recursal/Fanatic-Fandom huggingface dataset:
Oathbreaker

5th
 9th
 13th
 17th

### ***Channel Divinity***

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

#### **Control Undead**

As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity option again. An undead whose challenge rating is equal to or greater than your paladin level is immune to this effect.

#### **Dreadful Aspect**

As an action, you channel the darkest emotions and focus them into a burst of magical menace. Each creature of your choice within 30 feet of you must make a Wisdom saving throw if it can see you. On a failed save, the target is frightened of you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on it.

## ***7th Level:***

### ***Aura of Hate***

Starting at 7th level you, as well any fiends and undead within 10 feet of you, gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.

At 18th level, the range of this aura increases to 30 feet.

## ***15th Level:***

### ***Supernatural Resistance***

At 15th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

## ***20th Level:***

### ***Dread Lord***

At 20th level, you can, as an action, surround yourself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim light. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4d10 psychic damage. Additionally, you and any creatures of your choosing in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.

While the aura lasts, you can use a bonus action on your turn to cause the shadows in the aura to attack one creature. Make a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + your Charisma modifier.

After activating the aura, you can't do so again until you finish a long rest.
Jennifer Barrett

**Jennifer Barrett** (often called Jen) is a member of the family -- the Barretts -- with whom Ted and Laura are staying at the beginning of *The Secret Country*.

Ted and Laura are her cousins. Her elder siblings are David and Katie, and she has a younger brother, Tommy; their parents are Kathy and Jim.

She has short, straight light brown hair and blue eyes that are "almost as piercing as Patrick's," and she is almost Laura's age (so probably 10 years old in *The Secret Country*). She is described as someone who "delight[s] in letting guests have their way."

Jen and her brother David apparently share a game they role-play much like the one the five Carroll children play; theirs is science fiction.
Centaur

### Size

Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Pheres centaurs tend to be slightly larger than Lagonna centaurs. Your size is Medium.

### Languages

You can speak, read, and write Common and Sylvan.

## Racial Traits

### Trait 1

Fey. Your creature type is fey, rather than humanoid.

### Trait 2

Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.

### Trait 3

Hooves. Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

### Trait 4

Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag.In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.

### Trait 5

Survivor. You have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival.

### ***Lore:***

Centaurs Roam across Nerakov usually found in Herds/Tribes within the Argus Isles but some Roam the Primordial Blessed Lands as well. they are a humble people but when you trespass with malicious intent or harm one of the Herd they won't be merciful
Book of King John

The **Book of King John** is a document written by King John that provides information about the rising and defeat of the Dragon King.

It is not the only record of the fight with the Dragon King, according to Lord Matthew; other generals wrote about "their wonder that [King John] had won with such outlandish strategies."

In a council described during *The Secret Country*, Lord Conrad remarks that he thinks the book is a fable rather than history: the magic it describes is more powerful and drastic than the simple illusions seen in the Secret Country in recent years.

To this, Ted replies that "the men who seemed to doubt" the stories King John and the generals provided "were renegade wizards who wished to make all men disbelieve in magic, that in secret their power might be greater."
Tabaxi (Runorix)

### Size

Tabaxi are taller on average than humans and relatively slender. Your size is Medium.

### Alignment

Tabaxi tend toward chaotic alignments, as they let impulse and fancy guide their decisions. They are rarely evil, with most of them driven by curiosity rather than greed or other dark impulses.

### Languges

You can speak, read, and write Runorix Common and one other language of your choice.

## Racial Traits

### Trait 1

Darkvision: You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

### Trait 2

Feline Agility: Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

### Trait 3

Cat's Claws: Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

### Trait 4

Cat's Talents: You have proficiency in the Perception and Stealth skills.

### Trait 5

Thick Pelt: Adapting to extreme climates, you have thick fur that protects you from extreme weather. You have resistance to acid damage and don't consider arctic terrain as difficult terrain.

### Lore:

these Beastkin are hardy creatures living is usually the most harshest climates tricksters and swift fighters they have lost many even with this agility the infected started adapting to their speed when they are alone short bursts
Ellen Carroll

**Ellen Jennifer Carroll** (sometimes called "Ellie") is one of the five protagonists of *The Secret Country*.

Ellen has black hair and green eyes. During the events of *The Secret Country*, she is 12 years old.

## At home

Ellen's siblings are Ruth and Patrick; Ted and Laura are her cousins.

*The Secret Country* notes that while playing the game version of their Secret, Ellen was lost in the Thorn Forest two summers before the book starts.

## In the Secret Country

In the Secret Country, Princess Ellen has one sister (with whom she shares a room in High Castle): Princess Laura. They are daughters of Lord Conrad, nieces of Conrad's brother Lord Randolph, and cousins to Princes Edward and Patrick. They are related by blood to Lady Ruth, but the Secret Country no longer considers them related, as Ruth gave up her family relationships when she began studying the magic of the Green Caves.

## Comparing Ellen Carroll and Princess Ellen

* Ellen Carroll needs glasses but won't wear them, while Princess Ellen has "excellent eyesight."
* Princess Ellen "has little use for the domestic arts." It is not mentioned whether Ellen Carroll feels the same way.
* Princess Ellen is shy, while Ellen Carroll is described as "always [finding] her voice first" of the five children, a skill that "had often gotten them out of trouble." Designating the princess as shy was a deliberate choice on the part of the children when playing their Secret game. They found that Ellen Carroll was useful for playing other parts in the game (such as pages) and saw Princess Ellen as being of limited use in their storyline, so they gave the princess a retiring personality to justify her character's generally being in the background.
Well of the White Witch

* first landmark found by Bearers of the Secret when they enter the Secret Country; it does not look how they expected it to but they recognize it
* round
* stone lid with "grooves to put your hands under"
* wooden bucket
* "only a sorcerer of the Green Caves may draw water"; something bad happens to others who try
* Ruth drops a ring in to make a gift and beg the Well's aid; children drink, water tastes good
* ring is transformed into a silver one with a blue stone that Ruth identifies as her Ring of Sorcery
* "warped oak tree," Sorcerer's Tree, nearby
* granite stones
* near Great Plain
* 10 leagues from Fence's Country, 4 to High Castle
Patrick Carroll

**Patrick Carroll** (sometimes called "Pat") is one of the five protagonists of *The Secret Country*.

He has pale brown hair and blue eyes. He is described as "seem[ing] never to blink" and being able to "stare anyone down," as well as being reluctant to admit ignorance. He is the most skeptical of the five children of the reality of the Secret Country, suggesting that it may be a mass hallucination.

## At home

Patrick's siblings (whom he does not resemble) are Ruth and Ellen; Ted and Laura (whom he does resemble) are his cousins.

Patrick can ride a horse when he arrives in the Secret Country, having learned how to do so at home.

## In the Secret Country

In the Secret Country, Patrick is Prince Patrick. He is a son of King William, brother of Prince Edward, and cousin of Princesses Ellen and Laura. He is related by blood to Lady Ruth, but the Secret Country no longer considers them related, as Ruth gave up her family relationships when she began studying the magic of the Green Caves.
The Dungeons

Full Size Image

The dungeon entrance can be found behind the Blue Door and contains the Water Ring.

For a full map and spoiler information go to the spoiler section of this page

## Enemies

Enemies in this area range from 80 to Immortal and include:

* Gargoyles - lvl 80
* Blue Devils - lvl 90
* Ghosts - Immortal

## Connected Areas

There are exits to:

* Castle Grounds
* South Mundeman

## Items

### Collectibles

* 1 Swords
* 3 Gold Keys
* 1 Silver Keys
* 1 Portal Stones
* 30 Treasures
* 17 Possum Coins

### Power Ups

* 1 Shields
* 8 Gold Sword

### Doors

* 10 Gold Doors
* 28 Silver Doors

## Spoilers

This section contains full spoilers. Do not read if you are not ready to be spoiled.

**Spoiler:**In Future Playthroughs the Wind ring is replaced by the Skeleton Key
There is a Mirror Portal here
There is a secret NPC here with a secret password
There is a secret entrance to the Castle from a hidden wall near the Hint Block

The Blood Moon area from beneath the green Gem Lock room in the Verdant Coast is technically on this map and leaving a treasure marked by the Collector's Eye that can only be gotten if by going there.
Shan

the first wizard

"served the Dragon King for a score of years"

then (according to Lord Randolph) "left the service of the Dragon King and aided King John in battle against him," as well as working the Border Magic, "because it was in plans to attack us that the Dragon King first revealed his true purposes and his madness"

asked the unicorns for a magic ring when he was young and proud, and said he'd curse them if they didn't give one to him; they gave him a ring and wouldn't tell him its function but presented him with the Riddle of Shan's Ring instead

according to Ted, "could call the winds and make floods and control dragons"
David Barrett

**David Barrett** (nicknamed Dave) is a member of the family -- the Barretts -- with whom Ted and Laura are staying at the beginning of *The Secret Country*.

Ted and Laura are his cousins. His elder sister is Katie, and he is older than his other two siblings Jen and Tommy; their parents are Kathy and Jim.

He is described as someone who "wouldn't talk to [Laura and Ted], but... wouldn't talk to anybody else either"; he does, however, allow Ted to read his books.

David and his sister Jen apparently share a game they role-play much like the one the five Carroll children play; theirs is science fiction.
Light Domain

## ***1st Level:***

### ***Domain Spells***

You gain domain spells at the cleric levels listed on the Fate Domain Spells table. See the Divine Domain class feature for how domain spells work.

***Light Domain Spells***
 3rd
 5th
 7th
 9th

### ***Bonus Cantrip***

When you choose this domain at 1st level, you gain the Light cantrip if you don't already know it. This cantrip doesn’t count against the number of cleric cantrips you know.

### ***Warding Flare***

Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.

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

## ***2nd Level:***

### ***Channel Divinity: Radiance of the Dawn***

Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.

As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

## ***6th Level:***

### ***Improved Flare***

Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.

## ***8th Level:***

### ***Potent Spellcasting***

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

## ***17th Level:***

### ***Corona of Light***

Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.
Anira

## Empress Vonaliara of Anira

#### ***Crystal Empire:***

Crystal Empire was Founded by the Crystal Elves of the Forests working with some of the Human, Oni, Far Eastern Dragonborn, and Kiturna Denizens to Create the City of Anira and various other cities Around Nerakov. They grew in citizens and power then became the proprietors and Protectors of the Crystal Forests before anyone knew of their utilities. There used to be 6 Villages within the Forests and about 8 Floating Cities and Libraries across Nerakov.

#### ***The Order:***

The Order is a group under the Emperor or Empress that follows strict rules and guidelines Originally they were messengers and Guards to protect the Forest and have communication between the Empire and it's Denizens. When the war started they started becoming Executioners, Scouts, Brutes, and Rangers, but their Rules and Guidelines still were followed all the way through the war and even after the war.
Riddle Game

played by the children as a 3-day event, one day for each riddle, but happens all at once in *The Secret Country*

an element of the Unicorn Hunt that happens after the unicorn is killed, revived, and fenced in with the pomegranate

a First, Second, and Third Riddler ask riddles and the unicorn answers

then it leaps the fence and leaves and there's a feast
Eliza Danvers

Doctor **Eliza Danvers** is a world famous bioengineer and talented scientist who is the wife of Jeremiah Danvers, the mother of Alex Danvers and the adoptive mother of Supergirl.

Being a single mother to two daughters, Eliza, pushed Alex to watching over Kara and unintentionally hurt her. After her foster daughter came out as Supergirl, Eliza made amend with both of her daughters.

## Biography

Eliza Danvers is a human female from the planet Earth born to an unknown female who suffered from dementia. She was a renowned scientist who specialized in bio-engineering. Eliza's mother suffered from dementia.

By the 1980s, Eliza met fellow scientist Jeremiah Danvers and the couple married. They later met Clark Kent, a Kryptonian from the destroyed planet of Krypton. Jeremiah became old friends, helping him control his powers. Eliza and Jeremiah had a daughter named Alexandra (nicknamed Alex) and in 2003, adopted Clark's recently discovered cousin, Kara Zor-El when he arrived to Earth at age 13. Despite not being Kara's biological mother, Eliza promised to look after her as if she were one of her own. She would often take Kara swimming on Tuesdays and Thursdays and introduced her to the musical *The Wizard of Oz,* feeling Kara could relate to the story of a girl who finds herself far from home and in a faraway land. Indeed, the film became one of Kara's favorite movies on Earth.

When Eliza and Jeremiah learned Kara was taking Alex out on evening flights, they reprimanded their daughters for the trouble they could end up in. At that moment, men from a secret government organization known as the D.E.O. came to take Kara away. However, Jeremiah offered the organization's director Hank Henshaw, his services and research in order for Kara to remain free. Henshaw agreed, to Eliza's horror. Afterwards, Eliza was left to raise the girls on her own. Motherhood was somewhat difficult for Eliza, as she stressed to Kara that she must hide her powers and often pressured Alex to look after Kara, unintentionally straining their relationships. Despite this, Eliza was proud of her daughters and the women they would eventually become.

At least a year after her husband joined the DEO, Eliza was informed that he died in plane crash. However, Eliza did not trust their claims, believing Henshaw was responsible for her husband's supposed death. She kept this a secret from her daughters so Kara could live a normal life. In truth, Jeremiah had helped J'onn J'onzz, an alien who sought refuge on earth and, has been posing as Henshaw ever since. Eliza was also unaware that her daughter, Alex had also joined the D.E.O. to watch Kara

## Powers and Abilities

* **Skilled scientist:** Eliza is one of the greatest scientists, mainly bioengineering. She was, on occasion, known to help treat members of Supergirl's team When they saw medical treatment from her. Liza was able to reverse engineer at the Medusa virus developed by Zor-El and use it to cure monel of the virus after he was infected by it and purified J'onn's blood cells of a White Martian, successfully stopping his transformation into one.
King William

**King William** is the king of the Secret Country during the events of *The Secret Country*. He is the father of Princes Patrick and Edward, a son of King John V, a nephew of Edward and Celia, and a cousin of James and Elaine. He also has a number of other unnamed cousins.

According to Lord Randolph, King William has no magic.

In the game version of the Secret Country played by the children, he is poisoned by Lord Randolph because Randolph disagrees with his conclusions about how to handle the rise of the Dragon King. He is succeeded by Prince Edward, who eventually avenges his death by killing Randolph.
Ted Carroll

**Edward Bartholomew Carroll** (usually called "Ted" at home) is one of the five protagonists of *The Secret Country*.

It's likely that he has light brown hair and blue eyes, as he is said to resemble his sister, who is described that way. He is "stubbornly short" compared to his friends, and, at home, can often be found reading. During the events of *The Secret Country*, he is 14 years old.

## At home

Ted's sister is Laura; Ruth, Patrick, and Ellen are their cousins.

Another set of cousins he and Laura share are the Barretts (whose house they are staying in at the beginning of *The Secret Country*); these are Katie, David, Jennifer, and Tommy. Those cousins' parents (Ted and Laura's aunt and uncle) are Kathy and Jim.

Ted can ride a horse when he arrives in the Secret Country, having learned how to do so at home.

## In the Secret Country

In the Secret Country, Ted is Prince Edward. He is a son of King William, brother of Prince Patrick (with whom he shares a room), and cousin of Princesses Ellen and Laura. He is related by blood to Lady Ruth, but the Secret Country no longer considers them related, as Ruth gave up her family relationships when she began studying the magic of the Green Caves.

Prince Edward's fencing master and "best friend" (according to Ellen) is Lord Randolph.

In the game narrative that the children played, after Lord Randolph kills King William, Edward becomes King, kills Randolph, dies himself in the battle, and is then revived from the dead. Ted describes these events as involving "talking to a lot of ghosts and killing God knows what-all over the battlefield and trying to run a kingdom when [he] hate[s] politics."

It is mentioned in *The Secret Country* that dwarves forged armor for Prince Edward (to wear when he is fully grown) at his birth.

## Comparing Ted Carroll and Prince Edward

* During the events of *The Secret Country*, it is revealed that Prince Edward is 17 to Ted's 14.
* Ted has good eyes; Prince Edward doesn't.
* Ted is right-handed; Prince Edward is left-handed.
* Prince Edward is "shy, scholarly, and not good for much" in the game version that the children play, so Ted's outspokenness during the events of *The Secret Country* surprises other residents of High Castle. Designating the prince as shy was a deliberate choice on the part of the children when playing their Secret game. They found that Ted Carroll was useful for playing King William until William's death, and saw Prince Edward as being of limited use in their storyline initially, so they gave the prince a retiring personality to justify his character's being in the background before his ascension to the throne.
* Ted does not care about the clothing other people wear, while Prince Edward does but is "much too shy to say anything about it."
* According to Lord Randolph, Prince Edward is a good swordsman. (Randolph has been teaching Prince Edward for three years during the events of *The Secret Country*.)
* Ted is shorter than Prince Edward, as Randolph notices during fencing training.
High Castle

* four leagues east from Well of the White Witch
* concentric walls:

* immense pink stone, many towers and gate
* pink stone tunnel with gate

* drawbridge; moat with swans and lily pads
* white wall with gate
* rose garden/herb garden
* pink wall with gate
* small paved yard
* castle with "white towers and red roofs and bright banners flying"
Lady Claudia

"a snaky lady with black hair," "dark and slender"

Ted thinks she "moved like an otter" and "was beautiful, but she looked murderous"

ruby ring

on Lord Randolph's arm during the Banquet of Midsummer Eve; Lord Randolph later says she has been by him "night and day these three months," and he "never divined what she was"

sister of Lord Andrew

not part of the game the children played

was an apprentice of Fence four summers before the events in *The Secret Country*, but failed; kept this secret

her face was seen by Laura in the sword when the kids were roasting marshmallows, then again while they were in Fence's living room eating

self-taught powerful sorcerer

tries to kill Fence on the stairs with a twisted dagger she made with two red stones and one blue; Fence entrances her to stop her

brought up in High Castle
Great South Door

The **Great South Door** is an outside-facing door in High Castle with a crack in it "where the Dragon King hit it with his battering ram." According to Patrick, the Dragon King "had a bet with King Conrad... which is why they never mended the door and why it's not guarded."

In *The Secret Country*, the children exit by this door when leaving High Castle to try to get back home after their first full day in the Secret Country.
Curse of the Icefields

## Players

Soviet as Swumi

Grad as Khich Flint

Aftermath as Phil

Droogan as Victor

Tenacity as Belliath

The Goals of this campaign is to restore the Continent of the Metallargus Ice Fields

## *Enemies:*

* Maelstrom Cannibals
* Shardmind Council

## ***Protaganists:***

-Swumi the Salamancer

-Khich Flint

-Belliath Von'Shadra

-Phil "Philanthropy"

-Victor

-Ennaq (Player NPC)

-Erekai Steeltaker (Player NPC)

-Zardor Wolfstalker (Player NPC)
Path of Zealot

*Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots—warriors who channel their rage into powerful displays of divine power.*

*A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good.*

## ***3rd Level:***

### ***Divine Fury***

Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.

### ***Warrior of the Gods***

At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.

## ***6th Level:***

### ***Fanatical Focus***

Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you're raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.

## ***10th Level:***

### ***Zealous Presence***

At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.

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

## ***14th Level:***

### ***Rage beyond Death***

Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.

While you're raging, having 0 hit points doesn't knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don't die until your rage ends, and you die then only if you still have 0 hit points.
Crystal of Earth

Patrick describes it as "kind of a magical globe of [the Secret Country], and if you break it, it's like blowing up the country"

he and Ted find what they think is the Crystal of Earth in the North Tower; it is a colorful, "dazzling globe... bigger than Ted's head" and Patrick smashes it with a sword

then when the children go back to the forest after the Unicorn Hunt, Laura tries to change things by saying Patrick didn't break the Crystal of Earth, and then when they go back to the North Tower there is "a globe the diameter of a wading pool" that emits gold light and contains sparkling light of all colors; it is larger than the other globe and, unlike the other, glows
Tommy Barrett

**Tommy Barrett** is a member of the family -- the Barretts -- with whom Ted and Laura are staying at the beginning of *The Secret Country*.

Ted and Laura are his cousins. His elder siblings are Jennifer, David, and Katie, and his parents are Kathy and Jim.

He is described only as "too little to bother anybody."
Green Caves

* a place
* played in bushes
* Lady Ruth is a sorcerer minion of these; sorcerers can have different talents
* "minions of the Green Caves have no family save the leaves"
* only sorcerers of the Green Caves can draw water from the Well of the White Witch
* connected to the magic of the Nightmare Grass
* has ceremonies at certain times
* power over earth and water
Benjamin

Benjamin is the Royal Groom of High Castle and, for an unspecified reason, was given a position of authority over the five royal children "when they had grown too old to have a nurse."

Benjamin is bearded, "of a ruddy complexion," and has hair with some gray in it; he always wears a red cape. He is stern and bad-tempered.

He is from Fence's Country, where his father was a cobbler. Because of his origin, Benjamin has "sorcery in [his] blood and [his] bones" and can speak with certain horses (those that were granted the language by unicorns); however, he never studied magic formally.
List of Species and creatures

## All franchises

* Chiss
* Force Wielders - The Father, the daughter and the son
* Yoda's Species
* Chitauri
* Humans
* Bionic Humans
* Calderans
* Superpowered Humans
* Twi'leks
* Lasat
* Androids
* Lothalite
* Loth-Wolves
* Loth-Cats
* Luphomoid
* Zehoberi
* Asgardians
* Hybrids
* Kree
* Celestials
* Half-Worlders
* Frost Giants
* Titans
* Kylosians
* Kronans
* Sakaarans
Lord Randolph

**Lord Randolph** is a counselor in the court of King William. His brother is Lord Conrad, so Conrad's daughters, Princesses Laura and Ellen, are his nieces. He was brought up in High Castle from childhood.

He is an apprentice wizard under Fence; during the events of *The Secret Country*, he has been studying with Fence for five years. Accordingly, he owns a dagger set with blue stones, and sometimes wears a silver circlet with blue stones to mark his status as a journeyman.

He also serves as the fencing master of Princes Edward and Patrick.

When the children first see him in the Secret Country, Ted thinks that "he [is] taller and thinner than... he should be, and... resemble[s] Ruth and Ellen to an alarming degree."

Along with Fence, Randolph believes in the the danger of a return of the Dragon King. In the game version of the story that the children played, he poisons and kills King William because the king won't listen to him about battle strategy for fighting the Dragon King. He becomes regent and goes ahead with the battle the way he wants to; then he admits this after the battle, and Prince Edward kills him.
West Tower

The **West Tower** is a location in High Castle. Benjamin sends Ted to get new clothes from here when the children first arrive, wearing their ordinary clothes from home, at the castle.

The tower is used for storage: the first floor houses old weapons, the second old books, the third old clothes, and the fourth old jewelry.

The children later encounter a beast there when they sneak in to try to get Shan's Ring from the fourth floor; the beast makes wet noises and, "taking up three or four steps," looks like "a pool of water with a scum of purple fur." It moves when they ask it to and leaves the steps dry.
Dragon King

The **Dragon King** is a figure who was defeated by King John; this tale is recorded in the Book of King John as well as other documents by contemporaneous generals.

Shan used to work for the Dragon King before becoming allied with King John and aiding in his defeat.

In *The Secret Country*, Ruth remarks that "if the Dragon King had studied man, he'd only be a man now."
Custom TrackMasters Wiki

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Unicorns

* came out of the east
* "never ask why"
* "They can do anything... if you can convince them. They don't care why you want a thing done, but you have to show them how it will profit them."
* sly
* have violet eyes, whiskers, and violet spiral horns
* voices do not have human expression
* "don't take anything seriously, if you look at their history," says Patrick
* can kill/stun hounds by touching them with their horns
* flowers grow where they stand and animals come and follow them during the Unicorn Hunt
* can revive themselves from death as happens after they are killed during the Unicorn Hunt
* "cobwebby mane"
* "warm and spicy smelling" -- "cinnamon-or-ginger"
* speak human language in flute-like voices and their own language in a deeper, horn-like voice
* "they looked serene, austere, unearthly, and more beautiful than anything [Laura] had ever seen"
* "the almost malicious mirth and the inhuman laughter"
Laura Carroll

**Laura Carroll** (sometimes called "Laurie") is one of the five protagonists of *The Secret Country*.

Laura has long, straight, pale brown hair (at the beginning of *The Secret Country*, it is revealed that it was never cut and takes "forever to wash") and blue eyes. During the events of *The Secret Country*, she is 11 years old. She is clumsy and shy, with many fears -- including of strangers and horses -- although at one point she claims that her greatest fear is having to use a telephone.

## At home

Laura's brother is Ted; Ruth, Patrick, and Ellen are their cousins.

Another set of cousins she and Ted share are the Barretts (whose house they are staying in at the beginning of *The Secret Country*); these are Katie, David, Jennifer, and Tommy. Those cousins' parents (Laura and Ted's aunt and uncle) are Kathy and Jim.

## In the Secret Country

In the Secret Country, Princess Laura has one sister (with whom she shares a room in High Castle): Princess Ellen. They are daughters of Lord Conrad, nieces of Conrad's brother Lord Randolph, and cousins to Princes Edward and Patrick. They are related by blood to Lady Ruth, but the Secret Country no longer considers them related, as Ruth gave up her family relationships when she began studying the magic of the Green Caves.

## Comparing Laura Carroll and Princess Laura

* Laura Carroll has played a beggar child, as well as Princess Laura, in the game version of the Secret Country.
* At one point, Ted remarks that the character of Princess Laura in the Secret game is "busy with her music," and unicorns later tell Laura that she must play the Flute of Cedric. Laura Carroll does not seem to be musical at home.
* Princess Laura "can ride better than any of the other [children]," loves horses, and is "remarkably light of foot" (she is "the best dancer in six kingdoms"). Laura Carroll cannot ride, is in fact very afraid of horses, and is extremely clumsy: *The Secret Country* begins with a long list of items she has broken in the Barrett cousins' house.
Fence's tower

southern tower where Fence lives and works

door guarded by a "grumpy beast" that appears as a pool of purple light and gurgles

lives in third room from the top, sleeps in second from the top, does stargazing/magic at the top

208 steps, which Ellen requested, "that being the number of steps, she said, to Merlyn's tower at Camelot"
Ring 1: Mortis

Ring 1, better known as Mortis, if the first ring of JToAH, and as of 12/13/20, consists of 6 Towers, with the easiest being Effortlessless, and the hardest being MegaDeath.

Any event towers will also be present in Mortis, due to it being the main ring.

Ring 1 is finished, except for the Citadel. The Obby Creator ID is: 80497591#1

Towers listed by Difficulty:

The Noob Zone (TNZ)

Room of Funny Glitches (RoFG)

Citadel of murder dust insanity sand underman fight among us rp survive the killer piggy gacha life (Comdisufaurpstkpgl)

Tower of Soul Crushing Difficulties (ToSCD)

House of Thanks I Hate It (HoTIHI)

Room of Eternally Dying (RoED)

Event Towers:

Holiday Tower (HT, Opens during any major holiday (Halloween, Christmas, etc))

Removed/Scrapped/Moved Towers:

Steeple of Sweet and Simple Trials (SoSaST, moved to Ring 2)
Unicorn Hunt

The **Unicorn Hunt** is a festival that takes place every year in the Secret Country.

* An event
* "every year, just to remind us who's boss, the unicorns make us bring that Ring and ask that riddle"
* "just so they can answer 'I am the Ring of Shan'" and Princess Laura gets to go and fetch it
* traditionally done on horseback in the game but not done in *The Secret Country*??
* hunters come from far away with hounds
* Lady Claudia was always there as the maiden, they say, but then Ellen Carroll volunteers
* the unicorn is killed by a spear and then revives again
* the maiden puts a gold collar around the revived unicorn's neck and fences it in with a pomegranate tree in the middle of the garden
* then the Riddle Game commences
* as with unicorns themselves, the maiden in the Hunt has flowers grow where they stand and animals come and follow them during/afterwards
Room of Eternally Dying

Room of Eternally Dying is a MegaDeath Difficulty Room, with a short but INSANELY hard focus, featuring Can-Collide false instakill truss crossing, Mid-Air Cylinder Corner Clipping, and insanely fast instakill lava spinners. This Tower sure does live up to it's name.

### Warnings

PLEASE FOR THE LOVE OF GOD DO NOT EVER ATTEMPT THIS ON MOBILE, ACTUALLY PHYSICALLY IMPOSSIBLE, HARDEST NON-CITADEL+ IN THE ENTIRE GAME

## Recommended Music used

Portal Room: Ultimate Custom Night - Void (0.9 Pitch)

RoED: Payday 2 - I will give you my all

THE FINAL STRETCH: Team Grimoire - Grimoire of Crimson

Winroom: w\_tre - mom

## Gallery

Room of Eternal Dying's layout.Room of Eternl Dying's layout, but without any spinners.The Winroom.

## Continuing on from this point

You have quite some skill, as you beat the hardest Non-Citadel in the entire game. There's one last thing standing in your way, and that's Obelisk of Jet's Difficulty Chart. Good luck, Challenger.
Mary Jane Watson (Spider-Woman)

> Face it, tiger, you've just met the Ultimate Spider-Woman!
>
> MJ becomes Spider-Woman

**Mary Jane Watson** is a supporting character in the television series *Ultimate Spider-Man*. She is the best friend of Harry Osborn and Peter Parker and aspires to be a reporter for the *Daily Bugle* to free it of corruption.

In season 4, MJ becomes bonded to the Carnage symbiote, gaining abilities and becoming **Spider-Woman**.
Ring 3: Shame

Shame is the official 3rd ring of the game, after 6 months of gathering gems, Jetcatz FINALLY get enough for Shame. There are currently 8 towers (2 being Citadels), with 2 more planned additions coming, in the ring.

Towers sorted by Difficulty:

 Tower of Average Obstacles

 House of Painful Stuff

 Steeple of ???

 Steeple of Big Jumps

 Citadel of Juke's Towers of Hell Difficulty Chart

+ Citadel of Void: Unimaginable Buff

 Tower of ???

 House of True Supremacy

 Room of Maddening and Treacherous Timing

 Edifice of ???
Jet's Towers of Absolute Hell Wiki

A Wiki comprising of the many towers you will encounter in Jet's Towers of Absolute Hell in Obby Creator.

**Welcome to the Jet's Towers of Absolute Hell Wiki!**
"I make towers and stuff" -jetcatz1093

Rings and Stuff

Ring 1: Mortis

Ring 2: Judgement

Ring 3: Shame

Ring 4: Impossibility

Ring 5: DEATH

"Ring" 6: Obelisk of Jet's Difficulty Chart
The Noob Zone

The Noob Zone is a hilariously easy tower, consisting of all the Noob Zone Difficulties (Automatic- Effortlessless). That's literally all I can say about this tower.

### Warnings

If you can't beat this then you are big noob

## Music

Again, since Jet's too poor to afford music, Here's some recommended music.

Floors 1-8: nelward - hi

## Guide

Since this tower is so easy, it needs no guide.

## Gallery

The Noob Zone's PortalFloor 1 (Automatic)Floor 2 (Joyful)Floor 3 (Press a Key)Floor 4 (Lovely)Floor 5 (Pleasant)Floor 6 (Jumpless)Floor 7 (Peaceful)
## Trivia

* The tower's layout is shaped like an F. Whether this was intended or not is unknown.
* The difficulty in Lovelyand Pleasantseems to be inaccurate, as they are WAY harder than their intended difficulty.

## Continuing on from this point

Well, that was nice and peaceful, now wasn't it? Head to Steeple of Sweet and Simple Trials and get started on your REAL journey!
House of Thanks I Hate It

## Overview

House of Thanks I Hate It, or HoTIHI for short, is a Supreme Difficulty House, made by two users, jetcatz1093 & zalgaonica4. This is humanly impossible after the ERRoR jump, Physically impossible after the TARTARUS spinner, and requires EXTREME luck and timing to complete.

## House of Thanks I Hate It

Ayyy HoTIHI's new room lookin F R E S H (ignore the editing thing lol)

## Music

The Music isn't currently available, here's what to expect in the future.

Portal Room: Earthbound - Cave of the Past

Floor 1-2: Frums - dropdead

## Guide

### Floor 1

Do a 12.5 Stud jump, Then do a RNG Spinner on 0.25 Spin Time.

Difficulty: Mid Aleph-Null

### Floor 2

Dodge a Lava Spinner on 0.25 Spin Time on 1 studs, and then wallhop onto the frame. Do a Physically Impossible Wrap, and then jump on a fading spinner on 0.7 Spin Time. That's how you beat one the only Supreme+ Towers in JToAH.

Difficulty: High Supreme

## Gallery

Floor 1.Floor 2.HoTIHI's Portal back when it was Malicious.HoTIHI's Portal back before it got a room.

## What's Next?

Congrats, you somehow managed to conquer the 2nd hardest tower in Ring 1 and the 3rd hardest tower in the GAME, as of right now. Attempt Room of Eternally Dying and see how well you do.
Marceo

**Marceo** is enemy / cousin relationship between Marcus Davenport and Leo Dooley (**Marc**/us & L/**eo**). They are arch enemies, but it appears that Marcus has come to hate Douglas more because his father left him to his death.

Leo never had the chance to defeat him because Daniel had finished Marcus off when he replicated his brother's ability.
Ring 2: Judgement

Judgement is the Second ring of JToAH, It's lobby will be Red studs, and have at least 7 towers, 1 being Physically Impossible, 1 being Hidden, and the Easiest being Easy and the hardest non-PI being TARTARUS. As of now, all of the Towers are confirmed, and out of the towers, only HoBIF, ToWARIO, and RoORXD are unfinished.

Confirmed Towers:

Steeple of Sweet and Simple Trials (SoSaST) (Moved from Ring 1)

House of Bad Inside Feelings (HoBIF)

Room of The Big Funny Outside Section (RoTBFOS)

Room of Pushing Over The Limit (Hidden, RoPOTL)

  The Room of Blind (TRoB)

Tower of Worrying And Rage Inducing Obstacles (ToWARIO)

Room of Overly RoorXD (RoORXD)
Leo Dooley (Opposite Universe)

**Opposite Leo Dooley** is the Opposite Mission Creek Counterpart of Leo Dooley. Unlike his real world counterpart, this Leo however is evil and popular in school and athletic but only Bionic in the arm (unlike Leo who is Bionic in the arm by Douglas and and the leg by Donald). This Leo was also raised by Douglas alongside Adam, Bree and Chase. He is A Bionic Supervillain like the rest of his family but he does really care about anything about his family like the real Leo. He tries to be reckless with Adam, but his oldest brother makes sure he is on the path of evil. Often dragged into Chase's schemes and taken to places with Bree.
Towers

hi and you can see all Towers in JToAH! (Easiest to Hardest)

* The Noob Zone  (Ring 1)
* Steeple of Sweet and Simple Trials  (Ring 2)
* Tower of Average Obstacles  (Ring 3)
* House of Bad Outside Feelings  (Ring 2)
* House of Painful Stuff  (Ring 3)
* Holiday Tower  (Ring 1, Event)
* Room of The Big Funny Outside Section  (Ring 2)
* Steeple of Big Jumps  (Ring 3)
* Room of Pushing Over The Limit  (Ring 2)
* Tower of Never Ending Rage  (Ring 4)
* The Room of Blind  (Ring 2)
* Tower of Punishing Courses  (Ring 4)
* Room of Funny Glitches  (Ring 1)
* House of House  (Ring 4)
* Citadel of Disgustingly Overused Obby Ideas  (Ring 1)
* Tower of Purist Hell  (Ring 4)
* Tower of Soul Crushing Difficulties  (Ring 1)
* House of Divine Pain  (Ring 4)
* Box of Evil Sins  (Ring 4)
* Tower of Worrying And Rage Inducing Obstacles  (Ring 2)
* Tower of ???  (Ring 3)
* House of Thanks I Hate It  (Ring 1)
* House of True Supremacy  (Ring 3)
* Room of Eternally Dying  (Ring 1)
* Room of Overly RoorXD  (Ring 2)
* Citadel of Being Doomed for Termination  (Ring 7)
* Obelisk of Jet's Difficulty Chart (Ring 6)
* Citadel of Monstrous Ascencion /Baseline Babass/) (Ring 7)
* Room of Maddening and Treacherous Timing  (Ring 3)

Unknown Difficulty:

+ Citadel of Void: Unimaginable Buff

 Citadel of ???

 Steeple of ???

 Edifice of ???
Chase Davenport (Android Version)

Bree Davenport (human sister)

Adam Davenport (human brother)

Leo Dooley (human step-brother)

Taylor Dooley (human step-sister-in-law)

Chase Davenport (human counterpart/brother)

Douglas Davenport (uncle)

Daniel Davenport (cousin)

Marcus Davenport (android cousin)

**Chase Davenport** is an Android with the real Chase Davenport's consciousness created by Donald and Douglas in an attempt to make up for a fourth member of the Lab Rats. Leo that Donald told him to activate Chase but refused to do anything about it until Adam accidentally activated him. The team is skeptical of working with an Android version of their brother.