recursal/Fanatic-Fandom huggingface dataset:
Greater Spell Focus

**Prerequisite:** Spell Focus

**Benefit:** Choose a school of magic for which you already have Spell Focus. All spells you cast from your chosen school have the Difficulty Class of their Saving Throws increased by a further +1, to a total of +2.

**Special:** You may take this feat multiple times, each time applying it to a different school of magic for which you already have Spell Focus.
Crossbow Marksman

**Prerequisite:** Weapon Focus

**Benefit:** Whenever you wield a crossbow for which you have Weapon Focus, you may apply half your Dexterity modifier as a bonus to all Damage rolls with that crossbow. This bonus damage is precision damage, and so creatures immune to critical hits or sneak attacks, or with sufficiently alien anatomies, are immune to this bonus damage.
Ankh Basin

The Ankh River has been the lifeblood of Kemet since ancient times. While the great river and its fertile valley flows throughout all of Kemet, the **Ankh Basin** refers explicitly to the northern half, situated within the region of Khafre.

## Inhabitants

The population of the Ankh Basin consists essentially entirely of Humans of Kemetese descent, although Crocosphinxes and Threskisphinxes often dwell in and around the Ankh.

The waters of the Ankh are infamously infested with crocodiles and dire crocodiles. These animals are held sacred by the Kemetese and seen as representations and instruments of Pharaoh's justice.

## Geography

### **Ankh River**

The great **Ankh River** flows throughout the length of the Ankh Basin. The river grants not only life-giving water, but also serves as a highway of sorts, with ships constantly sailing along its length, and as a source of fish.

### **Djoser**

While most Kemetese cities predate their neighboring necropoli, **Djoser** was originally founded as a work-camp for the construction of the nearby necropolis.

### **Khafre**

Along the Ankh River rests Khafre. This grand metropolis was once a regional capital of Kemet, but today is the sole capital of what remains of that once-grand empire.

### **The Medusa's Tomb**

**The Medusa's Tomb**, its precise location lost to the passage of time, is the resting place of Uto, a Medusa who was in life a royal wife of Pharaoh Thutmose IV.

### **Resheph**

Although once among the larger of Kemet's cities, the city of **Resheph** was ravaged by plague ages ago. While the city's populace have long since been healthy, their number never quite returned to what it once was, and out of both a lack of need and a respect for the dead, the districts and neighborhoods worst hit by the plague stand abandoned to this very day.

### **The Riverside Necropolis**

A relatively recent necropolis found, aptly enough, along the riverside and not far from Khafre, the **Riverside Necropolis** is visible for miles due to the enormous statues of dead pharaohs it bears.

### **Wadji**

The city of **Wadji** has long been Kemet's center of papyrus production. The abundance of stranglereeds in the Ankh near the city can make the harvest of materials a deadly proposition, however.
Cresstyne Sisterhood

**The Cresstyne Sisterhood** is an all female guild of Drow assassins headquartered in Garethkulggen, celebrating murder in the name of Lolth.

Although the Sisterhood is quite religious and ritually offers the souls of its victims to the Webspinner, their services are available to all who can afford them.

## Organization

In Garethkulggen, the Cresstyne Sisterhood is led by a **Obokjabbress**, who serves for life. Each guild hall is run by a **Jabbress**, who has a high level of autonomy with regards to accepting jobs and issuing assignments. Individual sisters, however, cannot accept jobs without the approval of the Sisterhood, lest they face severe punishment.
Demodand

Daemonic jailers and tormentors, **Demodands** are Fiends congealed from the darkness and filth of the Pit of Tartarus.

## Description

Erebus, the third layer of Hades, is home to the Pit of Tartarus; an enormous, possibly infinite, pit where monsters and souls so wretched that neither Gehenna nor the Abyss will suffer them are imprisoned. The blood, sweat, and tears of these foul inmates collected over time, gathering in great pools of sludge; pits of black slime and tar which exist to this very day. Over the ages the contents of these pits congealed at times, belching forth the vile Demodands.

Demodands are still created this way; vomited forth from the black sludge of Tartarus. The crafty Demodands have, however, learned that the process by which Demodands are congealed can be accelerated by introducing the souls of mortals (or living mortals) into the sludge.

Intimately connected as they are to the darkness of Tartarus, Demodands stand alone among the creatures of the multiverse in that their darkvision is able to see through the darkness of that vile pit.
Greater Armor Focus

**Prerequisites:** Armor Focus, 8th level Fighter

**Benefit:** Choose one type of armor for which you have Armor Focus. When wearing the chosen armor type, all armor check penalties incurred by that armor are reduced by 1. Additionally the maximum Dexterity bonus allowed by that type of armor increases by +1. These bonuses stack with those granted by Armor Focus.

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

**Уголовный кодекс Polandball вики**  **Свод правил, необходимых к соблюдению участниками википроекта.**
Кодекс — это не ограничение вашей свободы, а способ поддержания на вики дружелюбной атмосферы и чистоты. Воспринимайте блокировку и предупреждение как обучение приличному поведению. Администрация может снять любое наказание, если посчитает, что вы усвоили урок.

## Дополнительная информация

* Некоторые используемые в правилах сроки лишь приблизительны, они обозначены тильдой (~).
* Пункты правил также действуют и на чат, однако кроме устного предупреждения участник может быть исключён из него, причина удаления должна быть озвучена.
* Связавшись с администрацией, вы можете запросить блокировку на любой срок или оспорить существующую.
* Присутствуют некоторые исключения, которые влияют на сроки блокировки:
	+ Если за последние ~ 2 недели участник совершил хотя бы 3 нарушения, администрация имеет право заблокировать его на период от 3 дней до 1 месяца, в зависимости от нарушенных им правил.
	+ По решению администрации суммарный срок блокировки может быть округлен в большую или меньшую сторону до стандартного деления в меню выбора. Такими являются: 3 дня, 1 неделя, 2 недели, 1 месяц, 3 месяца, 6 месяцев, 1 год.
	+ Наказание за нарушение возможно только в течение ~ 6 месяцев с момента его совершения, после окончания этого срока вы не будете привлечены к ответственности («срок годности»).
	+ Если после окончания блокировки прошло более ~ 2 месяцев, то при отсутствии нарушений количество прецедентов обнуляется («срок значимости»).
	+ Аккаунты, созданные исключительно с целью вреда википроекту, могут быть заблокированы бессрочно.
College of the Green Order

**The College of the Green Order**, in Eresburg, Irminsul, is the headquarters and school of the Green Order, one of the three Chromatic Orders of the Siegreich.

## Campus

The College of the Green Order is located in the city of Eresburg, Irminsul, in the city's famous Hermanngarten; the lgrandest public garden in the Siegreich.

The college campus is a circular area enclosed by a wall of tangled thorns and vines so thick and dense that it is at least as secure as a similarly proportioned wall of stone. A stone archway and a sturdy oaken door provide the wall's single point of passage. This door is at all times guarded by four powerful warriors who represent the different stages of life, as well as the seasons; one young, another in her prime, a third in middle age, and the fourth a wizened crone.

At the center of the campus proper sits the **Gruneiche**, a massive oak which has been partially hollowed out (although non-fatally; the tree is still very much alive) and which serves as the headquarters proper of the order. Around it, along the wall and dividing the circular campus into four quadrants, are the towers of **Fruhlingturm**, **Sommerturm**, **Herbstturm**, and **Winterturm**.
Fort Avernus

**Fort Avernus** is the oldest Human settlement in Avernus and was first established as a base of operations for Arcturium's mining and research colony in the region.

## Description

Fort Avernus is built of massive stone blocks, roughly mortared together. Genuine wooden doors originally were used when the fort was first built, but have long since rotted away and been replaced with cavewood.

Somewhat out of the way and surrounded by more attractive targets, Fort Avernus is seldom a target for raids, be they bandits, Troglodytes, or otherwise, and so is genuinely just a sort of unusually well-fortified, Avernite village of sorts.
Almus

The Avernite town of **Almus** sits at the mouth of the Grand Gallery, atop the only bridge connecting it to the Labyrinth to the west. The town is famous, among other things, for its wine industry.

## Description

Almus was founded shortly after the construction of Castle Avernus and serves to protect the western edge of the Grand Gallery. As with all major Avernite settlements, and especially owing to the town's strategic location, Almus is walled and quite fortified compared to many surface settlements. The cavern east of Almus, warmed by the nearby fumaroles, had made Almus the center of (fungal) wine production in Avernus.

Due to its strategic and waterfront location, Almus is the subject of frequent and bloody Troglodyte assaults. Chalybs is equally vulnerable, but strategically worthless in comparison. Owing to these attacks, many of Almus' inhabitants have an insular, defensive, somewhat stand-offish attitude.

Almus' potion shop is owned and run by Julius, a retired adventurer. Although his skills as an alchemist are somewhat less than his boasts, and slightly expensive prices, would claim, he is nonetheless quite learned and is often called upon by customers to help identify dweomers for them. Next door to his shop is the resident fletcher and bowyer, who is somewhat infamous for both his exorbitant prices and his alleged role in the town's criminal underbelly.

A pen for giant lizards can be found within the town walls, where the local lizard shepherd raises them for the slaughter. She not only raises the lizards, but also prepares meals from them, and her culinary skills are sufficient enough to justify her slightly expensive prices. As the Avernites have neither the skill nor the inclination to truly domesticate the still largely feral creatures, the lizards are raised solely for food purposes and are not sold or reared as mounts.

Perhaps befitting a town that is in some ways ways a war front, Almus has two resident blacksmiths, one an armorsmith, the other a weaponsmith. While the former has expensively priced wares, her counterpart is far more reasonable in his pricing.

The local inn, **Petrosa Vinarius**, is most well known for its slightly expensive but high-quality wines, the fruits of Almus' most famous industry. The inn also enjoys considerable profit in loaning rooms to merchants passing through on their way between Coriana and Augustus.

Almus enjoys a proper sewer system, although they have recently become host to an infestation of black puddings.

## Transportation

The sewers below Almus contain a teleport pylon which is part of the teleportation network created by the Conjurers of the Arcane Tower. This pylon enables one to teleport to or from the portal chamber at the Arcane Tower, which can then be used to teleport to any of the other pylons.
Dark Majesty

## Dark Majesty [Vampiric]

**Prerequisite:** Lord-derived bloodline

**Benefit:** All intelligent creatures with less HD than you must succeed on a Will save (DC = 10 + ½ your HD + your Charisma modifier) or suffer a -4 Morale penalty on all Attack rolls and weapon Damage rolls made against you for 24 hours. Any creature which successfully saves against this effect is immune to it for 24 hours. This is a mind-affecting effect.
Fort Aurum

Named for its proximity to Cirau's Lair, **Fort Aurum** is a major center of mining and metalworking for the Kingdom of Avernus.

## Description

Fort Aurum is the source of most of the metal goods produced by the Kingdom of Avernus. Such fame and importance, however, comes at a price and Fort Aurum is a nightmare of soot and smoke; loud and filthy, with slag and ore heaped everywhere. Visitors develop splitting headaches within moments and are easily identified as being the only folks not covered in dirt and soot. The citizens of Fort Aurum are known for being hardy and self-reliant, not to mention the finest smiths and miners in all the kingdom. Indeed, many a soldier and adventurer alike boast of the quality of their arms and armors forged from 'Auric steel.'

The fort's garrison and commanders are tasked with maintaining the safety of not only the fort, but also the multitude of mines and small forges in the area, as well as the multitudes of farms and homestead to the southwest.
Afallon

The county of **Afallon**, Afallach is the capital realm of the Kingdom of Gwynedd and the ancestral homeland of the Combrogi.

## Inhabitants

The highlands of Afallon, like most of Gwynedd, are home to a number of strange and magical hounds. The most well known of these hounds are the black dogs, spectral hounds that haunt the lonely highland roads at night, and the Barghests, fiendish highland predators thankfully less common than they once were.

A third type of canine monster native to the realm is the Fey hound known as the cu sidhe. Unsurprisingly, such creatures are most commonly found in and around the Forest of Afallach.

## Culture and Society

### **Bards**

Gwynedd is known for its rich bardic tradition, and the Bards of Afallon in particular are renowned for their skills in not only music and storytelling, but also in the arcane arts.

### **Knighthood**

Besides the more general knights of the realm, Afallon is home to two knightly orders; the Knights of Saint Peter, and the Order of the Unicorn.

### **The Old Ways**

While the traditions and heritage of the ancient Combrogi are now diluted and weak, there are still many villages in Afallon that cling to the ways of their ancestors. Such folks, typically led by local shamanic wise men, generally settle in the smaller, more rural and backwards, villages and avoid contact with the more urban and educated folks of Gwynedd.

## Geography

The Forest of Afallach dominates much of Afallon, making it one of the most forested realms in all of Gwynedd. What remains is largely the typical pastoral hills and valleys of Gwynedd.

### **Caerllion**

The ancient castle town of **Caerllion** is the capital of Gwynedd and the seat of King Culhwch pen Gwynedd.

### **Forest of Afallach**

The great **Forest of Afallach**, a place of magic and mystery, is largely concentrated in Afallon, although it also extends into neighboring Dyfed. It is within the Afallon portion of the forest that one can find the Tower of Afallach, the abode of the mysterious Witches of Afallach.
Dungeons of Doom

The 79th layer of the Abyss, the **Dungeons of Doom** are a sprawling dungeon complex 26 floors deep.

The Demon Lord of the Dungeons of Doom is Yendor the Wizard who resides within the bottom-most floor of the dungeon.

## Abyssal Links

The Dungeons of Doom connects to Pandemonium via an ascending staircase on its first floor.

Rarely and randomly one might descend a staircase within the dungeon and find themselves no longer within the Dungeons of Doom, but instead within either the Mazes of Menace or the Black Pit; the 80th and 81st layers of the Abyss, respectively.

## Description

The 79th layer of the Abyss, the Dungeons of Doom take the form of a sprawling dungeon complex. The Dungeons of Doom consist of 26 subterranean floors, each one deeper than the last. Each floor, save for the first and last, contains but two staircases; one leading upwards, and one leading downwards.

Fungi can be found growing in the dungeon, and its depths are also home to pools of shallow or murky water, lava, yawning chasms, and *of course* countless traps. The dangers afforded by these hazards, as well as the lethality of the realm's inhabitants, increase as one descends, with the 26th and deepest level of the dungeon being the home of its Demon Lord.
Drunken Bat

**The Drunken Bat** is the local tavern in Ergreifen.

## Description

Situated along Knofelweg, the Drunken Bat is Ergreifen's only tavern of note and, importantly, is *not* an inn and does not offer lodgings. The Baroness considers the tavern and its inhabitants off-limits during the Hunt and so it has become a something of a safe haven for those in town who would otherwise be caught outdoors after nightfall. Nonetheless, the the ownership has caught wind of this and exploited it, as those who remain within the tavern after nightfall but do not purchase any food or drink are quickly evicted for loitering. Needless to say, the owner is not a popular man about town.
Djoser

Located along the Ankh Basin, the metropolis of **Djoser** was originally founded as a work camp by Pharaoh Hemon I to house the laborers and artisans working to construct his pyramid. For this and other reasons, Djoser is also known as the **City of Pyramids**.

## Description

Although now a metropolis, Djoser was founded almost by accident by Pharaoh Hemon I who simply needed a work camp for the construction of his pyramid. Owing to the pyramids of the resulting necropolis and the view afforded of distant mountain silhouettes, triangular against the horizon, Djoser has come to be known as the City of Pyramids. This appelation has resonated with the city's populace, and much of its architecture is pyramidal in nature.

As with all of the cities of the Ankh Basin, Djoser is an agricultural center, although its many marble and sandstone quarries account for most of its trade up and down the river Ankh. The pits and ridges of the quarry pits generally find use even after they have been exhausted and are conerted to underground warehouses, granaries, and even housing complexes.

The city's grandest temple and administrative center is the **Pyramid of Secrets**. Devoted to Pelor-Illuminates-the-Mind, this is one of the largest such temples outside of the capital. The city is also well known for the **Triangle Arena**, a gladiatorial stadium which plays host to some of Kemet's toughest gladiators and fiercest monsters.
Copper Springs

**Copper Springs** is a desert region of the Badlands nation of Gadson.

## Inhabitants

The intelligent population of Copper Springs, as per the rest of Gadson, is essentially entirely Human. Humans also, by way of zombies, form a significant portion of the region's unintelligent population as well. Ghouls, too, are far from uncommon.

Herds of wild horse can be found in parts of Copper Springs, as can, according to legend anyway, the ever-elusive jackalope. Cougars, coyotes, rattlesnakes, and wolves are the primary predatory fauna of the region. Unsurprisingly, Undead cougars, coyotes, and wolves are also quite common.

## Geography

Copper Springs is largely a dry, arid, desert peppered with saguaro, desert scrub, and prickly pear. Rocky canyons and jagged cliffs help break up the monotony of the dry and dusty desert. Wide open desert plains dominate much of the region, which also includes low lying hills and small rocky canyons and jagged cliffs. As befits a desert, trees are few and far between in Copper Springs.

### **Borderland Inn**

The **Borderland Inn** is a small, abandoned, roadside inn southwest of Leighton and just south of Edgar's ranch. Overrun by Zombies, carriages and riders still make use of the road, but obviously do not stop at the inn itself.

### **Briar Chapel**

**Briar Chapel** is a small and isolated Cuthbertine chapel southeast of Leighton. The chapel is run-down, its windows old and cracked, the walls eroded, and its seat worn out. The chapel maintains a graveyard, which despite its rusted iron fences and crumbling stone walls is still in use, although it is generally plagued by Zombies, both the ambulatory corpses of those interred, and shamblers drawn there from elsewhere in the region.

### **Burton Ranch**

Northwest of Wolf Lake sits the small **Burton Ranch**.

### **Edgar's Ranch**

**Edgar's Ranch** is a small and beleaguered roadside ranch.

### **Hangman's Rock**

A large rock with a nearby tree, the **Hangman's Rock**, not terribly far from Leighton, is the aptly named spot where the people of Copper Springs execute their criminals by hanging. Ghouls have been known to stalk about the area, eager for relatively fresh meals.

### **Leighton**

The town of **Leighton** is the heart of Copper Springs and provides most of the region's goods and services.

### **Reese's Rocks**

Ironically situated just a ways west of Hangman's Rock, **Reese's Rocks** is the site of a small hideout for one of the local outlaw gangs.

### **Springfield Ranch**

Not only a ranch but a community center of sorts, **Springfield Ranch** employs workers from much of the surrounding area.

### **Stranger's Rest**

East of Springfield Ranch lies **Stranger's Rest**, a graveyard which has been overrun by Zombies.

### **Viper's Hollow**

**Viper's Hollow** is a rattlesnake-infested region of steep hills and hollowed-out rocks. Besides the snakes, outlaws have also been known to lurk in the hills and caves of the area..

### **Wolf Lake**

**Wolf Lake**, in the southeast of Copper Springs, is the largest source of water in the entire region.
Fritzburg Tunnels

Beneath the town of Fritzburg there exists an extensive and ancient network of tunnels and subterranean chambers. While the origin of much of these tunnels is known to history, the oldest and deepest portions of the network defy ready explanation and tales have long existed of even deeper, more ancient, tunnels that far predate the town itself.

## Description

The tunnels beneath Fritzburg began as unconnected basements and cave remnants, as well as early underground waterways and abortive sewer systems plus, of course, the catacombs beneath St. Alida's Cathedral. This underground network was greatly expanded upon early in the town's history by criminals digging out tunnels to facilitate smuggling, escapes, and other legal enterprises. Later treasure hunters would further expand them while seeking the fabled lost treasure of Wilhelm Derleth. While these tunnels were originally dug in secret, their existence is today common knowledge among the students and faculty of the University, and even among many of the unaffiliated burghers.

Underneath this upper layer of tunnels, however, is a vast and mysterious network of underground ruins, wide and deep. Horrifying and ancient, these tunnels and chambers appear nowhere in any recorded histories and are far older than the town itself. Not limited to simple rooms or passages, these ruins are known to contain murky swamps and even grand, ornate halls teeming with rich detail. Whatever their origin, these ruins are not a place where visitors are welcomed. Those who venture within quickly learn this thanks to the many deadly traps hidden throughout the tunnels and halls.
Great Bazaar

The **Great Bazaar** is the commercial district of the city-state of al-Uzza. It contains many shops and stalls where residents and visitors alike buy and sell goods. The district also hosts the city's largest theater.

## Description

The city's commercial district, the Great Bazaar is a bustling hub of trade and commerce.
Firewater

The 9th layer of the Abyss, **Firewater** is a vast abyssal ocean. Befitting the bizarre and inhospitable nature of the Abyss, Firewater is an ocean not of water, but of caustic alcohol. Worse, still, the entire surface of this ocean is perpetually ablaze.

No power currently claims rule over Firewater.

## Abyssal Links

Like all of the oceanic realms of the Abyss, the depths of Firewater ultimately connect to the Deep, the 666th layer of the Abyss.

## Description

The 9th layer of the Abyss, Firewater is a vast ocean of burning alcohol. The surface of this Abyssal ocean is perpetually on fire, causing any creature attempting to surface - such as a non-aquatic creature seeking air - to instantly be set ablaze. As the whole of the ocean is alcohol, and not water, submerging once more offers no relief, and only exacerbates the problem. Worse, still, the alcohol of Firewater is far more intense than mundane alcohol, and functions as though a mild acid; every round a creature spends submerged in the alcohol they suffer 1 point of Acid damage.
Dietrich von Eisenturm

**Dietrich von Eisenturm** is a famous nobleman and adventurer of House Eisenturm.

## Description

An adventurer and a scion of House Eisenturm, Dietrich von Eisenturm has slain countless monsters and experienced many adventures. Dietrich's current set of armor and his sword were both obtained when he slew a Frost Giant. Cursed during another one of his adventures, Dietrich is overcome with magical fury when in battle, sometimes even breathing fire. Despite his fame and noble lineage, his strange gear and skills are a source of much suspicion in the superstitious realm of Osning, and few warriors would follow him in battle.
Crusaders of Saint Cuthbert

**The Crusaders** constitute the military arm of the Church of Saint Cuthbert.

## Description

The militant arm of the Church of Saint Cuthbert, the Crusaders are one of the largest and most formidable military organizations in all of Asul. The Crusaders are tasked with not only the defense of the faithful and the church's estates, but also - and more infamously - with taking the fight outwards; with hunting down and slaying the heathen enemies who would threaten the Church, as well as creatures such as Fiends and the undead which are seen as affronts to the saint simply by the nature of their existence.

### **Militant Orders**

Besides the main body, the Crusaders incorporate a number of smaller, semi-autonomous, militant and knightly orders.

* The Black Templars
* The Iron Templars
* The Knights of the Iron Cross
* The Knights Sanguine
* The Order of the Cross
* The Order of Eresburg
* The Silver Templars
* The Sisterhood of Holy Fires
* The Sisterhood of the Quiet Mind
* The Sisterhood of the Righteous Heart
* The Sisterhood of the Rose
* The Sisterhood of the Valiant Heart
* The Sisters of Retribution

## Hierarchy

* The Crusader General
* Grand Crusader
* High Crusader
* Crusader
* Recruit
Bloodfruit

**Bloodfruit** refers to both a rare tree species found in the Underdark of Asul, and to the fruit of said tree.

## Description

A rare Underdark tree, bloodfruit grows only in areas with strong ambient magic. Although the pale and gnarled tree is barren and appears more dead than alive, every 3 to 4 years it produces a small amount of bitter red fruit. These bloodfruits are valued for their use as ingredients in the production of exotic and expensive wines.
Damoiselle du Dame

The priestesses of the Lady of the Chalice, the **Damoiselles du Dame** are mysterious and otherworldly Sorceresses. Besides their considerable magical might and political influence, the Damoiselles are notable for being exempt to the strict and harsh gender norms of Benoic; indeed most even ride horses.

## Description

When a female child in Benoic displays sorcerous power, it is the legal and sacred duty of her parents to report this to their liege so that the Damoiselles du Dame may be informed, and the child taken by them to be reared as one of their own. Such measures are, however, seldom necessary - in nearly all cases a Damoiselle du Dame will appear to the parents before they are even aware of their child's talents; sometimes even before the birth. The young girl is then taken away by the Damoiselles and raised as a Damoiselle - as a priestess of the Lady of the Chalice.

What, precisely, the training and initiation of a Damoiselle entails is unknown. Many speculate that their final initiation comes at the hands of the Lady herself, but none know.

The Damoiselles du Dame are stunningly  beautiful and seemingly eternally youthful, as befits the mortal agents of the Dame du Graal. This beauty is accompanied, however, by an otherworldly and mysterious air. A Damoiselle du Dame can prove nearly irresistible to even the most chaste of knights, while at other times she can seem as terrifying and imposing as the fiercest knight. Powerful sorceresses all, the Damoiselles typically wield magics of flora and fauna, and of abjuration and divination.

As agents and representatives of the Lady, the Damoiselles du Dame stand separate from mundane society in Benoic, and are exempt its normal and strict laws regarding gender. Most choose to even ride horses! Many are known, or at least rumored, to be promiscuous, but no knight would ever dare criticize a Damoiselle; to do so would be to speak ill of the Lady herself!

At times of war, when the Kingdom has need of them, Damoiselles can be found lending their sorcerous power to its armies. In times of peace, they move about as they wish, serving as advisors to dukes and kings, maintaining the chapels and shrines to the Lady, and of course finding and raising new Damoiselles. The Damoiselles have no known hierarchy and appear to innately know the wishes and desires of their mistress.
Gerhardt Dietrich

A giant of a man, **Gerhardt Dietrich, Champion of the Queen and Hand of Justice** serves as both the judicial champion of Queen Adelheide von Eisenturm, and as the chief headsman of Stahlofen, Eisenklippen.

## Description

Dour, ruthless, and taciturn, Gerhardt Dietrich is a giant of a man and towers heads and shoulders over even the tall and hardy folk of Osning. Stories and rumors, in fact, have grown up around his height and powerful build, attributing them to all manner of causes ranging from Giant ancestry to alchemical experimentation.

A savage fighter possessed of enormous strength, Gerhardt is nonetheless not an unskilled fighter, although he is certainly an unsubtle one. As the champion of the Queen, his reputation serves her well, as he is effectively death to those that would plot against or otherwise offend her.
Novela Ligera Volumen 1

## Musaigen no Phantom World 1

**Musaigen no Phantom World** (無彩限のファントム・ワールド, *Musaigen no Fantomu Wārudo*?) es el primer volumen de la novela ligera de Musaigen no Phantom World, que fue publicado el 20 de diciembre de 2013.

## Argumento

En un futuro próximo, los monstruos y espíritus se pueden ver a simple vista, que ya se volvió algo común en la vida cotidiana. Estos espíritus són denominados comunmente como Phantoms. Un chico llamado Haruhiko Ichijo de 1er año de la Academia Hosea, junto con Mai Kawakami, luchan contra los Phantoms con la habilidad "Espíritu de los Cinco Elementos", mientras que Reina Izumi utiliza su habilidad "Phantom Eater", y Koito Minase, quién lucha sola contra los Phantoms. Ello se enfrentarán a una enorme organización masiva que se aprovecha de ciertos incidentes y, con el tiempo, esto les llevará a descubrir la verdad que oculta su propio mundo.

## Personajes

* Haruhiko Ichijo
* Mai Kawakami
* Reina Izumi
* Koito Minase
* Shosuke Morohashi
* Arisu Himeno
* Rupa
Eruthros

The dense jungle of **Eruthros** stands distinct in Deimos, Eridan, its blood-red flora standing in stark contrast to the yellows and greens that dominate the realm and earning it the name of the **Red Jungle**. Oozing with acid and stinking of decay, Eruthros would be unpleasant enough, but is made even more inhospitable and horrific by its role one of countless Forever War battlefields.

## Description

The blood-red flora of the Red Jungle oozes with acidic secretions so intense that the very air of Eruthros is caustic, dealing 1d4 points of Acid damage per round to all exposed creatures and objects. These secretions, plus the stench of the dead slain by the jungle or battle, give Eruthros an overwhelming stink of decay and rot that is palpable for miles beyond the jungle's borders. Making things worse, and befitting Hades, much of the jungle's flora are carnivorous - and many that are not are simply violent towards other creatures for no practical reason.

### **The Pharmakon of Achlys**

Deep within the Red Jungle lies the **Pharmakon of Achlys**. A simple wooden treehouse hanging high in the jungle canopy, the pharmakon is the home, laboratory, and shop of Achlys, a Tekhnedaemon famous throughout the Lower Planes for her unmatched skill as a poisoncrafter.
Grave Guard

*"Requiescat in Pace."*
**The Grave Guard** were an all-male order of Cuthbertine knights tasked with defending graveyards, tombs, and catacombs from graverobbers and other threats from without, as well as from the undead and other threats from within.

Ironically, the Grave Guard would wind up falling prey to the forces they existed to combat; the order succumbing to their own fears of mortality and embracing the worship of Nosos, the Harbinger of Pestilence.

## Organization

The Grave Guard lacked much in the way of hierarchy and centralization, given that they were often quite isolated from one another due to their duties. Typically seven Grave Guards would be assigned a single burial site as their charge and would have little contact with other members of the order, or indeed many people besides gravediggers and the occasional mourner.

## Tactics and Equipment

The Grave Guard originally wore gray heavy plate armor, and, as they still do, wielded scythes. Today they still wear their armor, although it is now a putrid green and partly an unliving thing, swollen with disease and filth and fused to them. There is no longer a meaningful difference between a Knight of the Grave Guard and their armor.
Eligos

A powerful Infernal knight and able commander, **Duke Eligos** is a vassal of Beelzebub and one of the more infamous commanders of the Forever War.

## Description

Eligos appears as a humanoid devil clad in fearsome knightly regalia and wielding a terrible lance.

Duke Eligos is almost always mounted atop Abigor, his fierce Werremare and a gift from the Lord of the Flies himself, and seldom travels on foot, even when indoors.

## Vassals

Duke Eligos commands 60 legions of Parashadonim.
Agate

A semi-precious gemstone, **Agate** is a translucent variety of quartz.

Most types of agate carry a market price of between 4 and 16 GP, with an average value of 10 GP.

## Metamagic Component

Agate can be used as a metamagic component to extend the duration of a Darkvision spell. When used in this manner the spellcaster must provide an amount of the gemstone equivalent to 450 GP in either quality or quantity.
Baphomet Mutations

Baphomet is a powerful Demon Lord and the Prince of Beasts. The sire of Minotaurs and many other bestial half-men, Baphomet is known to 'bless' his humanoid worshipers with bestial mutations, to bring them closer in line to the wild savagery that he embodies.

## Mutations

To generate random Baphomet-granted mutations, roll 1d100 and consult the table below.
Episodio 4

**Familia falsa** (模造家族, *Mozō Kazoku*?) es el cuarto episodio del anime de Musaigen no Phantom World, que se emitió el 28 de Enero de 2016.

## Trama

Haruhiko habla sobre las similitudes y diferencias de las familias a través de las diferentes culturas. Reina demuestra lo grande que es su apetito cuando, junto a Haruhiko y Mai, comen en un buffet de "todo lo que pueda comer", más tarde Reina lamenta tener que volver a casa de sus estrictos padres, que odian a los Phantoms y no saben que Reina es una Phantom Eater.

Ella sube a un autobús extraño y mas tarde Haruhiko piensa que Reina está siendo influenciada por un Phantom. Koito confirma que el autobús es un Phantom y Reina está poseída. La próxima vez Haruhiko acompaña a Reina y se encuentran en un mundo de fantasía en el que Reina está en trance por conejos phantom que le dan una ilusión de una vida perfecta con una familia agradable y Haruhiko, ahora como parte de la fantasía, cree que es su hermano mayor. Más tarde, ambos se despiertan ante la casa de Reina. Ellos se dan cuenta de Reina fue atacado por los Phantoms debido a que su vida es un hogar infeliz.

De nuevo en el bus, Mai se une a Haruhiko y Reina, y llega a creer que ella es la distanciada hermana mayor de Reina. Haruhiko escapa de la fantasía y despierta a Reina, haciendo que los Phantoms se revelen y le ofrecen a Reina mantener viva la fantasía, ella casi acepta hasta que Haruhiko revela que también tiene una vida en un hogar triste, pero espera el día en que su madre vuelva a casa. Reina decide abandonar la fantasía y derrotan a los Phantoms.

De vuelta en el mundo real Reina le dice a sus padres la verdad sobre los Phantoms y su habilidad, y recibe el permiso de ellos para permanecer en el Club Caza-Phantoms.

## Personajes

* Haruhiko Ichijo
* Reina Izumi
* Mai Kawakami
* Koito Minase
* Ruru
* Arisu Himeno
* Kurumi Kumamakura
* Albretch
* Padre y Madre de Reina (Phantoms)
* Padre y Madre de Reina (Voces)

## Vídeos

TVアニメ『無彩限のファントム・ワールド』第4話 予告
Alchemist's Fire

**Alchemist's Fire** is a highly-flammable alchemical substance which ignites violently upon contact with air.

## Description

Alchemist's fire refers not to any single substance *per se* but a number of alchemical substances with functionally identical effects; a highly flammable liquid which ignites upon contact with air.

The most common formula for alchemist's fire is the congelation of 22 doses of aqua vitae and 12 doses of magnesium.

A flask of alchemist's fire weighs about 1 pound and typically sells for 20 GP.

## Effects

A flask of alchemist's fire 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 1d6+X points of Fire damage and forces the target to succeed on a DC15+X Reflex save or be set aflame. A creature so immolated takes 1d6 points of Fire damage per round until the fire is extinguished. Every creature within 5 feet of the point where the flask hits also takes 1 point of Fire damage from the splash.

## Metamagic Component

A flask of alchemist's fire may serve as a metamagic component for a number of spells.

* **Burning Hands:** One target of the spell that fails their Reflex save is set ablaze as though they had been struck by the flask.
* **Fireball:** One subject of the spell per caster level per flask used as a metamagic component that fails their Reflex saving throw is set on fire as though they had been struck by the flask.
* **Flaming Sphere:** Any creature damaged by the sphere is set on fire as though they had been struck by the flask.
* **Scorching Ray:** The spellcaster gains a +1 bonus on all Attack rolls made for the spell's rays.
Adlerdorf

The mountainside village of **Adlerdorf**, Adlerstein, is a largely unremarkable and rustic settlement that is only really notable for being the sole point of access to and from Schloss Adlerstein.

## Description

Adlerdorf is a rustic but fairly wealthy mountainside village. Unremarkable, the village is only really noteworthy for being the sole point of access to the ancient castle of Schloss Adlerstein. The Adler River flows by the village which houses a ferry station. From here goods and people alike are shipped up and down the river, to and from both the castle and Ravensbruck further downriver.
Furcas

The lord of the Forked Sepulchre, and a vassal of Duke Barbatos, **Sir Furcas** is perhaps the greatest of all knights in Gehenna. Fittingly, Furcas is a patron of diabolical knights throughout the Multiverse.

## Appearance

A unique Devil, Sir Furcas appears as an elderly but strongly-built old man, with white hair and a long, forked, white beard. Atop his wizened brow he wears a crown of laurels, and his body is encased in night-black full plate armor.

Furcas never travels by foot, and is essentially always found mounted upon his Dethmare.

## Description

A vassal of Duke Barbatos and lord of the Forked Sepulchre, Sir Furcas is by many accounts the foremost knight of Gehenna. Sir Furcas is a masterful equestrian and gifted with the lance, likewise he is an able and skillful general responsible for many victories in the Forever War. Befitting a knight, his martial prowess is matched by his courtly prowess; Furcas is adept at navigating the courtly intrigues and political maneuvering of Gehenna.

## Vassals

Furcas commands 20 legions of Parashadonim.
Aqua Fortis

**Aqua Fortis** (alchemical notation: **A.F.**) is a powerful alchemical acid capable of dissolving even silver.

## Description

Aqua fortis is a colorless to yellow or red alchemical liquid which sometimes fumes with reddish brown vapors. Highly caustic, aqua fortis is capable of dissolving all metals except gold and adamantine.

Aqua fortis is typically prepared by mixing either sand, alum, or vitriol, or the last two together, with niter, and then distilling the mixture. The gas collected from the distillation then condenses into aqua fortis.

Aqua fortis is useful to refiners for parting or separating silver from gold and copper; to the workers in mosaic for staining and coloring their woods; to other artists for coloring of bone and ivory, which is done by tinging the items with copper or verdigris, then soaking in aqua fortis. Bookbinders also put it on leather, making fine marble covers for books. Diamond cutters use it to separate diamonds from metalline powders. It is also used in etching copper or brass plates. It can be mixed with oil of vitriol and used to stain canes to appear like tortoise shell by applying several coats while the cane is over hot coals. The canes are then given a gloss with a little soft wax and a dry cloth.

In addition to these uses, aqua fortis is a necessary component for the creation of the even more potent aqua regia, and also has obvious offensive uses as a thrown weapon.

A flask of aqua fortis weighs about 1 pound and typically sells for 15 GP.

## Effects

Against most creatures, a flask of aqua fortis functions identically to a flask of acid. Against most objects, including Constructs as well as items, aqua fortis bypasses all hardness and non-magical Damage Reduction. Unlike regular acid, aqua fortis deals normal damage to mithral and silver objects, although objects, including Constructs, made of gold or adamantine are still unaffected by it.

## Metamagic Component

A flask of aqua fortis may serve as a metamagic component for a number of spells.

* **Acid Arrow:** The spell's acid lasts 1 additional round.
* **Acid Fog:** The fog's radius and height both increase by 5 feet.
* **Acid Splash:** The spell either deals an additional point of damage, or lasts an additional round.
* **Grease:** The grease becomes caustic and deals 1 point of Acid damage per round to any creature touching the greased surface or object.
* **Wall of Ice:** For each flask of aqua fortis used as a metamagic component, one 10-foot square of an ice wall may be modified such that when broken through it deals 1d6 points of Acid damage.
* **Scrying:** The spell is heightened by +3.
* **Scrying, Greater:** The spell is heightened by +2.
Cave Troll

Brutal and instinctive hunters, **Cave Trolls** are essentially larger, dumber, stronger, Trolls which lair in caves.

## Description

A Cave Troll stands 10 feet tall and weighs 800 pounds. Its legs end in clawed, three-toed feet, and its massive forearms end in wide, powerful hands with scythelike claws. The hide of a Cave Troll is thick and rubbery-looking, and their thick, ropy, dark hair runs from their head down their backs as though some manner of mane.

In addition to being larger and stronger (and dumber), Cave Trolls have greater regenerative powers than regular Trolls. They also possess Darkvision rather than mere Low-Light Vision.

Cave Trolls are little more than clever animals and are driven solely by instinct. Many have a rudimentary understanding of Giant but do not speak it.

As their name suggests, Cave Trolls lair in caves, although beyond that they can live anywhere.
Cerenkite

**Cerenkite** is a blue, highly radioactive, soft metal. Cerenkite radiation is toxic to living creatures, and can also cause mutations. In addition to the cerenkite's radiation, the metal poses its own particular hazard in that it is notoriously prone to accumulating regolith which is easily disturbed and dispersed into the air when the ore is handled. As such, one risks being exposed both externally and internally to radiation if proper precautions are not taken when handling cerenkite.
Al-Uzza Sewers

The grand metropolis of al-Uzza sports a suitably labyrinthine sewer system. These sewers are known to connect not only to the city's catacombs but also to the natural caves and the ancient ruins upon which the city was built, creating a sprawling undercity.

## Description

The sewers beneath al-Uzza are infested with rats and dire rats alike, and many portions of it are also known to harbor the undead.

### **Bazaar Sewers**

The portion of the city's sewers running underneath the Great Bazaar are known to connect to a portion of the ancient ruins upon which the city was built.
Ednad Ezar Emenontak

**Ednad Ezar Emenontak** was a Mountain Dwarf and the creator of dursavot.

## Biography

Ednad Ezar Emenontak is the creator of dursavot, a popular Onolgar board game.

So pleased was the Thol-Etar with Ednad's creation that he offered to grant him any reward he desired. Ednad requested of the Thol-Etar nothing more than that he should place one gold coin on the first square of the board, two on the second, four on the third, and so on until the board is filled.

The Thol-Etar was more learned in mathematics, perhaps, than Ednad anticipated, and after some *persuasion*, Ednad was convinced to instead accept as much gold as he could carry.
Guild of Butchers, Cooks, and Brewers

**The Guild of Butchers, Cooks, and Brewers** is a trade guild in Vordenburg with a *de facto* monopoly on its associated trades. The guild is headquartered in a guildhall on Alchemists' Street.

## Description

The Guild of Butchers, Cooks, and Brewers includes effectively all kitchen workers, slaughterhouse workers, and brewery workers in the city of Vordenburg. Like the other trade guilds of the city, there is no legal mandate requiring tradespeople belong to a guild, but there is also no effort made by any of the authorities to prevent the guilds from exercising 'guild justice' on those who would attempt to gain employment without membership.

As a trade guild, the Guild handles the training of its members in their chosen professions, and also seeks to protect their interests and gain them employment.

## Guildhall

The **Guildhall** of the Guild of Butchers, Cooks, and Brewers is located on the east end of Alchemists' Street. The building is divided into three wings; the **North Wing** consists of kitchens, the **East Wing** is the guild brewery, and the **South Wing** is the guild's slaughterhouse.
Akroma Atoapem

The archmage known only as **Akroma Atoapem** was not only the founder of the Eight Totem Warriors, but also their leader and mentor. Although she is an important culture hero for all the peoples of Sika'dwa, she is particularly important to the Akroma tribe who hold her as their ancestral founder and the source of their tribe's name and totem animal.

## Description

All myths and legends about Akroma Atoapem consistently depict her as an elderly women, indeed many stories claim that there was never a time when she wasn't old. As with the other Totem Warriors, Akroma's disciples, Akroma's birth name and her face are unknown; she is always depicted wearing a golden mask in the likeness of a hawk, and it is from this that her name of Akroma, and the name of her tribal descendants, is derived.

Among many other heroic and historic deeds, Akroma Atoapem is known to have served as an adviser and mentor to Efia Akroma, founder and first queen of Sika'dwa. The Golden Throne upon which she and all subsequent queens have sat is said to have been either created by Akroma or to have been pulled down from the heavens by her. After the founding of the Kingdom, Akroma herself vanishes from history and myth alike; some claim that old age finally claimed the wizened sage, while others say that she simply retreated from the world of men, waiting for such a time when she and her wisdom would once more be needed.