recursal/Fanatic-Fandom huggingface dataset:
Myzleplitz

```
Representative of the Fey

```

NOT A PIXIE

Myzleplitz is a sprite from the Feywilds. She isn't entirely fond of the vibe of her homeland, and has settled in Dirtz to assist the town in returning vagrant members of the Feywild and Shadowfell. She hates Griffin with a burning passion, but they seem to have known each other for a very long time. She is good friends with the Captain of the Guard, but dislikes his obsession with the mayor. She is also good friends with Garthrun, the barkeep, and rumor has it he keeps Fey drinks on tap for her.
Mayor Nosna

```
Mayor of Dirtz

```

## Nosna

Perpetually annoyed, whether it be by the party, his brown nosing captain of the guard, or the general public. Assisgned the party to work for the town as penance for Goble's death. He has booked the party as the headliners at Goble's concert, where he plans to force them to confess to the star's murder.
Dirtz

Mayor Nosna

Jim

Myzleplitz

D'vich

K'rivch

Kochovas

The Librarian

Torettes

The starting town for our intrepid party. Comes with all your standard amneties, a bar, an inn, a jail, a library and of course an adventurers guild. The residents are super excited for a concert by the famous Goble the Goblin coming up soon!
Griffin

```
Dick

```

Goat Boi

Pervert

Drunk

Fool

hey you can't go back there

Griffin is a party Satyr of the highest degree, and for some reason he loves to party at Gartrun's pub. The party subdued him after his most recent outburst after he hit on Athena. He is a frequent visiter to the stockade, where Myzleplitz sends him back to the fey using the Fey Carpet. He always finds his way back.
Updates

Here is a list of updates in level runner 2's history. (INCLUDING 1 REMOVED UPDATE)

(Removed) This update was supposed to be the first ever update however owner RelicDoge couldn't fix the problem where if he made ai target the many skins, it would lag, (This has been fixed) also shows a teaser for the lab.

Classes Update/ The true first ever update, shortly after skins failed Relic decided to make classes instead as they would take up less space, unlike the many skins made. However this time Doge found a way to implement without lag coming in the game. This update added speeder and heavy, (RUNNERS)

More Classes update (THE FIRST EVER ABILITY!) Doge decided to add more classes after that, these new classes consisted of DROID, HEALING CACTI, And AT-RunT which at the time was called AT-RunT but was changed to AT-Run-T, in this update a active ability and a ability were added, Droid was givin the healing taze while the cacti was givin the auto perk of healing when touching others and healed itself as well.

 Scout Runner update : Mostly the new scout class was attended to be a skin but was changed to be a better but weaker speeder.

Ion grenade Update/ added a new class called ion grenade, equipped with a ion grenade and ready to strike homing enemies, hitting a homing enemy with ion grenades will stun them for a few seconds giving you time to escape.
D'vich

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Son of Toodles

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K'rivch, Cousin

Assistant Manager for the Guild by Birthright. D'vich loves his father and hates the party. He was a huge fan of Goble, and his father is deeply concerned for his mental health after the stars passing. He's at that special age where he goes through a crate of socks a month. The Mayor approves this as a guild related expense out of fear of what the boy would do otherwise.
Jim

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Captain of the Guard

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Mayor's Pet

Jim is the towns hardworking Captain of the Guard, when he is being teaches pet to the Mayor. He runs the Dirtz Stockades along side his deputy Myzleplitz. He has slighlty warmed up to the party after the captures of the Duergar, Griffin, and the kenku, but still acts belligerent to them around the mayor. He has been awkward around his deputy lately.
Cockatricefilaadventurersguild Wiki

**Welcome to the Cockatricefilaadventurersguild Wiki!**
Where everyone is Scottish.

## Important articles

PlaceholderDirtzPlaceholderGoble The GoblinPlaceholderLocationsPlaceholderToodlesPlaceholderMayor NosnaPlaceholderCharacters

*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!
OZ: Journey Through Magic Wiki

**Welcome to the OZ: Journey Through Magic 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!
Jonah

**Jonah** is an amnesiac man whom Dorothy meets on her travels in Oz. He goes with her on her journey to the Emerald City to get his memories back.

## Personality

Jonah is kind and helpful but also easily confused due to his mind becoming damaged by Calandrea. He likes Dorothy but is confused by why she doesn't want to talk about her parents, not knowing the full truth.

## Appearance

Jonah looks like an average human man with long light brown hair, light brown eyes, and pale skin. He wears a navy green coat, pants, and a blue undershirt.

## Trivia

* He also has a crow pendant that he takes from the same farm.
* He is played by Charlie Tahan who ironically portrayed *Batman* villain The Scarecrow in *Gotham.*
Prompt 13

Free week

## Areshok

> Areshok, after getting really drunk, is gonna go to every magic school and set up a duck pond, now these aren't normal ducks, they have metal tags around their throats, and extort the freshmen (and only the freshmen) for their lunch, they can throw a few spells around, but they all seem like blunted versions of common warfare spells? And if you kill one they all the ducks come over and beat you up. Gotta learn basic self preservation eventually, may as well be in school. There's also a sign in front of each pond explaining what the ducks do.
>
>

DC: 18

Roll: 19 - 2(Ua interfere)

### Results

You create your ducks and after about a day of extorting students Ua smites them.

## Dërżiga

> After our victory and long day. I am going to make this (week) action, relaxation. if anyone needs help I will help but today I rest
>
>

## Faelar

> Having failed so badly at helping the other fight, I'm going focus my frustration into expanding the reach of domain and recruit more followers.
>
>

DC: 13

Roll: 17

## Kreva

> Kreva will continue to maintain her oasis, ensuring that all the plant life is still thriving and that all of my followers are doing well.
>
>

## Malia

> I’m going to continue my slow spread of shrines, building temples and recruitment. This time I’m going little offertory bowls in pubs and bars, plus anywhere that’s safe to expand shrines to permanent temples and recruit new worshippers.
>
>

DC: 14

Roll: 8

## Prospero

> Prospero will hold a massive gambling tournament where the winner will recieve a gift from me as well as a orc's fist sized diamond in order to increase his following
>
>

DC: 13

Roll: 10
The World of Ancient Eloria

Ancient Eloria is a world with many strange races. Most societies are low on magic. The most powerful mages in most Kingdoms are about the equivalent of a 10th-12th level character with the exception the dark continent. Technology is most;y organic in nature using living creatures with unique characteristics in place of actual science. The different kingdoms are not named, but more just the territory that a race controls.

The world is currently mostly at peace with the exception of the Vichian who are always trying to conquer more of the world. Magic items are sparse and mostly only common magic items and +1 weapons can be found outside of ancient dungeons and boons from gods.

There are only three major gods in the world, Phira, Charlemagne, and Shallyx, though Shallyx is imprisoned in the Dark Continent.

The last major conflict was the Great War which involved all major races except the Geeraka and Umanites. Much of the Artan area that is not ruled by a specific kingdom was destroyed in the war. There is a tribute to those who passed away in that area as well.

The Great War never actually occurred. There was once a seventh kingdom of Artan known as the Zithalid. Zithalid were led by a powerful mage named Zero who specialized in void magic. Zero wanted to be high king of the Artans and attempted to overthrow the current order. The other six kingdoms united against them and were losing until the other races chose to fight with them since they all believed Zero to be a threat to them as well. United the Ancient Elorians drove back the Zithalids who retreated to the Dark Continent. Zero than erased all memories of the Zithalid from the rest of the world's memories replacing it with the great war. The spell he used was carefully targeted and missed a few references to the "seven kingdoms".

Standard 5e races do not traditionally exist in the world yet, but gods may attempt to create them (probably hard unless working together). Any monsters that are from a 5e source book may exist and there could be any number of other creatures within reason and approval of the mods.
Ancient Eloria

Ancient Eloria is a world with many strange races. Most societies are low on magic. The most powerful mages in most Kingdoms are about the equivalent of a 10th-12th level character with the exception the dark continent. Technology is most;y organic in nature using living creatures with unique characteristics in place of actual science. The different kingdoms are not named, but more just the territory that a race controls.

The world is currently mostly at peace with the exception of the Vichian who are always trying to conquer more of the world. Magic items are sparse and mostly only common magic items and +1 weapons can be found outside of ancient dungeons and boons from gods.

The last major conflict was the Great War which involved all major races except the Geeraka. Much of the Artan area that is not ruled by a specific kingdom was destroyed in the war. There is a tribute to those who passed away in that area as well.

Standard 5e races do not traditionally exist in the world yet, but DMs may add them as they see fit.
Heartless

*Heartless* is the third episode in Season One of *Oz, Journey Through Magic*. It is the second episode of the series overall.

## Plot

The flying monkey makes it back to Theodora and gives her the information on where Dorothy is. He tells her that Hunk has joined her also. With the information, she sets out to find Dorothy.

Dorothy, Hunk, and Toto begin to walk through a forested area. Dorothy says that she's hungry and Hunk finds a few apple trees. Dorothy attempts to pick an apple but a vine comes out of the tree and slaps her hand away, leaving a cut. Hunk runs over to check on her and the tree speaks, asking Dorothy what she thought she was doing. Dorothy tries to reason with it by saying that she was hungry but this only angers the tree more.

Hunk smirks and argues with the tree, stating that Dorothy wouldn't want apples "filled with worms." This angers the tree and it begins to throw apples at them both. They manage to catch some and Dorothy runs off to find one. She finds it and comes across a bulky metal man chopping trees with his ax. He seems to be very stilted in how he moves.

Dorothy walks up to him and asks him what's wrong and he instructs her to get him his oil can. She gets it for him and begins applying it to his joints. The Tin Man, now being fully able to move, thanks Dorothy. Hunk runs over and finds them both. He introduces himself to the Tin Man and Dorothy asks him why he's out here all alone in the forest. The Tin Man reveals that he's been out here chopping trees for a while and finds himself unsure what to do.

Dorothy asks him what he means and he says that he no longer has a heart because he's now made of metal. Hunk tells the Tin Man of their quest and the Tin Man asks if he can come with him to which they say he can. Just before they can keep walking, Theodora appears.

She tells Dorothy that she knows what she did and that she'll get her revenge. She threatens Hunk and Tin Man before unleashing a fireball at them. The Tin Man shields them both from it and Theodora flies away. Dorothy smiles at the two, happy that she's finally got some friends who can look out for her.

Dorothy, Hunk, the Tin Man, and Toto begin walking down the yellow brick road again.
Rowan Zekial

**Rowan Zekial** is a Talking Beast and a primary character of the series.

He also is the third and final being to join Dorothy Gale's group, serving as the muscle when they need it.

## Personality

Rowan is very anxious and afraid of almost everything. This is because of his family having been kidnapped by Calandrea. When Dorothy asks him to come with them to Oz, Rowan is unsure that he can protect everyone but he ends up coming along anyway.

He hopes desperately that he can get his family back.

## Appearance

The Cowardly Lion looks like a normal lion, only much larger, with hooked claws and teeth sharp enough to break tree limbs and cut into flesh like butter. He can also speak like a normal person, since he's a Talking Beast.

## Powers

* **Super Strength**: Lion has incredible strength, even by lion or animal standards, as he can effortlessly fight off creatures that even the Tin Man has a hard time fighting off. The Cowardly Lion is even able to push a large tree down with his amazing strength to use as a bridge to cross a deep chasm.
* **Super Speed**: Lion can run at extraordinary speeds that seem to surpass that of normal lions, most likely due to his large size or stamina.
* **Durability**: Lion is quite durable, as he can take several bites from Flying Baboons before succumbing and having to rest. He's also able to smash through a wooden hut and shows no signs of discomfort or injury while doing so.

## Trivia

* He often lets Dorothy ride on his back when she's too tired to walk on her own.
* He affectionately calls Toto "Peewee".
* He apparently hates the taste of goat meat, preferring to eat deer or wild pigs.
* He is voiced by Christopher Judge.
Nickolas Chopper

**Nick Chopper,** also known as the **Tin Woodsman** or just the **Tin Man,** is a Tin Cyborg and former Emerald City guard.

## Personality

Nickolas has a deep sense of honor and bravery, likely due to him being a former member of the Emerald City Guard. He enjoys defending those who are less fortunate than him.

## Appearance

Nickolas is an African American man who looks to be in his mid twenties. On the right side of his head he has slightly poofy, dark brown hair. The left side of his head has been completely replaced by cybernetics. His left arm and hand have also been completely replaced by cybernetics. Only his right arm has been replaced by cybernetics. His right hand has seemingly remained in-tact. Both of his legs were also replaced.

## Powers

* **Super Strength**: Nickolas has amazing strength. Like Zeke, he can easily fight off multiple attackers using his fists or his axe. Nickolas can even punch his fist through an insanely thick tree trunk that even the Lion had issues with pushing.
* **Durability**: Nickolas is quite durable thanks to his cybernetic enhancements.

## Weaknesses

* **Rusting**: Since his cybernetic limbs are made out of tin, they have a risk of rusting and becoming stiff. Nickolas must have his oil can handy at all times.

## Trivia

* His weapon of choice is his axe which he has affectionately named "Nimmie."
* He is played by actor Chance Perdomo.
Trial of the Sands

The trial of force is the trial that must be completed in order to obtain the Amulet of Shifting Sands. It was created by the Genine to protect the item.

## Location

The Genine ruler, King Kepheres holds the key to the Trial of the Sands. The trial itself is located at the top of Desert Tower. The journeys through the desert are difficult due to the sands and the sandstorms. The sands begin shifting more in the area around the tower making getting to the tower treacherous. This is made worse by the fact that the tower's entrance is 50 or so feet in above the sand. The tower has four support legs that stick into the sand supporting the tower.

Once inside they must climb to the top, the inside contains a spiral staircase that leads up to the top, though whirring, banging, and clanking sounds of mechanisms can be heard in the walls (the tower was originally one of the war machines created during the War of Decreation, but it's original purpose has been long forgotten).

At the top is a door which the key will open, once a creature steps through the door disappears as though it was a mirage. The door will not reappear until the trial has ended.

## The Trial

The door leads to a single round room with a 30 ft diameter. The room is incredibly hot and full of sand. It is hard to see more than 5 feet away since the sand in the air obscures vision. Is it also incredibly hot, creatures in the room must make a constitution saving throw every other round (only once the combat begins). On a failure they gain one level of exhaustion. There is a statue of a cat in the center of the room, when it is broken, it turns into a cat which attacks the trial-goer. Regardless of form the cat is immune to exhaustion and the sand does not obscure its vision. At the start of its turn if the cat was killed the previous round, it resurrects as a bigger stronger cat creature until it has been killed a total of 9 times (including the statue, for a total of 8 creatures to fight).
Gods of Eloria

Gods of Eloria is a game that is being used to add some extra lore to the world as well as creating a pantheon of gods. Each player will create a god that will act as a minor god in the world, the moderators will build major gods and will act as DMs for the game. Players will be given prompts and get to take actions reshaping the world as they go.
Dorothy Gale

Frank Gale (father)

Amanda Gale (mother)

> "We are not in Kansas anymore, Toto." - Dorothy when she arrives.
>
>

**Dorothy Gale** is the heroine and main character of *Oz: Journey Through Magic.* She's a high school girl from Baum's Grove, Kansas.

## Personality

Dorothy is a very selfless girl. She likes to stand up for her friends in any way she can. But this also can lead to violence as seen when she punched Randy Gulch. She claims to suffer from anger management issues which stem from the deaths of her parents.

## Appearance

Dorothy is a short, but extremely sexy and gorgeous girl, standing in at 5'3 inches. She has a curvy, buxom figure and often wears clothes that compliment her stunning body. She has long brown hair and brown eyes.

## Trivia

* She's played by Danielle Rose Russell.
* Unlike other versions of Dorothy, this rendition has anger management issues.
* This version of Dorothy is pansexual.
Harley Merlin and the Cult of Eris (Ft Katharine Back-Story)

Now as you may know that Katharine Shipton is the main 'villain' of the Harley Merlin book series. In the world of Harley Merlin, Katharine is Harley's aunt on her late mother's side.

She plans to become a Child of Choas and get rid of everyone who doesn't deserve to live in her 'paradise'. To help her with this task and to gain following, she creates a cult named the Cult of Eris. The name 'Eris' came from the Greek Goddess Eris. If you know anything about Greek Gods you will know that Eris is something of a God and had a major part to play in Greeks history and doesn't have as much fame as you might think. But Eris' history is for another Fandom page. If you would like to hear more about Eris see this Fandom like Eris | Gods & Goddess Wiki | Fandom

Alton Waterhouse the former director of the SDC (San Diago Coven), grew up with Katharine, and even then he didn't think much about her plans and thought it was just her child mind.

(More info coming soon. Feel free to edit this page)
Freeze

You either freeze an area of water or attempt to freeze an enemy solid.

* **Freeze Water**. You select a point within range and instantly freeze all liquid water within a 10 foot radius of that point.

Any creatures inside or partially within that radius must make a Dexterity saving throw, on a failed save creatures become restrained within the ice and take 2d6 cold damage. On a success, creatures are instead moved to the edge of the spell’s radius.

A creature restrained by the ice can use its action to make a Strength check against your spell save DC. On a success, it frees itself and can move through the ice on it’s turn, treating the area of ice as difficult terrain

* **Freeze Flesh**. You create a ray of freezing energy and hurl it at a target within range. Make a ranged spell attack. On a hit, the target takes 2d6 cold damage and must make a Constitution saving throw, on a failed save they become restrained until the end of your next turn.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the radius of frozen water increases by 5 feet when freezing water, or when freezing flesh you produce one additional ray for each slot level above 1st.
Trial of Persuasion

The trial of persuasion is the trial that must be completed in order to obtain Witty Rapiertee. It was created by the Vasum to protect the item.

## Location

The Trial is an old manor in Pearl, entering it requires a key that King Reitas possesses. Once a creature enters the manor, the entire manor seems to disappear until the trial is over.

## The Trial

Upon entering the manor the creature is greeted by a man dressed an old fashioned Vasum noble who introduces himself as sir Hellmund Benthey. Sir Benthey has unseen servant to take care of the house and so the creature may notice things moving around or food being server by them. Sir Benthey offers the creature dinner, and will insist on it. Over dinner he will ask the creature to explain why they are worthy to wield Witty Rapiertee and the creature has until the end of the meal to convince him. Feel free to describe Sir Benthey eating and drinking different things over the course of the conversation showing him going through different courses as the conversation progresses.

If the player can convince Sir Benthey that they are worthy of the weapon, after the meal ends (and no sooner, trying to rush is impolite and automatically meant they are not worthy), he will lead them into a back room which contains a small font filled with multicolored water. He tells them they must drink it in order to be able to see the vault where the weapon is hidden. If they drink it they manifest minor monstrous characteristics. Work with the player to customize these to the characters greatest fears (they will not notice this until someone points it out or they look into a mirror or other reflective surface). This can be later removed with the *remove curse* spell (but don't just tell them that, only if they actively try to determine how to fix it). This allows them to see the weapon floating in the air above the font which they may then take.
Prompt 5

This is a free week to do whatever you want.

## Dërżiga

> I will bring to life my will be children. Warforged. It’s time to use this hammer was used more for than just weapons
>
>

DC: 15

Roll: 17

### Result

Dërżiga creates an amazing metal armor for the warforged and is entirely ready to put it together with Faelar's wooden frames.

## Faelar

> I will help [Dërżiga]
>
>

DC: 15

Roll: 2

### Result

Faelar creates a wooden body for the warforged unfortunately he didn't correctly account for the weight of the armor and shortly after attaching the armor the warforged splinter and break though the armor is still usable.

## Kreva

> I want go regrow my oasis from the recent drought to help my followers. I will also continue the small storms to help my oasis flourish.
>
>
>

DC: 8

Roll: 7

### Result

You create some storms to help with the drought but you make the storm too powerful and overwater some of the plants causing no real change in the oasis.

## Malia

> My action is to become endemic. Or to put it another way, diversify my user base. I’m going to seek among the faithful those who have the desire to see new places and encourage them to wander, to build shrines and spread the word. Given my nature I’ll inspire those of the right mind with a nice vision of them being hardy kissing bugs, spreading trypanosomiasis as an inspiration to spread out but be careful.
>
>

DC: 10

Roll: 11

### Result

Malia recruits some new followers in some areas where they didn't have any.

Ua
--

> Ua continues to provide education to the world, but they will retreat inward and perform divination after divination on REDACTED.
>
>

DC: 8/15

Roll: 8/4

### Result

Ua continues to provide education through their libraries and new branches open in other areas allowing more creatures to learn. Unfortunately all divination used turns up no new information about REDACTED.
Almir

Almir is the Goddess of Autumn & Homesteads. She is a God that blesses and protects the settlements of mortals, guarding them from the onset of chilly Winter, ensuring a bountiful harvest and that the ground they build on remain firm against bad weather and famine. She delights in festivals during the autumn months, where people engage in song & dance, and decorate bread poppets to share with their family and loved ones. Due to her appearance in history and apparent appearances being associated with that of a fey she holds a special place in Diron communities.

Just because she is a kind God does not mean she is defenceless. As a Goddess of Autumn, all flora & fauna of these times is under her guidance, snakes, thorns and wolves are among her kin, and nature will and can defend itself if it's home is threatened. Her protective and kind nature means she is considered a guardian of Deatlie. Those who would harm them risk her fury, those who would aid or help them enjoy their innocence can receive her blessing even if they worship other Gods.

## Festivals of Almir

During the Autumn months followers of Almir engage in various festivities to invite the Goddess' blessing or protection. Other rituals are just done as part of tradition or for merriment, both of which Almir enjoys.

The Dough Man: Families construct a poppet made out of bread and decorate it with seeds, fruits & herbs, to create the best looking creation. The community collectively votes for the best and then share in the creation together. Used to thank for a successful harvest.

Autumnal Renewal: Towards the end of Autumn followers of Almir dust their homes, brushing with a broom to clean their homesteads and remove any oncoming decay or mess. This ends with placing dried marigolds atop the hearth to invite her protection for the darker months.

Praise to the beasts: Almir's followers are encouraged to thank her in all facets, which includes the snakes of the undergrowth, the foxes & wolves of the glades and other autumnal fauna. To offer thanks to the land's bounty and those who thrive in it followers are encouraged to provide an offering of meat and milk in a basket to their forest. If accepted and taken in the night then this is taken as a sign of the Goddess' favour and lessened animal attacks.

## Sacred Location

The Almirian Glade is the sacred location of the Goddess of Autumn & Homesteads. A lush forest with evergreen trees, whose leaves continually shine with all the golds and oranges of autumn, only losing their shimmer in the midst of Winter. The land inside the glade seems to maintain a mild temperature all year around, and avoids the worst of the elements. Those who venture into the glade looking for sanctuary will find a campsite, cabin and provisions as needed to rest and recover. Only those who bear no ill will to others or the land would find the this...the rest may find sharp briars, trees that resist being felled and packs of wild beasts.
Trial of the Mind

The Trial of the Mind is the trial that must be completed in order to obtain The Gossamer Scimitar. It was created by the Vocessa to protect the item.

## Location

If you can find Queen Cosmina of the Vocessa and convince her to grant you the key (a large metal rod with a strangely shaped tip) then you can begin the Trial of the Mind. She will give them the clue that "The key will guide the way" She also pours water on the key which seems to bounce off some sort of barrier around the key. If the key is placed above water it will hover and then spin until the tip points towards the Trials Entrance. If they follow it, it takes them to an area in the Genine desert which seems like a barren cliff with a rock nearby. Upon inspection, the rock has a hole in the top which the tip of the rod fits into. When Inserted, an illusion on the cliff vanishes revealing a door which then opens. If the key is removed, it may be used to help with the trial (the way a blind person may use a stick to walk). The doorway vanishes after a creature enters and will not reappear until they have completed the trial or "died".

## The Trial

Upon entering the Trial a young boy appears and says:

> "Welcome to the Trial of the Mind. Your eyes will not help you here. Good Luck"
>
>

He then vanishes apparently an illusion. The trial consists of a series of traps disguised by illusion along with a few that aren't and a some correct paths that are disguised with illusion to look like traps. If a creature is reduced to 0 hit points it appears at the entrance and must start over, however, the trial will change each time so it can't be memorized.

After getting through about 10 or so traps they will be in a room where the boy is waiting with The Gossamer Scimitar. Once they take it they appear back at the entrance.
Creating a god

1. Come up with an idea (name, appearance, description, domains, alignment, and optionally history and origin).
2. Add a new page on the wiki

3. Name the page using your gods name.

4. You should add the god infobox with your god's information

5. Fill out form (can change it later by double clicking on the infobox)

6. Add details, you can set headings using the style dropdown at the top.

7. Save the page

8. At the bottom of the page add the following tags: "Gods", "X domain" for each domain, "X god" for alignment.
The Storming Ones

## Patron: The Storming Ones

Storming ones are powerful beings from the elemental plane of air. They are generally Djinni, but may be any powerful air elemental. They tend to remain calm knowing that wind and water can level even the tallest mountains, but when they do anger, they can level those mountains in mere minutes. They tend to be impressed when they find a person who has both potential for calm and great anger in it. Those who work for them are marked. They have a serene appearance and a generally windswept but still fashionable look all the time.

### Expanded Spell List

The Burning Ones lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

The Burning Ones Expanded Spells
 2nd
 3rd
 4th
 5th

### Bonus Cantrip

At 1st level, you learn the gust cantrip. It counts as a warlock cantrip for you, but doesn't count towards your number of cantrips known.

### Any Way the Wind Blows

At 1st level, you can use an action to change the direction of the wind. Creatures fly speed is increased by 5 feet in the direction of the wind or decreased by 5 feet when flying into the wind. This increases by 5 feet at 6th, 10th, and 14th level. Thus cannot increase a creature's speed past double its original fly speed nor decrease it below half.

### Rising Wind

Starting at 6th level, you gain a fly speed equal to your walking speed, but you cannot move upward with this. If you end your turn more than 5 feet above ground, you descend to ground level at a rate of 30 feet per round unless the wind is blowing upwards.

### Ill Wind

Starting at 10th levels, you can manipulate the winds as part of casting your weather based spells. When you cast a spell that deals cold or lightning damage or that has cloud or wind in the name, you can manipulate the control the wind to make it harder for opponents to resist the effects causing any affected creatures to make the save with disadvantage, once you use this, you cannot use it again until you finish a short or long rest.

### Instantaneous Quasi-Normal Atmospheric Phenomenon

Starting at 14th level, you can create a massive storm centered at a point you can see within 60 feet of you as an action. Every creature within 20 feet of the point you choose must make a Dexterity saving throw against your spell save DC. If it fails it takes 5d8 cold and 5d8 lighting damage and is knocked prone.

## The Storming Ones Eldritch Invocations

### Sky Steed

**Prerequisite:** The Storming Ones patron, 9th level

You can cast find greater steed using a warlock spell slot. You must choose a form that has a fly speed for the steed. Once you use cast this you cannot do it again until you complete a ling rest.

### Fly like the Wind

**Prerequisite:** The Storming Ones patron, 18th level

You can now use the fly speed from Rising Wind to move upwards and you don't sink downwards when you end your turn in the air.

### Eye of the Storm

**Prerequisite:** The Storming Ones patron, 7th level

You are most dangerous when you appear calm, you have advantage on initiative checks.
Efemerus

## Description

Efemerus craves the unknown and spends his time working to add all sorts of things to his collection. His curiosity knowns no bounds, but he is no fool. He knows when attempting to learn or discover something would put him in an unfavorable situation; but he can only hold himself back for so long. His desire to obtain is near endless.
Pine/Burry

Burry is a former voice actor and is one of the former animators. She has done the voices for the UwU Driver, and her own character in "Alexis gets on Hell's Kitchen". The reason for removal still has not been revealed. A video by Joaquin was uploaded about it, but was taken down the next day. It is unknown if she will be brought back, and the reason for removal is still unknown. It is believed that everyone in the Big 7 knows about this.

## Misc.

### Skills

Drawing (kinda), reciting copypastas in weird voices

### Hobbies (not that you need to know)

Being a weeb (manga and anime), playing games

### Goals

To be good at art and get into the art program at the high school I'm planning to go to
Cadaverous Bloom

You cause noxious mushrooms to erupt from a nearby corpse. A target small or medium creature's corpse erupts with fungi that emit toxic spores in a 10 foot radius around the corpse.

When a creature enters the spell's area for the first time on a turn or starts its turn there, it begins choking on spores and must make a Constitution saving throw. On a failed save it gains the poisoned condition until the end of its turn and takes 2d8 poison damage, or half as much on a successful one. This spell ends instantly if the corpse takes 15 or more fire or acid damage in a single turn.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by 1d8 and the maximum sized targetable corpse increases by 1 size category for each slot level above 2nd.
Witty Rapiertee

## Description

This rapier was forged by the Vasum to combat Shallyx. It has an ornate black handle and a long slim blade. The exact shape of the handle is hard to make out for anyone other than the wielder.

## Abilities

### Striking Fear

When you hit a target with a melee attacks using this weapon, you may attempt to inflict horrifying images upon the target. If you do that target must make succeed on a Wisdom Saving Throw or become frightened of you until the start of your next turn. The DC for the save is equal to 10 + your proficiency bonus.

### Mental wounds

When you hit with an attack using this weapon, you can choose to have it deal psychic damage instead of piercing.

## 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 (*Witty Rapiertee*) feat to use the level 5-10 abilities, the Lesser Legacy (*Witty Rapiertee*) feat to use the level 11-16 abilities, and the Greater Legacy (*Witty Rapiertee*) feat to use the abilities above level 16. These rituals are required to unlock the feats and use this weapon's abilities)

### Trial of Persuasion(Least Legacy)

Prerequisite: You must complete the Trial of Persuasion.

Cost: 300 gp;

Feat Granted: Least Legacy (*Witty Rapiertee*).
Oz: Journey Through Magic (Season One)

Season One of *Oz: Journey Through Magic* aired in February, 2023.

## Synopsis

*Dorothy Gale never thought her life was going to go anywhere. She always thought she would be stuck in Baum's Grove, Kansas with her aunt and uncle. That is until one day a twister rolls into town and carries Dorothy and her house away. When Dorothy awakens, she finds that she's been transported to Oz, a world of both whimsy and danger. With the help of her dog Toto and a few friends she makes along the way, Dorothy has to find the Wizard of Oz to get back home...and try to save Oz from Calandrea, the tyrannical Wicked Witch of the West.*

## Cast

* Danielle Rose Russell as Dorothy Gale.
* Charlie Tahan as Jonah.
* Chance Perdomo as Nickolas Chopper.
* Christopher Judge as Rowan Zekial.
* Léa Seydoux as Glinda, the Good Witch of the Northern Kingdom.
* Mark Ruffalo as The Wizard.
* Ming-Na Wen as Jinjur.
* Forest Whitaker as Josiah Wugglebugg.
* Camila Mendes as Jellia Jamb.
* Dana Ashbrook as Henry Gale.
* Madchen Amick as Emily Gale.
* Elizabeth Gilies as Calandrea, the Wicked Witch of the Western Kingdom
* Stephen Lang as Alistair Nikko.
Prompt 8

Free Week

## Dërżiga

> I will continue to work on my children and attempt once more to bring them life
>
>

DC: 15

Roll: 3

### Result

Dërżiga attempts to work on making warforged, but after forging armor for them realizes that the armor he already built was perfectly fine and in fact superior to the one he just made.

## Efemerus

> Efemerus will once again be aiding Faelar.
>
>

## Faelar

> I too will try again [to create warforged].
>
>

DC: 15

Roll: 11 (7 +4 from Efemerus, and study)

### Result

Unfortunately, while Faelar studied the anatomy of other creatures he got too into mimicking other creatures instead of creating something new and made an unholy abomination of a creature which he looked at and immediately destroyed since there was no way it was what he was trying for.

## Hulm

> Hulm attempts to gather followers once again, instructing his followers to distribute dreamcatchers interwoven with fibers from the temple flowers to people they meet, telling them the dreamcatchers will bring good dreams and happiness, and spreading the word of Hulm.
>
>

DC: 8

Roll: 13

### Result

Hulm's followers begin working to distribute the dreamcatchers and after Hulm's performance at the games last prompt, people are interested and many end up following Hulm.

## Kreva

I will attempt to gain followers but trying to build up my oasis even larger to make it more appealing

DC: 8

Roll: 7

### Result

Kreva is able to fix up her oasis a bit an draws in a few more followers though not too many.

## Malia

I will look to recruit new followers, specifically in two linked ways. 1) I'm going to attempt to have my followers establish shrines and if it's safe to do so temples elsewhere and 2) I'm going to have them aid Ua's (old) book-spreading strategy and donate books in various places, but everywhere they donate a book, they'll leave a little shrine to little old me. Even if it's only a donation bowl inside a holy symbol.

DC: 8

Roll: 17

### Result

Malia is able to set up shrines all over Eloria and working with Ua, they begin a PR campaign that gets them a number of followers.

## Prospero

> Prospero will find an uninhabited area of rolling hills in which he will create a font of fresh, flowing ale drawing worshipers in
>
>

DC: 8

Roll: 18

### Result

Prospero creates a stream of alcohol and that goes about as well as you expect. People form all over Eloria come to see it and it becomes a major landmark in the world. Many people begin worshipping Prospero since any god providing alcohol can't be too bad, right?

Ua
--

> I will continue my book spreading strategy in order to gain new followers, appreciating Malia's help.
>
>

DC: 8

Roll: 12

### Result

Ua spread books throughout the world, gaining many new followers as he opens new libraries through the kingdoms.
Trial of Lightning

The trial of lightning is the trial that must be completed in order to obtain the Thunder Beast Bow. It was created by the Diron to protect the item.

## Location

In the Diron Kingdom, there is an old tree that was struck by lightning. This tree is a magical portal to the demiplane where the trial is located. When a creature enters the demiplane seals off so only a single creature may enter.

## The Trial

Once in the demiplane the creature will find itself in a chamber with a podium about a meter across that has an indent shaped like an egg about the size of a fist in the center. There are 3 smaller perfectly round indentations spaced evenly around the pedestal. If the key is placed inside the pedestal, a door opens on the far side of the room.

The door leads to a round room with incredibly lifelike images painted on it. Each one depicts a lightning based creature (generally low CR). When a creature enters the room, the door vanishes behind them. When they touch one of the paintings that creatures comes out of the painting and attacks them, If they defeat the creature, a small round glass sphere that appears filled with lightning appears and the door reappears. When this stone is placed in one of the smaller holes, the door re-opens, the room appears exactly the same, except without the image of the creature that they faced. The second time through is the same as the first. After the second stone is placed in, the door opens a third time, this time there in only the image of a blue dragon. When touched, the creature appears and fights. When it is defeated, a third sphere appears.

When that is placed in the final slot, they create a circuit which causes the key to open revealing a smaller egg. The pedestal opens under the egg which shows that it is attached to a longbow where the sight would normally be. This is the Thunder Beast Bow. Once it is removed, the door leading out of the trial appears.
Umanites

Umanites are a race of scolars and thinkers that resemble owls. Umanites have a tendency to overthink and ruminate a lot. They try to analyze every aspect of a situation before they take action and therefore can come across as indecisive, passive or speculative. They will never take action until they are absolutely sure that its the correct course to take and therefore take far too long to do anything. However, it means that they are absolutely brilliant theorists though horrible at doing things in practice.

Despite being very theoretical, the Umanites have developed highly advanced magic and so they live in almost entirely artificial construct connecting the outlaying isles with the main land. It consists of a large central structure surrounded by large towers. They also have significantly more advanced magic than other races but outside of maintaining the Citadel, they do not use it nor will they share it since it could be dangerous in the wrong hands.

## Umanite Traits

### Ability Score Increase

Your Wisdom score increases by 2 and your Intelligence score increase by 2.

### Age

Umanites have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60.

### Alignment

Umanites spend countless hours puzzling over morality and theology, attempting to reach an ideal conclusion but never becoming dogmatic on any one philosophy. Umanites strongly lean towards lawful good but occasionally come to twisted moral conclusions.

### Size

Umanites are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.

### Speed

You possess a pair of wings capable of great speed and maneuverability, though the rapid flapping is quickly draining. You have a flying speed of 40 feet. To use this speed, you can’t be wearing medium or heavy armor. You gain a level of exhaustion for each 3 consecutive rounds you spend airborne without landing. These levels of exhaustion are removed upon finishing a short rest. Your base walking speed is 25 feet.

### Darkvision

You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

### Indecisive

Your kind’s tend to overthink their options and speculate on every possible outcome. As such they are not very good knowing when it is the correct time to action. You have disadvantage on initiative checks.

### Photographic Memory

You can accurately recall anything that you have seen or heard in the past month.

### Magically Inquisitive

Umanites love knowledge especially that of anything magical. You have proficiency in the Intelligence (Arcana) skill.

### Language

You can speak, read, and write Common, Auran and Umanite.
Sturm Des Krieges

## Symbol

His symbol is a storm cloud surrounding a zweihänder or greatsword.

## Relic

His relic is Sturmbeil, a greatsword (based on a zweihänder or german greatsword) that causes storms to appear at the location of a battle if the command word is said. It is kept at Sturm des Krieges's side at all times, unless given to his chosen. It also deals an additional amount of both thunder and lightning damage on a successful strike.

## Appearance

Sturm des Krieges appears as a large imposing human warrior with a strong jaw and a lightning bolt scar over his left eye which is blind. His hair always appears rain-soaked. and black with hints of red highlights. He wears full plate of a stormy gray with gold trimmings. He wears a wind torn cape adorned with storm clouds. On his back he has the sheath to Sturmbeil, his greatsword.

## Personality

Sturm des Krieges is impatient to bring about wars and when he is unable to bring about a war between nations he literally will storm off and bring about heavy storms of epic proportions. If his rites aren't invoked before a large scale battle he will call upon winds and rains upon the battlefield at just the right time to turn the tide against those who failed to invoke his name. Despite his impatience and eagerness to bring wars, he can be reasoned with and offers tactical suggestions to his followers through cloud watching.
Griffin/Finnation

Griffin is one of the reviewers of the team/crew. He usually finds the mistakes, and sees the alpha version of the episodes. He has been friends with Joaquin for about a year and a half. Griffin is very great at spotting he errors, and once he does, they are fixed, then the episode is out. So they usually come out great because of him.
Arc Flight

You rise vertically and radiate arcs of lightning. You gain a fly speed of 30 feet, you cannot use this movement speed to move further than 15 feet from the ground or another solid surface. You can ascend sheer surfaces or even along ceilings in this way as long as you move no further than 15 from a solid surface at any time.

Any creature that makes an opportunity attack against you during the duration of this spell takes 1d6 lightning damage.

When the spell ends, you plummet to the ground if you are still aloft and you take falling damage as normal.