recursal/Fanatic-Fandom huggingface dataset:
Gematria

You may use the principles of gematria, one of the foundations of numerology, to empower your spells.

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

**Benefit:** To empower a spell with gematria, you must derive the digital root of the spell. To find the digital root of a spell, you must first assign a numerical value to each letter in the spell's name, as outlined on the gematria table below. Once you have a string of digits corresponding to the spell's name, add them together. If the resulting sum is more than one digit, add those digits. Repeat this process as necessary until a single-digit number is produced. This number is the digital root.

Once you have a spell's digital root, you may then attempt a Knowledge (Engineering) check (DC = 10 + the spell's level + the spell's digital root). If this check is successful, you may either apply the spell's digital root as an Insight bonus to either the spell's Attack *or* Damage rolls, or you may apply half the digital root as an increase to the Saving Throw DC of the spell.

### **Gematria Table**

The first column contains the number that is derived from any of letters of that row.

Below is an example of the gematria process in action; the derivation of Fireball's digital root.

* Fireball = 69952133
* 6 + 9 + 9 + 5 + 2 + 1 + 3 + 3 = 38
* 3 + 8 = 11
* 1 + 1 = 2
* 2 = Fireball's digital root
Datanur

**Datanur** is an abandoned fortress of the Emenontak, located within the iron-rich Mt. Irdenhaupt.

## Description

The magma-strewn, iron-wrought halls of Datanur are long-abandoned by the Emenontak. Although the Dwarves no long walk the halls, their Iron Golems and other defenses still do, however, warding off would-be looters.
Gronhatte

**The Gronhatte**, or **Green Hats**, are the forest watch of Jaegerskov, patrolling the forest roads on behalf of the Count.

Although largely a defensive patrol force, the Gronhatte have been known to mount offensive expeditions into the forest, to root out and slay outlaws, Goblins, or worse.

## Tactics and Equipment

The Gronhatte patrol the forest of Jaegerskov in regiments consisting of 60 Gronhatte each; 30 halberdiers, 12 crossbowmen, and 18 swordsmen.

The Gronhatte halberdiers are arranged in 3 ranks of 10 files each. They wear breastplates and carry shields in addition to their halberds.

The Gronhatte crossbowmen are arranged in 3 ranks of 4 files each. They wear padded armor and carry heavy crossbows.

The Gronhatte swordsmen are arranged in 3 ranks of 6 files each and tasked with guarding the regiment's most vulnerable flank. They wear padded armor and carry shields in addition to their longswords.
Chapter 4

## Attempted Kidnapping: May 2006

**Attempted Kidnapping: May 2006** is the fourth chapter

of *Boku Dake ga Inai Machi* manga.

## Summary

The chapter starts with Satoru wondering why people were nice to him and why they smiled at him. he states that he only became a normal kid because of a few elements that came together in him. He states that he didn't smile because he made friends but rather he made friends because he spoke ot them with a smile. After the culprit was caught, their parents and teachers tried to erase the incident from their memories.

Satoru is seen walking away from the convenience store with his mother, holding a few shopping bags. He sees a child crying after dropping his ice cream. His mother asks him to call a friend over and asks if he has a girl he likes. he says that manga is his life and that he doesn't. At that moment, Airi calls out to him while running towards him. A woman selling balloons accidentally leaves them and Airi trips. She is helped up by his mother and he experiences "Revival" again.

He goes back to the time he was walking away with his mother. She askes him if the bags are too heavy and tells him to use a cart. He sees the crying child again and his mother asks him to call a friend over. He looks to where Airi is supposed to come from and yells for her not to run. As she walks towards him, the woman leaves the balloons again and Airi trips while looking at her. This happens again with the difference of Airi not tripping. He looks around but still can't find any irregularities. He then asks his mother to help and looks around. She spots a man holding a child's hand and he notices her while looking around. The man gets into the car without the child and drives away. His mother notes the plate number in her phone.

Later they are walking home together and Satoru and Airi talk about his mother looking young. His mother then asks her to join them for dinner as the man from before looks at them.

At his home, Airi gets to know that Satoru is a mangaka and looks it up. While eating Satoru worries about his mother finding out about his fondness for Airi. After that, Satoru drops Airi back home. When he gets back, he reprimands his mother for looking at Airi as a potential daughter-in law and gets mad. His mother asks him to cool his head and tells him that she'll apologize to the landlord for the noise the next day. He asks her if she noticed something in the parking lot and she says that she was a kidnapping attempt fail, but then brushes it off as a joke. She then thinks she knew the person she saw. In his room, Satoru thinks that his mother was not lying and opened the book Airi returned. He remembers his friend, Hiromi and how he drifted apart from the group and became lonely. Satoru remembers what he said back then, "I could have saved him".
Clan Vholkros

**Clan Vholkros of House Renoranzzar** is one of the notable clans of House Renoranzzar. The Vholkros rule over the Grey Isles of the Iron Sea; a harsh and bleak collection of forbidding islands off the western end of Soladna. While all of House Renoranzzar is known for piracy and raiding, the members of Clan Vholkros tend to exemplify the latter of those two practices and have earned a reputation as some of the fiercest raiders in the Underdark.
Craigardal

The rockiest province of Walpole, **Craigardal** also plays host to Henddinas itself. In recent times the region has become somewhat more dangerous, as packs of Fiara have taken to preying on the periphery of the province for sport.

## Geography

The closer to Henddinas in Craigardal one is, the safer things tend to be - at least insofar as the Undead are concerned. Not only are there more patrols and efforts to keep the Undead in check made by Angels and Hunters alike, but the very city itself seems to be sufficiently sanctified that - at least outside its labyrinthine catacombs - the dead tend to have a higher chance of staying dead the closer one is to the Grand Cathedral.

Nonetheless, it is still customary in most of Craigardal, particularly Henddinas, to chain and lock coffins before interring them.

### **Eping**

A small town in Craigardal, **Eping** is a small, tight-knight, community that is, unusually for Walpole, somewhat wary of city-folk. In a town where everybody knows everybody, outsiders tend to stand out.

### **Heddwch**

Tales and rumors of witchcraft have driven most of the impoverished inhabitants from **Heddwch**, a grave-strewn village on the outskirts of Henddinas. Those that remain are xenophibic and somewhat off.

### **Henddinas**

**Henddinas** is the largest Human city in Umbralume, although some of Otranto's coastal cities are more densely populated, and the seat and center of Human power and authority on the plane. While smaller settlements are often constantly under siege by monsters, the inner parts of Hendinnas are the safest areas (for a Human) in all of Umbralume, which sometimes gives the people of the city a distorted view of just how dangerous the world outside really is.
Crystal Pyramid

Situated within the Inner City of al-Lat and dating back to the period of Kemetese rule, the **Crystal Pyramid** is a mysterious pyramidal construction of unknown purpose and nature.

## Description

Standing within al-Lat's Inner City, the Crystal Pyramid has bewildered scholars and locals alike for generations. A Kemetese pyramid built from some unknown, evidently transparent material, the pyramid seems to be both completely empty, and to lack any means of ingress. The purpose and nature of this mysterious structure has defied explanation for centuries, although not for want of trying. Numerous scholars and adventurers have disappeared without a trace while studying the pyramid, and locals will tell you these unfortunate souls found a way in and simply never returned.

Whatever its true purpose, it is known that the Crystal Pyramid sits atop a confluence of ley lines.
Derleth Manor

Atop a small hillside, just outside the town proper of Fritzburg, stands **Derleth Manor**, the ancestral home of the Derleth family and the former headquarters of the Geheimnis Gemeinschaft.

## Description

Derleth Manor is a isolated manor house located atop a modest hillside estate just outside of Fritzburg proper and enjoys a scenic view overlooking the town. A simple cobbled pathway winds through the shaded woods and to the small two-story house.

The steep, darkly slated roof sits above carved barge-board and high cross gables. Its windows are narrow and leaded in arched frames, and its entry is strangely grand, with a pair of pointed turrets flanking the thick, iron-shod, doors. Inside, the ground floor was used for entertaining guests, while the second floor houses three bedrooms. A library and archive were stored in the basement.

During the time of Wilhelm Derleth's adventuring, the manor served as a headquarters of sorts for the Geheimnis Gemeinschaft.
Fireball

A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.

You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.

The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.
Página principal

Esta wiki fala sobre o seriado e o desenho animado de mesmo nome.
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## Links Úteis

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Ghoul Sire

## Ghoul Sire [Vampiric]

**Prerequisite:** Beast-derived bloodline

**Benefit:** When you kill a living Humanoid via your blood drain, you may choose to have them reanimate not as a Vampire or Vampire Spawn, but instead as a Ghast or Ghoul, respectively. The resulting creature is under your control as per your spawn, but it does not count against the total number of spawn you may control. It does, however, count against the normal limit of undead creatures you may control.
Dwarf Fortress

A blend of mine, city, and fortress, **Dwarf Fortresses** (also known as **Mountain Halls**)are the standard sort of settlement used by the Onolgar.

## Description

Dwarf fortresses are most commonly built into the sides and peaks of mountains, but sometimes are simply built entirely underground. The fortress is primarily an underground structure. While many fortresses sport impressive and elaborate above-ground components, these are always the peak of the iceberg. The bulk of the fortress is *always* underground.

Much like the Dwarven approach to other forms of craft, the halls of a Dwarven fortress are primarily constructed of stone, with metal serving as a secondary building material. Likewise, they see a fortress as both a practical thing, and a work of art, and nearly every fortress has its halls - at least those in common areas and other public spaces - engraved with countless artistic depictions of famous Dwarves and events, as well as lots of elaborate stonework statuary.

Dwarven fortresses can vary wildly in their exact structure. Some are elaborate labyrinthine complexes carved into the stone, while others are excavated caverns with more traditional buildings, streets, and so forth built within the open space of the cavern, and others still fall somewhere between these two extremes, or approach the design of the fortress from entirely different angle. As much as Dwarves value tradition and precedent, they have a shockingly diverse array of fortress layouts and designs. While the precise design and layout may vary, what does not vary is the fact that Dwarven fortresses are always defended, at least in part, by traps.

## Administration

Every Dwarf fortress is ruled by a hereditary monarch, an ***Etar*** (King) or ***Esrel*** (Queen), who is descended from the expedition leader of the fortress' original founding. As an individual fortress is effectively a sort of city-state, this monarch acts as head of state, in addition to their other obligations.

The ***Thikutzuden*** (Bookkeeper) is appointed by the monarch and is the primary figure responsible for the creation and maintenance of the fortress' economic, genealogical, and historical stocks and records.

Also appointed by the monarch, the ***Nishkutam*** (Broker) serves to meet with foreign merchants and traders and to speak on behalf of the fortress and its monarch in matters of trade and commerce. The nishkutam also oversees trade and business issues within the fortress itself.

Appointed not by the fortress' monarch, but by the head of their clan, the ***Torishkutam*** (literally 'crown speaker') acts as a liaison between the clan's capital and leader, and an individual fortress.
Green Order

One of the two Chromatic Orders, the **Green Order** consists of Animists specializing in magics of plants, renewal, and the seasons.

Of all the arcane orders in the Siegreich, the Green Order is perhaps the most beloved by the common folk. When a Green Wizard comes to town, one can expect bountiful crops, fruitful harvests, and conceptions to be more likely and childbirth more easy. They are, however, among the least liked by the authorities of the Siegreich, and especially by the Inquisition.

## Description

The Green Wizards are Animists who focus on magics of plants, renewal, and the seasons themselves.

The Green Wizards are strongly attuned to the land and powers of nature, and are seldom to be found living in large towns, and almost never in cities - excepting of course their headquarters in the city of Eresburg, Irminsul. Hale and hearty, they love living things, especially plants, and are fond of rain for its life-giving qualities. Tied to the world of flora and agriculture as they are, the magical power of the Green Order tends to wax and wane with the seasons. Skilled horticulturalists and learned in agricultural techniques both mundane and magical, it is said that the Green Wizards can grow anything anywhere. While not as adept at combating them as the Silver Wizards, the Green Wizards also consider themselves enemies of the undead, for such creatures are perversions of the natural order and the foes of all life.

While the people of Osning tend to be staunchly opposed to the arcane arts even by the standards of the Siegreich, they nonetheless tend to be more welcoming of the Green Wizards, particularly in Irminsul, and most of all in smaller, more rural, communities. Besides the obvious practical boons these Animists can offer the foresters and farmers of the realm, many in Irminsul view them less as Wizards, and more as traditionalists keeping alive the druidic ways of their Tyrling ancestors. Needless to say, it is precisely for this reason that the Green Order is generally hated by the Inquisition, and many Inquisitors are of the opinion that the Green Order is only a hair's length away from outright apostasy.
Eight Totem Warriors

Led by Akroma Atoapem, the **Eight Totem Warriors** are the ancestors and culture heroes of the tribes of Sika'dwa.

## Description

The Eight Totem Warriors were eight legendary women and the ancestral heroes from which the eight tribes of Sika'dwa claim both matrilineal descent and their tribal totems. These women were all presumably Humans of great power and skill, although some legends and myths claim more exotic lineages for them, including even that they were in some sense divine. Whatever the case, it is known they were assembled, trained, and led by Akroma Atoapem, the greatest of their number. Each of the Eight Totem Warriors gave themselves wholly to the greater good and to their perfection of their skills; abandoning even their own names. Their original names thus unknown, the Eight Totem Warriors are known only by the golden animal masks they wore, these animals later becoming the tribal totems of their descendants.

* Akroma Atoapem
* Osebo Peroko
Fort Ioannes

The Western Vault's **Fort Ioannes** stands among the oldest of Avernite fortifications.

## Description

Fort Ioannes was built early in the history of the Kingdom of Avernus and was originally constructed to protect Augustus and the surrounding farms from Drow raids. As time went on, the Drow gradually lost interest in raiding the Avernites and so the fort's purpose shifted more and more towards fighting off bandits who preyed upon the farms and travellers.

Today the fort also acts as a place of brief respite for travellers on their way to Northwestern Avernus. Indeed, it sports a small inn for such travellers, and of course for off-duty members of the garrison.
Fiendbane

## Fiendbane [Virtue]

**Prerequisites:** Daemonslayer, Demonslayer, Devilslayer

**Benefit:** Weapons you wield, natural or manufactured, deal an additional +2d6 points of damage against Outsiders with the (Evil) subtype. This bonus damage does not stack with the bonus damage granted by a magic weapon with the Bane special ability.
Greater Shield Focus

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

**Benefit:** Choose one type of shield for which you have Shield Focus. While using shields of that type, all armor check penalties incurred by shields of that type are reduced by 1. Additionally, readying or loosing such a shield is now a free action rather than a swift action. These bonuses stack with those granted by Shield Focus.

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

The haunted **Castle Darmstadt** is the wintry seat of Baroness Liesa Lavenza von Karnstein.

## Description

Castle Darmstadt is situated in Lake Totenkopf, upon an unnaturally cold and wintry island. Indeed, much of the castle's exterior and its grounds are bone-white with snow and frost. A single bridge connects the castle to the mainland.

Numerous Gargoyles, pets of the Baroness, can be found perched about the castle's ramparts and roofs.

In Blutwald the ruling classes do not see death as the end of one's feudal vows and duties, and so the Ghosts of this haunted castle remain forever bound and dutiful to the Baroness.
Cowboy

## Cowboy [Grit]

**Prerequisite:** Mounted Combat

**Benefit:** As long as you have at least 1 grit point, you may add your Boltslinger level, to a minimum of 1, as a Competence bonus to any and all Ride checks. Additionally, by extending a grit point when attacking with a crossbow, you may negate the penalty incurred for making a ranged attack while mounted.

This feat and its benefits count as a deed for the purposes of your True Grit class feature.
Chalchiuhtotolin

An ancient Necromancer specializing in disease and sickness, **Chalchiuhtotolin**, the Tlatoani of Quetza, is the infamous author of the *Codex Bubonicus* and the inventor of plaguestone cauldrons.

## Description

An ancient Mictlanese necromancer, Tlatoani Chalchiuhtotolin has ruled over the city of Quetza since at least the period of the Fall. Most believe that Chalchiutotolin has transitioned into undeath, but some, including his cultists, claim that he has used his knowledge of plague magic to somehow assume the form of a sentient disease and that he has survived the long centuries since the fall by infecting one host victim after another. Whatever the case, the Tlatoani's knowledge of disease enabled him to author the *Codex Bubonicus*, as well as to invent the infamous plague cauldron.
Curator

You may use objects of historical significance as fetishes.

**Prerequisite:** It Belongs in a Museum

**Benefit:** Choose two schools of magic; you may use a number of amulets from those two schools. Your relevant ability modifier is Intelligence and your Fetishist level is equal to half your ranks in Knowledge (History), minus 3. For example, if you have 10 ranks in Knowledge (History) then your Fetishist level is 2.

Amulets granted to you by this feat must be items of historical significance.

**Special:** You may gain this feat more than once. Each time you select this feat after the first, you gain access to amulets from another school of magic.
Bounce Spell

## Bounce Spell [Metamagic]

**Prerequisite:** Enlarge Spell

**Benefit:** A bounced spell bounces off of, but does not affect, the initial target and instead affects another target as though the initial target were the spell's source. When casting a bounced spell, you must choose a target within range of the spell to bounce the spell off of. Once you have done so, that target becomes the new source for the spell and range and line of sight are calculated with that target as the spell's point of origin.

If the initial target - the source from which the spell will be bounced - is not a willing subject, they may attempt a save against the spell using its normal DC. If they succeed, the spell fails to bounce and is wasted, while if they fail the spell does not affect them but is bounced off of them as intended.

A bounced spell uses up a spell slot two levels higher than the spell’s normal level.
Bitch Queen

**The Bitch Queen** is a Werewolf Sorceress of great power. The ruler of the Tower of the Moon in Schwarzwald, the Bitch Queen is served by a pack of lesser Werewolves.

It is believed by most Schwarzwalders that all, or at the very least the majority, of Werewolves in Schwarzwald can trace their curse back to her.

## Appearance

The Bitch Queen's wolf form is not that of a lesser wolf, but a great and terrible dire wolf. Her hybrid form is, accordingly, larger and more powerful than that of other Werewolves. As no one has yet seen her in her Human form, it is unknown what she truly looks like.
Charnel Road

A road in Darmstadt, Karnstein County, the **Charnel Road** runs through the forest of Hexenwald, linking the town of Fritzburg and Castle Darmstadt. The road's passage through the forest also takes it through village of Friedendorf.

As the Friedendorfers, for poorly understood cultural reasons, do not employ a proper graveyard and instead choose to bury their dead within the wilderness, the road is lined with gravestones.
Creiddylad

**Creiddylad the Blind** is the oldest and most revered of all the Witches of Afallach, and the de facto head of their sisterhood.

## Description

And old and powerful Witch, Creiddylad the Blind has lived for nearly two centuries, and is well versed in both witchcraft and the occult lore of the Tylwyth Teg. Although she is quite blind, she is highly skilled in divination and it is said that her blind eyes can see all that will, or can, and perhaps even has, happened in the Kingdom.
Ghostwood

A haunted forest in the west of the Bay of Logres, **Ghostwood** is nonetheless a popular destination for foresters as it is a source of valuable herbs.

## Inhabitants

Infamously haunted, Ghosts and Spectres are commonplace in the Ghostwood, supposedly the spirits of unfortunate foresters who perished in the forest. Whether or not they are spirits as some believe, Wisps are also often found in the forest, particularly in wetter areas or after a storm.

While not home to any known fey, the woods are home to Night Twists which prey upon trespassers into the forest. In addition to the more exotic inhabitants of the forest, black bears, deer, and wolves can all be found within the Ghostwood.

## Geography

Ghostwood is a dense and haunted forest in the Bay of Logres, to the west of Wickton. The forest is the only known source in Logria of nightcap, a rare and valuable mushroom which serves as an ingredient in a number of deadly poisons and also as a powerful component in the casting of illusion spells.

### **The Dark Tower**

Within the forest stands the **Dark Tower**. This oppressive cold iron, lead, and stone edifice is the home of Skerrabra, an infamous Lich who has been slain multiple times by brave knights and heroes, but has thus far always been able to retain the secret of his phylactery and return once more to plague the world of the living.
College of the Silver Order

**The College of the Silver Order**, in Ulvsten, Skagen, is the headquarters and school of the Silver Order, one of the three Metal Orders of the Siegreich.

## Campus

The College of the Silver Order is located within a huge and shining white pyramid of marble and quartz.

Deep within the pyramid, far beneath the surface, it is said that there are magically sealed vaults where occult artifacts and unholy creatures are held, kept secret by twisting tunnels, clever traps, and powerful wards. The stories claim that these creatures and objects are those which have been recovered by the Silver Wizards throuhgout their history but which either could not be safely destroyed, or are being held for study. Whatever the truth of these claims, the Silver Order has refused to issue a formal statement one way or the other.
College of the Golden Order

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

## Campus

The College of the Golden Order is situated on the outskirts of Stahlofen, surrounded by blacked and ash-covered ruins. The local burghers generally avoid these charred husks, althoguh the most brave or perhaps desperate beggars have been known to sometimes sift through them in hopes of finding something to sell. Many of these beggars claim that the ruins are haunted by the spirits of those that perished in the conflageration that created them, although both the Golden Order and the local authorities deny these claims.

The buildings of the college, befitting the fiery magics its students work with, are built entirely of stone and metal, as any wood would have a lifespan measured more in hours than days. Indeed, the area around and within the college is unnaturally hot and even more ash and soot choked than the rest of the city. The buildings have few windows, and those they do have are more outlets for smoke than anything else.
Dawn King

The Human known only as the **Dawn King** is the mythical founder of ancient Eridu.

## Description

A great conqueror of unclear origins, the Dawn King is said to have united a handful of Human city-states into Eridu, one of if not the first Human empires in Asul.

According to myth, the Dawn King takes his title not only from the metaphorical dawn of Human civilization, but also from having been tutored and divinely ordained by Pelor. The Dawn King wore magical armor and wielded a magical sword, all blessed by the Sunfather himself, their current locations unknown but sought by many an adventurer and historian alike.
Church of Saint Cuthbert

*"Deus Vult!"*
Centered in the nation of Lareaux but with a reach that extends across the whole of the plane, the **Church of Saint Cuthbert** is one of the most powerful political, military, and of course religious organizations in Asul. Indeed, Saint Cuthbert is one of, if not the, most popular deities worshiped by the Human population of Asul, and in particular of the peoples of the Western Kingdoms.

While Cuthbertines across the multiverse are well-known for their conservative and sometimes fanatical natures, this is especially true of those dwelling in Asul. While the origins of the Church's more extreme conservatism, fanaticism, and paranoia can be traced to a number of historical nad social factors, the two most significant are most likely the effects Therion has had on Asul as a whole, and the ramifications of extensive Horned Society infiltration within the church.

## Organization

The Church of Saint Cuthbert is partitioned into three branches; the Priesthood, the Crusaders, and the Inquisition. These three divisions are considered the metaphiorical heart, sword, and shield of the faith, respectively.

It is not at all unusual or uncommon for an individual member of the church to serve under multiple branches over the course of their career. Indeed, the Inquisition *only* recruits from the other branches, never directly from the laity, and many older members of the Priesthood were once Crusaders before retiring to a less physically demanding form of service.
Fort Rosa

The beleaguered **Fort Rosa** is one of the most prominent fronts in the constant warfare between the Kingdom of Avernus and the Onyx Horde.

## Description

Situated on the northeastern corner of the Western Vault, Fort Rosa is one of the closest Avernite fortifications to the lands of the Troglodyte and is engaged in near constant fighting with them.

The fortress has been so damaged by countless Troglodyte raids that much of its outer walls are now held together by, or partially replaced with, walls of force and other magical barriers.
Arcane Tower

**The Arcane Tower**, often simply called **The Tower**, is the center of magical power and arcane education in the Kingdom of Avernus.

## Grounds

Located in the Labyrinth region the Arcane Tower is a fortified and imposing stone tower that bristles with palpable magical energy.

## Students

Students spend five years learning the arcane arts. The first two years are spent under a vow of silence, which is believed to help students focus and to teach them discipline, studying theory and helping the resident Wizards as lab hands. It is only in the third, fourth, and fifth years that actual spells are taught.

Students who are still observing their vow of silence and have yet to advance to their third year and learn actual spellcasting are called **Apprentices**, although they are not technically apprenticed to any particular faculty member.

## Faculty

The Tower is always run by the Triumvirate, a cabal of three powerful archmages. Triumvirs serve until death or retirement and are elected by a majority of the existing members as needed. The current triumvirs are Solcastrum Rector, Theodora Lene, and a strange but brilliant Transmuter known only as Joshua.

Besides running the school the Triumvirate serves as an advisory body to the King of Avernus, intended to aid him in dealing with magical matters and policies. Naturally, given their importance and personal power, the Triumvirate wields considerable political power even beyond its field of expertise.

## Transportation

The Arcane Tower's portal chamber contains a magical portal that is the hub of a teleportation network created by its skilled Conjurers. From the portal chamber one can teleport to the teleport pylons located beneath Almus, Ava, Augustus, Castle Avernus, Chalybs, Coriana, and Victoria. The teleport pylons at these destinations can be used to return to this central portal chamber. One must be attuned to the destination pylon, however, so it is necessary to visit the pylon in question personally before one can use the portal to teleport there.
Bracelet

A **Bracelet** is a piece of jewelry worn around the wrist.

## Metamagic Component

Like many pieces of jewelry, bracelets, depending on their nature and value, may serve as metamagic foci.

* Used as a metamagic focus, an amber and emerald bracelet worth at least 7,000 GP can quicken the casting time of Teleport Object spells.
* A jeweled bracelet worth at least 2,200 GP can serve as a metamagic focus which quickens castings of Shield.
* When used as a metamagic focus, a lodestone bracelet worth at least 1,250 GP can extend the duration of Find the Path.
Dominatrix

**Prerequisite:** 1st level Dominator

**Benefit:** When casting spells of the compulsion subschool, you may wear leather armor or studded leather armor without the armor incurring an arcane spell failure chance. This benefit applies only to compulsion spells and not to other spells, including other enchantment spells.
Goldfire Academy

*"Flamma Veritatis"*
Situated in the northern highlands of Silverwood, Logria, **Goldfire Academy** is the foremost center of arcane education in Logres and rivaled in all of Gramarye only by the Tyrrau Caerfyrddin.

## Campus

Goldfire Academy occupies a pair of buildings in the northern highlands of Silverwood, Logria; **Goldfire Keep** and the **Goldfire Observatory** atop a hill a slight ways northeast of the keep.

## Students

Goldfire Academy promotes the traits of courage and daring and thus its students and alumni are generally regarded as brave, though often to the point of recklessness. Needless to say, this is a rather dangerous trait for a Wizard, particularly one in training, to have and many students have had their careers cut short by ill-conceived experiments or endeavors born of an excess of bravery and a deficit of sense. Devoted as they are to such chivalric ideals, many other Wizards sometimes find those hailing from Goldfire Academy to be self-righteous and arrogant.

## Faculty

The school's current headmaster is Lady Mariah Moonglow, an alumna who also serves as the Lord Arcane of Logres.

### **Teaching Staff**

* David Babbitt, Enchantment
* Mariah Moonglow, Transmutation
* Robert Russell, Arcane Zoology
* Sylvia Black, Abjuration

### **Support Staff**

* Faye Trueshield, Healer
* Nicholas Bluestar, Head Librarian
* Robert Folley, Cook
* Robert Russell, Groundskeeper
Alkali

The range of caustic bases known by alchemists as **Alkali** react violently when exposed to acid, including the bodies of most Oozes.

## Description

Alkali is a term used by alchemists to refer to a number of differet caustic bases, although most take the form of powdery, ash-like, salts.

Against most creatures and objects alkali functions as though acid, but they react extremely violently when exposed to acid and thus are especially lethal against Oozes and other creatures with acidic biologies.

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

## Effects

To most creatures, alkali functions identically to acid. Against objects or creatures, such as Oozes, with highly acidic compositions, however, alkali deals twice as much damage.
Greater Weapon Focus

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

**Benefit:** Choose one type of weapon for which you have Weapon Focus. You gain a +1 bonus on all Attack rolls made using that type of weapon. This bonus stacks with the bonus granted by Weapon Focus.

**Special:** You may take this feat multiple times, each time applying it to a different weapon.
Eisheth

An infamous blasphemer, **Eisheth, the Angel of Apostasy** is one of the four Angels of Prostitution; the most favored Angelic concubines of Asmodeus.

## Appearance

Eisheth is a stunningly beautiful Seraph with raven-black feathered wings. Her lovely face is always partially concealed by a black veil.

## Description

Eisheth is infamous throughout the multiverse for her hatred of the gods. While the cause for this enmity is unknown, at least to all save Eisheth and Asmodeus, it is generally assumed to have something to do with whatever caused her to fall from grace.

When not in Sheol with her lover, Eisheth dwells in Sathariel, her lair within Pluton, the Third Hell.
Agartha

Agartha is a region of the Upperdark located miles beneath the Himavat Mountains.

## Inhabitants

Agartha is primarily populated by the Agarthans, Humans descended from the Himavatans above.

Night-black Agarthan panthers are in many ways cave-adapted versions of their surface kin, but life in the Underdark seems to have also made them more cunning and deadly.

## Geography

The whole of Agartha is rich in many kinds of psychoreactive crystal.

### **Kalapa**

**Kalapa** is the capital city of the the Agarthan nation of Shambhala.

### **Khyung**

**Khyung** is a small, walled, Shambhalan town.
Gauntlet

A **Gauntlet** is an armored glove, typically but not always metal.

## Metamagic Component

Gauntlets of sufficient value and proper composition can serve as metamagic foci. Such gauntlets must be worn, but need not be worn as their full pair, to be used in such a manner.

* A gauntlet made of bone and worth at least 700 GP may serve as a metamagic focus which empowers Chill Touch.
* An ornate bronze gauntlet worth at least 450 GP can be used as a metamagic focus which silences the casting of Touch of Idiocy.
* An ornate electrum gauntlet worth 1,350 GP or can empower Shocking Grasp spells when used as a metamagic focus.
* An ornate gauntlet of mithral may be used as a metamagic focus which empowers Rusting Grasp, provided the gauntlet is worth at least 1,900 GP.
* When used as a metamagic focus, a decorative steel gauntlet worth 1,100 GP or more can heighten the spell level of Hold Animal by +2.
Dustbowl

The Upperdark region of **Dustbowl** is located miles beneath the Great Plains of the Badlands.

## Inhabitants

The primary sapient inhabitants of Dustbowl are the Drow.

Herds of Rothe and cave-adapted Dire Rhinoceroses graze and dwell along the peripheries of the region, where the rim of the 'bowl' gives way to the fungal equivalent of shrubland.

## Geography

Dustbowl is primarily a single enormous, bowl-shaped, vault of hard clay and dusty sediment. The majority of this cavern is, unsurprisingly, a hot and dusty desert, but there are areas, primarily the rim of the 'bowl', made up of the fungal equivalents of shrubland and home to herds of Rothe and cave-adapted Dire Rhinoceroses.

Outcroppings of psychoreactive crystal are not uncommon, and a major source of income for the Drow of the region.

### **Dustbowl City**

**Dustbowl City** is the largest settlement in Dustbowl and the regional capital of House Chexuileb and Drow activity in the region.

### **Rathniar**

**Rathniar** is a Drow town ruled by House Chexuileb in the northeast of Dustbowl.
Chauvinism

## Chauvinism [Virtue]

**Prerequisites:** Virtues of Chivalry and Nobility

**Benefit:** Against the attacks of women you may apply your Charisma modifier as a Morale bonus to your Armor Class.

As with the virtue of Chivalry itself, 'women' here is used to refer to intelligent female creatures. Female animals do not count as women. That said, this feat *does* apply against creatures which normally would not fall under the purview of your Chivalry virtue's protection, such as female Undead.
Castle Avernus

A gigantic stone fortification magically wrought from the ground itself, **Castle Avernus** is the capital of the Kingdom of Avernus and the largest artifical structure in all of Avernus.

## Description

The massive outer walls of Castle Avernus are magically wrought from the stone of the Grand Gallery itself. Between them and the keep stand four additional defensive towers.

The keep is amazingly beautiful and its interior sports a thin cavewood veneer atop the stone floors.

One of the underground chambers of the castle is the pylon chamber which contains a teleport pylon that is part of the teleportation network created by the Conjurers of the Arcane Tower. This pylon enables one to teleport to the portal chamber at the Arcane Tower, which can then be used to teleport to any of the other pylons.

## Household

Captain Hugh is Castle Avernus' **Commander of the Guard**.

Warden Renatus is the castle's **Quartermaster**.

Rowan, a famous archmage skilled in abjuration, is the castle's Court Wizard and one of Avernus' greatest arcanists.

Sophia is Castle Avernus' chef, perhaps the finest in all the Kingdom.
Burning Spell

## Burning Spell [Metamagic]

**Prerequisites:** Spellcraft 5 ranks

**Benefit:** The fire or acid effects of a burning spell linger, dealing additional damage on the subsequent round. When a creature takes Acid or Fire damage from a burning spell, they take an additional amount of the respective damage on their next turn, equal to twice the spell's actual level. This metamagic feat may only be applied to a damage dealing spell with the [Acid] or [Fire] descriptors. If a spell has both descriptors, then the caster must choose which kind of damage is dealt by the metamagic effect.

A burning spell uses up a spell slot two levels higher than the spell’s normal level.
Fort Altum

**Fort Altum** stands at the opening of an unexplored cave network on the Grand Gallery's eastern wall.

## Description

A fortress of the Kingdom of Avernus, Fort Altum blocks the opening to an unexplored network of caves east of the Grand Gallery. As these caves are unexplored and nothing terribly monstrous has yet emerged from them, the fort is a sleepy and unexciting place and the subject of much derision from the more beleagured forts and settlements of Avernus.
Alchemical Missiles

## Alchemical Missiles [Alchemical]

**Prerequisites:** Alchemical Arrows discovery, Improved Bombs discovery

**Benefit:** You may affix lesser bombs to arrows. Such a modified arrow has altered aerodynamics and suffers a -5 penalty on its Attack roll and, additionally, may only be fired by someone who has Weapon Focus with the bow they are using. The bomb always detonates on impact, and so such arrows may never be recovered.

You may create a number of alchemical missiles per day equal to your Intelligence modifier. On an attack roll of 1 with the bow being used to fire the alchemical missile, something goes awry and the bomb immediately detonates.
Geb

After the assassination of his mother, Pharaoh Nefertari III, **Pharaoh Geb the Healer** ascended to the throne of Kemet.

## Description

One of Pharaoh Nefertari III's children, Geb participated in the conspiracy to assassinate and depose his insane apostate mother and ultimately succeeded her as Pharaoh upon the plot's success. Despite her crimes, Nefertari was still Pharaoh, and Geb, like most Kemetese, was nothing if not a devotee of tradition, and so honored his mother with the traditional funerary rites and interred her within her pyramid, as she intended. He did, however, take steps to seal the lowest levels of her pyramid with powerful magic wards.

Almost immediately upon his ascension, Pharaoh Geb ordered the execution of every priest and cultist who served his mother's nameless desert gods, as well as the killing of the architects and many of the artisans and laborers responsible for constructing her pyramid. Deeply pious, Geb then undertook numerous efforts and actions designed to restore and strengthen the traditional Kemetese faith.

For his actions in undoing his mother's legacy, Pharaoh Geb would become known as Pharaoh Geb the Healer. Upon his own death, Geb would be interred within his own pyramid within the Yafeha Necropolis.
Adelheide von Eisenturm

**Queen Adelheide von Eisenturm, Countess of Eisenklippen and Baroness of Stahlofen** is the decadent and hedonistic Queen of Osning.

## Description

A famous beauty, Queen Adelheide von Eisenturm has lost little, if any, of her good looks despite now being over 40 years old. Decadent and classist, the Queen has little love for the burghers of Osning, and even less for the peasants. Nonetheless, she is fond of flaunting the immense wealth of her family and thus the Queen is quite popular with the commonfolk due to her patronage of the arts, festivals, and public works.

The Queen is unmarried and her hand in marriage is the desire of countless noble families across both Osning and the greater Siegreich. Despite, or perhaps because of, such ambitions, the Queen has yet to show any serious interest in any of her would-be suitors, although her amorous activities are quite well known and the source of much scandalous talk in her seat of Stahlofen. Most of the Siegreich's nobility and many of the more 'in-the-know' burghers of Osning believe that Adelheide is simply a decadent hedonist with little room in her pretty head for matters of state or politics. In reality, the Queen is rather adept at political machinations and scheming and while she is genuinely a lover of the finer things in life, her appearance as a vapid harlot is something she has deliberately cultivated and propagated so as to create the illusion of weakness and harmlessness.
Gaspard de Bayonne

**Gaspard le Dragonslayer** is a renowned Knight hailing from Bayonne, Benoic. A famous slayer of monsters, Gaspard earned both his name and his fame when he slew a terrible dragon which had captured one of the King's very own daughters.

## Description

Gaspard le Dragonslayer is the greatest slayer of Dragons in all Benoic. Although he has since slain more Dragons and countless other monsters, Gaspard le Dragonslayer, then merely Gaspard de Bayonne, earned his name and his claim to fame when he slew a Dragon which had captured the Princess Isabelle.

Famous throughout Benoic and even beyond, Gaspard le Dragonslayer still quests astride a proud Pegasus, ever in search of the Chalice.
Cerberi

**Cerberi** are Fiendish three-headed dogs. Although their namesake ancestor, Cerberus, is a resident of Gehenna, cerberi can be found throughout the Lower Planes and beyond and are often raised as guard dogs and war hounds by other, more intelligent, Fiends.

## Description

All cerberi descend, ultimately, from Cerberus, their namesake ancestor. While Cerberus is an inhabitant of Pluton, the Third Hell of Gehenna, cerberi can be found throughout the Lower Planes and beyond, often in the service of other Fiends where they serve as guard dogs and war hounds, or even simply as pets.

Like dogs, there are many breeds of cerberus; some deliberately bred into their current forms by the actions of their masters, while others simply the products of environmental factors.

### **Orthri**

Descendants of Orthrus, the **orthri** are two-headed cerberi native to Malebolge. Like their ancestor, the orthri are bred and raised by Devils to serve as guard dogs.
Al-Uzza

A coastal metropolis surrounded by desert, **al-Uzza** is one of the three Parani city-states known as the Three Jewels.

While not the wealthiest of the Three Jewels (that prestige goes to al-Lat) al-Uzza is perhaps the grandest in some ways, and has served as the capital of several Parani empires. This grandeur and legacy has earned the city the nickname of the **Bejeweled City**.

## Description

### **Great Bazaar**

**The Great Bazaar** is al-Uzza's primary commercial district. The majority of trade takes place in this district's shops and stalls, and the city's largest theater can also be found here.
Akoman

**Akoman, the Daeva of Wickedness**, is one of the six Greater Daevas. Emanations of Ahriman, each of the Greater Daevas represents an aspect of their dark god.

## Description

Akoman is the Daeva of Wickedness, one of the six Greater Daeva. An emanation and representation of an aspect of Ahriman, Akoman is the antithesis of goodness and embodies evil. His mere presence tempts mortals to give in to their base and wicked desires.
Bleeding Critical

**Prerequisite:** Improved Critical

**Benefit:** Whenever you land a critical hit with a slashing or piercing attack for a weapon with which you have Improved Critical, your victim must succeed on a Fort save (DC = 10 + ½ your character level + your Strength modifier) or else begin to bleed for 1d2 points of bleed damage per round for a number of rounds equal to your Strength modifier.