recursal/Fanatic-Fandom huggingface dataset:
Circle of Dreams

Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids' guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.

#### Balm of the Summer Court

At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.

As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.

You regain all expended dice when you finish a long rest.

#### Hearth of Moonlight and Shadow

At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.

While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.

The sphere vanishes at the end of the rest or when you leave the sphere.

#### Hidden Paths

Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

#### Walker in Dreams

At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.

When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: dream (with you as the messenger), scrying, or teleportation circle.

This use of teleportation circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the spell fails but isn't wasted.

Once you use this feature, you can't use it again until you finish a long rest.
Ithiria Areadua

Maria, Older sister-Half Blood

Shivas, Younger Sister

## Early Years

Ithiria Was born 16 years ago to Darth Chrath and Darth Iedrex. She is the Second Born daughter but Heir to the Areadua Family due to her older sister being born of a concubine not her mother.

Ithiria spent the early years of her life as most children do, Playing, schooling, making friends and connections, till she turned 10 years old. Then the real Childhood of a Sith Royal started. Her Mother and father started training her in the ways of the force. How to bend it and use it to make her stronger. And She excels at the force, however in someway a disappointment in others a boon ithiria's skills lay just there in the force, not in her lightsaber combat. She is trained to use a Saber Staff and she can defend herself. but she much more enjoys using powers to destroy those that annoy her.

Her temperament is soft, almost loving and caring but that as well is a ruse. She is a manipulative little bitch loving using her skills to make others do her bidding and succeed or fail without getting her hands directly dirty. She is defiantly not a warrior but a Mastermind, a puppeteer.

She in 3980 BBY boarded a shuttle to finally attend Training on Korriban

## Korriban

### Entrance to Korriban

Ithiria Arrived after a bit of a flight talking with one of her two pilots about what to expect and who she might get
Trickery Domain

Los dioses del engaño son traviesos e instigadores que representan un desafío constante para el orden aceptado entre los dioses y los mortales. Son patrones de ladrones, sinvergüenzas, jugadores, rebeldes y libertadores. Sus clérigos son una fuerza perturbadora en el mundo, perforando el orgullo, burlándose de los tiranos, robando a los ricos, liberando cautivos y burlando tradiciones huecas. Prefieren los subterfugios, las bromas, el engaño y el robo a la confrontación directa.

En Azitora este dominio pertenece a la diosa **Zimir**, dios de los embaucadores, el comercio, la pobreza

#### Bendición del Tramposo

Comenzando cuando eliges este dominio en el 1er nivel, puedes usar tu acción para tocar a una criatura voluntaria que no seas tú para darle ventaja en las pruebas de Destreza (Sigilo). Esta bendición dura 1 hora o hasta que vuelvas a usar esta función.

#### Hechizos de dominio de engaño

 3rd
 5th
 7th
 9th

#### Canalizar Divinidad: Invocar Duplicidad

Comenzando en el 2do nivel, puedes usar tu Canalizar Divinidad para crear un duplicado ilusorio de ti mismo.

Como acción, creas una ilusión perfecta de ti mismo que dura 1 minuto, o hasta que pierdes la concentración (como si estuvieras concentrado en un hechizo). La ilusión aparece en un espacio desocupado que puedes ver a 30 pies de ti. Como acción adicional en tu turno, puedes mover la ilusión hasta 30 pies a un espacio que puedas ver, pero debe permanecer dentro de los 120 pies de ti.

Mientras dure, puedes lanzar hechizos como si estuvieras en el espacio de la ilusión, pero debes usar tus propios sentidos. Además, cuando tanto tú como tu ilusión os halláis a 5 pies de una criatura que puede ver la ilusión, tenéis ventaja en las tiradas de ataque contra esa criatura, dado lo molesto que resulta la ilusión para el objetivo.

#### Canalizar Divinidad: Manto de las Sombras

A partir del nivel 6, puedes usar tu canalizar divinidad para desaparecer.

Como acción, te vuelves invisible hasta el final de tu próximo turno. Te vuelves visible si atacas o lanzas un hechizo.

#### Golpe divino

En el nivel 8, obtienes la habilidad de imbuir tus golpes de arma con veneno, un regalo de tu deidad. Una vez en cada uno de tus turnos cuando golpeas a una criatura con un ataque de arma, puedes hacer que el ataque inflija 1d8 puntos de daño de veneno adicionales al objetivo. Cuando alcanzas el nivel 14, el daño adicional aumenta a 2d8.

#### Duplicidad mejorada

En el nivel 17, puedes crear hasta cuatro duplicados de ti mismo, en lugar de uno, cuando usas Invocar Duplicidad. Como acción adicional en tu turno, puedes mover cualquier cantidad de ellos hasta 30 pies, hasta un alcance máximo de 120 pies.
Major Gods

## Los dioses supervisan el mundo

Los dioses son reales y encarnan una variedad de creencias, cada dios reclama el dominio sobre un aspecto del mundo.

Los dioses no pueden manifestarse en forma fisica en el mundo, en su lugar usan Seguidores para que lleven a cabo sus propósitos. Los dioses ejercen influencia sobre el mundo otorgando magia divina a sus seguidores y enviando señales y presagios para guiarlos.

El seguidor de un dios sirve como agente de ese dios en el mundo. El agente busca promover los ideales de ese dios y derrotar a sus rivales. Mientras que algunas personas pueden negarse a honrar a los dioses, nadie puede negar su existencia.

## Religion

Las personas son politeístas, honran a sus propias deidades y reconocen panteones de otras culturas. Los individuos rinden homenaje a varios dioses, independientemente de su alineamiento.

Algunas personas sienten un llamado al servicio de una deidad en particular y reclaman a ese dios como patrón. Las personas particularmente devotas se convierten en sacerdotes estableciendo un santuario o ayudando a mantener un lugar sagrado. Mucho más raramente, aquellos que sienten tal llamado se convierten en clérigos o paladines investidos con la responsabilidad del verdadero poder divino.

Los santuarios y templos sirven como puntos de reunión de la comunidad para los ritos y festivales religiosos. Los sacerdotes en tales sitios relatan historias de los dioses, enseñan la ética de sus deidades patronas, ofrecen consejos y bendiciones, realizan ritos religiosos y brindan capacitación en actividades que favorecen a sus deidades. Las ciudades y los pueblos grandes pueden albergar varios templos dedicados a dioses individuales importantes para la comunidad, mientras que los asentamientos más pequeños pueden tener un solo santuario dedicado a cualquier dios que los lugareños reverencian.

## El Panteon

Quince deidades gobiernan los diversos aspectos de la existencia, cooperando y compitiendo entre sí de diversas formas para administrar los asuntos del universo. Las personas se reúnen en santuarios públicos para adorar a los dioses de la vida y la sabiduría, o se reúnen en lugares ocultos para venerar a los dioses del engaño o la destrucción.
Path of the Zealot

# Senda del Fanatico

Algunas deidades inspiran a sus seguidores a lanzarse a una feroz furia de batalla. Estos bárbaros son fanáticos, guerreros que canalizan su ira en poderosas demostraciones de poder divino.

Una variedad de dioses en los mundos de D&D inspiran a sus seguidores a seguir este camino. Tempus from the Forgotten Realms y Hextor y Erythnul of Greyhawk son excelentes ejemplos. En general, los dioses que inspiran a los fanáticos son deidades de combate, destrucción y violencia. No todos son malos, pero pocos son buenos.

## Furia Divina

Comenzando cuando eliges este camino en el 3er nivel, puedes canalizar la furia divina en tus golpes con armas. Mientras estás en furia, la primera criatura a la que golpeas en cada uno de tus turnos con un ataque de arma sufre un daño adicional igual a 1d6 + la mitad de tu nivel de bárbaro. El daño adicional es necrótico o radiante; eliges el tipo de daño cuando obtienes esta función.

### Guerrero de los Dioses

En el 3er nivel, tu alma está marcada para una batalla sin fin. Si un hechizo, como resucitar a los muertos, tiene el único efecto de restaurarte a la vida (pero no a la no muerte), el lanzador no necesita componentes materiales para lanzarte el hechizo.

## Foco Fanático

A partir del nivel 6, el poder divino que alimenta tu ira puede protegerte. Si fallas una tirada de salvación mientras estás en furia, puedes volver a tirarla y debes usar la nueva tirada. Puedes usar esta habilidad solo una vez por furia.

## Presencia celosa

En el 10º nivel, aprendes a canalizar el poder divino para inspirar fanatismo en los demás. Como acción adicional, lanzas un grito de batalla imbuido de energía divina. Hasta otras diez criaturas de tu elección dentro de los 60 pies de ti que puedan oírte obtienen ventaja en las tiradas de ataque y tiradas de salvación hasta el comienzo de tu próximo turno.

Una vez que usas esta función, no puedes volver a usarla hasta que termines un descanso prolongado.

## Rabia más allá de la muerte

Comenzando en el nivel 14, el poder divino que alimenta tu ira te permite ignorar golpes fatales.

Mientras estás furioso, tener 0 puntos de golpe no te deja inconsciente. Todavía debes hacer tiradas de salvación contra muerte, y sufres los efectos normales de recibir daño mientras tienes 0 puntos de golpe. Sin embargo, si fueras a morir debido a fallas en las tiradas de salvación por muerte, no morirás hasta que termine tu furia, y morirás solo si todavía tienes 0 puntos de golpe.
Mithrism

Mithrism is a *High Sith Orthodox* religious branch founded by a combination of survivors from Exar Kun's Sith Empire, and the Unified Sith Warlords living in the Korriban region.

### Doctrine

Mithrism is a High Sith Orthodox religion, meaning its deviance from the Sith Code and its teachings is minimal. However, that doesn't necessarily mean Mithrism is identical to the other incarnations of the Sith that came before. Mithrism has a unique level of hostility to Sith who kill other Sith without proper motivation. This can be attributed to the weakened state of the Sith that Mithrism inherited, requiring Sith to work together to avoid being wiped out by the continued advancements of the Jedi and Republic.

Mithrism like most High Sith Orthodox teachings, promote the idea that the pursuit of power is the highest goal, and that the force exists to be enslaved by those Sith strong enough to seize it.

### History

Mithrism is a relatively new doctrine, finding its origins back to the arrival of the survivors of Exar Kuns Sith Empire to the Korriban region, which was inhabited by Sith warlords spread throughout the cluster. With the newfound blood, many of the local Sith families such as Areadua and Hanreides were unified into the Sith Remnant. That same year, survivors and locals met to agree on a single set of rules for the Sith Remnant, the result was Mithrism, a rather bare doctrine of the Sith Code.

Since its inception, Mithrism has become the hegemonic theology for the Sith of the Korriban and Ziost regions, forcing other Sith ideologies out and routinely declaring any deviation to be heresy.
Tasatru

Tasatru, otherwise known as *'Miklagardian Paganism'* is an unreformed, polytheistic religion native to the planet Miklagard. Due to its status as an extremely localized religion that was born out of local customs and beliefs, and the fact that Tasatru has no serious form of genuine leadership, the religion stays in a state of localized paganism that over the last several hundred years, has lost its grip on the government to reformists, and is losing its power to the force focused religions of the Sith and Jedi.

### History

The first evidence of an organized belief system among the native population of the planet Miklagard came out around 7000 BBY. Various ancient writings mention a being called Upsitor, an early iteration of the god that would become eventually known as Iupiter.

### Pantheon

* **Iupiter** - Head of the family of gods, representing fatherhood, patriarchal familial leadership, leadership in general and government. Iupiter is often depicted holding a globe or atlas of the planet Miklagard.
* **Hora** - Wife of Iupiter, queen of the family of gods. Hora represents motherhood, is the patron god of wives and daughters in general and also represents the feminine side of things.
* **Kethina** - The eldest child and daugher of Iupiter and Hora, Kethina is the representative of strategy, tactics and technological advancement. Becoming the patron goddess of scientists, most strategists and many cities throughout Miklagard.
* **Teres** - The eldest son of Iupiter is the god of warfare. He represents death, fire and bloodshed shed upon the battlefield. Teres is depicted as being a pseudo-villain in many stories and shares many traits with a psycopath.
* **Ashria** - The patron goddess of prostitutes, fertility, Hetaira and sex. Ashria is also considered to be devious and represenative of traitors to many. With 'Ashrias Kiss' being a derogatory insult to those who betray their oaths.
* **Jakello** - God of speed, fighter pilots, messengers and some divisions of light infantry and light mechs. Jakello is often depicted with a bow and wings.
Eller

Eller is one of the original founding members of Big World. He is the current reigning Smash Champ Belt holder. He was also the Gold medal winner of the Smash event in the 2021 Big World Olympics. Eller mostly frequents Final Fantasy XIV and Smash.

## Smash

Eller is the current Smash Champ Belt holder. In Smash, he primarily mains Inkling. His playstyle is most often described as squirmy, jumpy, and fluid. Steeb tends to mald whenever he faces Eller's Inkling.
Anseron Class

The Anseron Class is one of the more exotic types of craft in the Galactic Republic. A light destroyer armed with heavy torpedoes and retractable turbolaser cannons to make the vessel seem less threatening, the Anseron class is also one of the few naval vessels not produced by Kuat or Corellia. Instead built at Monaris, a small agricultural world in the mid-rim.

### History

Originally designed as a yacht, the Anseron has found more love as a warship than a liner. Monaris Drive Yards only true warship of the weight class, the Anseron is also a rather new starship, entering service with the republic navy shortly after the Great Krath Crusade to boost the tattered numbers of the republic navy. The Anseron class was perfect.

In particular, the Anseron Class is favored by Jedi.

### Armarment

One of the most unique features about the class is the retractable cannons. Armed with four single barreled turbolaser batteries, each packing a heavy punch. With two of the turrets on top and two on the bottom, the only blind spot is the rear which is covered by both autocannons and torpedoes. The vessel also has good maneuverability which makes swinging into a good firing position easy.
Y

Y

Y as he appears in the show's 2021 artwork. (image shown at the 12th birthday tweet in 2022)

## Appearances

### Portrayed by

Teresa Gallagher (2010-2014, 2017, 2021-present)
Chase Rafter (2021-present)

### Appears in

Alphablocks
Blocks Universe
The Amazing World of Alphablocks (upcoming)

### Debut

Pilot A-Z (Alphablocks, 2010)
Making Friends (Blocks Universe, 2022)
The Reunion Beginnings (The Amazing World of Alphablocks)

**Y** is the 25th letter in the Alphablocks Gang.

## Appearance

He is a light yellow Alphablock with a tiny curl of hair sticking out from the top, and freckles on his cheeks. He is a semivowel (a vowel that is a consonant at the same time, meaning can sometimes be used for an E or an I sound, like in "fly" or "try").

## Personality

Despite acting like a young child, he will never give up in getting what he wants, not unlike a typical toddler. In the original CBeebies series episode Why, he wanted to join the vowel ensemble with a musical number.

## Episodes

* The Reunion Beginnings
* We're Invisible!
* Lullaby
* Q's Team Up
* Vowel Land
* The Return of the Plusman
* The Alphaland's About to Crack Everything!
* Birthday Boy
* S & F's Space Adventure
* M's Full-fillment
* Special Alphalympics
* Queen and… the Wail?

## Trivia

* Y's best friend is W. W is male. However, the interactions of the original CBeebies show is seen in the episodes Map and Champ.
Hydrants

* Bronze Hydrant
* Silver Hydrant
* Golden Hydrant
* Diamond Hydrant
* Platinum Hydrant

## Bronze Hydrant Stats

Radius: 12

Power: 0.15

Setup Time: 5

Count: 1

Rate: 3.5

**Price:** 1.11m Honey🍯

## Silver Hydrant Stats

Radius: 14

Power: 0.25

Setup Time: 4.5

Count: 2

Rate: 3

**Price:** 22.22m Honey🍯

## Golden Hydrant Stats

Radius: 16

Power: 0.35

Setup Time: 3.5

Count: 3

Rate: 2.25

**Price:** 333.33m Honey🍯

## Diamond Hydrant Stats

Radius: 18

Power: 0.45

Setup Time: 2.5

Count: 4

Rate: 2

**Price:** 4.44b Honey🍯

## Platinum Hydrant Stats

Radius: 40

Power: 0.8

Setup Time: 2

Count: 1

Rate: 1

**Price:** 55.55b Honey🍯
Sith Dreams Wiki

**Welcome to the Sith Dreams Wiki!**
Starwars RPG

Welcome to Sith Dreams. We are a wiki for a Discord Based Star Wars saga Edition game set back in 3990's BBY. between Exur Kuns sith war and the KOTOR time setting. Please feel free to look around and explore.

We're a collaborative community website about Sith Dreams that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

TimelineCharactersFaction InfoPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Q

Q

Q as he appears in the show's 2021 artwork. (image shown at the 12th birthday tweet in 2022)

## Appearances

### Portrayed by

Teresa Gallagher (2010-2014, 2017, 2021-present)
Chase Rafter (2021-present)

### Appears in

Alphablocks
Blocks Universe
The Amazing World of Alphablocks (upcoming)

### Debut

Pilot A-Z (Alphablocks, 2010)
Making Friends (Blocks Universe, 2022)
The Reunion Beginnings (The Amazing World of Alphablocks)

**Q** is the 17th letter in the Alphablock gang.

## Appearance

She is a bright green Alphablock with wrinkles and purple hair.

## Biography

Q has an intense love with U, as she is seen following him often in the series.

## Episodes

* The Reunion Beginnings
* We're Invisible!
* Q's Team Up
* The Alphablock Who Would Be Queen
* The Return of the Plusman
* The Alphaland's About to Crack Everything
* Queen and the Wail?

## Trivia

* Q appears in 12 episodes of the original CBeebies series and 1 episode of the CBeebies crossover series. She is the Alphablock who appears in the least amount of episodes due to her being a less-frequent.
	+ However, many children believe that she was the forgotten character.
M's Full-fillment

'M's Full-fillment' is the sixteenth episode of Series 1.

## Synopsis

M suffers an identity crisis when he eats so much that he becomes full. After trying to mimic one of the Alphablocks, M is delighted to realize he is feeling hungry again and goes back to eating.

## Characters

* A
* C
* D
* E
* F
* G
* H
* I
* K
* L
* M
* N
* O
* P
* R
* S
* T
* U
* Y

### Digraphs

* CH
* LL
* OR
* EA

## Words

* Hungry
* Munch
* Yum
* Full
* Stop
* Help
* Doctor
* Mimic
* Skin
* Eat

## Trivia

* This episode where M finally stops eating everything due to his full belly.
	+ However, in the CBeebies series episode Man, M attempts to eat the gingerbread man, however, M forgets it as he doesn't eat anymore and decides to play tag.
The Alphablock Who Would Be Queen

'The Alphablock Who Would Be Queen' is the seventh episode of season 1.

K is the… king of Alphaland?!

## Synopsis

Q wants to be The Queen of Alphaland & U wants to be her king.

* A
* C (Stuck as Digraph CK)
* D
* E
* I
* K
* L (Stuck as Digraph LL)
* N
* Q
* T
* U

## Words

* Quick
* Quid
* Quill
* Quail
* Quack
* Queen
* King
* Quit

## Trivia

* This is the second Q episode, the first one was Q's Team Up.
* This is the episode when Q wishes to be the queen.
	+ However, according to Blocks Universe episode Making Friends during the musical number. Seventeen is seen painting 17 arts of Q as the queen while Q is also seen holding his women sitting pose.
S & F's Space Adventure

S & F together again! …finally hugs!

'S & F's Space Adventure' is the fifteenth episode of Series 1.

## Synopsis

The Alphablocks goes back to space again, with F came along, F takes S from the space adventure.

## Characters

* A
* C
* E
* F
* H
* I
* L
* M
* N
* O
* P
* R
* S
* T
* U
* Y

### Digraphs

* OU
* OO
* SH

## Words

* Space
* Outer Space
* Ship
* Space Ship
* Moon
* Fly
* Tour
* Land
* Home

## Trivia

* This is the first episode when the Alphablocks goes to space.
	+ Not counting to the original CBeebies series episode Space, it was the second time to do so.
Were Invisible!

A writes her lowercase letter to pop back into his normal appearance.

'We’re Invisible' is the third episode of Series 1.

## Synopsis

After all of the Alphablocks are gone invisible, the Alphablocks knows how to write the letters of the alphabet.

## Characters

* A
* B
* C
* D
* E
* F
* G
* H
* I
* J
* K
* L
* M
* N
* O
* P
* Q
* R
* S
* T
* U
* V
* W
* X
* Y
* Z

### Digraphs

* AW
* CH
* WR
* OR
* PH

## Words

* Draw
* Write
* Magic
* Act
* Color
* Change
* Invisible
* Alphabet (stealth word)

## Trivia

* This episode was likely to be similar to the Numberblocks episode Now You See Us.
	+ However, like this episode of the show, they teaches how to write numbers when the Numberblocks goes back into his normal appearances.
* This episode teaches the baby viewers how to write every letters of the alphabet.
* The real Alphablocks show really did have an episode where they became invisible.
Super Speed

Let S win the race!

'Super Speed' is the second episode of Series 1.

## Synopsis

S wants to win the Alphablocks Super Speed Race.

## Characters

* A
* B
* D
* E
* F
* G
* H
* I
* L
* N
* O
* P
* R
* S
* T
* V
* W
* X

## Words

* Green
* Van
* Fast
* Flash
* Sail
* Plank
* Boat
* Fin
* Speedboat
* Win

## Trivia

* This episode was likely to be similar to two episodes of the CBeebies series Race and Win.
	+ However, it was the 3rd time overall to be the racing game at Alphaland.
The Amazing World Of Alphablocks Wiki

**Welcome to the The Amazing World Of Alphablocks Wiki!**
AMAZING!

We're a collaborative community website about The Amazing World Of Alphablocks that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
The Reunion Beginnings

'The Reunion Beginnings' is the first episode of series 1.

The reunion was just the beginning!

## Synopsis

The series takes place after the events of "Band Together", with all of the Alphablocks have finally reunited after over the years. They tell them about the backstory about saying goodbyes and being alone.

## Characters

* A
* B
* C
* D
* E
* F
* G
* H
* I
* J
* K
* L
* M
* N
* O
* P
* Q
* R
* S
* T
* U
* V
* W
* X
* Y
* Z

### Digraphs

* CK
* QU
* OR
* ER
* TH
* MB

## Words

* Remember
* Stories
* Together
* Pals

## Trivia

* This episode is the continuation of Alphablocks CBeebies series.
B

B

B as he appears in Alphablocks 2021 special "Band Together"

**B** is the second letter of the Alphablocks gang. She is also D's younger sister, who plays the bass guitar.

## Appearance

B is a light blue block with an orange star on her right eye and gentle eyelashes.

## Episodes

* The Reunion Beginnings
* Super Speed!
* We're Invisible!
* Q's Team Up
* O's Backstory
* On The Bus
* The Return of the Plusman
* Hurry and Bass Bonding
* The Alphaland's About to Crack Everything!

## Trivia

* B is similar to Five from Numberblocks. They are both blue, have a single star on one of their eyes, and like to play the guitar.
The Alphablock Italian of Land

'The Alphablock Italian of Land' is the twelfth episode of Series 1.

## Synopsis

TBA

* A
* B
* C
* D
* E
* F
* G
* H
* I
* J
* K
* L
* M
* N
* O
* P
* Q
* R
* S
* T
* U
* V
* W
* X
* Y
* Z

## Words

* Italian
* Giacca
* Cane
* Gatto
* Scia
* Scuda
* Chi (stealth word)
* Cigno
* Paglia
* Acqua
* Acquazzone
* Carro
* inglese

## Trivia

* This is the first appearance of a Digraphs in the Italian that being CI CHI GI SC Gl GN GL GLI CQU SCH
Q's Team Up

Q is having the team up plan to catch U!

'Q's Team Up' is the fifth episode of Series 1.

## Synopsis

After Q failed to catch U to make his sound, Q decided to create the team with J, W, B, H, S, L, M, O, R, and Y joins in so we can attempt to catch U to bond and making the sound of Q.

## Characters

* A
* B
* E
* H
* I
* J
* K
* L
* M
* N
* O
* P
* Q
* R
* S
* T
* U
* V
* W
* Y

### Digraphs

* QU
* EA
* TH

## Words

* Think
* Plan
* Team
* Quit

## Trivia

* This episode was expected to be similar to the Disney+ short 22 vs. Earth.
* V makes the cameo when Q bumps V each other, Q apologizes V from bumping to chase U, and V goes back to vroom.
The Alphaland's About To Crack Everything!

'The Alphaland's About to Crack Everything' is the twelfth episode of Series 1.

## Synopsis

C likes to crack, but suddenly he decided to crack every single places of Alphaland. Can the Alphablocks save Alphaland?

## Characters

* A
* B
* C
* D
* E
* F
* G
* H
* I
* J
* K
* L
* M
* N
* O
* P
* Q
* R
* S
* T
* U
* V
* W
* X
* Y
* Z

### Digraphs

* CK
* EA
* TH
* NG
* AW
* UE
* OW

## Words

* Crack
* Clean
* Crack Everything
* Game (stealth word)
* Rust
* Bust
* Trip
* Opst (nonsense word)
* Ptso (nonsense word)
* Law
* Jump
* Rescue
* Tspo (nonsense word)
* Psto (nonsense word)
* Stop
* Calm Down
* Break Time

## Trivia

* Like, the other Learningblocks projects, C has his ability to crack.
* When C manages to crack every places from Alphaland, here are the list speaking character cameos.
	+ Q walks by but he saws the crack on the red carpet floor.
	+ V stops vrooming when he sees the crack on the road.
	+ Z appears to interact C to stop cracking due to breaktime before he fell asleep.
Spell Alarma

## ALARMA

*Abjuración nivel 1 (ritual)*

**Tiempo de lanzamiento:** 1 minuto

**Alcance:** 30 pies

**Componentes:** V, S, M (una pequeña campana y un hilo de plata fina)

**Duración:** 8 horas

Preparas una alarma contra intrusos. Elige una puerta, ventana o cualquier otra área dentro del alcance cuyo volumen sea menor o igual que un cubo de 20 pies de lado. Una alarma te avisará siempre que una criatura diminuta o de tamaño superior, toque o entre en la zona vigilada antes del final del conjuro. Al lanzarlo puedes elegir que ciertas criaturas no activarán la alarma, que puede ser mental o sonora.

Una **alarma mental** te alerta con un sonido dentro de tu mente si estás a 1 milla de la zona vigilada. Si estás dormido, te despertará.

Una **alarma sonora** produce un sonido de campanilla durante 10 segundos audible a 60 pies de distancia.
Tools wiki

***Main Page:*** Bees journey official Wiki

## StarterShop Tools

* Scooper
* Rake
* Magnet
* Scissors
* Vacuum

## Scooper Information

Scooper can collect 1 pollen from 2 flower per 0.8s

Scooper is starter item

**Price:** 0 Honey🍯

## Rake Information

Rake can collect 2 pollen from 9 flower per 0.7s

**Price:** 850 Honey🍯

## Magnet Information

Magnet can collect 2 pollen from 12 flower per 0.8s

**Price:** 2.5k Honey🍯

## Scissors Information

Scissors can collect 23 pollen from 2 flower per 0.6s

**Price:** 5.65k Honey🍯

## Vacuum Information

Vacuum can collect 5 pollen from 13 flower per 0.85s (thats the last tool of **StarterShop**)

**Price:** 14.5k Honey🍯
## Shop Tools in 15 Zone

* Opener
* Brush
* Scrape
* Electro-Magnet
* Honey-Spoon

## Opener Information

Opener can collect 4 pollen from 8 flower per 0.5s

**Price:** 25.7k Honey🍯

## Brush Information

Brush can collect 7 pollen from 12 flower per 0.7s

**Price:** 65k Honey🍯

## Scrape Information

Scrape can collect 9 pollen from 13 flower per 0.7s

**Price:** 125k Honey🍯

## Electro-Magnet Information

Electro-Magnet can collect 11 pollen from 18 flower per 0.8s

**Price:** 245k Honey🍯

## Honey-Spoon Information

Honey-Spoon can collect 7 pollen from 32 flower per 0.9s (thats the last tool of **ProShop**)

**Price:** 1M Honey🍯

### Crafting:

* 100 Seed
* 50 Sugar
* 25 Caramel

## Scythe Information

Scythe can collect 10 pollen from 14 flower per 0.4s

**Price:** 2.25M Honey🍯

### Crafting:

* 250 Strawberry
* 15 Strawberry Juice

## Snowflake Wand Information

The Snowflake Wand Collects 21 pollen from 26 flowers per 0.8 seconds

**Price:** 2.25M Honey🍯

### Crafting:

* 250 Blueberry
* 15 Blueberry Juice

## Caramel Hammer Information

The caramel hammer collects 9 pollen from 32 flowers per 1 second

**Price:** 15M Honey🍯

### Crafting:

* 200 Caramel
* 15 Energy Drink
* Epic Sprout
* 100 Sugar
Shop Tools in 25 Zone

## Honey Cutter Information

Every 15th scoop you get a boost for 10 seconds, which gives you x2 Pollen from Tools +20% Instant conversion from tools, +50% toll speed

**Price:** 350M Honey🍯

### Crafting:

* 100 Butter
* 1o Instant Conventer
* 100 Blueberry Juice
* 100 Stawberry Juice
Circle of the Moon

Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid.

Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid's blood.

#### Combat Wild Shape

You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

##### Circle Forms

The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).

Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

**Circle of the Moon Beast Shapes**

#### Primal Strike

Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

#### Elemental Wild Shape

At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.

#### Thousand Forms

By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will.
Samurai

The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai's resolve is nearly unbreakable, and the enemies in a Samurai's path have two choices: yield or die fighting.

#### Fighting Spirit

Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

You can use this feature three times, and you regain all expended uses of it when you finish a long rest.

##### Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

#### Elegant Courtier

Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.

Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

#### Tireless Spirit

Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.

#### Rapid Strike

Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

#### Strength before Death

Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn't kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.

Once you use this feature, you can't use it again until you finish a long rest.
Scout

You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter—these are just a few of the roles that Scouts assume as they range the world.

#### Skirmisher

Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.

##### Survivalist

When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

#### Superior Mobility

At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.

#### Ambush Master

Starting at 13th level, you excel at leading ambushes and acting first in a fight.

You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.

#### Sudden Strike

Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn.
Arcana Domain

La magia es una energía que inunda el multiverso y que alimenta tanto la destrucción como la creación. Los dioses del dominio Arcano conocen íntimamente los secretos y el potencial de la magia. Para algunos de estos dioses, el conocimiento mágico es una gran responsabilidad que viene con una comprensión especial de la naturaleza de la realidad. Otros dioses de Arcana ven la magia como poder puro, para ser usado como su portador lo crea conveniente.

Los dioses de este dominio a menudo se asocian con el conocimiento, ya que el aprendizaje y el poder arcano tienden a ir de la mano. En Azitora este dominio pertenece a **Asanke** Dios de la magia, el arte, el conocimiento

#### Iniciado Arcano

Cuando eliges este dominio en el 1er nivel, obtienes competencia en la habilidad Arcana y obtienes dos cantrips de tu elección de la lista de hechizos del mago. Para ti, estos trucos cuentan como trucos de clérigo.

##### Hechizos de dominio arcano

 3rd
 5th
 7th
 9th

#### Canalizar Divinidad: Abjuración Arcana

A partir del 2º nivel, puedes usar tu Canalizar Divinidad para abjurar de criaturas de otro mundo.

Como acción, presentas tu símbolo sagrado, y un celestial, elemental, feérico o infernal de tu elección que esté a 30 pies de ti debe hacer una tirada de salvación de Sabiduría, siempre que la criatura pueda verte u oírte. Si la criatura falla su tirada de salvación, lo expulsas durante 1 minuto o hasta que reciba algún daño.

Una criatura expulsado debe pasar sus turnos tratando de alejarse de ti tanto como pueda, y no puede terminar voluntariamente su movimiento en un espacio a 30 pies de ti. Tampoco puede tomar reacciones. Para su acción, puede utilizar únicamente la acción Dash o intentar escapar de un efecto que le impida moverse. Si no hay adónde moverse, la criatura puede usar la acción Esquivar.

Después de alcanzar el nivel 5, cuando una criatura falla su tirada de salvación contra tu rasgo Abjuración arcana, la criatura es desterrada durante 1 minuto (como en el hechizo de destierro, no requiere concentración) si no está en su plano de origen, y su la calificación de desafío está en o por debajo de cierto umbral, como se muestra a continuación.

##### Destierro Arcano

 8th
 11th
 14th
 17th

#### Rompehechizos

Comenzando en el nivel 6, cuando restauras puntos de golpe a un aliado con un conjuro de nivel 1 o superior, también puedes finalizar un conjuro de tu elección en esa criatura. El nivel del hechizo que terminas debe ser igual o menor que el nivel del espacio de hechizo que usas para lanzar el hechizo de curación.

#### Lanzamiento de hechizos potentes

A partir del nivel 8, añades tu modificador de Sabiduría al daño que infliges con cualquier truco de clérigo.

#### Maestría arcana

En el nivel 17, eliges cuatro hechizos de la lista de hechizos del Mago, uno de cada uno de los siguientes niveles: 6, 7, 8 y 9. Los agregas a tu lista de hechizos de dominio. Como tus otros hechizos de dominio, siempre están preparados y cuentan como hechizos de clérigo para ti.
Dragon Knight

Dragon Knights are warriors who hail from the kingdom of Cormyr. Pledged to protect the crown, they take the fight against evil beyond the kingdom's borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to guide them in defeating evildoers.

A Dragon Knight inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.

A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight's actions can awaken reserves of courage and conviction in allies that they never suspected they had.

#### Rallying Cry

When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.

When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.

#### Royal Envoy

At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.

Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.

#### Inspiring Surge

Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.

Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.

#### Bulwark

Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.

#### Inspiring Surge

Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.
School of Evocation

You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.

#### Sculpt Spells

Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

##### Evocation Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.

#### Potent Cantrip

Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.

#### Empowered Evocation

Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.

#### Overchannel

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th-level that deals damage, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.