Wanderland

== Wanderland: The Realm Beyond the Veil of Reality ==
Amidst the vast tapestry of the world, there lies a domain known to few, yet whispered of by many – Wanderland. A land tucked between the folds of reality and imagination, where the boundaries of logic blur and the improbable becomes the norm.
From afar, Wanderland might seem a refuge—an idyllic sanctuary away from the rigid structures of Ozland, the fervor of Athea, the grandiosity of Bihngam, and the supremacy of Brittanica Ultima. Yet, those who venture close enough to its borders soon realize that Wanderland, with its twisting meadows and gravity-defying landscapes, is a realm of enigmas.
The sky, painted in shifting hues, reflects not just the time of day but the mood of the land itself. Forests with trees bearing grinning faces stretch into the horizon, while rivers of liquid silver flow backward, leading to vast tea-colored seas. Peculiar creatures—some humanoid, others purely fantastical—roam this realm. From the tardy White Rabbits, forever worried about their punctuality, to the cryptic Cheshire Beasts that fade in and out of existence, leaving only their enigmatic smiles behind.
At the heart of Wanderland stands the Court of Hearts, ruled by the unpredictable Queen of Hearts. While her moods are as mercurial as the Wanderland sky, she is deeply respected, for it is her magic that keeps the land's chaotic beauty in balance. Beneath her, various noble houses, like the House of Spades and House of Diamonds, vie for favor, employing their own brands of peculiar magic, always ensuring Wanderland remains a land of surprises.
Yet, not all is whimsical in Wanderland. Echoes of the greater world's lust for power and control occasionally ripple through, manifesting in twisted tea parties where reality is questioned and in gardens where roses are painted to hide truths.
Travelers seeking to venture into Wanderland must tread with caution. For while its wonders are manifold, so too are its perils. And in this realm, where logic is but a faint memory, one's sanity can be as elusive as a vanishing cat's smile.
== Background Options (Limit: 1 Person) ==
=== 1. Reality-Twisted Native ===
Born amidst the ever-shifting landscapes of Wanderland, you've grown accustomed to the unpredictable and the bizarre. The oddities of the realm have shaped you, making you a master at adapting to the unexpected.
* Proficiencies: Perception, Acrobatics
* Languages: Wandernese + Common
* Equipment: A shifting cloak (changes colors with your mood), a small trinket from Wanderland, a riddle book, and a pouch containing 200 odd-shaped Aelic.
Feature: Navigating the Improbable - You have an innate sense of the twists and turns of the world. You can more easily find paths through its most perplexing terrains and can decipher its peculiar riddles. You have an advantage on all survival rolls related to pathfinding.
Unique Spell: Reality Warp - As an action, you can temporarily bend reality around you, with a Cosmic roll, allowing you to perform feats that defy logic (e.g., walking on walls, turning objects inside out). This lasts for 1 minute or 1 turn. Once used, you can't use this spell again until a unique contract is completed that is given to you by whispers unknown. Every time this ability is used, you gain 1d4 Madness.
=== 2. Cheshire Disciple ===
Under the tutelage of the mysterious Cheshire Beasts, you've learned to tap into the power of evanescence, allowing you to appear and disappear at will.
* Proficiencies: Stealth, Deception
* Languages: Abyssal + Wandernese + Common
* Equipment: A pendant bearing the Cheshire's smile, striped garments, a small mirror, and a pouch containing 150 Aelic.
Feature: Fade's Whimsy - When you hide, you can choose to leave a disembodied grin lingering in your last known location, disorienting those who search for you. This uses 10 MP. 
Unique Spell: Cheshire Vanish - As a bonus action, you can become ethereal, allowing you to pass through objects and creatures. This effect lasts for 1 turn. Once used, you can't use this spell again until a unique contract is completed that is given to you by whispers unknown. Every time this ability is used, you gain 1d4 Madness.
=== 3. Court Intriguer ===
Serving under the Queen of Hearts, you're well-versed in the politics and intricacies of the Court of Hearts and the noble houses.
* Proficiencies: Persuasion, Insight
* Languages: Wandernese + Common
* Equipment: A heart-shaped signet ring, courtly attire, a deck of Wanderland cards, and a pouch containing 450 Aelic.
Feature: Heart's Confidence - Your status grants you access to exclusive events, gatherings, and areas within the Court of Hearts. You can also call upon minor favors from fellow courtiers.
Unique Spell: Enchanting Decree - As an action, you can issue a command imbued with the Queen's authority. A creature you can see within 30 feet of you must succeed on a Wisdom saving throw or follow the command on its next turn. Once used, you can't use this spell again until you complete a request from the Queen of Hearts. 
=== 4. Twisted Painter ===
Having once painted roses to mask truths, you've learned the art of illusion and deception. Your paintbrush can craft images that bewitch the senses.
* Proficiencies: Sleight of Hand, Performance
* Languages: Wandernese + Common
* Equipment: A set of enchanted paints and brushes, painter's attire, a canvas depicting a strange scene, and a pouch containing 10 gp.
Feature: Illusory Craft - You can create minor visual illusions on surfaces, altering their appearance. While they might fool a casual observer, a closer inspection or touch reveals the illusion. This ability uses 5% of your MP.
Unique Spell: Deceptive Strokes - As an action, you can paint a doorway or portal on a surface. This acts as a teleportation spell, allowing you to teleport to an unoccupied space you can see within 30 feet. Once used, you can't use this spell again until a unique contract is completed that is given to you by whispers unknown. Every time this ability is used, you gain 1d4 Madness.