recursal/Fanatic-Fandom huggingface dataset:
Frankie Lovestone

**Francine Paula "Frankie" Lovestone Finster**, aslo named as **Frankie Lovestone**, is one of major characters in *Rugrats* and *The Chuckie's Show*. She is Chas's second wife, Chuckie's stepmother and Shaun and Winnie's mother; formely she worked as hairdresser in North Springs, California.

Her first apparition was on 2000 animated movie *Rugrats in Paris*.

## Background

### *Rugrats in Paris*

Frankie was an American woman who was working to Coco LaBouche in Paris and she wasn't feeling happy with her job.

## Physical appearence

Frankie Lovestone is a white woman with blond long hair
List of subsidiaries of Disney Family Corporation

The following is a list of subsidiaries which belong to Disney Family Corporation.

## Disney Family Studios

### Marvel Studios

* Marvel Music
* Marvel Film Productions

* Pixar Animation Studios

### Disney Family Studios Motion Pictures

* Sunway Pictures
* Touchstone Pictures

## Disney Family Media Networks

### Disney Family Television

Disney Television Studios and ABC Entertainment

* ABC Entertainment
	+ ABC
	+ ABC Daytime
	+ ABC Entertainment

* Disney Television Studios
	+ Sunway t Television Studios

* Disney Channels Worldwide
	+ Disney Channel
	+ Disney Junior
	+ Disney XD
	+ Disney Channel Distribution
	+ Disney Television Animation
Ankheg

The **ankheg** (pronounced: /ˈæŋkɛg/ *ÆNK-eg*[10]  listen) was a huge insectoid monster with many slender limbs and large antennae. It burrowed underground and hunted from below.[*citation needed*]

## EnvironmentEdit

Living in warm climates, the ankheg dwelt in partially collapsed burrows usually around 40 feet underground.[6][4] The ankheg hunted in forests or grasslands where prey would wander into its traps.[1][4] If an area became too barren, the ankheg moved on to other, more lucrative areas.[4] Ankheg tunnels were sometimes filled with the remains of victims, eggs, or chitin.[1] Their tunnels would sometimes be around 60 to 150 feet long and 5 feet high.[6][4] Hollow tunnel ends were used for lair purposes, such as sleeping or hibernation.[4]

## DietEdit

Gaining nutrients from the ground, the ankheg also had to hunt fresh meat to sustain itself.[1] It could also eat decaying meat.[4]

## EcologyEdit

A typical area could have a lone ankheg, a pair,[2] or a cluster of ankhegs.[6]
Ankhegs mated in autumn, when the fertilized female would kill the male to lay 6–12 eggs inside him. Usually, a high number of eggs survived and hatched within two to ten days and started to feed.[2]An ankheg broodling did not hunt and remained hidden, while its mother brought it sustenance.[2] After a year, the young were able to fend for themselves.[4]

Around the second year, the young ankheg shed its chitin before winter. It took a little less than ten days to complete the process and grow a new shell. During this time, the youngling was slower and more vulnerable. To defend itself, it secreted a fluid that smelled like rotten fruit. This defense could backfire, as some would seek out the smell.[4]

## PhysiologyEdit

Ankhegs had darkvision and tremorsense for 60 feet, and strong chitin armor.[1] The "attack" acid was part of the digestive system for the creature, so it couldn't digest food for six hours after a discharge.[4] Ankhegs that lived in colder areas hibernated during winter. During this time, an ankheg took nutrients through its shell and its antenna.[*citation needed*]
Acedia

Acedia is one of the eight Lords of Calamity. Born from the actions that led to the Second Calamity by the New Age Heroes. Acedia is the god of melancholy, depression, the lack of joy.

## History

Acedia is the product of the events leading up to the Second Calamity. Born from the destruction of the Armor of Mars and the combining of the 3 Dread Hearts. The New Age Heroes bound homunculus fused with the hearts and birthed the eight Lords of Calamity.

During the Second Calamity Acedia was for the most part inactive. Not much is known about Acedia given the small roll played during the Second Calamity. No sightings of Acedia have been made since its birth.
Alhoon

**Alhoons** were magic-using outcasts from mind flayer societies who had defied the ruling elder brains to achieve a limited form of lichdom. Only the most powerful mind flayer mages could achieve true lichdom and were known as **illithiliches**;[1] however, many in the Realms did not make this distinction.[2]

Alhoons combined powerful wizardry and sorcery with their innate skill at psionics to become a new threat to the established order of the Underdark and beyond. Their skin possessed none of the wet, smooth, slimy texture of living illithids, instead appearing dry, wrinkled, and cracked as a result of the powerful magic resistance that had prevented a perfect conversion to lichdom.

Alhoons were ignored, feared, and hated by mortal illithids for their rejection of the illithid circle of life, culminating with the physical and psychic merging with an elder brain.

## HistoryEdit

Due to conflict between Netheril and the race of phaerimm. In −339 DR, Netherese sorcerer-kings Ioulaum disappeared from Netheril as phaerimms' *lifedrain* spells were causing his life-sustaining magic, *Ioulaum's longevity*, to fail. Ioulaum embraced lichdom and established a lair in the depths of the Northdark.

The first illithiliches are believed to be the students of Ioulaum recruited from nearby mind flayer city of Ellyn’taal that called themselves Alhoons. Ioulaum’s intentions for recruiting mind flayer students became clear when he created an undead elder brain from the minds of his illithid students and then merged his own sentience into it. Most of his illithilich apprentices were destroyed in this arcane ritual, but a few escaped and spread the secret of illithilich creation to mind flayer communities throughout the Realms Below.

Ioulaum's last human apprentice, Tabra, thought the mind flayer students had betrayed their master and murdered him. To avenge her master she cast the now perfected *Ioulaum's longevity* spell in midst of the city of Ellyn’taal, and slaughtered the last few of remaining mind flayer inhabitants.[3]
Apartment

## **Apartment [Morning]**

> ***Apartment house Is the home of people living in There are 1-2 proportion rooms that are currently suitable for living. Is the room of the protagonist of this game as well***
>
>

***In which the atmosphere of the apartment house Is quite small and confined to the body In which the protagonist's image Will arrange a room that doesn't have much decoration in any way***

***Therefore is the hallmark of the morning rooms and holiday.***

## **Apartment [Midnight]**

> ***At the same time The date and time of the feeling of the protagonist's room Might also have an enchanting atmosphere as well From this picture right, when falling for this night Inviting a very romantic atmosphere Although the room is not attractive But pulled back to see just the light from the room and during the night only Including various events that may occur at the same time***
>
>
Corell

## Societal Information

### Points of Interest

CorSec AcademyHunchuzuc DenBlack HoleAgrilatGold BeachesGroola's PlaceVreni IslandRogue CorSecAfarathu CaveDroid GraveyardKor Vella mesaNomad MountainsDenendre ValleyNorthern HillsDrall Patriots CaveDregan's PikeBindreg Hills

### Major Cities

Coronet City (capital)Kor VellaDoaba GuerfelBela VistalKoleneTyrena

### Imports

Luxury itemsRaw materialsWeaponryAlcoholStarshipsAgricultural goods
Curse of the Wolves

***Curse of the Wolves*** is a British-Canadese horror movie concerning wolf attack. It is directed by Denis Héroux, written by Michel Parry, and stars Peter Cushing, Donald Pleasence, Ray Milland, Joan Greenwood, Donald Pilon, Samantha Eggar, and John Vernon.

Although it is similar to the horror anthologies released by Amicus Productions and could be mistaken as one, it was actually distributed by The Rank Organisation. However, the co-producer was Milton Subotsky of Amicus. The film was a British-Canadian co-production shot on-location in Montreal and Senneville, Quebec, and Pinewood Studios in England.

In the UK, the film was originally given an X-rating.
Cuban invasion of the Caribbean

The **Cuban invasion of the Caribbean** was an armed conflict in 2018 in which Cuban forces occupied and conquered The Bahamas, Haiti, Dominican Republic, and Puerto Rico. The Cuban reasoning for conquest was that it was their time for expansion. It is unknown how quickly the Bahamas was conquered, as it is too small to see on the map. Cuba quickly conquered Haiti, while Dominican Republic put up a long, hard fight for their country before ultimately being overrun by the Cubans. Following this, the Cubans seized Puerto Rico. It is unknown why the United States did not intervene in the war, as Puerto Rico is one of their territories.
Almiraj

**Almiraj** (pronounced: /ælmɪˈrɑːdʒ/ *æl-mi-RAJ*[5]  listen or: /ˈɔːlmɪərɑːdʒ/ *AWL-meer-ahj*[2], alternate plural: **almirajes**[3]), also known as **al-mi'raj**[3][4], were a variety of fey[3] rabbits with an spiral horn emerging from their foreheads.[2]

Almiraj were quite common in the Feywild, considered a garden-variety animal.[3] In Toril, they were common in Zakhara. When merchants from that land began to trade with Chult, they brought with them the almirajes to the Chultan Peninsula.[2]

## DescriptionEdit

Almiraj resembled large rabbits with a 1-foot-long spiraled horn, usually black in color,[4] in their foreheads, like unicorns.[2]

## BehaviorEdit

Almiraj were usually timid creatures,[2] considered stupid and unpredictable by some. However, almiraj were also fearless.[4] They were easy to pet and tame, and incredibly faithful to their masters,[3][4] and spellcasters often sought them to make them their familiars.[2]

## CombatEdit

When forced to fight, they could be quite dangerous, ramming against their enemies, stabbing them with their horns.[2] Almiraj were intelligent enough to fight using simple tactics, such as burrowing to move unnoticed and attack an enemy by surprise.[3]
Advespa

**Advespas** were female baatezu devils that resembled huge, black wasps. They monitored the blackened skies of the infernal planes and captured those they were commanded to.[1][2]

## DescriptionEdit

Advespas appeared as giant wasps roughly the size of bears.[3] While their heads featured dripping mandibles and antenna-like horns, they also had the face of a deformed woman.[1][3] A barbed, stinger was located at the end of their lower abdomens, which could be raised above their heads like the tail of a scorpion. Most advespas were entirely black, with a chitinous exoskeleton and insectoid wings as dark as obsidian. Some smaller advespas however, possessed horizontal markings of yellow, orange or red on their abdomens.[1]

## PersonalityEdit

Like most devils, advespas were cruel creatures with a strong sense of order. They were highly disciplined and were able to easily cooperate with one another.[2]

## AbilitiesEdit

Acid or holy power was required to harm an advespa without it regenerating. They could summon a couple more advespas once a day with a variable rate of success. Three times a day, an advespa could cast at will *change self*, *command*, *produce flame* and *pyrotechnics*.[1]

## CombatEdit

Advespas normally used aerial assaults, grasping their enemies with their raking claws before repeatedly plunging their stingers into their foes. Their poison quickly sapped the enemy's strength until the helpless victim was carried off into the sky. [3][1]

## SocietyEdit

Advespas were ranked by the amount of additional markings on their abdomens.[2] Those with more colored markings were of higher station and usually the commanders of patrolling squads and swarms. They were normally in service to more powerful baatezu like the amnizus, capturing intruders of their domains.[1]
Melter Core

The **Melter Core** is the main block for the Melter Multiblock

## Obtaining

The **Melter Core** need a Diamond Pickaxe or above to be able to mine it without losing it

### Crafting

The **Melter Core** is crafted with four Obsidian, three Smooth End Stone, one Nether Star and one Molten Heart

## Uses

It is used to create the *Melter Multiblock*, only one is needed

To see how the *Melter* works, see the Melter Multiblock page
Banshee

Species Directory
A **Banshee** (pronounced: /ˈbænʃi/ *BÆN-shee*[5]) was a female undead phantom[6], a selfish, strong-willed spirit that embodied the essence of hideousness.[7] They delighted the death to any living creature.[*citation needed*]

## AppearanceEdit

A banshee didn't have a defined shape rather a misty form[6] with vague and flowing features[7] that mirrored her former form in life. As time wore on a banshee became more and more distorted, though still was recognizable as a humanoid. In the same way a banshee retained a shadow of her former appearance, she was also able to speak and understand the same language with which she was fluent in life.[8]

Although their shape was incorporeal the appearance of a banshee was horrific, and their mere presence would draw the energy from their surroundings to the point of stunting local floral growth.[8]

## CombatEdit

Banshees hated all living things with an unholy fury; they could sense life approaching them and would attack anyone who trespassed in their territory. Along with their terrifying visage, the mere touch of a banshee would drain her victim.[8]

The banshee's most feared weapon was a piercing wail that was as harmful as any material weapon.[7] This scream was deadly to almost all who could hear.[8]
Transnistrian Revolution

The **Transnistrian Revolution** was an event in which Transnistria vocalized its independence from Ukraine and Moldova and declared war on them. Eventually, Transnistria would become the victor out of this conflict, earning its independence, as Moldova is turned into a puppet state of Transnistria.

## Conflict

The war begins right after the Eurasian Union was refreshed, and added into the world map. Transnistria would ask Russia for an invitation into the EEU. Ukraine and Moldova criticize this, as Transnistria was not recognized when this question was made. This sparks the independentist revolution.

Unlike what would be expected, the Transnistrians started out on the Ukranian side of the Moldavian-Ukrainian border. In a very short time, the Transnistrians could occupy lands stretching from the coasts of Odessa, to the Chernivitsi Oblast. Fearing this quick expansion, Romania attempts to try and get NATO involved against the Transnistrians, however, much to Romania's disapproval, NATO would refuse to intervene, fearing that intervention could spark a war against the EEU.

The Transnistrians kept on marching. They eventually reached their maximum extent, conquering the entirety of Moldova, while also stretching into a wide area from western Ukraine to Zaporizhzhia Oblast. At this point, Ukraine would manage to deal two counteroffensives, in the west and the east. Both would be repelled quickly, and after so, Ukraine would surrender, formally acknowledging the Transnitrian state.

Transnistria would be granted independence from Moldova and Ukraine, annexing all lands it had occupied, except for western Moldova, which would be turned into a puppet state.
Ghoul

It was believed that a living man or woman who'd tasted the flesh of people would rise again as ghouls after they died. This was not proven, but it fitted their cannibalistic behavior. However, others believed that anyone who indulged in extreme debauchery and evil could become a ghoul after death.

Whatever the truth, it was clear that any humanoid who was bitten by a ghoul, contracted ghoul fever, and died of it would inevitably rise as a ghoul themselves the following night, at midnight.

The new-risen ghoul lost all the skills and powers it had in life. Their minds became warped, turning them feral yet cunning and hungry for living flesh, becoming in all ways like another ghoul. They were not bound to serve other ghouls, however.

A more experienced or powerful victim would instead became a ghast.

They follow the Ghoul King, Doresain.
Colonization of Space

During the Age of Peace and Post Calamity War, colonization of space was something that became quite common. Harmonious Species often looked for new places to create outposts, civilizations and also the construction of new colonies.

## Space Colonies

Many original space colonies still stand today, most have undergone multiple expansions or redesigns to keep up to date with modern marvels and technologies, although most space colonies today are known as Third or Fourth Generation Colonies. The original colonies were nothing more than biomes with little room for expansion, this need for catering greater populations became so high that construction of replacement or extra colonies was to be expected.

After the Post Calamity War, space colonies were created by non-harmonious species as well, although they remain in their quadrant of the galaxy for the most part.

## Planet Colonies

After space travel became more accessible and stability over the galaxy began, exploration to new planets and the creation of planet based colonies became popular, especially on worlds that could sustain life, or some forms of life. Although these colonies are rare, they do exist. More commonly found though are outposts, these are small colonies that exist to terra form the planet they reside to make it habitable.
Mephisto

Mephisto "The Flame Singer" was a Hero for the Organisation and one of the best Mages, trained under Merlin himself. During an extermination mission in London he fought against ghouls, ghasts and presumably killed Doresain the King of Ghouls. Mephisto during his mission was feared dead by another Hero Vampire Hunter D, this was not the case.

Mephisto was found later by the Heroes in Doresain's lair having just killed him moments prior. During their encounter Mephisto seemed paranoid and protective of the piece of Mars' Armour that he had found, he tried to convince the heroes to leave or to join him in obtaining the other pieces.

Mephisto was killed in action by the heroes and the Organisation lost a great warrior but gained a mighty victory.
Captain Perry

Captain Perry was Jeremy Penndragons second in command and head of the Organisations Air force and aerial combat unit until his resignation, where she became head of military and strategy. She was a fierce pilot who made a name for her self early on, through many skirmishes. She was a descendant of Baiame, the Sky Father.

First Officer Perry was also the resident pilot trainer at the Organisation.

## History

Perry was born in Australia and is a descendant of Baiame the Sky Father and the creator spirit of her community. From a young age Perry was always fascinated with the sky and dreams of exploring the world.

At the age of 16 she met the Captain during a routine scouting mission. It was here that he recognised her latent abilities and affinity for magic. The Organisation quickly recruited her and she rose through the ranks rapidly.

When she turned 20 she was already an accomplished pilot and fighter ace, earning her the call sign "Tempest". This quickly garnered the respect of her fellow pilots and eventually at the age of 25 she was promoted to First Officer.

January 2020 First Officer Perry was promoted to the head of military operations of The Organisation, with the Black Ops Divisions taking direct orders from the Director herself, until a suitable candidate is found.

## Abilities

Captain Perry was a skilled marksman and fighter. Her specialty was around ensnarement magics and ranged combat when not piloting. She was known as a Swarmkeeper, a magic caster with a focus on reducing a foes movement and restricting their ability to attack, while bolstering her companions.

## Equipment

Tempest MkII - A custom fighter designed by Mrs John Smith. The Tempest MkII is a fighter that utilises Perry's latent magic ability, enabling her to channel her magic through the fighter. This enable her to perform aerial manoeuvres that normal pilots would not be able to perform.
List of characters on Monsters, Inc. - The Series

Here is list of characters from *Monsters, Inc. - The Series*.

## Main characters

* **James P. Sullivan "Sulley"**= the main protagonist in the show. He is a large blue hairy monster who works as president of Monsters, Inc. after Waternoose has been arrested.
* **Michael "Mike" Wazowski**= Sulley's best friend. He is a small green round one eyed monster.
* **Boo**= the human girl who intruded the monster world on the movie.
* **Celia Mae**= Mike's girlfriend. She is an gorgon-cyclop-medusa; she works as receptionist in the factory.
* **Roz**= She is a grouchy slug-like monster who works as manager in the factory. In season 1 Roz asks to Sulley to be fired to introduce herself to leader of CDA.
* **Henry J. Waternoose** **III**= the ex- owner of Monsters, Inc. who even had been arrested on the movie, always was on the run by CDA.
* **Randall Boggs**=
* **Sidney "Sid" Lindser**= he is an mean human boy who has created a closet technology to set Waternoose and Randall Boggs free. He enjoys stealing toys.
Hunter

## Qubil

simple menarik

Hunter is the owner of a gift shop and a close friend of Kovit Chaiyarit.

Hunter is a sexy shopkeeper that (probably) has a secret job as an escort boy. He is hunky and really flirty, you might want to stop at his shop and spend a lof money just to see him. He appears to have similar habits like Kovit who like sex and finding a young man to sleep together.

Characteristics:

* Skinhead on both sides of the hair and in the middle of the hair set.
* The shirt is fitted with a hood and has the logo on the right side of the shirt.
* Including a set that almost halves of the abdomen.
* Light blue pants with a red and white striped belt
* The jewelry has a chain of triangles cut with green sapphire in the necklace.
* Wears yellow-blue-light green bracelets on the right side of the arm, and normal brown color bracelets on the left.
Mrs John Smith

Mrs John Smith was the second part of the operation known as Smith' Smithery at the Organisation. Custom orders were processed by her and sent to her husband Mr John Smith, who then crafts them. Together with the help of her Husband Mr John Smith, they have created some of the most fascinating and intricate works of warfare the Organisation has seen in a long time.

Mrs John Smith was also pregnant with their first child, before she and her husband died on the Spear during the events leading up to the Second Calamity.

## History

Mrs John Smith had only been with the Organisation for a short period of time. She was not a descendant of a hero at all but instead was scouted by the Organisation for her skills. It was here that she met her husband, and a budding relationship blossomed, both romantic and business related.
Alu-Fiend

**Alu-fiends** (pronounced: /ˈæluːfind/ *ÆL-oo-feend*[2]) were the product of successful procreation between a succubus and a male mortal (usually human).[*citation needed*] The male equivalent to an alu-fiend was generally called a cambion. Successive offspring from either (with mortals) were demonic tieflings.[*citation needed*]

## DescriptionEdit

Females were, generally, attractive or beautiful, going to great lengths at times to conceal their needle-like teeth and diminutive wings. They often possessed a high degree of sexual proclivity. Males, however, were harder to distinguish, as its "cousin", the cambion (produced from a female mortal), possessed many of the same "abyssal" traits. This led to a diminishing use of the patrilineal- and matrilineal-influenced terms as a whole; rather, products of both partnerings were considered "half-fiend".[*citation needed*]
Barry

Barry "Barefoot" Williams was the adoptive brother of Larry and Gary. They adopted him at the young age of 33 during Woodstock many years ago. Barry was the resident Druid of the Organisation and the Survival tutor on the ship. He had extensive knowledge on healing magics and curse removal.

Barry was killed during the events that started the Second Calamity.
Corey Thew

Corey "1337" Thew was the head of the Organisations IT department and the resident hacking and computer use expert and tutor. Corey ran and maintained the entire IT department and staff from the confines of his room. Despite being such a large part of the Organisations operation, no one had actually ever saw him leave his quarters. People often wondered how he ate or drank, maybe he got Uber Eats.

Corey Thew was killed in the events leading up to the Second Calamity on the Spear.
Metallic Dragons

**Metallic dragons** were a type of dragon distinguished typically by the color and composition of their scales, that was like that of various metals, hence the name. They were generally good, altruistic, and righteous creatures. Despite their relatively benign nature, metallic dragons were also aggressive when threatened or challenged.

## Types

Although there were many metallic dragon species

**Gold dragons**

Gold dragons were the most powerful and majestic of the classic metallic dragons.They are wise, lawful good foes of evil and injustice. Gold dragons were very knowledgeable and reclusive. They preferred stone lairs and had a cone of fire as a breath weapon.

**Silver dragons**

Silver dragons were regal, lawful good creatures who often took a humanoid form and lived among humans and elves. Their breath weapon was a cone of freezing cold, and they normally laired in mountains. They were very smart and preferred not to fight unless necessary.

**Bronze dragons**

Bronze dragons were inquisitive dragons with a fierce appearance and a fascination for warfare. They would often seek to fight evil, and would join good-aligned armies in a humanoid form. They were lawful good, lived in coastal areas, and had an electrical breath weapon.

**Copper dragons**

Copper dragons were born pranksters, jokesters, and riddlers. They were chaotic good and lived in rocky mountains. Copper dragons had an acid breath weapon but preferred to avoid combat altogether, instead taunting and teasing foes until they left.

**Brass dragons**

Brass dragons were extremely talkative and loved the intense heat of deserts. They often engaged foes and friends alike in hours of long-winded conversation. They avoided combat if possible, but would use their breath weapon, a cone of sleeping gas, to subdue foes if threatened. They were the weakest of the classic metallic dragons, but still chaotic good.

**Mercury dragons**

Mercury dragons were whimsical, impulsive creatures. They delighted in unpredictability and were reputed to be mentally unstable as well.

**Iron dragons**

Iron dragons were powerful, dangerous predators. While most had a neutral alignment, some were actually evil.

**Steel dragons**

Steel dragons were sociable, clever, and curious, and they preferred the company of humanoids rather than dragons. They often clandestinely lived in humanoid cities, and spent much of their time in a humanoid form. They were either lawful neutral or lawful good, and breathed a cone of poison gas.

**Platinum dragons**

The rarest, largest, and most powerful of the metallic dragons, platinum dragons represented the epitome of the metallic dragons. Many believed that only one ever existed.
Ghast

They resembled very closely their undead cousin, except perhaps being just a bit more slender and ghost-like. The stench of death and rot lingered around their undead forms.

## Combat

Ghasts were also far more deadly and cunning than ghouls, with their paralytic touch dangerously affecting their opponents, except elves.

## Habitat/Society

They often laired with others of their own kind or acted as the leaders of a group of normal ghouls.

Like ghouls, ghasts spoke whatever language they did in life.
Blue Abishai

**Blue abishai** were the second-highest of the abishai devils. Like their true dragon counterparts, the blue dragons, they had a supernatural affinity to lightning and were highly intelligent.

## PersonalityEdit

Blue abishai were the most well-learned of their kind, possessing vast, scholarly knowledge and devilish guile. They sought out lost lore, searched for ancient relics, and researched occult tomes and spellbooks from across the planes. Their spellcasting was primarily used in aid of their queen Tiamat.[1]

## AbilitiesEdit

The barbed stinger on the end of a blue abishai's tail induced a powerful electric shock. Even without their magic, they were naturally armed with fangs and claws.[1][2]

## CombatEdit

These abishai were prolific spellcasters, knowing several wizard spells that controlled the environment, manipulated minds, or purely destructive spells related to frost and electricity such as *cone of cold* or *chain lightning*.[1] While they could attempt to call in a small group of lemures they could also try to summon other abishai, primarily of the blue or green caste.[3] When forced into close combat, a blue abishai could strike out with their quarterstaff or bite and claw at their enemies.[1] As well as staves, such abishai were also known to wield tridents.[4]
Mr John Smith

Mr John "The Smith" Smith was the Organisation's resident blacksmith and weapon-smith. All custom weapons and armor was crafted by his hands. He was a descendant of the hero Thor. Together with the help of his wife Mrs John Smith, they have created some of the most fascinating and intricate works of warfare the Organisation has seen in a long time.

John Smith was also an expecting father. His wife was pregnant with their first born son, prior to their deaths on the Spear leading up to the Second Calamity.

## History

John Smith was found at a young age as an orphan by the Organisation after an incident where he electrocuted a caregiver at the orphanage where he resided. Nothing is currently known about his parents.

After he was adopted at the age of 7, he was originally going to be trained to be a soldier in the military unit. Two years into his education it was found that his artistic flare and ability to see the intricate workings of magic and its properties when combined with objects was something to be fostered and encouraged. Without meaning John was able to feel the magic that would work well with a specific item, which has allowed him to become the expert craftsman he is today.

Three years ago he met his wife Mrs John Smith, who was the missing piece to his operation. If Mr John Smith is the brawn, Mrs John Smith is the brains of the operation. Her creative thinking and skillful draftsman ship and schematic crafting is something to be envied.

## Abilities

Smithing - John Smith is an expert blacksmith and craftsman.

Electricity - Being a descendant of Thor, John Smith has the latent ability and affinity with electricity and thunder. Although the level of magic he has access to is small, he is able to use this magic in his craftsmanship to tune magical will and properties to items.

## Equipment

Thundaga Hammer - Mr Smith at the young age of 12 crafted his own smithing hammer with the latent magic abilities inside of him. This hammer shows no sign of wear and hits with such precision that lightning and thunder can be heard with every strike.
Aarakocra

## Description

Aarakocras resembled humanoid birds. The average specimen stood about 5 feet (1.5 meters) tall and had a wingspan of 20 feet (6.1 meters). Halfway along the edge of each wing was a hand with three human-sized fingers and an opposable thumb. An elongated fourth finger extended the length of the wing and locked in place during flight. The hands could not grasp while flying, but they were nearly as useful as human hands when an aarakocra was perched and its wings folded back. Their powerful legs ended in four sharp talons that could unlock and fold back to reveal another pair of functional hands. These humanoids had hollow, fragile bones. Their faces combined the features of both parrots and eagles. They had gray-black beaks and black eyes. Plumage color varied, but males generally had red, orange, and yellow coloration, while females tended towards brown and gray.[10][note 1]

## PersonalityEdit

Aarakocras were known to be extremely claustrophobic.[10]

Male aarakocra tended to have very short tempers, and had been known to fly into fits of rage when a perceived wrong occurred. They also were notorious romantic flirts, regardless of whether or not they were married.[6]

## SocietyEdit

On Toril, aarakocras lived among the highest mountain peaks in small tribes that controlled hunting territories and shared a communal nest. The eldest male served as leader, assisted by the tribe's shaman.[10]

Aarakocra were also one of the major races on the inner planet Coliar. On that planet, it was the females who were always chosen as leaders, as society deemed them far more controlled emotionally. These aarakocra females were chosen by democratic elections and each ruled over one of over 100 extended families. Males are not forbidden from running for office, but society is strongly against their election, and no male ruled for over 1,000 years. Male aarakocra from other worlds sometimes took offense at this societal trend.[6]

### ReligionEdit

Aarakocras of Toril almost all worshiped Aerdrie Faenya. She appeared to them as a giant white bird.[11]

The small number of aarakocras living in the North mainly worshiped Syranita as their goddess, but also paid homage to Akadi, Remnis of the giant eagles, Stronmaus of the giants, as well as Aerdrie Faenya.[12]

### Known aarakocra settlementsEdit

They were an immigrant race to Faerûn from Maztica.[13] Known aarakocra settlements in Faerûn were:

* The Star Mounts in the High Forest. This tribe was almost totally slain by the green dragon Elaacrimalicros.[10][14]
* The Storm Horns in Cormyr.[10][14]
* The Cloven Mountains in the Vilhon Reach.[10][14]
* The Mistcliffs in Chult.[10][14]
* The Adder Hills in Chessenta.[15]

As of the Year of the Scarlet Witch, 1491 DR, the last settlement of aarakocra in the High Forest was the Last Aerie, on the slopes of the southernmost Star Mounts, near the headwaters of the Unicorn Run.[14]
Asabi

Species Directory**Asabis**, also known as **laerti**,[3] were reptilian humanoids that dwelt in the desert.[1]

## NomenclatureEdit

"Asabi" was the Bedine word for this creature.[3] In the Common tongue, they were called "laerti," which had its origins in Netheril.[1] "Laerti" was the term they called themselves.[4]

## SubracesEdit

There were two different subraces of asabi: standard asabi and stingtail asabi.[3] The two subraces were capable of interbreeding.[5]

## DescriptionEdit

Asabis stood about seven feet tall on two legs. They had long tails.[1] Their scales were gray to brown color, and they had light green or dun undersides. They had narrow, sloping skulls. Their eyes were very large, egg-shaped, and yellow, and they had forked tongues. Their limbs projected out at sharp angles, making their movements awkward to typical humanoid observers; however, they could move as easily on four limbs as two, balancing with their long tails.[4]

It was very difficult to tell a male and female asabi apart.[4]

Asabis never wore armor heavier than aramor.[4]

## SocietyEdit

Asabis dwelt in tribes and often allied themselves with evil creatures. They often served as mercenaries or slaves.[1] They were nocturnal creatures, and as such were typically only ever encountered at night.[4]

Free asabi tribes were ruled by either a war leader or a council of elders.[4]

## EcologyEdit

Asabis only ate the soft tissue of their prey, leaving the rest to dry under the sun. They were omnivorous and also consumed fungi that grew in the desert caves they inhabited. A delicacy among the asabis were the taproots of oasis plants.[4]
Magic and Technology

After the colonization of space, the integration of magic and technology was a natural step in evolution, with majority of humanity now on some level being magically connected to the planes of existence and magic. This innovation has led many to adopt cybernetic enhancements that increase their use of magic all the way through to the military in the construction of weapons that use magic as a power source, even transportation and space travel use magic as a fuel source due to its limitless abundance and supply.
Homunculus

A Homunculus refers to the medieval legendary

concept of an artificially created human, presumably brought into existence by certain means of alchemy.

Though a common concept, well known and understood by alchemists, the idea of the Homunculus is regarded as no more than a farce or faraway fantasy as no individual or group of alchemists has come anywhere close to successfully creating such a being in officially recorded history. Even so, alchemists have been forbidden to attempt or research the transmutation of humans and Alchemists have such a restriction as part of their creed.

## Homunculus Weapons

Homonculi Pistol - range (40/120), one handed,

SPECIAL RELOAD – The Homonculi pistol is a living weapon. The pistol is able to be loaded with different arcane rounds with different properties. Only one type of arcane round can be loaded into the firearm at a time. This pistol can be fired during a players main turn or as a bonus action depending on the arcane rounds loaded into the firearm. The firearm can be used a specific number of times depending on the limiter release and strength of the Homunculus.

### Basic Ammunition Types

* AC1D – 1d10 Acid damage
* Holl0w – 1d10 Necrotic damage
* Eldr17ch – 1d10 Force damage
* F1r3 – 1d10 Fire damage
* Fr05t – 1d10 Frost damage
* Z4p  – 1d10 Lightning damage
* M1nD – 1d10 Psychic damage
* S4Cr3D – 1d10 Radiant damage
Banelich

**Baneliches** were liches who were clerics of Bane during their mortal lives. Baneliches acted and looked the same as others of their kind, but they continued to worship Bane as an undead. They had the same immunities as regular liches, and gained the rest of the undead's powers, such as *paralytic touch*.
Betty Becker

Born in Louisiana, Betty "Boom Boom" Becker is the adopted child or John Becker and Lee Becker, two completely ordinary people. Betty is the Organisations resident demolitions expert and repairs trainer.

She runs a small stall as well from time to time and stocks various explosives for staff to buy if they are entering the field.

## Family History

Betty grew up on a farm and came from a fairly poor family. At a young age her older brother joined the Organisation, he sadly was killed in combat. Betty though has been trying to find a pendant that her brother wore, that she made for him as a child.

Betty's father was an alcoholic and often made poor business ventures and invested in get rich quick schemes. The trauma of not being able to support a family, her abusive husband and the loss of her eldest child drove Betty's mother to be institutionalized to a mental health facility, she later passed away.
Mimir

**Mímir** (Old Norse "The rememberer, the wise one") or **Mimir** is a figure in Norse mythology, renowned for his

knowledge and wisdom, who is beheaded during the Æsir-Vanir War. Afterward, the god Odin carries around Mímir's head and it recites secret knowledge and counsel to him. After the Calamity Odin permitted Mimir to have a body again and created one from the branches of Yggdrasil to act as his neutral party on Earth. Mimir is unable to lie and can sense when others are telling him the truth.
Hell Hounds

The Hell Hounds are low level minions. A wide variety of ominous or hellish supernatural dogs occur in mythologies around the world. Features that have been attributed to hellhounds include mangled black fur, glowing red eyes, super strength and speed, ghostly or phantom characteristics, and a foul odor. Certain European legends state that if someone stares into a hellhound's eyes three times or more, that person will surely die. In cultures that associate the afterlife with fire, hellhounds may have fire-based abilities and appearance. They are often assigned to guard the entrances to the world of the dead, such as graveyards and burial grounds, or undertake other duties related to the afterlife or the supernatural, such as hunting lost souls or guarding a supernatural treasure. In European legends, seeing a hellhound or hearing it howl may be an omen or even a cause of death. They are said to be the protectors of the supernatural, guarding the secrecy of supernatural creatures, or beings, from the world.
Атмосфера

**Атмосфера** — зона, в которой из-за сопротивления воздуха будет уменьшаться скорость ракеты. Плотность атмосферы увеличивается с понижением высоты. *Атмосферу* планет можно использовать для аэротоможения, что значительно уменьшит затраты топлива для выхода на орбиту других планет и посадки на их поверхность.

*Атмосфера* есть почти у всех планет Солнечной системы: Солнце, Венера, Земля, Марс, Юпитер и Европа (атмосфера Европы слишком разрежённая, поэтому не влияет на скорость аппарата).

Таблица плотности и высоты атмосферы тел Солнечной системы
 (х - плотность атмосферы Земли)
 Венера
 Земля
 Марс
 Юпитер
 Европа

## Редактирование

(см. Создание планеты)

Пример атмосферы планеты:

```
 "ATMOSPHERE_PHYSICS_DATA": {
   "height": 30000.0,
   "density": 0.005,
   "curve": 10.0,
   "parachuteMultiplier": 1.0,
   "upperAtmosphere": 0.333
 },
 "ATMOSPHERE_VISUALS_DATA": {
   "GRADIENT": {
     "positionZ": 4000,
     "height": 45000.0,
     "texture": "Atmo_Earth"
 },
 "CLOUDS": {
     "texture": "Earth_Clouds",
     "startHeight": 1200.0,
     "width": 40845.0,
     "height": 36000.0,
     "alpha": 0.1,
     "velocity": 2.0
 }

```

## Формулы

Конвертация значение плотности атмосферы в кг/м³:

# ρ
a
t
m

o
p

∗
245

{\displaystyle \rho=atmo\_p\*245}

Расчёт плотности атмосферы на h-высоте:

a
t
m

o
p

(
h
# )
a
t
m

o
p

∗
exp
⁡
(
−
c
u
r
v
e
∗

(
h

/

a
t
m

o
h

)

)

{\displaystyle atmo\_p(\text{h})=atmo\_p\*\exp(-curve\*{(h/atmo\_h)})}
Azer

**Azers** (pronounced: /ˈeɪzɜːr/ *AY-zur*[6]  listen) were elemental creatures native to the Elemental Plane of Fire and Elemental Chaos. Azers were created by fire titans and fire giants, whom they often served.[7] Others served the gods Dumathoin, Gorm Gulthyn, Kossuth, Laduguer, and Moradin.[8] Still others, however, lived free and worked for their own benefit.[7]

## DescriptionEdit

Azers resembled their ancestors, the dwarves, but with brass-colored skin and hair, their hair and beards composed of flames. Azer bodies were so hot that their weapons conducted heat, so much so that any creature within reach of an azer was injured by the intense heat.[7] Many azers wore kilts of brass, bronze, or copper.[4]

## SocietyEdit

Azer society was best described as communal, as every individual had a place in society and matters of the state were more important than that of the individual. Living within fortresses made of bronze on the Elemental Plane of Fire, azer nobles wielded absolute power.[4]

Despite loving gems and constantly waging war against the efreet, Azers never started a fight unless the foe was carrying gems and in which case they might take them prisoner.[4]

## Relations with other racesEdit

Azers were often slaves of fire giants and titans.[7] As for the other races, azers despised efreet, with whom they were often at war.[4] They maintained good relations with the yak folk found on the planes.[9]
Astral Dreadnought

Species Directory**Astral dreadnoughts** were gargantuan outsiders.[4]

## EcologyEdit

The secretion of an astral dreadnought was one of the material components for the powerful spell *Waethra's warm welcome*, protecting an area against magical travel.[5]

## HistoryEdit

Astral dreadnoughts were originally created by Tharizdun, with the objective of hunting down travelers who searched for portals into the Outer Planes. Setting the ageless creatures loose with their insatiable appetites, Tharizdun hoped to prevent mortals traveling in the Astral Plane from gleaning the secrets of godhood.[2]
Diana/Maiden/Crescent Goddess

## Crescent Goddess

* Naive
* Naughty

"Come to me tonight, my lord, and let's enjoy the brightness of the moon."
Diana's fate has long been tied to the ebb and flow of the moon, as a Crescent Goddess she represents the moon's purity and the radiant light that pierces the darkness.
## Details

[Crescent Goddess] is one of collectible Diana's skin, which rarity is legendary. It will add 1500 intimacy upon each activation from the salon. This skin when equipped gives new quoteline and maiden artwork.

This skin can be obtained from various events where the point exchange or item drop listed it.

## Bond Skill

[Crescent Goddess] will unlock a bond skill for herself upon initial activation. [Wisdom of the Moon] will give 0.2% multiplier to all attribute type for each level.

## Other Info

Diana's skin, Crescent Goddess, was released as part of the 2021 Holiday Celebration: "A Very King's Throne Christmas."
Doresain

Doresain was originally an elven worshiper of Orcus, who honored his master by eating the flesh of other humanoids. Impressed by his service, Orcus turned Doresain into the first ghoul. He continued serving Orcus in the abyss, until Yeenoghu took over his domain. Doresain pleaded his master to intervene, but refused, so Doresain turned to the elf gods for help. They took pity on him, and helped him in regaining his domain, and in gratitude Doresain decreed that elves would be immune to the paralytic touch of ghouls (but not ghasts).

 Followers

Doresain's followers are ghouls, and those who aren't eventually become ones. They believe that to exist is to eat, and a fully experienced existence requires one to eat, preferably sentient, prey. When a life ends under quivering lips and tearing teeth, they can feel true happiness for a time, at least temporarily. The followers also sometimes attempt to recreate the White Kingdom in the Prime Material Plane, but they are often pale imitations when compared to the real one.

Doresain also possesses the ability to turn demons into undead ghouls. By all laws of reality this should be completely impossible, but the fastest way to find something in the Abyss is often to claim it can't exist.

## Appearance

Doresain appears as an especially thin and wasted ghoul, eyes blazing with a sickly-green light and hooflike feet. He wears an elegant cloak of supple man-flesh over a pale leather armor, studded with tiny skulls.