recursal/Fanatic-Fandom huggingface dataset:
Contagion

Divine

Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below.

At the end of each of the target’s turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease’s effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends.

Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.

**Blinding Sickness.** Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.

**Filth Fever.** A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.

**Flesh Rot.** The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

**Mindfire.** The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.

**Seizure.** The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.

**Slimy Doom.** The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.
Sleep

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Flame Blade

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.
Sequester

By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can’t be targeted by divination spells or perceived through scrying sensors created by divination spells.

If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn’t grow older.

You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include “after 1,000 years” or “when the tarrasque awakens.” This spell also ends if the target takes any damage.
Disguise Self

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Call Lightning

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centred on a point you can see 100 feet directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud). When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher level, the damage increases by 1d10 for each slot level above 3rd.
Resurrection

You touch a dead creature that has been dead for no more than a century, that didn’t die of old age, and that isn’t undead. If its soul is free and willing, the target returns to life with all its hit points.

This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn’t, however, remove magical diseases, curses, and the like; if such effects aren’t removed prior to casting the spell, they afflict the target on its return to life.

This spell closes all mortal wounds and restores any missing body parts.

Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can’t cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.
Warding Wind

A 20mph wind blows around you in a 10-foot radius. It moves with you to remain centered on you. The wind lasts for the spell's duration. The wind has the following effects:

* It deafens you and other creatures in its area.
* It puts out unprotected flames in its area that are torch-sized or smaller.
* The area is difficult terrain for creatures other than you.
* The attack rolls of ranged weapons have disadvantage if they pass in or out of the wind.
* Vapor, gas, and fog that can be affected by strong wind is dispersed.
Bestow Curse

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. While cursed, the target has disadvantage on attack rolls against you. While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. A remove curse spell ends this effect. At the GM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect.

**At Higher Levels:** If you cast this spell using a spell slot of 4th level or higher, the Duration is Concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the Duration is 8 hours. If you use a spell slot of 7th level or higher, the Duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a Duration that doesn't require Concentration.
Telepathic Bond

You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren’t affected by this spell.

Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can’t extend to other planes of existence.
Shapechange

You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can’t be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.

Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature’s bonus in place of yours. You can’t use any legendary actions or lair actions of the new form.

You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.

You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can’t use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.

When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The GM determines whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change shape or size to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.

During this spell’s duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.
Mass Heal

A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.
Disintegrate

A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force. A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine grey dust. The creature can be restored to life only by means of a true resurrection or a wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.

**At Higher Levels:** When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.
Fire Shield

Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.

The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.
Alter Self

You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.

Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.

Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.

Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
Confusion

This spell assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centred on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. d10 Behavior 1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. 2–6 The creature doesn’t move or take actions this turn. 7–8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. 9–10 The creature can act and move normally. At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

**At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, the radius of the Sphere increases by 5 feet for each slot above 4th.
Flame Sphere

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Scribes of Thoth Wiki

## Welcome to the Genesis wiki...

A compilation of information and knowledge put together by the Scribes of Thoth for the ease and enjoyment of the humans who play the Genesis tabletop... this being less than 10 people.

This is a personal Wikia that isn't looking for any contributors or outside help. Sorry, but we'll do it on our own. Please note that all characters dictated on this wiki, aside from things like the Egyptian Gods, are © to GazeCreate so please respect that.

All lore depicted on this wiki is both made up and based on actual religions, legends and various lore.

**Note:** We are not looking for players as this is a personal world.
Magic Weapon

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
Spike Growth

The ground in a 20-foot radius centred on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
Minor Illusion

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Mold Earth

Choose a portion of dirt or stone that you can see and fits in a 5-foot cube. You change it in one of the following ways:

* If you target loose earth, you can move it up to 5 feet away. This movement doesn't deal damage.
* You cause shapes and colors to appear. The changes last for 1 hour.
* You cause the ground to become difficult terrain, or make difficult terrain become normal. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss an effect as an action.
Sunburst

Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.

A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

This spell dispels any darkness in its area that was created by a spell.
Dissonant Whispers

The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground. On a successful save, the target takes half as much damage and doesn't have to move. A deafened creature automatically succeeds.

At Higher Levels: The damage increases by 1d6 for each slot level above 1st.
Everett

Art by Emily Decker

> "*Quote from or about character*"
> ― Who spoke it[source]
>
>

Write a paragraph about the NPC. This should be really basic information about them. No more than one paragraph is a helpful call. If this is a minor NPC, this will be their entire section.

## Physical Appearance

A few sentences covering the character’s physical appearance, linking to the appropriate episode if possible [1] Also speaking style/voice.

## Personality

A few sentences about the character’s personality.

## Bio

The character’s story, portrayed chronologically.

## Relationships

* **Name of Character who you want to describe the relationship with:**A bullet point list of key relationships, if you’d like to include them.

## Trivia

* Kyle listed a series of rejected band names/ideas on Twitter, including "Eevee & the Data Jammers" and "Blink 182."[2]
Witch Bolt

Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on your turn, you can use your action to deal 1d12 lightning damage to the target. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.

**At Higher Levels:** The initial damage increases by 1d12 for each slot level above 1st.
Globe of Invulnerability

An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration. Any spell of 5th level or lower cast from outside the barrier can’t affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.

**At Higher Levels:** When you cast this spell using a spell slot of 7th level or higher, the barrier blocks Spells of one level higher for each slot level above 6th.
Zone of Truth

You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.

An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
Detect Magic

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Animate Dead

This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature’s game statistics). On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional Undead creatures for each slot above 3rd. Each of the creatures must come from a different corpse or pile of bones.
Magic Stone

Make a ranged spell attack with one of up to three pebbles you touch by throwing it or using a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with the pebble, it uses your spellcasting ability modifier. On a hit, the target takes 1d6 + spellcasting ability modifier of bludgeoning damage. Whether the attack hits or not, the spell ends on the pebble.

If you cast this spell again, the spell ends on any pebbles affected by your previous casting.
Beast Sense

Touch a willing beast. For the duration of the spell, you can use your action to see through the beast's eyes and hear what it hears. You can use your action to return to your senses. While perceiving through the beast's senses, you gain the benefits of any special senses it has.

You are blinded and deafened to your own surroundings.
Slow

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.

An affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.

A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.
Imprisonment

You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target.

When you cast the spell, you choose one of the following forms of imprisonment.

Burial. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it.

The special component for this version of the spell is a small mithral orb.

**Chaining.** Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can’t move or be moved by any means until then.

The special component for this version of the spell is a fine chain of precious metal.

The special component for this version of the spell is a miniature representation of the prison made from jade.

**Minimus Containment.** The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can’t be cut or broken while the spell remains in effect.

The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.

**Slumber.** The target falls asleep and can’t be awoken. The special component for this version of the spell consists of rare soporific herbs.

Ending the Spell. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.

A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it.

You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.
พระเจ้า

**พระเจ้า** ;(God) คือชื่อของสิ่งที่อยู่ในความเชื่อของผู้คนในยุคสมัย Lixariz 2 และ Lixariz 3 นับเป็นความเชื่อซึ่งเป็นเครื่องยึดเหนี่ยวจิตใจของผู้คนเรื่อยมา โดยในแต่ละเขตแดนต่างก็มีพระเจ้าในมุมมองของตนเองซึ่งแตกต่างกัน ทว่าเมื่อย้อนกลับไปดูรากฐานความเชื่อจะพบว่าทั้งสองยุคสมัยระบุลักษณะของพระเจ้าเอาไว้เหมือนกันว่า

*"ผู้สรรค์สร้างความเป็นไปอันยิ่งใหญ่ อยู่เหนือกฎเกณฑ์และข้อบังคับทั้งมวล ควรถูกบูชาและยำเกรงไม่ว่าจะยามใด และจงสำนึกถึงคุณค่าทุกหยาดที่ยังคงอยู่ใต้เงานั้น"*
Amri

Human sized lions in the Desert of Amri'k

## Description

Live for 40 to 50 years. Tan or brown in color, around 4’ or 5’ tall. The males have full manes based on status.

## Religion

The Amri believe in a whole plethora of natural gods, each tribe or village has their own set of gods. Many of the tribal conflicts are due to misunderstandings about the names and abilities of the patron/worshipped gods.

## Armies

hey have no armies to speak of, mostly just tribal warriors and caravan guards.
Humans

Humans make up most of the population of the Estra continent.

## Description

Live 80 to 100 years, about 5’ tall. Build depends on what their vocation is. Black hair, usually short on the men and long shoulder length on the women.

## Religion

Humans believe in 4 different gods: Solond goddess of life, Magrii god of death, Mangrii god of war, and Solon goddess of love. Solond and Magrii were around since the beginning of time, Solond birthed the earth and all the universe. She is a tall, slender woman with long curly black hair, usually depicted in lose fitting purple robes. Magrii, also called the father of the universe, is a tall, muscular man with short black hair, depicted with a black hooded cloak with the hood pulled up over his head and face. Solon and Mangrii were born out of out of necessity, they were the first humans created from the second consumation of Solond and Magrii’s “marriage.” Mangrii is a medium height, very muscular man with short black hair and in full plate armour with a orange cape. Solond is a medium height slender woman, with long blond hair, a short purple robe.

## Customs

An oligarchy masquerading as a republic under a single emperor placed by the powerful as head of the senate.

## Armies

The human empire fights with half plate armour, sword, shield, and javelin. One of two nations with a full standing army. Mostly fighters, clerics, a few paladins, and even fewer wizards or sorcerers.
Universe of Sar Wiki

## Welcome to the Universe of Sar Wiki

This is the wiki for a Universe of my own creation for a novel and Dungeons and Dragons campaign

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

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Dwarves

A fierce, clan based society in the mountains and foothills of the Gol’Gak region of Estra. To the east of Arenda. (Think Norse or Viking) Kingdom of Mor-Anduin

## Description

Dwarves are usually no more than 4’ tall, and no shorter than 3’. They usually weigh between 200 and 300 hundred pounds. They have long hair and mid-length beards, usually blonde, red, or brown. Dwarves usually live for 200-300 years.

## Religion

Dwarves can trace their lineage back at least five generations, they pray to their ancestors and worship their dead. Dwarves hold their elders in very high esteem.

## Customs

Four major clans, clan Ardak, clan Arga, clan Karrik, and clan Midra, ruled by an elected high king. By the end of the year after the king dies the leaders of the clans chose a new king. Dwarves value family above all else; if a dwarf counts you as a brother or sister you are counted as one with all dwarves of his clan, this is a high honor and is not ever given lightly, usually given for avenging the death or saving the life of a family member.

While violent, especially in the past, the dwarves can be the most jovial of races. They distrust most outsiders, but once a gift or some other trinket is given, they become open to everyone.

## Armies

Dwarves fight with ax and round shield, two-handed axes, and shortbows, wearing chainmail into battle. The clan crests are painted on their shields. Usually fighters, clerics, and a few rangers. Have only just recently started fighting in united armies of ordered rank and file in the last 5000 years. Use griffins from the mountain peaks as fast moving cavalry.

## Histories

War/raids with humans, goblins, orcs, and cat-folk, love of gold and riches, herd great goats and mammoths.
Elves

City state society in the western forests and jungles of Elmerand.

## Description

6’-7’ feet tall, slim fair creatures. Usually very pale, with long blonde, brown, or black hair. No facial hair. Elves live for 500 to 600 years.

## Religion

The elves long ago gave up the belief in a higher power.

## Customs

The city states have been warring ever since their founding, 500 years ago a tentative peace was created when the human empire demanded it and threatened to attack and destroy them. An elf takes about 100 years to mature into adulthood, depending on the city they will start to serve in the military at 50.

## Armies

Elves fight with sword and shield, shield and spear, and longbows(depending on the city state). Some cities chose to wear scalemail, some chain, some even wear full plate armor. Usually rangers and fighters. All elves serve in the cities army for a time. The cities of Simela and Strimma both have a standing navy, although they are rarely used now that there is a tentative peace in the elven lands.

## History

The elves rarely ever have a diplomatic solution when dealing with each other, unless threatened by another city, race, or kingdom; such is what happens with Thardothre and Simela when the Frogmen attack.

## Origin

The elves came from across the oceans, settling in Estra. They are the only race that knows about a wider world and they guard that secret with their lives.
Sector A

**Sector A** or also known as **Cam 02** (Not to be confused with CAM 2 from The Observatory ) is a room in a sublocation called Test Room 02 in a building called Fredbear’s Family Diner in a Game called Fredbear and Friends Left to Rot

## Description

Sector A is room that connects to Sector B, the Back Entrance of the Office and Storage. Rotten Chica can appear here.
Sneaky Guy

Sneaky Guy is a minigame in Fredbear and Friends: Left To Rot.

## Description

Sneaky Guy is a minigame played in the 8-bit Atari style, reminiscent of the death minigames in the mainline *FNaF* games. It is fully in greyscale, and the majority of the screens are minimalistic with no decorations. The game is overlaid by heavy static, especially as the timer runs out. The player controls Rodger as he moves from room to room set to tense 8-bit music.

## Tactics

Sneaky Guy is played only once during the main game, as part of the Training Tapes. The player is asked to play the arcade game to make sure it works, however the game fades to static after only a couple of seconds. This is scripted to happen and the game is deemed unplayable.

The game is also playable from the *Extras* menu after achieving the Tragic Ending. If the player plays Sneaky Guy from the extras menu and uses the code given in the *Tragic Ending* a piece of the code needed to access the true ending can be uncovered.

The player is given the code < < ^ ^ < ^ on the last screen of the *Tragic Ending*, which is used during Sneaky Guy. If the player moves between room in the same order as the code, the last screen will allow the player to phase through the wall for the last upwards movement, giving access to a hidden office. If the player has enough time remaining on the clock, the number *32* will appear in the bottom right of the screen before the static obscures it and the game ends as normal. This is part of the code required to get the *Good Ending*.

## Trivia

* The player is not able to access the secret room during the playthrough in the Training Tapes, even if the player is already aware of the sequence to unlock the room.
* Sneaky Guy is a partner game to Golden Comet.

## Gallery

Gameplay Sneaky GuyThe secret room with the code 32 in version 1.1.3Rodger's sprite in the Sneaky Guy minigame.The secret room with the code 32 in version 1.1.6
Storage (Test Room 02)

**Storage** also known as **Cam 01** (not to be confused with Cam 1 from the Observatory or Storage the second room in the game) the room is a sublocation in Test Room 02 in Fredbear’s Family Diner in the game Fredbear and Friends: Left To Rot.

## Description

*Storage* functions as a starting point for the animatronics Rotten Freddy and Rotten BonnieIt is also pretty much empty and barren and just like the rest of Test Room 02 it has a greenish tone to it similar to FNaF 3 it connects to the Office and Sector A.

## Gallery

Rotten Freddy in the Storage roomRotten Bonnie in the Storage room
Rotten Chica

**Rotten Chica** is an antagonist in Fredbear and Friends: Left to Rot.

## Appearance

Rotten Chica appears similar to Withered Chica from *FNaF 2* but her suit is warped and distorted from age and a damp environment. Her suit is sagging around the joints and is severally torn. Her jaw hangs loose as if it is broken and she is missing both hands, with large amounts of wires protruding from her arms.

## Behavior

Rotten Chica is active in Test Room 02 along with Rotten Freddy, Rotten Bonnie and Rotten Foxy. She will roam the facility before attempting to enter the player's office using the right vent. The player must check the camera for her and when she appears in the right vent the ventilation must be shut off on Chica's side to drive her off. Failing to do this in time will result in Rotten Chica jumpscaring the player, causing a game over. The ventilation cannot be left off for too long as this causes the *toxic* percentage to rise and will cause the player to pass out of it reaches 100%.

**Rotten Chica's jumpscare scream (WARNING: LOUD)**

## Trivia

* Rotten Chica is presumably the same Chica from the Training Tapes but damaged due to age and neglect after Fazbear Entertainment closed it's doors.

## Gallery

What Rotten Chica presumably used to look likeRotten Chica in the right ventRotten Chica on CAM 02Rotten Chica's jumpscareRotten Chica in the Tips menu
Noleros

**Noleros** ;(โนเลรอส) คือ ดินแดนที่ห่างไกลจากดินแดนทั้งปวง อยู่ ณ สุดขอบโลกก็ว่าได้ มันถูกขนานนามว่าเป็น 'ดินแดนไร้แสง'

## History

ดินแดนอันลี้ลับและปราศจากข้อมูลหรือบันทึกโดยละเอียด เป็นดินแดนอันห่างไกลซึ่งอยู่ภายใต้ความมืดมิดและบรรยากาศกันหมองหม่น และด้วยเหตุผลบางประการแม้แต่แม่มดผู้แข็งแกร่งอย่างโคเซียก็ไม่คิดจะย่างกรายเข้าสู่ที่แห่งนี้

โนเลรอสปราศจากแสงอาทิตย์และอยู่ห่างไกลเกินกว่าที่มนุษย์จะเดินทางไปถึง การเข้าใกล้ดินแดนแห่งนี้นั้นเต็มไปด้วยสภาพอากาศที่แปรปรวนและความผิดปกติมากมายจนจบชีวิตมนุษย์ที่แล่นเรือเข้าไปใกล้มานักต่อนัก ทว่าผ่านมายาวนานก็ยังไม่มีใครสามารถหาคำตอบได้ว่า ณ โนเลรอสมีอะไรซ่อนอยู่...

ประวัติศาสตร์ของโนเลรอสคาดเดาว่าเกิดขึ้นเมื่อมานานแล้ว อาจจะตั้งแต่ปลายยุค Linaxyn ก็ว่าได้ มันคือดินแดนแห่งแรกที่ปรากฏอยู่บนแผนที่ของเหล่าแม่มดก่อนที่โรทูเนียจะถือกำเนิด และแม้จะคงอยู่มาอย่างยาวนานแต่ความลึกลับของสถานที่แห่งนี้ก็ยังคงเป็นปริศนา มีเพียงร่องรอยจากเรื่องเล่าเก่าๆของแม่มดอาวุโสที่กล่าวเหมือนเป็นคำกลอนบางอย่างว่า

*'ไกลแสนสุดสิ้นเส้นขอบฟ้า ห่างเกินไขว่คว้าอาจเอื้อม แม้ภาวนา แม้วิงวอน สุรเสียงก็ไม่อาจกระจ่างแจ้ง ทุกอำนาจก็ไม่อาจทลายสิ้น'*

## Trivia

* แม้ไม่มีแม่มดหรือมนุษย์เคยเข้าใกล้หรือไปถึงยังที่แห่งนี้ ทว่ามีเพียง 'อนาสตาเซีย' อดีตโคเซียแห่งทิศเหนือที่เกิด ณ โนเลรอส แต่ทว่าเธอกลับไม่เคยปริปากพูดถึงดินแดนแห่งนี้แม้แต่น้อย
MAX

**MAX** is an antagonist in Fredbear and Friends: Left to Rot.

## Appearance

MAX takes the form of an animatronic puppet, with exaggerated human like features, such as a wide, toothy grin, pointed eyebrows, and blush on his cheeks, with the only non-human feature being his red nose. He wears a metallic silver shirt and shoes, with the shirt sporting two white buttons. He also wears a red bowtie and a red-and-white striped hat, and white gloves. He mainly moves around on the ceiling, using the strings attached to him as his means to do so.

## Behavior

MAX is encountered during the Storage minigame and is the only animatronic active in this room. In this game, MAX can be seen hiding within the curtains of a stage across the room from the player. While charging the door, the player needs to frequently check on MAX. If the doors have opened and he can be seen peeking through, the player needs to shut the curtains using the remote labeled *MAX, Curtains*. Failing to do so in time will cause MAX to jumpscare the player, giving a game over. A faint curtain sound will be emitted upon MAX opening the curtains

**MAX's Jumpscare scream. (WARNING: LOUD)**

## Trivia

* MAX's name is spelt in all caps and appears this way in all media referring to him.
* MAX is presumably this game's stand in for The Puppet from mainline *FNaF* games.
* MAX is one of the only animatronics not encountered during Custom Room. Although he does appear as a decoration in the Custom Room Office on the left of the TV's
* MAX used to be the character used on the launch icon, now it's Fredbear.
* In the Storage segment, MAX is actually controlled by William Afton, sitting in a cabin above the curtains.
* Suit reuses MAX's jumpscare scream twice. Once after attacking you at the end of Test Room 01, and another after failing to stop Suit with the controller.

## Gallery

### Storage

MAX's curtains opening.MAX shrouded in darkness with the curtains open, nearly ready to attack.MAX peeking out from behind the curtains, about to attack.MAX's curtains being closed.MAX's jumpscare when looking at his stage.MAX's jumpscare when looking at the door.
### Miscellaneous

MAX on the old icon of the game.MAX in the Tips menu. (Pre-Update)MAX in the Tips menu. (Post-Update)MAX as seen as a decoration in Custom Room.
CAM 4

Cam 4, also called Camera 4, is a location within Fredbear's Family Diner and the Observatory.

## Appearance

Cam 4 is a dimly lit room. The walls are grey with a checkered diamond pattern in the middle, and look dirty and rundown. There is a door that probably leads to CAM 1 and there are presents stacked in one corner with a green streamer and a drawing near it.

## Gameplay

Fredbear will appear here after leaving CAM 1, and will be the only animatronic to appear here. He will shortly make his way to your office from here. You must shut down the audio and visual in this camera in order to beat the night.
Test Room 01

**Test Room 01** is the third room of Fredbear and Friends: Left to Rot. It is a sublocation of Fredbear's Family Diner. It is unlocked immediately after beating Storage and the active animatronics are Nightmare Mousiki and Rodger.

## Description

Test Room 01 is highly reminiscent of the child's bedroom from *FNaF 4*. The walls are covered with pale blue wallpaper and glow-in-the-dark spaceships stickers, and glow-in-the-dark stars hang from the ceiling. There are two white wooden doors and a vent which is found behind the player.

## Tactics

The player must click and hold on the vent behind them to raise it in order to escape the room. While doing this Nightmare Mousiki will attempt to enter the room through one of the two doors. There is a very faint sound cue announcing this, at which point the player must turn around and press *space* to flash him and drive him off. Failing to do so in time will cause Mousiki to jumpscare the player, resulting in a game over. The player must also keep the toy mouse wound up in order to repel Rodger, which is done by clicking and holding on the toy. The toy will slowly wind down, and the screen will start flickering once it is about to run out. Letting the toy wind down completely will cause Rodger to jumpscare the player, resulting in a game over.

Once the player has lifted the vent enough they will automatically crawl through and exit the other side. The player will see a door labeled *EXIT*, but will be attack and knocked out by Suit once they click on the door. This is scripted and does not result in a game over. The player will then be given the next of the Training Tapes and will move on to Test Room 02.

## Dialogue

At the beginning of the Test Room 01 Phone Guy will give the following information:

> *"Alright, now we couldn't really figure out what was in this room, but there should be an exit connected to the room. Once you go through the exit..."* (note that Phone Guy fades to static before he can finish)
>
>

## Trivia

* Test Room 01 is the only room to be based on a location from the mainline *FNaF* series.
* Phone Guy losing connection while the player is in Test Room 01 is presumably because the player is now underground.
* As Phone Guy comments that the contents of Test Room 01 were not previously known, it can be insinuated that Test Room 01 is either a new addition to the underground testing facilities, or has been altered in some way by William Afton.

## Gallery

The right-hand doorMousiki at the right-hand doorMousiki at the center doorThe vent the player must openThe sprite for Rodger's wind-up toyMousiki's right door jumpscareMousiki's center door jumpscareRodger's jumpscare