recursal/Fanatic-Fandom huggingface dataset:
Zithalid

The Zithalids are technically not their own race, but a subrace of Artan. Zithalid is the forgotten seventh artan kingdom. This was located in the general Artan area (labelled Artan on the map). Zithalids were (and probably still are the most powerful of the Artan kingdoms). The Zithalids specicalized in magical experimentation and were the most advanced race in Ancient Eloria due to this. They are the only race to have tapped into the power of the Void to fuel their magic.

## Zero

Zero was the most powerful mage in the world, possibly the strongest mage ever to exist in Eloria. Zero was first to tap into the magic of the Void and was able to infuse himself with its power in a way no one since has been able to. He chose the name Zero due to the fact that when he calls on the Void's power there is nothing left where he aims that power afterwards. Using this power Zero was able to take over as king of the Zithalid, but that wasn't enough for him and he eventually turned his aspiration to becoming high king of the Artan. Upon the death of the previous high king, Zero nominated himself as the new high king, the other six kingdoms all decided that the Vasum King, Reitas, should be high king.

## The Forgotten War

After losing the title of high king to Reitas, Zero declared war on the other six Artan kingdoms who united under Reitas. Even with the six kingdoms united, the was looking bad. Zero's power was so great that he could almost win the war single-handedly. The Sivanoid, Chronnacs, and even the Umanites realized the threat Zero posed to the world and joined forces with the Artan to combat the Zithalid. Still the war was going badly. Reitas sent an envoy to Raaq'tos, king of the Vichian to ask for help. Raaq'tos understood the threat and helped. The Vichian support turned the war around and the Zithalid were forced to retreat to the Dark Continent. Zero then used his power to remove all traces of the Zithalid from the world's collective memory replacing the whole war with The Great War in Eloria's history. His magic was so precise that it even changed written history with the only remainders being a few references to the seven kingdoms.

## The Dark Continent

After the Forgotten War, the Zithalid retreated to the Dark Continent. Shortly after Zero vanished. His replacement decided they needed more Void mages if they were going to take back their kingdom and conquer Eloria. He began experimenting with infusing Zithalids with void energy. They have formed an empire specializing studying the Void. There are currently a total of 10 void mages, but since the void infusion is not stable the subjects tend to lose their memories, though personality remains. These mages are given numbers instead of names in honor of Zero in the order that they were successfully created. One is currently the ruler of Zithalid and is considered the third strongest void mage (Three being the strongest; Eight is slightly weaker, but is only 8 years old and will likely be the stronger when she is older).
Creeping Chill

You call forth an ancient chill wind, snuffing fires and freezing the ground beneath you. You project an aura of intense cold in a 10 foot radius around you.

Any creature other than you that enters this area for the first time on a turn or ends their turn there must make a Constitution saving throw. On a failed save they take 1d6 cold damage and have their movement speed reduced by half until the end of their next turn.

The aura also extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dim and has a 50 percent chance to extinguish them.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage caused by the aura increases by 1d6 for each slot level above 2nd.
Charlamagne The Great

> "*But it's shiny. And not mine. Soo can I just hold it? Like once?*"
>
>

## Appearance

Charlemagne takes the form of a tall Artan with features of all existing Artans, creating a handsome humanoid with broad shoulders, his build is neither slight nor bulky. He has lightly bearded face, with long, wild, curly hair of dark brown and smoky gray that constantly swirls, and has one eye of blue that swirls with flame red and one of brown that swirls with purple. He typically wears very well made red and black leather armor with a flaming Lion's mane trim that is large and imposing. He has his face covered by a bronze lion mask that hides his face from those he doesn't seem fit.His right hand is black with golden fingers. Though this is what most have said is his true form, Charlemagne is known to shapeshift into any race to walk amongst mortals, them being where he prefers to spend his time with. Most mortals don't even know they have met him, though some say his t"ell "is the way his eyes swirl which don't change per shift.

## Personality

Charlemagne is a cocky, confident, thieving prankster that is easily bored. He prefers to spend his time helping and messing with mortals while shirking his Godly duties. He will even help a mortal defy a god if it sounds fun. He is always curious to see what others do and always willing to undermine or even help to depend on how he's feeling. His worshipers are usually humanoids, with rogues and warlocks chief among his congregation. Criminals and charlatans pay tribute to him for good luck. Nothing is promised and every blessing or curse is given on a whim.Being a god of fire, illusion ,and trickery, Charlemagne sees himself as a form of chaos itself , whether that be a destructive force or creative one. His temper, though not quick as many expect, is legendary in its nature and is said to be able to last days causing natural disasters and catastrophes as he searches for the one who has wronged him so he can incinerate them.

## Powers

Charlemagne has full power over fire and aspects of it such as smoke, heat, and all things in-between including things fire represent, as well as power over illusions and trickery in all its nature. Many have seen this god use his fire and illusion powers to create multiples of himself made of solid smoke and illusion magic

## Origin

A small flame danced and traveled through the darkness, consuming what was in its path.One day this flame came upon a broken, banished god. The long haired god held a dagger and gave off a smokey, purple hue from its battle-scared body. The god said to the tiny flame "Do you want power? Maybe pure life? You can have it. Consume me and protect the mortals, and you will have my powers of illusion and tricky. Build yourself a name and empire." The god reached out and was consumed.

## Symbol

A Lion's mask , with a mane of fire and swirling purple smoke that billows from it
Putrefy Food/Drink

## Putrefy Food/Drink

### Duration

Instantaneous

All non-magical food and drink within a 5-foot-radius
sphere centered on a point of your choice within range is
putrefied and made unfit for consumption. Any creature that
ingests this putrefied food or water must make a Constitution
saving throw, on a failed save creatures become poisoned for
10 minutes.
Discord Servers

Discord servers are a server that people can join. People can join by the owner, or the members, inviting people to join. You can invite people to a Discord server by giving them a link or a code. The people then need to enter the code or link into a the "Add a Server" option. Then they can join.

After the person has joined they can have a role. The role can allow the person to chat or not chat in the text channels or speak or not speak in the voice channels. When people join a bot may tell them to prove they are a human. The bots may test this by asking the person to vote for them or go to another website.
Hulm

## Appearance

Hulm appears to mortals only in dreams and trances, and as such their true form is unknown. Within the dreamscape, Hulm has no single fixed form, but appears most commonly as a small spider weaving a web, a fish with midnight-blue scales, an owl in the middle of a clearing, and a Cephaloid whose face is obscured by the moon. Fine details surrounding encounters with Hulm seem to fade away once the mortals awaken.

## Symbol

A full moon with a blank eye at its center.

## Personality

Hulm thrives on the limitless possibility of dreams. They draw power from the dreamscapes of mortals, and seek to reshape the waking world in its image.

Hulm bestows messages and portents to dreamers, aiming to upset stagnation in furtherance of a world where reality is merely suggestion, and truth is indistinguishable from lies. Rarely, Hulm will grant devout worshippers a boon allowing them to deceive reality, manifesting a sliver of the realm of dreams in the waking world for a short time, but much like dreams themselves, these manifestations are unstable and unpredictable.

## Worship

Once a favorite of primitive scholars, worship of Hulm has since fallen out of favor. Hulm’s boons proved too intractable to the pursuit of knowledge- and indeed, Hulm may have intended it so.

Today, Hulm’s worshippers are limited in number, consisting largely of entertainers seeking to delight and shock, aristocrats, seeking to blur the lines between reality and fiction, and revolutionaries, seeking to seize on the shifting possibilities of dreams to carve out new realities.

The mediocre find no safe haven in Hulm’s worship, being too weak-minded to be of any use in Hulm’s quest to deceive reality. These worshippers typically devolve into fits of delusion and eventual insanity while attempting to understand Hulm’s cryptic and surreal messages. In truth, Hulm may not have seen fit to appear to them at all.
Glinda

Magic lady (by Dorothy)

> "Tell me... are you a Good witch or a bad Witch?" - Glinda to Dorothy.
>
>

Glinda, also known as the Good Witch of the Northern Kingdom, is the eldest sister of the Three Witches.

## Biography

Glinda was born on the same night as her two other sisters. Their mother, a powerful Witch, trained their daughters in magic. But their mother's magic would be the same thing that killed her. Her sisters, filled with grief, took over their own sections of Oz. Glinda stayed in the North and became its peaceful ruler. She became part of the Order of Oz but left it when she discovered that the legendary Wizard was planning to go to war with her sisters. Not wanting to fight against them, Glinda barricaded herself in her castle in the Northern Kingdom. But she still made frequent visits to the Munchkin village.

When Dorothy arrived to Oz and killed her sister, Glinda was saddened but didn't blame Dorothy. Seeing how innocent the girl is, Glinda offers her help and sends her off to see the Wizard so she could be sent home. She was able to see the forthcoming war between her and her sisters and didn't want Dorothy getting involved.

## Personality

Glinda is incredibly sweet, kind, understanding, and helpful. She is cherished by those she meets, including the Munchkins. She is also a pacifist, only fighting if she absolutely needs to.

## Appearance

Glinda is strikingly beautiful, with long flowing blonde hair and stunning blue eyes. She likes to wear extravagant dresses that compliment her busty, slim physique. She also wears a small tiara.

## Powers and Abilities

* **Ozian Magic:** As a Witch, Glinda is well versed in Witchcraft and all the spells and incantations that come with it.
	+ **Precognition:** Glinda possesses the ability to see future events. She was able to foresee Dorothy arriving in Oz and she could see the forthcoming war between the Witches.
	+ **Photokinesis:** Glinda can summon orbs of magenta light to use as attacks.
	+ **Telekinesis:** Glinda can move and manipulate things with her willpower.
	+ **Flight:** Glinda can take flight. She does this by encasing herself in a translucent bubble of magical energy.
	+ **Protection Granting:** Glinda can grant magical protection to people. She does this to Dorothy while she's in the Munchkin village.
	+ **Memory Reading:** Glinda can read the memories of other beings.
	+ **Shapeshifting:** Glinda can shapeshift into a number of animals. She becomes a magenta colored deer at one point to help lead Dorothy through the forest.
	+ **Immortality:** It's believed by the Munchkins that Glinda can live forever.

## Trivia

* She's played by French actress Léa Seydoux.
* She's based off of the character created by L. Frank Baum.
* She's one of the oldest beings in Oz.
* Glinda likes to dance.
* She has a young daughter named Nova, who also has magical powers.
Trial of Force

The trial of force is the trial that must be completed in order to obtain Grundarth's Law. It was created by the Durnesh to protect the item.

## Location

In the Durnesh kingdom lies a valley known as the Valley of the Kings, in this grotto, there is a hidden cave entrance which is actually the entrance to the Labyrinthine Tower. The tower is sealed with a lock snake and in order to enter the tower a creature must have obtained the secret phrase that will temporarily release the lock from King Foldac of the Durnesh kingdom. Only one creature may enter the tower at a time and once one enters, the doorway appears as stone until the trial is completed or the trial goer is "dead".

## The Trial

As the name suggests the tower is in fact a labyrinth. Upon entering they appear in a stone room where they are greeted by the ghost of King Grundarth who says:

> "Welcome to the Trial of Force. War requires not just strength but also strategy. Grundarth's Law is the key to winning a war and thus only a true warrior who understand both strength and strategy can wield it. Thus begins the Trial of Force!"
>
>

The room has one door which leads into what appears to be an underground maze of passages. However there is a catch. For every minute that they spend wandering the labyrinth they take 1 point of force damage (though not in the initial room). In some cases the correct passage may be blocked by an illusory wall (DC 13 Investigation check to determine its an illusion). There are three floors connected by spiral staircases that appear to lead downwards deeper underground. If a creature is reduced to 0 hit points before finishing, they are teleported back to the entrance and may enter again however, the maze may change shape. Once they get through all three floors they find themselves at the top of a tower built into a mountain and can see out in all directions around the peak of the mountain. In that chamber appears to be a variety of magic items. Grundarth's Ghost appears again and says:

> "You have proven strength and strategy, however to rule you must also show wisdom, Grundarth's Law is a weapon that can act as the key to winning any war. If you can identify it, it is yours. If you choose wrongly, however, you do not have the wisdom necessary to wield such a dangerous item."
>
>

If someone takes an item that isn't Grundarth's Law, they are ejected from the trial and will be magically blocked from entering again. If they choose, Grundarth's Law, they are teleported outside with the key.
A Mindless Man

A Mindless Man is the second episode of Season 1 of *Oz, Journey Through Magic*. It is the second episode of the series overall.

## Plot

The episode opens with a flying monkey flying above Dorothy and Toto as they walk down the Yellow Brick Road and head towards a cornfield. It then flys away from them towards a dark region of Oz.

Dorothy and Toto then arrive at two separate paths on the Yellow Brick Road, and Dorothy is unsure of which path to take, since Glinda didn't exactly give her a map. Dorothy speaks to Toto and asks which direction they should go, only for an unseen voice to speak out and tell them to take the path to the left. This causes Dorothy to holler in surprise and look around for the source of the voice, but the only thing she sees in a hanging scarecrow, which Toto starts barking at until Dorothy tells him to stop; scarecrows can't talk.

Suddenly, the scarecrow speaks again, his body in a different position as before, which Dorothy catches onto and approaches the scarecrow, who glances at her, making her jump back in terror, though she calms down and starts talking with the scarecrow. He tells her his name is Hunk and he's sorry for misdirecting her. He can't make up his mind, since he doesn't have a brain; only straw. This confuses Dorothy, who asks how he can even talk without a brain, to which he says he has no idea.

Feeling bad for Hunk, Dorothy helps him down from the wooden beam he's stuck to and learns that he can regenerate lost appendages after his left foot breaks off when he hits the ground, only for him to stick it back on with zero effort, making Dorothy cringe slightly. She then gets the idea of asking Hunk to come with her to see the Wizard, hoping he can give Hunk a brain. Hunk happily accepts Dorothy's offer and the trio walk down the left path on the Yellow Brick Road.

As Dorothy, Toto, and Hunk head down the Yellow Brick Road, Glinda watches them from her castle using a telescope, wishing Dorothy good luck on her journey; she's gonna need it.
Deatlie

The Deatlie are a race that live in the eastern central area of Eloria. They are a fairly innocent race that are almost akin to children regardless of age. They are constantly running around, doing whatever they want, and full of energy. However when they are removed from their towns, they get scared and turn very servile as a survival mechanism. As such many other races use them as servants. They are generally not considered a threat by anyone.
Eloria Wiki

**Welcome to the Eloria Wiki!**
We're a collaborative community website 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!

*Community Founders*: Write a good and paragraph-length description here 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.

## Important articles

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

*Need help building out this community?*

* 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!
Irquarim

The Irquarim are a microscopic fungus that forms a hive mind. The Irquarim began taking over the creatures of Eloria until the gods intevened. They had been working on creating a new race of construct like beings, however had not solved the issue of finding life force for them. They were able to convince the Irquarim to enter the bodies which they had created a method of cutting off the hive in each body from the rest thus creating many hives in their own bodies.

#### A note on pronouns

Due to being a hive mind in a single body, Iquarim do not refer to themselves as "I" or "me" instead using "we" or "us".

### Appearance

Irquarim inahbit the constructed bodies that were meant to be made into warforged, as such they appear like warforged.

## Irquarim Traits

### Ability Score Increase

Your Constitution score increases by 2 and your Intelligence score increase by 1

### Built To Last

Irquarim bodies were made by gods and weren’t designed to wear out. You are created in your matured form and do not have a perceptible age, dying only when your body is destroyed rather than wearing out.

### Ordered Mind

Most of Irquarim take comfort in order and discipline, tending toward law and neutrality, but some have absorbed the morality or lack thereof from the beings around them.

### Size

Irquiarim were built to be rather large, between 6 and 7 feet tall and weigh approximately 250-300 lbs. Your size is medium.

### Constructed Resilience

Due to being in a constructed body, you do not need to eat, drink breathe, or sleep, however you still need to rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

### Integrated Protection

Your body has built-in defensive layers, which can be enchanced with armor.

* You gain a +1 bonus to Armor Class.
* You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
* While you live, your armor can't be removed from your body against your will.
A True Coward

A True Coward is the fourth episode in Season One of Oz, Journey Through Magic. It is the fourth episode of the series overall.

## Plot

Dorothy, The Tin Man, Hunk The Scarecrow, and Toto continue to walk down the Yellow Brick Road as they enter a forest. As the group start to walk and look around for potential threats, they hear a loud roar as a massive lion leaps into view, standing on top of a fallen tree and growling at the group before lunging at Hunk. He bites into Hunk and tears him apart before flinging him against a boulder, much to Dorothy's horror as Hunk lays still, unable to move. The Tin Man charges at the Lion, swinging his axe, but the Lion catches the axe with his mouth, biting onto the handle and yanking it out of the Tin Man's hands before flinging it away. The Tin Man then swings his right arm at the Lion, but he leaps over him and bashes into him, knocking him down.

The Lion then glares at Dorothy, who falls down as she tries to run away. As she crawls away at the slowly approaching Lion, Toto stands between her and the Lion. He then barks at the Lion before running away, prompting the Lion to start targeting him. This makes something in Dorothy snap, as she stands up and violently smack the Lion in the face, making the Lion groan and he starts whimpering before actually speaking. Dorothy reprimands the Lion for assaulting her friends as well as trying to eat her and Toto. He apologizes and continues to cry, saying he was just defending his turf and that he's a coward; pretty much everything scares him, including sheep. Dorothy labels him the Cowardly Lion, but then offers to take him with, thinking the Wizard could give him courage. The Cowardly Lion happily obliges.

As the group exit the forest, The Wicked Witch shows up to mock Dorothy, saying she'll never escape before summoning some Jitterbugs, which crawl under Dorothy's clothes, tickling her and making her fall on an hill filled with them as her boobs and armpits are savagely tickled, making the Witch laugh as she tells Dorothy to die laughing before flying off.

Hunk and the Tin Man swat at the Jitterbugs while the Lion cowers in the bushes. Dorothy laughs in agony as the bugs tickle her all over. The Lion, gaining a tiny bit of courage, runs over and roars at the bugs to get off of her. The bugs all shriek and fly away. Dorothy stands up, with a little help from Toto, and thanks the Lion for the help.

With the Jitterbugs all away, the group continues on down the Yellow Brick road.
Faelar

## Symbol

Lightning Bolt in a leaf with artwork of a tree on it.

## Relic

Staff of Storms: Summons lighting from the sky to deal 2d8 of lightning damage (doesn't work indoors, because lightning would just hit whatever is above the target)

## Description

Faelar appears to mortal creatures as a tall high diron, thin but cut and robust build. His hair is  long and a scarlet red color, he has a limestone skin tone, and gray eyes. He usually dresses in something fancy and maroon.
Vichian

They follow their King's orders without question. The current King wants to conquer Eloria so they have been at war with the Diron, Sivanoid, and Deatlies (they assume if they take out the other two Deatlie will be theirs since they are easily enslaved). Those two have been holding back their expansion so far, but they are a clever race and it is unknown how long they will be held back.

Vichian are possibly the most technologically advanced race in Ancient Eloria having invented basic explosives, but not being very magically inclined.

After Raaq'tos' death during The Great War, Szikror became king of the Vichian and decided that the loses during the war were too great and went into a period of Isolation.

## Types of Vichian

### Warrior Class

The warrior class of Vichian look like 8 foot tall praying mantis and are neon orange. They are highly aggressive and dangerous in combat, though the majority are not super creative and just basically follow orders from the Leader Class Vichian though they can also be controlled telepathically by the king when necessary. Warrior class vichian are basically a hive mind.

### Leader Class

The leader class look very similar to the warrior class but are neon green and slightly smaller, standing at about 7 feet. They are clever and are the main strategists and scientists of the Vichian. The Leader class are the ones who create the military plans and try to turns the King's wishes into reality. The king is always a Leader Class Vichian who once chosen goes through a ritual and becomes king. This ritual only works if the previous king is dead.

### Infiltrator Class

The infiltrator class are the weakest but most versatile of the Vichian. While they don't have the physical strength of the warrior class or the strategic skill of the Leader class, they appear to be humanoid and can manipulate their form to mimic any type of humanoid. This makes them excellent for infiltration missions and information gathering. They also unlike the warrior class they have free will.

### Scientist Class

The scientist class of Vichian are incredibly smart but don't have much originality. They cannot really make their own technology or magic, however, they can replicate and integrate almost anything they find into what they have, most of which has been stolen/retrieved by the infiltrator class. Scientists never leave the hive.

### Hive Class

The hive class of Vichian are the main number of their hive. These looks like approximately 5 foot tall mantis like creatures which come in a variety of colors. These handle the majority of the grunt work and never leave the hive.
Amulet of Shifting Sands

## Description

The amulet is a small hourglass in which the sand is constantly falling. It never seems to run out of sand and the pile at the bottom never seems to grow. If flipped, the sand flows in the opposite direction with no other changes.

## Rituals

With items of legacy in order to unlock certain powers a character must meet certain prerequisites. First the player must be at a specific level to unlock an ability and secondly must have specific feats that require undergoing specific rituals to gain. You must have the Least Legacy (*Amulet of Shifting Sands*) feat to use the level 5-10 abilities, the Lesser Legacy (*Amulet of Shifting Sands*) feat to use the level 11-16 abilities, and the Greater Legacy (*Amulet of Shifting Sands*) feat to use the abilities above level 16. These rituals are required to unlock the feats and use this weapon's abilities)

### Trial of the Sands(Least Legacy)

Prerequisite: You must complete the Trial of the Sands.

Cost: 300 gp;

Feat Granted: Least Legacy (*Amulet of Shifting Sands*).
Kreva

### Personality

Kreva's primary goal is to provide for her followers, she isn't a fighter and will try to avoid a conflict if possible, but if anyone threatens her followers, she will not hold back.

### Appearance

Kreva's for is a female humaniod with a light white skin, and has blond hair. She wears a light blue dress that transitions to a yellow at the bottom.
Dërżiga

## Appearance

Dërżiga is Duvin in appearance.

While trying to maintain his solitude and life of work and creation, his body hardened by way of labor. Those who know the feel of hammer on steel, the sweat of work, the life of a smoke covered body may see his true form, a larger sized creature made of metal and fire.

## Symbol

An hourglass over a gear. The time it takes to make something, the greater details of the forge work, those willing to give more of their time for a better out come. This is what this symbol means, A life of hard work and a hard soul, creating new work, new life, always at work, for a better life and a better world

## Personality

Calm and well mannered, he is worshiped by those that work the forge and pray for better production, he welcomes all life while favoring the life created by metal than of meat, he will still take all who need a place to call home.

## Origin

When Phiria created Yggdrasil and Life was affirmed across the Eloria, the energies from Yggdrasil pulled from a place lost in chaos and brought with it this new god.

Dërżiga came from limbo, his metallic body and mind was the only thing to keep him sane, He traveled from the plain to the realm of eloria his relics are what give him his godly powers while one exists on the this new plain the other two are said to be lost in limbo, unknown to the world around. He likes the creatures of this new world and tries to protect the life of this world and give them innovative ideas for a better living.
Fate & Fortune

## Description

This is an artifact that was created by Prospero god of luck. Fate is an ornate Shortsword, however, it has the ability to split into two parts which grants access to Fortune, a similarly ornate dagger.

## Abilities

### Duality

While wielding Fate & Fortune, you can use a bonus action to either combine them into a single shortsword or split them into a shortsword and dagger. Fate & Fortune has two modes: **Merged** and **Dual**. In Dual mode, if either weapon leaves your hand it switches to **Merged** mode. In addition, while in **Dual** mode, you may add your ability modifier to damage from offhand attacks made as long as both the attack and offhand attacks were made with Fate & Fortune. Both weapons count as magical for getting past damage resistance.

### Disable Traps

You may use Fate & Fortune to disable traps instead of thieves tools. You are proficient when using Fate & Fortune in this way. In addition you may add this weapons magical bonus to the check. Fate & Fortune must be **Dual** mode to use them to disable a trap.

### Parry

While in **Merged** mode, you may use the additional weight of Fate & Fortune to potentially block an attack that is made against you. When a creature within 5 feet of you targets you with a melee weapon attack, you may use your reaction to add 2 to your armor class for that attack only. You may use this after the attack is made, but before you know the result.

### Riposte

While in **Dual** mode, you may take advantage of the light weight of Fortune to counter an attack that you dodged. When a creature within your melee range makes a melee weapon attack against you and misses, you may use your reaction to make an attack of opportunity to make an attack of opportunity against that creature using Fortune (dagger).

## Rituals

With items of legacy in order to unlock certain powers a character must meet certain prerequisites. First the player must be at a specific level to unlock an ability and secondly must have specific feats that require undergoing specific rituals to gain. You must have the Least Legacy (*Fate & Fortune*) feat to use the level 5-10 abilities, the Lesser Legacy (*Fate & Fortune*) feat to use the level 11-16 abilities, and the Greater Legacy (*Fate & Fortune*) feat to use the abilities above level 16. These rituals are required to unlock the feats and use this weapon's abilities)

### Favor of Prospero (Least Legacy)

Prerequisite: You must have gained the blessing of Prospero.

Cost: 300 gp

Feat Granted: Least Legacy (*Fate & Fortune*).

### Prospero's Legacy (Lesser Legacy)

Prerequisite: You must have taken a drink from Prospero's river of alcohol.

Cost: 5000 gp

Feat Granted: Lesser Legacy (*Fate & Fortune*).

### Propsero's Luck (Greater Legacy)

Prerequisite: You must have regained consciousness by rolling a natural 20 on a death saving throw.

Cost: 20,000 gp

Feat Granted: Greater Legacy (*Fate & Fortune*).
Ua

Ua
--

Ua is the god of Intellect and Arcana, They are a neutral deity obsessed with the enhancement of the mind for all purposes through any means. Their worshipers are encouraged to read anything they can get their hands on and espouse scientific ways of thinking. Ua's worshipers have built an interconnected library system with branches in almost every major city that has become a primary source of information across the world.

No one is entirely sure of Ua's true origin, their birth seems to coincide with the beginning of the sentient races, and Ua's power seems directly proportional to the overall number and intelligence of the sentience. The current theory is that Ua is simply a reflection of the mortal psyche, and grows and shrinks in relation to that.

Ua is often depicted as a roughly brain-shaped constellation in art and stories. Although when Ua appears to mortals, they often appear as a ghostly humanoid(appearance varies) whose limbs are unconnected to each other and unbound by gravity.

Ua favors the wise, the intelligent and the magical. Worship of Ua is common among the social elite and the well educated, but rare among the common folk. Their religion is almost entirely textual and requires worshipers to spend many hours poring over texts, both holy and mundane. The creature in charge of the organized worship of Ua is known as the Throne of Ua, they appear as an alabaster humanoid, whose race changes depending on who views them, their head is partially melted away, revealing a glowing blue orb where it's brain should be. The Throne of Ua is the physical presence of Ua on the world, and if they were to be destroyed, it would instantly cripple Ua and rob them of the ability to effect the world to any significant extent. Fortunately the Throne is an immensely powerful spellcaster and it would be quite a challenge to take them down.
The Great War

The Great War was a massive all out war between all the races of Eloria with the exception of the Geeraka and Cephaloids. It completely devastated the general Artan area (labeled Artan on the map).

## Causes

The main belief of the war was that Sturm Des Krieges had convinced the Vichian King Raaq'tos to weaken the other races of Eloria so they could be easily conquered later, however the truth of this is unknown since King Raaq'tos perished during the final battle of the war.

## Rising Conflict

In the early stages of the war, Raaq'tos sent Slave Class Vichian to each kingdom who worked their way up to the advisors of each kingdom's rulers, spreading lies and turning the kingdoms against each other. It is then believed one of these infiltrators in the Artan Kingdom disguised itself as a Sivanoid and assassinated the high king. This led to the new high king, Reitas declaring war on the Sivanoids.

## The Early Stages

The spies in the Sivanoid and Artan kingdoms began working to form alliances with the Chronnacs and Umanites respectively. Once the kingdoms united, sleeper agents attacked all four kingdoms' leaders unsuccessfully (intentionally) which led them to turn on each other as well making the war a free for all between the four kingdoms.

## Resolution

### The Elorian Writ of Peace

After this went on for a while, the Zichian seeing their chance began attacking trying to conquer. The four kingdoms all began to be defeated by Raaq'tos' army. It was at this point that Raaq'tos' plan began to unravel. The Umanites eventually concluded the only viable course of action to stop the VIchian was for all four of the other kingdoms to work together against them. The leaders came together and wrote a peace agreement called the Elorian Writ of Peace. After this they worked together to drive back the Vichian. Raaq'tos died in the ensuing battle. The new Vichian king knew he could not stand up to the united forces of the Artans, Chonacs, Sivanoids, and Umanites surrendered and retreated back to the Vichian territory.

### The Memorial to the Lost

After the war ended a monument appeared in the center of the Artan kingdom where the final battle had taken place. No one really knows where it came from or who made it, but everyone accepted it as a memorial for the fallen of the Great War. People still come to the memorial from all over the four kingdoms to remember those who were lost in the war.
Modern Eloria

Modern Eloria is a world with mostly standard races. Most societies are have magic, technology, or both. Every kingdom has a powerful mage (generally 20th level) that is part of the council. The races from Ancient Eloria do exist but in much smaller numbers and are far less common than the standard races.
Grundarth's Law

## Description

This complex key is a powerful item forged by the Durnesh to help combat Shallyx. Fables say that such an artifact never existed holding it in hand you can see they where wrong. This artifact once belonged to the first King of Eloria when it was entirely controlled by the Artans. It’s powers vast and crushing.

## History

King Grundarth, first King of Eloria, rose to power when the Artan kingdoms united during the war of Decreation. In that war, each of the kingdoms created a powerful artifact meant to combat Shallyx. Grundarth was the leader of the Durnesh forces and ascended to the throne due to being the most capable wartime leader. The Durnesh forged the Grundarth's Law choosing a key as a symbol that it was the key to victory in the war.

Over the course of the battle giant was machines created by Dërżiga joined the battle. Grundarth rode on one of the smaller ones like it was a steed and rode it into battle. He took down more enemies than any other single warrior in the war.

After the war ended, he placed it in the Labyrinthine Tower which lies in the Valley of the Kings. Only those who pass the Trial of Force are able to claim the power of the Grundarth's Law as their own.

## Abilities

### Conjure Weapons

As an action, Grundarth's Law opens a portal to Grundarth's weapon vault, you may choose a melee weapon that is not a heavy weapon to summon forth from the vault. This weapon regardless of form is made of gold and is treated as a +1 weapon. The weapons transports back to the vault if it leaves your hand. If you use this again, the previous one returns to the vault.

### Expanded Arsenal

When you summon a weapon using Conjure Weapons you may now choose any melee weapon.

### Complete Set

When you use conjure weapons and you summon a light one-handed weapon, you may use it summon a second light one-handed weapon at the same time.

## Rituals

With items of legacy in order to unlock certain powers a character must meet certain prerequisites. First the player must be at a specific level to unlock an ability and secondly must have specific feats that require undergoing specific rituals to gain. You must have the Least Legacy (*Grundarth's Law*) feat to use the level 5-10 abilities, the Lesser Legacy (*Grundarth's Law*) feat to use the level 11-16 abilities, and the Greater Legacy (*Grundarth's Law*) feat to use the abilities above level 16. These rituals are required to unlock the feats and use this weapon's abilities)

### Trial of Force (Least Legacy)

Prerequisite: You must complete the Trial by Force.

Cost: 300 gp;

Feat Granted: Least Legacy (*Gundarth's Law*).
Areshok

### Holy Symbol

A very simple coffin shaped steel or bronze plate, which gets engraved by priests of Areshok with more detail as the bearer survives more battles, Engraved on the back of the metal plate are the bearer's Name, Date of Birth, and Town of Birth, to help identify the dead who are too damaged to be identified

Areshok is the Lawful Evil god of Battle and the Aftermath. He despises Necromancy in almost all of its forms, for it defiles the bodies and souls of the dead, interrupting what should be their eternal rest.

When he appears to people he appears as an old dude wearing the traditional armor and carrying the traditional weapons of the people he's appearing to.

His Sacred Location is a graveyard slightly to the west of the giant memorial monument in Artan. Inside this graveyard is a smaller monument covered in ever shifting symbols which transform into the names of those who died in battle and then could not be identified afterwards.
The Big 7 Wiki

**Welcome to the The Big 7 Wiki!**
Hello! We are the Big 7 Wiki! We have all the information on Mr. Lemon Lightbulb, the Crew, and Behind The Scenes.

The admins are Mr. Lemon Lightbulb, artistizzy, Finnation, and Oscar The Grouch (Joaquin, Izzy, Griffin, and Justin.) So if you have questions, ask them. Thank you!

## Important articles

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Spudster

Spudster is known as one of the most popular S Rank Heroes EVER! He's even more Popular than Roof Cop when HE was S Rank!

## POWERS~!!!

SUPERHUMAN STRENGTH ~ Spudster is considered to be THE strongest S Rank Hero! at least in terms of Physical Strength and Brawling abilities!

SUPERHUMAN SPEED ~ Spudster easily out-sped the Spider Monster, which was quick enough to catch a Bullet Train going full-speed!

SUPERHUMAN REFLEXES ~ Spudster was able to react fast enough to catch bullets from an AK-47 fired from BEHIND him!

LIFEBREATHE ~ Spudster can make contact with any object, living or otherwise, and cause plants of ANY kind to rapidly sprout and grow from said object!

## MAJOR BATTLES~!!!

Spudster, Wa-Smas, and Magic Man v.s. Spider Monster

Spudster, O.M. Man, and Magic Man v.s. Mandalix

Spudster v.s. Red Tsar

Spudster vs Nazo and Roof Cop

Spudster vs Evolved Moth

Spudster and Auto v.s. Monster Turbo!!!

## TRIVIA~!!!

Spudster used to just be a Gardener, but he planted so many different kinds of plants so many times, he gained the power to make them at will! Plus, his constant Gardening and grueling work shaped his body to become VERY strong!

Spudster's real name is the Japanese word for Garden (Teien)!

Spudster hates working with others, because he wants to have the spotlight, but is CONSTANTLY fighting alongside other Heroes!

## QUOTES~!!!

(To Mandalix ) "Don't You Get Cocky!"

"Let me show you why I'm worthy of being Q RANK!"

(To Smokey) "I bring LIFE, you take it away! So let us see...who can work faster!!!"

"SPUD POWER!!!"

## ATTACKS~!!!

Potato Rush ~ Spudster makes Potato Plants grow on his Opponent's body, which will gradually slow them down over time!

Wild Sprout ~ Spudster rapidly strikes the ground, making tons of vines with each Punch! These vines are durable enough that even Nazo had trouble breaking them, and were strong enough to hold down Evolved Moth!

Venus Mother ~ Spudster creates a gigantic Venus Flytrap from the ground and has it attack his opponents! The Flytrap easily can crush cars and moved fast enough to catch Red Tsar Mid-Air!

## STATS~!!!

TYPE ~ BRAWLER

POWER ~ 8

SPEED ~ 8

RESISTANCE ~ 9

TEAMWORK ~ 4

SKILL ~ 2

INTELLIGENCE ~ 7
Gossamer Scimitar

## Description

This scimitar is a powerful item forged by the Vocessa to help combat Shallyx. Its blade has a pearlescent appearance, and an ethereal, otherworldly nature that shifts in and out of existence.

## Abilities

### Trick of the Light

You gain the ability to cast the Silent Image spell at first level without expending a spell slot or requiring components other than this sword.

### Dispel Illusion

You have advantage on any saving throw to see through or disbelieve an illusion. If you have seen through an illusion, you can touch this weapon to it and attempt to dispel it. This acts as a dispel magic spell cast at 3rd level. Once you dispel an illusion using this, you cannot do so again until you complete a short or long rest.

### Blurring Blade

As a bonus action while wielding this weapon, you can create an illusion which makes it hard for enemies to determine the exact location of the Gossamer Scimitar. For the next minute you gain the following benefits on all attacks made with the Gossamer Scimitar:

* You have advantage on attacks
* When you hit a creature, you deal an extra 1d4 psychic damage

Once you use this feature, you cannot use it again until you complete a short or long rest.

## Rituals

With items of legacy in order to unlock certain powers a character must meet certain prerequisites. First the player must be at a specific level to unlock an ability and secondly must have specific feats that require undergoing specific rituals to gain. You must have the Least Legacy (*Gossamer Scimitar*) feat to use the level 5-10 abilities, the Lesser Legacy (*Gossamer Scimitar*) feat to use the level 11-16 abilities, and the Greater Legacy (*Gossamer Scimitar*) feat to use the abilities above level 16. These rituals are required to unlock the feats and use this weapon's abilities)

### Trial of the Mind(Least Legacy)

Prerequisite: You must complete the Trial of the Mind.

Cost: 300 gp;

Feat Granted: Least Legacy (*Gossamer Scimitar*).
Lazotep, The Doom Waker

## Appearance

Lazotep, also known as The Doom Waker appears as a gaunt male in elegant robes that appears to be made of oil to his followers. Sometimes Lazotep will roam the earth as any matter of Monstrosities, their favorite being a Huge Black Obsidian Chimera.

## Origin

It Awakens! Lazotep lied in slumber deep beneath Eloria, but great power above has rocked the world, and they awaken. They crawl for the surface, and bring along a group of large devastating monstrosities, but leaves the largest of them to slumber some more.

## Personality

Lazotep is evil for the sake of being evil. They like to place their monsters, and their undead through the various regions of Eloria. They do not care for law or for chaos, they just wants to watch their monsters thrive. They will work with anyone who will help them preserve their monsters.