 'mechanization' of judges into a distinct and peculiar category of legal person.

Practices related to pemutus are speculated to have influenced the prohairetically engineered yoroihaki that appeared in Third Sushina.
Tabula

The **tabula** or **library gland** is a part of the brain associated with the distinct kind of sense and memory used by the stilus and other bodily processes that conduct genetic engineering. It is associated with control over neural and hormonal pathways that direct processes in the stilus with precision, creating prohairesis and the ability for human cultures to derive biotechnological capabilities from stilization.
Spike Team

Depois que Fábio Oliveira começou a conferir a nova encarnação de Spike Team, aqui estão as vozes mencionadas nos créditos finais.

Vozes Portuguesas:

* Paula Pais - Jo (T1)
* Erica Rodrigues - Jo (T1)
* Carla García - Vicky
* Sandra de Castro - Beth
* Sofia Brito - Patty
* Helena Montez - Susan
* Bárbara Lourenço Ann Mary
* Romeu Vala - Lucky

Estudio:

* 112 Studios

5 de janeiro de 2013
Gabrielle (disambiguation)

Gabrielle is a titular character in the Harrisonverse. She serves as a main character is most series.

## Variants

* Variant 177
* Variant 010 (Cultist Gabrielle)
* Variant 009
* Variant 616 (Steiner Gabrielle)
* Variant 940 (Gabrielle Noir)
* Variant 212 (Literary Stray Dog Gabrielle)
* Variant 327 (Punk Gabrielle)
* Variant XXX (Evil Gabrielle)
* Variant 190 (Assassin Gabrielle)
* Variant 890 (Red Dead Gabrielle)
The Gambler

Roger Sharpe, known as the 4th Gambler, emerged as a formidable supervillain within the criminal underworld, his identity bestowed upon him by the enigmatic figure, Ethan Cobblepot.

## The Gambler IV

### Aliases

Roger Sharpe
 Steven Sharpe IV

### Affiliation

Injustice Society
 Injustice Conglomerate of America

## Quote

> "I make my own Luck."
>
>

## Physical and Personality Description

Gambler's appearance exudes a sophisticated yet ominous aura, characterized by a blend of refined sartorial elegance and an air of enigmatic authority. Clad in tailored suits and adorned with subtle yet opulent accessories. His distinctive Derringer serves as both a symbol of his infamy, and a tangible reminder of his relentless pursuit of dominance and control over fate itself.

Roger Sharpe is full of charisma, cunning, and an unwavering belief in the supremacy of chance and opportunity. Driven by an insatiable thirst for power and a deep-seated conviction that luck is the ultimate arbiter of success, Gambler's actions are motivated by a calculated understanding of risk and reward. His magnetic charm and calculated manipulation enable him to sway others to his will, exploiting their vulnerabilities and desires to ensure the realization of his ambitions. While perceived by some as a cold and calculated opportunist, Gambler's intricate understanding of the delicate balance between chance and choice remains a formidable asset in his ongoing pursuit of dominance and retribution.

## History

### Year 2

Though speculation surrounds his connection to the lineage of the original Gambler (Steven Sharpe III), his exploits as a successful and cunning criminal elevated him to infamy even before he assumed his current mantle. He encounters Superion, and although he makes use of his probability manipulation, Superion beats him and the Gamble is subsequently incarcerated in Gotham Penitentiary. This only serves to fuel his determination to exact revenge on the hero and cement his status as a master manipulator of chance and fate.

He is later seen as a member of the Injustice Society.

## Powers

Gambler possesses an extraordinary ability to perceive and manipulate the probabilities and outcomes of any given situation, utilizing his unparalleled understanding of variables and causality to orchestrate events in his favor. By harnessing his innate mastery of probability manipulation, he can accelerate himself along carefully calculated paths of his design, ensuring that the outcomes align with his predetermined desires. However, this power is bound by the constraints of reality and logic, limited by the boundaries of possibility and causality. While this formidable ability grants him a significant advantage in strategic planning and manipulation, its exertion demands a substantial toll on his energy reserves, compelling him to replenish his strength through the consumption of copious amounts of sustenance.
Still Alive

**Still Alive** is the sixth episode of the first season of All Hail Harrison. It takes place some time prior to the beginning of the season, following the return of Connor in episode three, Want You Gone.

## Synopsis

Connor has a proposal for Harrison. A risky friendship is reborn - at least for now.

## Plot

Connor reaches out to Harrison during the summer, claiming he has a proposal for him. Harrison reluctantly agrees to meet Connor, but only if the two are alone. After meeting up at Connor's house, the two set out on a fishing trip.

Harrison and Connor catch each other up to date with the events of their lives. Connor confesses that, despite their last meeting, he is in contact with very few people from high school. Riley was sent away to military boot camp, and Shezan is continuing to lie low. Connor claims that he has calmed down quite a bit following the antics of the previous semester at college. Harrison tells Connor about the parties he went to as ESU, and his continued relationship with Gabrielle.

The two begin reminiscing on old times, and rekindle a sort of friendship.

The episode then skips over to a montage, showing Harrison and Connor at both a movie theater and a bar. The montage ends as with the two walking into a casino to bet on a horse race.

At the races, Harrison places bets on the horses with the highest odds, winning a decent amount of money that he immediately spends on the next race. Connor bets on the horses with the best chances of winning, winning a small amount of money that he also spends on the next race. At the end of the races, Harrison reveals that he has made back all the money he spent throughout the day, whereas Connor ends the night with a significant loss.

The two part ways and plan to go gambling again in the fall and spring.
Mirahism

**Mirahism** was a religion that emerged from a synthesis of folk beliefs in Gasal and Ketusan during the *Pro Bolou* concerned primarily with the detection and protection of divine objects. Mirahists believe that there is a coextensive spiritual world confined to the physical world. According to tradition, as events on the spiritual plane interact with the physical world, divine energies become permanently bound to particular places and things, which can be exploited by particularly wise individuals in order to perceive the divine and alter the physical.

A special class of archival priests gather and, through various techniques, attempt to extend the lifetime of objects inhabited by spiritual energies, which are called *dilindhungi* or sometimes *dhaturakshit*. Some *dilindhungi* are believed to possess positive energy that can be used to enhance the lives of individuals or society as a whole, while some possess negative energy, which is unable to harm the world as long as it is kept contained.

## History

Much of Mirahism can be traced back to the prehistoric funerary practices of some tribal groups around the periphery of Ganon in which bones or hair fetishes would be preserved by the family and friends of the deceased. Handling remains, especially when it involved the extraction of teeth and bones, was not performed by intimates and a special individual would typically provide the tokens and dispose of the body. The organization of such morticians into a priestly class came alongside standardized manuals and schools of instruction, by which time many components of the mystic tradition had already emerged independently. Funerary practices continue to be among the most important rites of Mirahism.

Mirahists promote a particular event as the origin of their religion. Some time between XXXX and YYYY, according to differing traditions, a particularly holy woman named Adiratna transmuted herself into a perfectly preserved mummy overnight in order to avoid an arranged marriage and remain pure eternally. Her body, which is still kept in the Temple of Adiratna, became a "Lection-in-Kind" for the priests of the day. She is revered as a Saint to this day and is one of the most visited Mirahist shrines in the world.
Corn slime

**Corn slime** is a feature of various plants where microbiota fed by mucus produced by the host fix nitrogen from the atmosphere. Beginning in the 3rd millennium PB maize that produced corn slime was spread widely across Lanul, contributing to increased yields in its arid regions; starting in the late 1st millennium PB other crops were engineered to possess the feature.
Wasptronic

Sam Duncan is the son of Mal Duncan (Guardian) and Karen Duncan (Bumblebee). His parents were killed by the original evil Justice Lords (consisting of Superman, Wonder Woman, Green Lantern, Batman, Hawkwoman & Martian Manhunter) as they tried to fight against their regime.

## Physical Description

He is a young african-american male of average height with a shaven head and dark eyes.

## History

Sam Duncan, also known as Wasptronic, is the son of Mal Duncan (Guardian) and Karen Beecher-Duncan (Bumblebee), two respected heroes in the DC Universe. After his parents were killed by the evil Justice Lords, Sam was left alone and bitter, with a deep-seated desire for revenge. He struggled to cope with the loss of his parents, and his anger often got the best of him. However, as he learned to come to terms with his grief, he slowly began to let go of his bitterness and embrace a more positive outlook.

Sam's personal antagonist is Pyromouth, a villain who often clashes with him due to their opposing personalities and ideologies. While Sam is a strong-willed and determined hero who fights for justice, Pyromouth is a ruthless and manipulative villain who will stop at nothing to achieve his goals.

### Wave 2

He joins the team because he trusts in the mission of the new Justice Lords. He leaves the team to have some time for himself in the epilogue of Year 2. Sam's character arc is to balance his desire for revenge with a greater sense of justice and compassion.

### Wave 3

Only to return in Year 3 and stays as a respected member. He doesn’t receive much attention after Year 2, mostly Sam is there to fill in the background. He voted against Kiera when the question for a new leader came up.

## Powers

To aid him in his crime-fighting endeavors, Sam wears a protective suit of armor that makes him resistant to blunt force and ballistic injury. He carries a golden shield which he can use both offensively and defensively, as well as a nightstick on his belt for close-range combat. His mechanical exo-suit, based on designs by John Henry Irons (Steel) and Curtis Metcalf (Hardware), heightens his senses and muscles, giving him enhanced strength and agility.

Sam's most unique ability is his Wasptronic-helm, which allows him to communicate with bees. With this ability, he can command swarms of bees to do his bidding, whether it be to gather intel or attack his enemies. Sam's connection with bees also gives him a deep respect for the natural world and a desire to protect it.

## Trivia

He was a rather quick addition, at the time I was reading Titans Hunt and well saw that Mal Duncan and his wife Karen had a kid. So from that point I developed a concept for the character and made him male.
Thunderbirds Are Go!

Depois que Fábio Oliveira começou a conferir a nova encarnação de Thunderbirds Are Go!, aqui estão as vozes mencionadas nos créditos finais.

Vozes Portuguesas:

* Scott Tracy – Tiago Matias
* Gordon Tracy – Tiago Matias
* Alan Tracy – Luís Barros
* Brains – Luís Barros
* Virgil Tracy – Ricardo Monteiro
* John Tracy – Ricardo Monteiro
* Kayo – Carla García
* Lady Penelope – Carla García
* Avó Tracy – Carla García
* Parker – Nelson Raposo
* O Hood – Nelson Raposo

Estúdio:

* 112 Studios de Biggs

Thunderbirds Are Go! Estreia 23 de abril de 2015 no Biggs
Stasism

**Stasism** was a family of philosophies and medicinal practices that emphasized ways to preserve and further ('stasis') a stable, authentic form. Stasist practices were broadly characterized by developing the immune system in a way that resisted changes which were prohairetic in origin, such as blood marking. In some schools, a proto-geneticist view of biology led to stasism becoming comprehended as a defense against all kinds of mutation, especially prohairetic ones.

By the 1st millennium BCE stasist practices were significant in Ganit and Ganon, almost certainly in conjunction with, and in opposition to, the development of bhuja-based sequencer states. In Ganit, stasist practices came to have a complex relationship with bolism; as a distinct pursuit it was eventually replaced by bolism, but individual bolist schools were able to retain affinities for stasist precepts or tenets. In the Metastatic War, for example, stasism was both one of the ideological debates that led to the war as well as an advertised defense against athelisis.