recursal/Fanatic-Fandom huggingface dataset:
Cranial Deformation

You have undergone the painful and ancient technique of cranial binding, deforming your skull to unlock more of your psychic potential.

**Prerequisites:** Knowledge (Eldritch) 3 ranks, Medicine 3 ranks

**Benefit:** If this feat is taken at first level, you are assumed to have undergone the process of cranial binding prior to the start of the campaign. If taken after first level, you must undergo a painful 6-month regiment of increased tightening and head binding, during which time you take a -1 penalty on all mental ability scores.

Once the binding is completed, your skull takes on one of three shapes of your choosing, each with a specific benefit. Once chosen, this shape cannot be changed.

### **Fronto-Occipital Elongation**

Your head slopes significantly in a high conical shape, tapering from your brow to the crown of your head.

You take a –1 penalty on Intelligence and Wisdom checks and on Intelligence and Wisdom based skill checks, but gain a +2 bonus on Charisma checks and Charisma-based skill checks.

In addition, a number of times per day equal to your Charisma modifier, you can extend the duration of a psionic power you manifest by 50%. The increased duration does not stack with an increase granted by Extend Power.

### **Ovoid Compression**

Your head takes on a larger, rounder, more bulbous appearance than normal.

You take a –1 penalty on Charisma and Wisdom checks and on Wisdom and Charisma-based skill checks, but gain a +2 bonus on Intelligence checks and Intelligence-based skill checks.

In addition, a number of times per day equal to half your Intelligence modifier, you can manifest one psionic power you know with a +1 bonus to its manifester level.

### **Sagittal Elongation**

Your head slopes back in a gentle, elongated curve.

You take a –1 penalty on Intelligence and Charisma checks and on Intelligence and Charisma based skill checks, but gain a +2 bonus on Wisdom checks and Wisdom-based skill checks.

In addition, a number of times per day equal to your Wisdom modifier, you can increase the DC of a psionic power you manifest by +2.
Gerlinde Elster von Karnstein

**Gerlinde Elster von Karnstein** is the cruel and predatory baroness of Elster, Karnstein County.

## Appearance

Although some 200 years old, Baroness Gerlinde Elster von Karnstein, owing to her nature, appears no older than the attractive teenage girl she was upon her Embrace. The Baroness wears her silky black hair long and loose, with a notable widow's peak.

## Personality

Baroness Gerlinde Elster von Karnstein is spiteful, sadistic, and bossy. She enjoys hunting her taxes and hunting - Humans, anyway - in general. Gerlinde revels in who and what she is, and in many ways emphasizes the predatory nature of the Vampire over its aristocratic one. That said, many of her unpleasant qualities are also easily explained, perhaps, by simply examining what would really happen if one turned a unpleasant teenager into an immortal and superhuman predator. The fact that Gerlinde, unlike most of her peers, was born a noblewoman likely did not help, either.
Forest of Afallach

The **Forest of Afallach** in Gwynedd is a dense and ancient forest; sacred to the ancient Combrogi, and to the Tylwyth Teg before them, the forest is as magical and mysterious as it is ancient.

## Inhabitants

Like most forests, particularly those of the magical sort favored by Elves, the Forest of Afallach is alive with plant creatures and Fey. That said, much of the particulars are unknown due to the secluded nature of the forest and its inhabitants.
Unicorns are known to inhabit the glades and glens of the forest, although they seldom choose to reveal themselves, and at least one coven of Green Hags lurk within the dark and damp of the forest. Rumors claim that some of the Tylwyth Teg still lurk the forest, as well.

Werewolves are mercifully very rare, but nonetheless known to exist within the portion of the forest that extends into Dyfed.

## Culture and Society

By long-standing royal decree, nearly all folk, commoner or noble, are forbidden entry into the Forest of Afallach. This edict is carried out by the Wardens of Afallach, the sole group, besides the Witches of Afallach, permitted to move about the forest freely. It is their duty to safeguard both the Witches and the forest itself, and rumors claim that these strange armored figures, blessed by the Witches, are in fact themselves descendents of the Tylwyth Teg.

## Geography

The Forest of Afallach is situated primarily within the duchy of Afallon, Gwynedd, although a sizable portion of it extends into the neighboring duchy of Dyfed, where it too falls under the curse of gloom and stunted magic that looms over that realm.

### **Tower of Afallach**

The mysterious **Tower of Afallach**, built by the Tylwyth Teg according to some, is the secluded home of the Witches of Afallach. The tower lies in the heart of the forest, within the duchy of Afallach.
Bedwyr

**Sir Bedwyr the Battle-Crowned** is a mighty Knight and the current Marshal of Gramarye.

## Description

Sir Bedwyr the Battle Crowned is a handsome man, albeit a maimed one for he has lost a hand in battle. Nonetheless, Sir Bedwyr is one of the mightiest warriors in Gramarye and the High King's appointed Marshal.

In addition to being a skilled warrior and an able general, Sir Bedwyr is also known for his wisdom and knowledge, and is particularly learned in the means by which witches can be identified.
Geometric Notation

You have learned how to record spells as complex geometric figures.

**Prerequisites:** Knowledge (Arcana) 5 ranks, Knowledge (Engineering) 5 ranks

**Benefit:** When recording spells in a spellbook, on a scroll, or in some other written form you may choose to do so as complex geometric figures rather than as elaborate arcane formulae. Spells recorded in this manner cost the same amount of time and money to record, but always occupy only a single page in a spellbook no matter their level.

Recognizing and identifying spells written as geometric figures is difficult for those without this feat. All DCs to decipher spells written with this feat are doubled for creatures that do not also have this feat.
Goldstadt University

**The University of Goldstadt**, or **Goldstadt University**, is a university in Goldstadt, Schwarzwald. Despite the generally well-earned reputation of Schwarzwald as a place of superstition and ignorance, the University is quite well respected, particularly as a center of medical learning.

According to local rumors, many within the school's faculty and/or student body belong to the secretive Illuminati, although the Inquisition has yet to detain anyone from the school on such grounds.

## History

The University of Goldstadt was founded by Count Ludwig the Scholar.

## Faculty

### **Teaching Staff**

The University of Goldstadt teaches courses in the humanities, law, medicine, and theology.

As Osning still employs trial by ordeal or combat rather than trial by arbitration or jury, the law courses offered by the University typically deal with the laws of other provinces in the Siegreich, or other nations entirely, rather than those of Osning, such as they are.
Ahiman

The second of Anak's three sons, **Ahiman** is the ancient founder of Ashdod and the ancestor of the Ahiman Anakim.

## Description

The second and strongest son of Anak, Ahiman is said to have been born with the strength of the mountains. He originally dwelt in Arba with his father and brothers, but set out on his own after the Calamity, eventually founding the city of Ashdod and his own tribe of Anakim.
Dire Boar

**Dire Boars** are larger, tougher, meaner, boars. They often have feral, prehistoric, or even Fiendish appearances.

## Description

Dire Boars are omnivorous and spend most of their time rooting around, much as ordinary boars do. They are, however, vicious and will attack anything that approaches them.

Dire boars grow up to 12 feet long and weigh as much as 2,000 pounds.
Abel

Beginning at the coast and stretching inwards, **Abel** constitutes the fertile coastal plains of Bashan.

## Inhabitants

The most fertile and hospitable portion of Bashan, Abel is home to the the bulk of the region's population and houses the city-states of both the Anakim and the Yehudim.

## Geography

Abel begins at the coast and stretches inwards towards the interior of Bashan. The further inwards one ventures, away from the coast, the harsher the climate gets and the fewer the streams and the sparser the vegetation, until eventually the meadow gives way to the volcanic wastes of Horeb. No great rivers course through Abel, although there are numerous streams, many of which dry up during the hotter seasons. Largely grassland savannah or shrubland, the only trees of note in Abel are olive trees, cultivated and harvested by the Shemim since ancient times.

### **Ashdod**

Straddling the coast is **Ashdod**, one of the three cities of the Anakim and the home of the descendants of Ahiman.

### **Ashkelon**

Situated just south of Ashdod, the ancient seaport of **Ashkelon** is the largest and grandest city-state of the Yehudim.

### **Azzah**

One of the three cities of the Anakim, **Azzah** is primarily home to the descendants of Sheshai and is located along the coast, a ways south of Ashkelon.

### **Gath**

Located within the interior of the meadowlands, **Gath** is the only of the three cities of the Anakim to not sit along the coast and the home of the descendants of Talmai.
Greta Schmitt

**Greta Schmitt** is the burgmann of Schloss Adlerstein, maintainining and guarding the castle on behalf of Baroness Oda von Ravensbruck.

## Appearance

Standing well over six feet tall and powerful build, Greta Schmitt would be an imposing woman even without the benefit of her station or her reputation. Although she generally carries herself lightly and is quick to laugh, she always has a predatory air about her and seems to put others ill at ease. Many in Schloss Adlerstein liken her to the dogs she is so fond of.

## Personality

Greta Schmitt is known for being fond of a good joke and a good drink alike, but is nonetheless infamous for her cruelty towards prisoners or those that otherwise run afoul of her. An avid hunter and formerly the Baroness' kennelmaster prior to being elevated to the status of burgmann, Greta Schmitt is extremely close with her hunting dogs; something that has made her the butt of numerous jokes from the castle's garrison. Needless to say, such jokes are only ever shared far, far, far from Greta's ears.

Indeed, the barony has not had any traditional executions since Greta's rise to power; those found guilty of capital crimes simply wind up saving the Baroness money and serving as dog food.
Caelestis

**Caelestis** is a Human nation of the Veldt. Famous for its principles of democracy and self-determination, Caelestis bears many similarities to the Western Kingdoms, owing to its history as an Arcturian province, as well as the painful history of Devil-worship during its time as Tanit.

## Government

Caelestis is famous among the Humans of Asul for its democratic rule. Every adult citizen in Caelestis is entitled to participate in elections to determine their **Senator** who sits in the Senate. The Senators, in addition to their other duties, then elect the **First Citizen** who serves as the head of state.
Eresburg

Once the capital of all of Osning, the city of **Eresburg** is now merely the county capital of Irminsul. Nonetheless, it is still a wealthy and influential city and one which boasts a long history dating back to its initial settlement by the ancient Tyrlings.

## Description

The city of Eresburg rests within a massive, roughly circular, crater-like pit. Some local legends claim that the pit is, in fact, an impact crater of some sort, although most folk, and nearly all scholars, agree the pit is simply an ancient open-pit iron mine. Formerly the capital of Osning, the city is now merely the capital of Irminsul, and, indeed, Stahlofen in particular and Eisenklippen in general had supplanted it as a center of steel production and metalworking even before that.

Despite the gradual but undeniable loss of influence and importance Eresburg has suffered on both the national and international stage over the centuries, the city remains perhaps the most fortified in all the Siegreich. A sturdy iron wall encircles the rim of the pit in which the city rests, famously defended by massed artillery from the Wehrtechnik Institut, and but a single gate and road leads past it and into the city proper.

The foulest, and in some ways oldest, part of the city is known as the **Hohlraume**. Not constructed but rather carved and excavated, the Hohlraume consists of tunnels and caves extending throughout the huge rock walls of the Eresburg crater. Filthy and disease-ridden, these tunnels are home to the lowest of the low, and Tieflings and worse are also said to lurk their dark and stinking depths.

The first place all those entering to the citycome upon after passing through its great iron gates is the market district of **Drachenhause**. In addition to its countless shops, craftsmen, and vendors, Drachenhause also offers high-quality inns, taverns, and other services catering to visitors.

Eresburg sports one of the largest and most magnificent public parks in the Siegreich, the famous **Hermannsgarten**. Besides the gorgeous flowers, fields of roses, and lines of oaks and rowans, the park is also home to the headquarters of the Green Order.
Celestial

Goodness incarnate, **Celestials** are those Outsiders native to the Upper Planes.

Like many outsiders, most Celestials are effectively immortal unless slain on their home plane. 'Killing' such a creature while it is away from its plane of origin typically simply results in them reincarnating back at their home plane; although generally greatly weakened, often even reduced in form.

## Greater Celestials

Like their Fiendish counterparts, the three primary Celestial races are divided in accordance to their views regarding Law and Chaos. Unlike the Fiends and their horrific Forever War, the Celestials are united in their devotion to virtue and do not engage in armed conflict. Certainly the Angels and Agathons disagree, sometimes quite strongly, on the merits of their ideologies, but these differences are settled peacefully. Since times imemorial Celestials, and even sometimes mortals, gifted in rhetoric and philosophy have gathered in the Symposium of Elysium to participate in the Great Debate, the Celestial equivalent to the Forever War and a grand discussion on the merits of Goodness as it relates to Law, Chaos, and Neutrality.

### **Angels**

Wise and benevolent, **Angels**, or **Elohim** as they call themselves, are the Celestial incarnations of Lawful Goodness. Angels hail from the Seven Heavens of Shamayim where they exist within an orderly society governed by wisdom and love.

### **Agathons**

Incarnations of virtue and goodness without concern for Law or Chaos, **Agathons** are the Celestial incarnations of Neutral Goodness. Agathons are native to the Blessed Fields of Elysium, although they often can be found living in harmony with the Celestials of other Upper Planes as well.

### **Empyreals**

Passionate and free, **Empyreals** are the Celestial incarnations of Chaotic Goodness. Empyraels hail from the Garden of Paradise where they dwell in peaceful anarchy, ruled only by compassion and without concern for rank or hierarchy.

## Lesser Celestials

### **Yazatas**

Embodiments of virtue and goodness, the **Yazatas** are in many ways the Celestial counterparts to the Daevas of Ahriman. Like the Daevas, in fact, the Yazatas are led by the six greatest of their number, the sacred Amesha Spentas.
Avernus (Asul)

Named after a region of Mashchit, the first of the Nine Hells of Gehenna, **Avernus** is an Upperdark region miles beneath the surface of what is today Arcturium. Although numerous creatures, sapient and otherwise, call the caverns and vaults of the region home, Avernus is perhaps best known for the Onyx Horde of Troglodytes and an eponymous Human kingdom.

## Geography

The vaults and caves of Avernus generally rather cold and damp, are home to numerous and myriad fungi, including a species of bio-luminescent fungus which grows in patches on the ceilings of caves and vaults across Avernus and which most of the region with a faint greenish light.

In addition to the ubiquitous filth fever, much of Avernus' swampland is lousy with scaleflake.

### **The Grand Gallery**

**The Grand Gallery** is both the largest vault in Avernus and also, in many ways, it's most hospitable. So livable has it proven to the people of the Kingdom of Avernus that not only is the bulk of their population concentrated there, but so is Castle Avernus, their very capital.

### **Labyrinth**

**The Labyrinth** is a maze-like network of snaking cave passages and twisting caverns. The Labyrinth proper, from which the region gains its name, includes the lair of Evakylra, a reclusive but powerful Blue Dragon.

### **Northern Avernus**

Unsettled and largely unexplored - by Humans at least - **Northern Avernus** is something of a wild hinterland for Avernus. Of the few things known to the Avernites of the region is that it is inhabited by Giants. This is also, not coincidentally, one of the reasons why it is so poorly explored.

### **Northwestern Avernus**

**Northwestern Avernus** is a region of Avernus separated from its neighboring region to the east by a great river. Besides its Chitine, Drow and Human inhabitants, the region is also home to Cirau, a Gold Dragon and ally of the Kingdom of Avernus.

### **Plutus Rift**

**Plutus Rift** is a massive chasm located in a cavern north of the Grand Gallery. A great spire, with its base all the way at the chasm's bottom in Lower Avernus, sits within the chasm. Atop the spire rests **Fort Plutus**, a bulwark constructed by the Avernites to guard from any threats from below.

### **Troglodyte Lands**

West of Plutus Rift and north of the Grand Gallery lies the watery domains of the Onyx Horde.

### **The Western Vault**

**The Western Vault** rivals the Grand Gallery in sheer amount of open space and inhabitants. A large natural cavern, the Western Vault is not quite as impressive as the Grand Gallery, but does lay claim to the first Human settlements in Avernus, including the initial settlement of Fort Avernus.
Archaic Gramarye

***Archaic Gramarye*** is an archaeological text detailing and analyzing prehistorical monuments and artifacts from the Misty Isles.

## Content

*Archaic Gramarye* is a comprehensive survey of archaeological sites throughout Gramarye and Albion. Of note to students of the occult, many legends and superstitions (often concerning the Fey) related to these sites and objects are also included.
Flora and Fungi (Umbralume)

## Flora

### **Bloodbloom**

**Bloodbloom** is a magical, pale, plant that grows on blood in long abandoned tombs and crypts. It slowly feeds on death and decay and eventually blooms into a bright, blood-red, flower with sickly pale-white petals.

## Fungi

### **Cryptmold**

**Cryptmold** is a fungal mold that grows upon rotten flesh and blood inside old tombs and catacombs. In its mature adult form it bears forth giant spores.Its large sporangium give it a somewhat plant-like appearance.
Gerhilde Grimm

The daughter of the previous head of the Schwarzritter, **Gerhilde Grimm** is a renowned adventurer from Osning.

## Description

Gerhilde Grimm is the only child of the previous hochmeister of the Schwarzritter. Trained by her father as a warrior, Gerhilde was intended to join the Order of the Crow. A free spirited young woman, however, Gerhilde had little love for the strict lifestyle of a knight and chose instead to become a freelance adventurer and as such she has become known and respected in Osning.

Gerhilde rides upon a proud Unicorn she has befriended and, in battle, dons leather armor and wields a magical spear and shield.
Domviertels

A district of Hafenstadt, **Domviertels** is the city's intellectual and spiritual center.

## Description

A district of the city-state of Hafenstadt, Domviertels is an impressive sight, dominated by great and ornate buildings. Besides grand cathedrals and smaller temples, Domviertels is also home to alehouses, inns, bookstores, antiquarian shops, booksellers, and more - almost any sort of establishment that one can imagine serving an educated clientele can be found in Domviertels.

During the day, the streets and canals are crowded with traffic, and even at night the district bustles with activity as drunken students serenade their neighbors with the latest bawdy songs. Nonetheless, night brings out the more sinister side of Domviertels. Thieves and burglars find ample work here, while students gather to work off a hard day of studies with a hard night of drinking.

At the district's east end sits one of Hafenstadt's jewels; the Cathedral of Boccob. A grand cathedral and great library, the Cathedral and its attendant priests also play a major role in both education and the city's legal system.
Angenmeban

Beneath the surface of Dorn, Karnstein County, rests the Emenontak fortress of **Angenmeban**. Populous and wealthy, Angenmeban is in many ways a cultural capital to the political capital of Eravuz, and has long been a center of Dwarven music and theater. The fortress is also known for its population; Angenmeban sports an unusually high percentage of psychic bloodlines and an equally high occurance of psychic power.

## Description

An ancient and massive Dwarf fortress, Angenmeban is divided into a number of smaller urban districts.

The political and historical heart of Angenmeban is the district of **Zanoramost**. The initial fortress, Zanoramost today has few residents but a high number of historic landmarks and cultural sites. Notably, the seat of the Etar can be found within this part of the city, as can the city hall, the famous Lushobstinthad theater, and the Gethsholeb. The wealthy and famously psychic Ilir, Lorsith, and Murak families also have their estates within Zanoramost.
Church of Starry Wisdom

**The Church of Starry Wisdom** is a relatively recent religion (and religious organization) in Asul that is primarily active in and around the Western Kingdoms.

## Beliefs

The Church of Starry Wisdom's faith shares a fair deal in common with the Way and other such philosophies and religions from Izumo and Tianxia. Rather than a relationship with the gods, members of the Church are encouraged to seek out enlightenment and self-perfection. The Ascended Masters (those who have achieved total transcendental enlightenment) are venerated, though, and this veneration is generally seen as worship by most people.

The Church is extremely active in the communities where it operates, and is generally well-liked and popular, especially among the poor and the downtrodden. The Church devotes much, if not most, of its tithes towards the creation and maintenance of countless church-run orphanages, poor-houses, and hospitals.

## Organization

Members of the Church of Starry Wisdom always ritualistically shave their heads and tend to wear heavy black robes, and are thus often fairly easy to spot.
Bael

The lord of the Bronze Ziggurat, **Warlord Bael** is a powerful Satan and a vassal of Sonneillon. Like his master, Bael is a famous general and has led the armies of Gehenna to many victories in the Forever War.

## Appearance

A Satan, Bael's appearance is typical for his race, if a bit large and muscular even by Satan standards. About his waist he wears a belt with the severed heads of Demons he personally killed in the Forever War.

When Bael deigns to appear in a more humanoid form, he appears as a muscular red skinned man with a jutting chin and powerful arms.

## Description

Warlord Bael is cruel, violent, and blunt, with little skill for politics or diplomacy. Fortunately, Bael has little interest in either, and prefers to use violence to achieve his means - and he is quite good at that. He is also, again fortunately, generally preoccupied with the Forever War, and spends more of his time leading armies and planning battles than he does dealing with infernal politics. A skilled general, Bael's ineptitude at politics should not be mistaken for a lack of cunning or intelligence - he is a gifted schemer and military strategist.

## Vassals

Warlord Bael commands 66 legions of Qaranadonim.
Gadson

**Gadson** is one of the handful of Human nations in the Badlands.

Plagued by fear and stalked by the Undead, much of Gadson is as dark and foreboding as it is dry and arid.

## Government

The nation of Gadson spurns monarchy and other autocratic governments common to most Human nations in Asul, and instead utilized the Gnomish model of democratic governance.

## Geography

### **Copper Springs**

**Copper Springs** is a dry and desert region spotted with saguaro, desert scrub, and prickly pear. Too arid and dry for farming, ranching forms the basis of the region's economy.

### **The Great Rift**

One of the natural wonders of the world, the **Great Rift** is the largest crevasse on the surface of Asul. This grand canyon stretches for over 250 miles and reaches nearly 20 miles in width at certain points.
Arol-Slugs Rakust

**Arol-Slugs Rakust** are a network of Dwarven catacombs beneath the Styrian town of Slugs.

## Description

Arol-Slugs Rakust are expansive Dwarven catacombs stretching beneath Slugs, Styria. The catacombs are quite expansive and do in fact connect to the fortress of Eravuz, and as such some of Eravuz's own dead have since been interred in the catacombs, alongside the Dwarves that once lived in Slugs above.

The famous Asol Etas Emenontak is among those interred within these catacombs.
Asao Hyou

Asao Hyou is VulPanther of Sun Vulcan. An EPDS army ranger, Hyou grew up in Hida (Gifu prefecture), with his wealthy father. Asao is a big eater, and is comically afraid of dogs. When Asao's father learned he was not in the rangers anymore (unaware he was part of Sun Vulcan), he tried to convince Asao to come home. However, Asao revealed his particapating in Sun Vulcan.

**Mechs:**

- Bull Vulcan (Shared with VulShark)

- Jaguar Vulcan (Shared with Team)

**Arsenal:**

- Vulcan Brace

- Vulcan Stick

-- Panther Galaxy: VulPanther thrust his sword into the ground, creating a fissure

- Vulcan Ball

- Rolling Panther: A rolling triple kick

**Vehicles:**

- Panther Machine
Cold Iron

**Cold Iron** is a type of iron found deep underground that is preternaturally resistant to magic.

## Description

Cold iron is functionally identical to regular iron in most respects, save for its famous magically inert nature. Additionally, cold iron is especially lethal to Fey and most types of Demon.

Physically, cold iron resembles dull and darkly colored iron and is always at least slightly cold to the touch.

## Material

Both weapons and armor can be made from cold iron, although such items cost considerably more than their normal counterparts as cold iron is rare and slightly harder than normal iron to work.

In particular, due to its magically inert nature, cold iron is extremely difficult to work into dweomers and so any magical enhancements to an item made from cold iron cost an additional 2,000 GP.

Items without significant metal parts obviously cannot be made from cold iron.

### **Armor**

A suit of armor made from cold iron grants the wearer differing amounts of Spell Resistance; Spell Resistance 13 for light armor, Spell Resistance 16 for medium armor, and Spell Resistance 17 for heavy armor. The magical inertness of cold iron cuts both ways, however, and the spell failure chance for wearing it increases by +3%, +5%, and +10% respectively. These percentages apply even to the casting of divine magic, or while a Bard is wearing light armor, or in other situations where spell failure would not normally be a factor; albeit as flat percentages rather than percentage increases. Additionally, this Spell Resistance is always 'on' and may not be lowered even to benefit from helpful spells or magical effects.

A suit of armor made of cold iron costs an additional 2,500 GP.

### **Weapons**

Weapons made from cold iron gain spell resistance 10 and the ability to bypass certain types of damage reduction.

A weapon made of cold iron costs twice as much as usual, although double weapon that has only half of it made of cold iron increases its cost by 50% rather than the full 100%.

## **Alchemical Reagent**

A number of alchemical formulae, particularly those which produce substances which interfere with magic, utilize cold iron as a reagent. A dose of cold iron as an ingredient for the purposes of an alchemical formula generally sells for 1 GP.
Curse

**Curses** are a type of magical affliction. Creatures, objects, and even places can all be cursed. Cursed objects typically do not themselves suffer the effects of their curse, but instead inflict them upon those creatures they come into contact with.

While no individual creature, object, or place can suffer from multiple instances of the same curse, there is no limit to how many different curses they can accrue.

## Cause

There are countless, perhaps infinite, ways in which someone, something, or someplace might become cursed, and even more ways by which many ignorant or superstitious folk believe such a thing might happen. Direct action from a spellcaster, divine anger, the anger of the dead, and even folk magic or rituals deliberately or sometimes even unknowingly enacted by otherwise mundane individuals are all capable of calling down curses. Some particularly cruel and powerful curses are generational, polluting one's very bloodline and passing from parent to child for generations.

## Effects

The effects of curses are essentially as manifold and varied as the means by which they can be acquired. While the weaker curses inflicted by the average spellcaster tend to be simply curses that weaken or inflict bad luck, many curses can have wildly exotic and/or powerful effects.

## Removal

Curses cannot be dispelled by Dispel Magic or similar spells, but most can be removed with by Break Enchantment, and Remove Curse spells. Many curses also have certain conditions attached to them which, once satisfied, break the curse. The most powerful curses can typically only be removed by such endeavors, or through extremely powerful magic like Miracle and Wish.
Fraserley

A barony in the Logrian forest of Wildwood, **Fraserley** is notable for housing the majority of the county's population and for the just, honest, and kind Knights it produces.

## Culture and Society

The barony of Fraserley is held as the fief of Sir Brendan the Just.

Unsurprising for a barony consisting entirely of woodland, logging and carpentry are the primary trades for the burghers and peasants of Fraserley.

### **Knighthood**

Like their baron, the knights of Fraserley are renowned for their just natures and it is almost universally believed in the barony that justice is the highest virtue of knighthood.

## Geography

The trees of Fraserley are generally more yew than oak, but other than this fact and the large glade (further expanded by logging efforts) in which the eponymous town rests, the barony differs little in geographical or floral flavor from the rest of Wildwood.

### **Castle Denning**

Some ways north of Fraserley lies **Castle Denning**, the seat of Sir Brendan the Just, the Baron of Fraserley.

### **Fraserley**

The town of **Fraserley** is the only large settlement in all of Wildwood and indeed houses the bulk of its population. Like their baron, the knights of Fraserley are renowned for their unwavering devotion to justice.

### **Lynn Abbey**

The monastery of **Lynn Abbey** houses Heironean monastics devoted to the less martial and more compassionate and loving nature of their god. Unsurprisingly, the abbey is known as a center of healing and rest for those willing to make the trip. Well learned in the vintner's craft, the brothers and sisters of the abbey also produce some of Logria's finest wines, the primary means by which they fund their monastic lifestyles.

### **Yew Road**

The only road in the barony, **Yew Road** runs between Lynn Abbey and Fraserley.
Eutshan Desert

One of the myriad deserts of Paran, the **Eutshan Desert** is a barren and unforgiving desert of stunted trees, lamaa cacti, and ancient ruins.

## Inhabitants

Barren and desolate, little lives in the interior of the Eutshan Desert, and the majority of the region's population, which is largely Human, resides in the grand coastal city-state of al-Lat.

## Geography

The Eutshan Desert is a land of low hills, barren and windswept plains, and infertile red soil. Notably, however, the Eutshan Desert is one of the only two known places in Asul (the other being Sabbar in Khafre to the south) where lamaa grows naturally.

### **Akhetaten**

An ancient Kemetese town, the scorpion-infested ruins of **Akhetaten** still stand in the southwest of the desert.

### **al-Lat**

One of the Three Jewels of Paran, the Golden City of **al-Lat** stands in stark contrast to the lifeless red wastes which surround it.

### **The Sleeping Pyramids**

In the desert's south, within twenty miles of the coastline, stand four mysterious Kemetese pyramids known as the **Sleeping Pyramids**. Merely twelve-feet tall and lacking any obvious means of ingress, these mysterious constructions are the source of much speculation and rumor.
Darkwood

A rare and magical hardwood tree, **Darkwood** is exceptionally light, generally weighing half as much as other wood of the same hardness.

## Description

Although magical and somewhat rare, darkwood can be found throughout the multiverse in ancient forests and dense jungles. Strong and sturdy, despite its light weight, the darkwood tree can grow quite tall. While it is most well known for its lumber, the leaves of the tree can find use in the production of darkleaf cloth, and the wood of the tree, besides its use as a building material, can also be put to use as an ingredient in a number of alchemical formulae.

## Material

Any wooden or mostly wooden item (such as a wooden shield, a bow, an arrow, or a spear) made from darkwood gains a +1 bonus as though a masterwork item, and weighs only half as much as a normal wooden item of that type. Due to their lightness, wooden shields made from darkwood have their armor check penalty reduced by 2.

Items not normally made of wood or without significant wooden components cannot be made from darkwood. A darkwood item costs as much as a regular masterwork item of its type, plus an additional 10 GP per pound - using the item's default weight, not its reduced weight.

Darkwood has 10 Hit Points per inch of thickness and Hardness 5.

## Alchemical Reagent

The bark of the darkwood tree has is utilized in a number of alchemical formulae, typically those which require something light but sturdy. A dose of darkwood for the purposes of an alchemical formula typically carries a market value of 2 GP.
Kenji Asuka

Kenji Asuka is Midoranger (Green Ranger) of the Gorangers, designated #5. He is the youngest member of the team, being happy-go-lucky, brash, and hotheaded. This traits have gotten him in trouble a multiple occasions. Being part of the newest recruits for the Kansai branch, his first training exercise ended with him being the only survivor of the attack by the Poison Gas Mask.

**Mechs:**

Variblune (Shared with Team)

Varidreen (Shared with Team)

**Arsenal:**

Birdies

Silver Shot

Greenmerang (Visor Weapon)

**Vehicles:**

Green Machine
Blume

One of the five city-states of the Eidgenossenschaft, the **Commonwealth of Blume** is a center of arcane learning and trade.

## Government

Like the other city-states of the Eidgenossenschaft, Blume is ruled by a patrician elected from one of the local patrician families. This election is not open to the public at large, and only the wealthiest patrician families and guilds may cast votes.
Djoser Necropolis

The reason for the city's founding, the **Djoser Necropolis** is located well within walking distance of the city proper.

## Description

Dominated by an abundance of pyramids, the Djoser Necropolis contains, among other tombs and monuments, the pyramids of Hemon I, Hemon II, Ineni, and Nefertari III. The necropolis was plundered by tomb raiders long ago, but eager hopefuls still maintain that there remain hidden chambers yet untouched within most of its more famous pyramids.
Augustus

On the southern shore of the Western Vault, **Augustus** is both the largest and the oldest Avernite settlement in Avernus. Owing to its central and secure location, Augustus has become the Kingdom of Avernus'  primary trade hub.

## Description

Augustus is a walled, fortress-like, settlement of stone buildings perched on the shore of a black, icy river. The dim green glow from the fungi which illuminate the vault give everything in it a rather eerie look, even though Augustus is one of the safest places in the Kingdom of Avernus.

Although about as safe as can be for a town in Avernus, Augustus nonetheless contains **Threescar Hall**, a training hall where warriors can receive quality, if expensive, skirmisher training. Fittingly, next door to the training hall are the town's resident blacksmiths; a husband and wife duo and an a weaponsmith and armorsmith respectively.

The southern end of town, along the riverside, one can find the town hall and, adjacent to it, a bakery and lizard pen. Across the street are the town's docks and shipwright.

The local inn can be found In the northeastern end of town. Prices are very reasonable, but it is little more than a small alehouse with rooms.

Augustus is among those Avernite settlements fortunate enough to enjoy a proper sewer beneath it, although it has recently become infested with monstrous spiders.

## Transportation

The sewer system beneath Augustus contains 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 and from the portal chamber at the Arcane Tower, which can then be used to teleport to any of the other pylons.
Armor Focus

**Prerequisite:** +1 Base Attack Bonus

**Benefit:** Choose one type of armor, such as chainmail, with which you are proficient. 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.

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

The oldest part of Hafenstadt and its original harbor, the district of **Althafen** is both a bustling port and sprawling slum.

## Description

### **Old Althafen**

The oldest parts of Althafen, and thus of Hafenstadt itself, are in the western half of the district. This portion of Althafen, unimaginatively named **Old Althafen**, has become a warren of run-down slums where the Lamplighters rarely venture and only the residents really feel at home. Most of the docks and buildings here have a decrepit and seedy look to them, and the warehouses only rarely hold legitimate cargoes.

One of the city's oldest and most respected guilds, the Brotherhood of Sailors and Pilots makes its headquarters in a well-kept building with a pillared facade. Appropriately, this building is located dead center on the waterfront.

The Honorable Guild of Dockworkers has as their guildhall an old converted warehouse found down a cobbled alley in the heart of Old Althafen. This building looks much like other ageing structure in the harbor; half-timber with a peaked shingle roof and a mangy hound guarding the front door. Other than the sign of the guild over the doorway, there is nothing on the building's exterior to mark it as the headquarters of one of the most powerful organizations in Hafenstadt.

### **Ostende**

Most of the district's commercial activity has headed eastwards, into the relatively newer parts of Althafen. It is here, in what locals call **Ostende**, that one can find the newest and busiest docks of the city, and where most of the real business is done. It is perhaps no surprise, then, that Ostenders have a reputation for being both hardworking and pragmatic.
Goldstadt

Surrounded by dark forest but perched upon the trade road from Udarinod, the town of **Goldstadt** is the largest and wealthiest settlement of Schwarzwald, Osning, as well as the county capital.

A university town, much of the town is physically and economically centered around the University of Goldstadt.

## Description

The county capital of Schwarzwald, Goldstadt is the seat of Count Andreas von Adler. With a population of some 4,200 inhabitants, the town is by far the county's most populous. A walled town built long ago from dark stone, with nearly every roof adorned by sneering gargoyles, Goldstadt is a place of perpetual gloom.

The Inquisition maintains a base of operations in Goldstadt; the dreaded **House of Black Iron**. Despite, or perhaps because of, the presence of the Inquisition in the town, there are whispered rumors of some shadowy secret society, the Illuminati or Illuminated Ones, lurking within Goldstadt.

**The University of Goldstadt** stands in opposition to the general reputation of Schwarzwald as a place of ignorance, and is a center of higher learning. Naturally, they do not teach the arcane arts, and instead are focused on mundane learning, particularly medicine.

Goldstadt is one of the few Osningite settlements to enjoy a proper sewer system, although it only extends below the wealthier portions of town.
College of the Iron Order

**The College of the Iron Order**, in Stahlofen, Eisenklippen, is the headquarters and school of the Iron Order, one of the three Metal Orders of the Siegreich.

## Campus

The College of the Iron Order, which lies on the outskirts of Stahlofen, is akin to a great forge. The central tower of the Order is surrounded by crackling arcane energies and dozens of towering furnaces, all belching forth thick and multicolored smoke. This magical pollution, dangerous and mutagenic, is fortunately (less fortunately for some, however) carried away by the wind before it can affect the students or faculty of the college. Lead linings and magical wards on the college campus also help guard from this and other arcane waste.

## Faculty

Naturally, the teaching staff of the College of the Iron Order consists of members of the Iron Order.

Although few of the local burghers would dare approach the College due to fear and superstition, even the most desperate beggars give it a wide berth, the Iron Order nonetheless naturally sees fit to guard their headquarters. The grounds of the College are patrolled not by hired watchmen but rather by iron golems. The natural magical immunity of these constructs also makes them well-suited to dealing with any drunken or otherwise unruly students.
Great Rift

One of the natural wonders of the world, Gadson's **Great Rift** is the largest crevasse on the surface of Asul.

## Geography

Gadson's Great Rift stretches for over 250 miles, reaches widths of up to 18 miles in places, and attains a depth of over a mile. The Great Rift can be roughly divided into three sections; the Northern Rim, the Southern Rim, and the Inner Canyon.

Whispered legends speak of a set of caves deep in the heart of the Great Rift. This cave network, they say, is home to a strange and terrible city of the dead inhabited by vile Ghouls. No one has seen such a place, or at least done so and lived to tell the tale, but even the local outlaws avoid the depths of the canyon floor, all the same.
Aningan

The northern region of Ezo, and thus the northernmost region of all Izumo, **Aningan** is a region of arctic tundra and brutal cold.

## Inhabitants

Aningan is primarily populated by the Anirniit, who dwell primarily within their grand city of Igaluk. Small tribes of Oni wander parts of the tundra, hunting the local fauna, and the local Anirniit, alike.

Of all the fauna to call Aningan home, none are perhaps as famous or feared as the mighty dire polar bear.

## Geography

Aningan is a region of arctic tundra. Inland the southern tundra is mountainous, while the more central and northern, coastal, areas are frozen plains of ice and snow. Snowfall is near-constant, and heavy blizzards are common.

The overwhelming majority of the region's Humans dwell within Igaluk proper, but a number of hamlets dot the tundra, largely serving as rest stops and lodges for fishers and hunters away from the city.

### **Igaluk**

In the coastal north of Aningan, on the shores of the freezing northern ocean, sits **Igaluk**; the Anirniit's capital and ancestral homeland.
Black Order

**The Black Order**, also known as the **Black Watchmen**, are a Cuthbertine crusader order based in Seville and devoted to the protection of the Inquisition's members and holdings.

## Organization

The Black Order is highly elite, and all members undergo an arduous training and indoctrination regimen that lasts an entire decade.

Unsurprisingly, the order's headquarters are in Seville, in the Crucible itself.

## Tactics and Equipment

The Black Watchmen wield halberds and wear full plate armor, all wrought from cold iron.
Daigoro Oume

Daigoro Oume is Denji Blue of the Denjimen. A circus acrobat prior to joining the Denjimen, Daigoro still uitlizes speed based tactics in battle. Now taking a job as a yoga/gymnastics teacher at the athletics club, Daigoro is friendly, yet at times serious man who loves to eat anpan (A japanese bun filled with red bean jelly)

**Mechs:**

Daidenjin/Denji Fighter (Shared with Team)

Denji Tiger (Shared with Team)

**Arsenal:**

Denji Ring

Denji Stick

Denji Punch

- Denji Speed Flurry: Denji Blue's special attack where he uses a flurry of punches and kicks

**Vehicles:**

Denji Machine's sidecar

Denji Buggy
Castle Schwarzwald

**Castle Schwarzwald** was once that county's seat of power. Infamously besieged as the Long Night descended on Blutwald, the castle's garrison and its burgmann succumbed to madness, cannibalism, and ultimately undeath.

Long abandoned, the ruined castle's one-time defenders, now hungry Ghouls, are said to still stalk and haunt its ancient halls.

## Description

Although it now lies a long-abandoned ruin, Castle Schwarzwald remains both an imposing sight and an intimidating bulwark.
Great Library of Ava

**The Great Library of Ava** is the third largest library in the Kingdom of Avernus and one of the only two open to the public.

## Description

Ava's library is quite small by the standards of the surface, and certainly pales in comparison to the library at the Arcane Tower, but does maintain the distinction of being free and open to the public and otherwise the third largest in all all the Kingdom of Avernus. That said, the library's size does betray something of the status of the Kingdom in comparison to the realms of the World Above.

The library, although free, does not allow withdrawals, although visitors are free to peruse at their leisure.

The library is by no means a formal school, but the library's keeper is a Wizard of some skill, and he has been known to take apprentices.

## Collection

Magical tomes, instructional texts, poetry, fiction, history, and more can be found in the Great Library of Ava. While, as noted, it does contian magical tomes and even spellbooks, most of the more valuable or rare texts relating to magic and the arcane have been given over to the Arcane Tower's collection.
Adolf Skovgard

**Count Adolf Skovgard, Count of Jaegerskov and Baron of Slotsbyen**, is a strong and a skilled hunter, despite his thin build.

## Description

Count Adolf Skovgard of Jaegerskov is a tall and thin man, but his lanky frame belies a surprising strength. A masterful and passionate hunter, the Count is seldom seen without one of his prized hawks.

The Count rules his demesne from his family palace in Slotsbyen, the mighty castle around which the city grew. That said, Adolf's passion for hunting means he spends considerable time away from his court and out in the woods.