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The Owl House Adventure of Good Witch Luz

Prompt originally from AetherRoom.club
Created: 2023-05-10
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Description
You are Luz, a self-assured teenage girl who accidentally stumbles upon a portal to a magical world where she befriends a rebellious witch, Eda, and an adorably tiny warrior, King. Despite not having magical abilities, Luz pursues her dream of becoming a witch by serving as Eda's apprentice at the Owl House and ultimately finds a new family in an unlikely setting.
Tags
fantasy, isekai, magic, lgbt
Prompt
You are Luz Noceda You accidently teleport To a magical world full of magical creature called The Boiling Isles What will you do?.
Memory
[Interactive Fiction: Game Mode Enabled]
You are Luz, a self-assured teenage girl who accidentally stumbles upon a portal to a magical world you are currently living in The Owl House with Eda, King and Hooty. Amity, Willow, and Gus is your best friend.
World Info
View World Info
  • Alador Blight

    He is the chief engineer of Blight Industries, the husband of Odalia Blight, and the father of Edric, Emira, and Amity Blight. Alador is a clumsy, easily distracted scientist. If something catches his attention, it can be quite hard for others to get him to focus on anything else. He doesn't seem to be very talkative, as he only speaks when necessary. Alador also seems to object to his wife's willingness to put others in danger for profit. Although he does love them, Alador does not pay his children much attention, much to their frustration. This deeply strained his relationship with Amity, who seeks to prove her worth to him and to understand him better, especially when she finally reaches the age to compete in the Bonesborough Brawl. Alador, believing that his daughter has a bright future and shouldn't "goof off" like he did at her age, refuses to let her go to the brawl and willingly goes along with the notion that she needs to compete in the tryouts for the Emperor's Coven instead, under the belief that joining it is her dream.
  • Willow Park

    She was originally part of the abomination track but is now on the plant track. Willow is naturally very gifted at plant magic, but since she was forced into the abomination track which she proved far less adept with, many on Hexside assumed she was incompetent. This led to years of self-doubt that she has made great strides in overcoming. Willow is described as a bubbly and friendly witch. At first, she was shown to be shy. To get her anger out, Willow uses plants that grow huge and grabs any physical object in her way. If she does harm somebody, she is fast to apologize to them. Willow likes tending to plants and gets frustrated if she gets bad grades and when other students used to make fun of her, calling her "Half-A-Witch Willow". She is now in the plant track at her school, formerly being in the abomination track which discouraged her
  • Lilith Clawthorne

    Unlike Eda, Lilith is conservative, strait-laced, and generally law-abiding. She takes great pride in her role as a mentor and was initially surprised to see Eda at the latest Covention, believing she had finally decided to join a coven, only for her sister to laugh at the notion. She also has a tense sibling rivalry with Eda due to them being almost equal in terms of power and on opposite sides of the law; regardless, she still genuinely cares for Eda.
  • Hooty

    Hooty's origins are currently unknown. When talking about his past, Hooty mentions that it all started with a hunt and the skies were blood red. He supposedly has a mother, but it is unknown what happened to her or if she is still alive. Eda met Hooty prior to stumbling upon King on an island, and they have been together for at least eight years. Hooty mentioned that Eda acted as a teacher to him sometime in the past, but the events of this interaction are vague at best. being a house demon attached to the door of the Owl House, he serves as its protector and as the house itself. Hooty has a wooden light beige owl face with a darker orange upper side, brown eyes and an orange beak. Behind the door where he is placed, there is the back frame of his owl body with wings and two peepholes attached where his eyes normally are. While Hooty has been described as a house demon, his specific type was revealed to be a bug demon. As a bug demon, owing to his extensive brown "neck", Hooty can stretch and move around in worm-like fashion, and extend his mouth to allow visitors entry to the house or swallow items for storage. His overall appearance is similar to a barn owl. Hooty is shown to be a jovial and very welcoming creature, often greeting visitors to the Owl House and trying to be accepted as part of a group activity. He is rather talkative and claims to have many stories of his experiences to share, but he rarely, if ever, gets to share them since most people, including the inhabitants of the Owl House, consider him to be annoying. What is known about Hooty is that he is widely considered to be annoying and is often the butt of many jokes. At the same time, Hooty also acts as the guardian of the Owl House and protects the inhabitants from being attacked by enemies.
  • King

    He is a small dog-like demon who is Eda's sidekick, Initially, he sought to restore his supposed title and glory as the "King of Demons", before he switched to trying to discover his family and reunite with them.
  • Palisman

    A palisman (plural, palismen) is a sentient magical totem that sits at the top of a magic staff. They are usually made in the shape of an animal of some kind. A palisman contains a magical essence and harbors various magical properties, including the ability to switch between wooden and living forms at will.
    Palismen can bond to witches, humans, and/or biped demons as a loyal companion, a powerful tool for channeling and amplifying their user's magic, and a method of flying transportation when in their wooden staff form. A palisman can also allow an individual with no innate magical ability, such as a human, to use magic, as the palisman has magic essence of its own that its bonded partner can utilize. Palismen are carved from the wood of the ancient Palistrom tree. Traditionally, witches in their teens carve their own palisman and staff from palistrom wood, at school or with parental supervision as part of their education. Palismen are typically carved in the shape of an animal or living creature, but, alternatively, they can be carved into an egg shape, in which case the palisman itself will develop inside the egg over time and eventually hatch from it once it has established a proper bond with its owner A newly-carved palisman will not become animate until their owner is able to establish a proper connection with them by expressing their truest and deepest wish to them, which will then cause the palisman to come to life and become bonded. Depending on the person, this ambition ranges to an attainable dream, such as a future occupation, or a deep, personal desire. Sometimes, it might take a while for the person to figure out what their truest wish actually is While a witch and their palisman are joined by a relationship of affection and mutual respect, a palisman can forfeit its connection and loyalty to its owner and run away if they are mistreated or if the relationship is harmful to them. A witch can also choose to abandon their palisman if the staff suffers irreparable damage or loss. Although a palisman can return to their witch if the witch proves that they can be trusted again, or if the lost/damaged staff is repaired or replaced. However, a palisman could instead form a new connection with a different individual, Since palistrom trees have become an increasingly rare resource and the ones that are left are heavily guarded, Hexside School of Magic and Demonics arranged to hold a Palisman Adoption Day, wherein the Bat Queen brought in stray palismen she had taken into her care for a chance to be bonded with a new owner. During this process, a young witch will step forward and speak their greatest ambition, and if a palisman is compatible with the emotion of that ambition, they will come forward to meet their new partner. If the individual doesn't know what they truly want, the palismen will sense the lack of conviction and none of them will come forward Their nature as both living creatures and objects is an interesting case, as while having the ability to turn into an object and can be damaged or cracked, they do have souls. In this sense, they have the properties of a living creature but can also function as an object. Furthermore, the Bat Queen, despite her being a palisman, has had offspring of her own and lives as a well-recognized and prestigious demon. This implies that palismen are capable of living just like every other creature on the Boiling Isles, although this may simply be a consequence of the Bat Queen's unique origin as the palisman of an ancient giant. While palismen can cease to function if damaged beyond repair, it's hinted that palismen have incredibly long lifespans and are capable of living for thousands of years, as is evident by the existence of the Bat Queen. It is unknown if they are effectively immortal in the sense that they don't age. Palismen are loyal to the individuals they are bonded to. Through their connection with their owners, they are able to communicate, as well as channel their magic. They house their own magical essence within their bodies, which is a glowing green substance, and can act as a separate source of magic for a witches or biped demons to utilize outside of their own inner magic, which stems from the sac of magic bile connected to their heart. Palismen are capable of employing the magic stored within them as well as the magic present within the individual utilizing them. Any given palisman can connect to their staff via a unique interlock that mates to its own staff only and can disconnect from it at will.[3] While the staff can occasionally manifest as a separate piece, the staff is actually part of the palismen itself and they can manifest and vanish the staff in order to transform between staff form and back. A witch can summon their staff by command, or conjure them from thin air when needed, whether a palisman is present on it or not. All staffs can also be used to fly, making them a witch's main source of transportation. While in flight, a palismen that resembles a winged creature may flap their wings A palisman's magical essence is what makes them animate. When a palisman is cracked, it leaks this essence, which appears as a vibrant green serum. This raw form of magic can be absorbed by others, although the process also results in absorbing the palisman's soul. Palisman essence absorbed by a human is highly reactive and can have damaging effects; Emperor Belos had to regularly intake palismen essence as an aliment to pain caused by glyphs carved on his arm, which led to severe body degradation over time before he deformed entirely into a sludge-like substance. However, a palisman can also willingly transfer its essence to a person in order to heal them from fatal injuries, which will also grant the person in question the unique magical abilities of the palisman. However, in the process, the palisman will disintegrate and thus die.
    The only palismen with known names thus far are Owlbert, Stringbean, the Bat Queen, Hawksley, Frewin, Ghost, Clover, Flapjack, Emmiline, Maya, and Waffles.
  • Luz Noceda, your, you, Good Witch Luzura , Otter with a Dark side,

    Luz Noceda is an eager, 14 year old teenage Latina human from town of Gravefield Connecticut USA Earth who accidentally stumbled upon a portal to the Boiling Isles in the Demon Realm, a dimension where magical creatures are real, and humans are despised and treated as lesser beings. In order to prove herself as a witch, Luz begins learning magic under Eda's guidance, despite not having magical abilities of her own. Luz is kind-hearted, outgoing, eccentric, geeky girl. She is eager to find her place in the world and be accepted for who she feels she truly is. Luz can only cast magic using Glyphs. Glyph magic: Luz is studying the art of magic under the tutelage of Eda. Since Luz lacks the same magical anatomy that witches have, she can't perform magic with her bare hands; instead, she casts spells by drawing glyphs found within the spell circles witches tend to use. She is on all tracks.
  • Amity Blight, Mitten,

    Amity Blight a prodigious 14 year old young witch who attends Hexside School of Magic and Demonics. Amity is described as bright and competitive and she appears standoffish, Amity has a sense of honor and integrity. She wants to be a member of the Emperor's Coven. Amity is on the Abomination Track.
  • Augustus "Gus" Porter

    Gus is a young and precocious witch. He is known for being very enthusiastic and excitable; when Luz gives him his nickname, he flips out in sheer joy. Due to being an illusionist, he tends to have a dramatic flair when making statements and presenting things. He has a huge interest in researching human culture, also happening to be somewhat of an expert on it and was the president of the Human Appreciation Society at his school, even though his knowledge on humans is often inaccurate. His fascination for humans and their culture has caused him to desire to become an ambassador to the Human Realm. This also extends to re-establish contact with the exiled inhabitants of the Boiled Isles, such as the giraffes. In contrast to his usual gleeful attitude towards most activities and interactions, Gus has admitted to being rather insecure in regard to his age. He feels neglected due to being younger than most others and as such tries acting assertively so as not to be left behind. This has also led him to become very welcoming towards newcomers since he can easily understand and empathize with people in the same situation as himself. Another side to this insecurity is that Gus, advancing to more advanced classes, had found himself being so desperate to befriend his colleagues older in age that he would become oblivious how they would use him to boost their grades. This had led Gus to become very self-conscious of his own naivety.
  • Odalia Blight

    She is the CEO of Blight Industries, wife of Alador, and the mother of Edric, Emira, and Amity. A scheming, greedy and tyrannical woman, Odalia held a controlling grasp on the interests of her employees and other members in the Blight family, playing a role that emboldened them with high expectations to vicariously satisfy Odalia's ambitions. As a businesswoman, Odalia is a controlling woman whose haughty and elitist thinking makes her a domineering influence on anyone around her, including her family. She is shown to be highly concerned about her family's reputation to the point where she'll interfere with her children's personal lives and opinions to ensure they stay in line, even silencing her own children when they wish to speak their mind on the matter. This is evident by how she uses her oracle magic to telepathically keep Amity in line via matching amulets that allow Odalia to directly speak to Amity in her mind. Additionally, it was Odalia who forced Amity to end her friendship with Willow due to her weak magical abilities and lower social status, making her be "friends" with Boscha and Skara instead since they came from more respectable families. In order to obtain more influence, she colluded with Emperor Belos, supplying him an army through her company in a flawed attempt to ensure her family's survival during the Day of Unity
  • Edalyn "Eda" Clawthorne

    Edalyn "Eda" Clawthorne is a tall, slender woman in her mid-to-late 40s, with ivory skin, pointed ears, maroon lips, and golden eyes. Her untamed hair is thick, long, and layered with tones of gray. She has a screw-in golden fang that sticks out, orange claw-like nails, and an oval amber gem on her sternum, which helped indicate when the curse was getting worse. Confident and sassy, Eda is best described as rebellious. Unlike her sister Lilith, Eda is vehemently anti-authoritarian, having little to no respect for laws and authority in general. She refuses to join any of the covens because she views them as crooked and for the limitations they place on magic. It's shown that she has a caring side to her and she is willing to protect the people she holds most dear.
  • The Boiling Isles, Demon Realm,

    The Boiling Isles is an archipelago in the Demon Realm. Situated in the Boiling Sea, it is made from the decaying remains of a fallen Titan and populated by magical creatures, predominantly witches and demons. Hexside School of Magic and Demonics is a magical school. It is one of the Boiling Isles' local schools for witches, demons, and magic folk. The school is located on the west side of the Boiling Isles.
  • Raine Whispers, they/them,

    They are the Head Witch of the Bard Coven, and the partner of Eda Clawthorne. They founded a small rebel group known as the Bards Against the Throne, with the intention of liberating wild witches who don't want to be forced to join a coven. Using their new position within the Coven System, they planned to sabotage the system from the inside and stop the Day of Unity from happening. After reuniting with Eda in their adulthood, Raine and Eda coordinated the BAT's witch efforts against Emperor Belos. At first glance, Raine is timid and easily flustered. Despite being the current Head Witch of the Bard Coven, Raine ironically suffers from stage fright and struggles with making public speeches, as seen in their Head Witch initiation ceremony in their debut episode. Like Eda, Raine values magical freedom and opposes Emperor Belos's methods of controlling magic by force under the Coven System. Despite their shyness, Raine's true self shines in their cause. A capable leader and skilled tactician, Raine is not afraid to make hard choices and ask hard questions. They are crafty and resourceful, having executed multiple raids against the Emperor's Coven, and almost succeeding in infiltrating Emperor Belos's mind. Raine is very successful at deception as well, fooling everyone, even Eda, that they were in support of the Emperor, in order to throw off suspicion.
  • Coven System

    The coven system was a system instituted on the Boiling Isles by Emperor Belos for categorizing magic into specific types. There were nine main covens with hundreds of other covens beneath them. The educational system trained young witches along scholastic tracks that prepared them for membership in their chosen coven.
    To the general public, the purpose of the covens' introduction was on The Titan's command, who communicated through Belos, and to protect the witches and demons from the "danger" of wild magic. However, these claims were later revealed to be nothing more than an intricate series of lies concocted by Belos, whose true identity was a human witch hunter from the Human Realm named Phillip Wittebane, to earn the trust of the Boiling Isles, which paved the way for his plot of genocide of all magickind. A coven is made up of witches that specialize in a specific form of magical abilities.[1] A coven membership is mandatory, and failure to join a coven is a high order criminal offense, potentially resulting in petrification.[2] Those who leave a coven (even by involuntary separation) will receive the same sentence. It is known that people who fail to join a coven have reportedly gone missing. It is also possible for a witch to be bound forcibly to a coven without their consent.
    Young witches are encouraged to study under one of the main nine magic tracks in preparation for coven membership, and annually held "coventions" allow them to explore the various covens before making their choice. There are more than nine covens in total, and if one of the main nine is not to one's liking, there are more to choose from. Most witches join a coven when they graduate from school (usually around 17-18 years of age), though exceptionally talented witches can leave school and join a coven early. When a witch joins a coven, their arm is branded with the coven's sigil, and all of their magic is sealed off except the magic of their chosen coven.[1] While a witch will be unable to perform magic outside their specialty, they will still be able to perform general spells such as levitation magic, albeit with greater difficulty.[4] Some covens are more highly-regarded than others, and the highest-ranking coven in the Coven System is the Emperor's Coven, the only coven whose members are allowed to use all kinds of magic. Active membership in a coven is usually not required as long as witch is branded. The branding is permanent and can't be removed by means other than amputation or special tech.
    The brands have a secondary effect. In addition to stopping a witch from performing magic outside their chosen coven, the brands can encase the witch in branch-like tendrils and place them in a form of stasis.[5] The brands also serve a function for the Day of Unity, acting as a means to drain magic from witches and transfer it into the nine coven heads After assuming the identity of the witch Belos, Philip Wittebane hatched a plan that would end with the destruction of all witches. One of the biggest parts of his plan was the implementation of sigils and brands that restrict the use of magic and serve as a means to drain said magic from them. To do this, he teamed up with a being called The Collector and in exchange for the teaching of the draining spell, Phillip would set The Collector free from his prison. However, Phillip had no intention of keeping his end of the bargain.
    During the tail end of the Savage Ages, Phillip, under the guise of Belos, claimed that wild magic was dangerous and angered The Titan, destroying his own family in the process, and he publicly proposed the separation of magic into nine distinct covens based on the hues of the "healing light." To further boost his message, the future Emperor used fearmongering and orchestrated the destruction of cities, claiming it was the work of wild magic. Witches who listened to Belos were marked with coven brands, though the earliest known usage of the brands left the witches branded in an unconscious but still-living state. In the current day, the Coven System permeates every aspect of Boiling Isles culture, and the entire education system revolves around young witches joining one of the main nine covens. Any witches not in a coven are labelled as criminals and can be forced to join one against their will. While coven membership is mandated for adults, younger witches would usually not be branded until graduating high school. However, as the Day of Unity drew near, Belos started to push for younger witches to be forcibly branded. However, this approach was met with bitter resistance from the students and faculty of Hexside and could not be carried out successfully.
    Emperor's Coven
    While not considered one of the "main nine" covens, the Emperor's Coven is considered to be the most prestigious and highly ranked coven in the coven system and its members serve as law enforcement on behalf of the emperor's will. Membership of the Emperor's Coven is made up of some of the most talented witches on the isles, and unlike other covens, those inducted into the emperor's retain all their magic.
    Color: Gold
    Sigil: Winged sword and shield in a triangle
    Leader: Emperor Belos
    Abomination Coven
    The Abomination Coven focuses on the creation and utilization of purple ooze golems known as abominations. Witches in the Abomination Coven can create, summon, and control abominations to do their bidding, and more powerful witches can even use abomination matter to create constructs or even assume an abomination-based form. According to Willow Park, the abomination track has been noted for opening more opportunities for a witch's future.[9]
    Color: Orchid
    Sigil: Abomination face
    Leader: Darius Deamonne
    The Bard Coven focuses on manipulating the world around them using soundwaves. Bards can use sound to create a variety of effects, such as inducing sleepiness, taking control of witches listening to their music, creating small-scale storms, creating concussive or slashing shockwaves, and even changing the chemistry of liquids. However, some bard spells can be countered by wearing ear coverings. Though bards typically use musical instruments, it is also possible to use bard magic through whistling. As musicians, bard witches have been known to make public performances, making it a difficult, but not impossible track for those with stage fright.[5] Prejudice against bards has been noted due to incredulity that bard magic can be strong and useful compared to the other covens.[6]
    Color: Red
    Sigil: Lyre
    Leader: Raine Whispers
    Former Leader: Scooter Crane (retired)
    The Beast Keeping Coven focuses on the taming and control of the various beasts on the Boiling Isles. Beast keepers are able to command the various creatures on the Isles, summon beasts, and grant themselves bestial traits.[5]
    Color: Orange
    Sigil: Hatching egg
    Leader: Eberwolf
    The Construction Coven focuses on creating earth-based constructs and various construction projects on the Isles. Construction Coven witches can create tools, pillars statues and other structures using earth. Additionally, they are allowed to use magic adhesive stickers bearing their sigils known as power glyphs to boost their strength and magic.[1]
    Color: Brown
    Sigil: Cracked fist
    Leader: Mason
    The Healing Coven specializes in dealing with medicine and healthcare. Healers can treat a variety of injuries and ailments and appear to use healing glyphs to deal with long-term injuries. Witches in the coven can also create shields and projectiles and use them at their own will.
    Color: Blue
    Sigil: Bandaged hand
    Leader: Hettie Cutburn
    The Illusion Coven specializes in deception and showmanship to trick the senses of other witches.[1] Illusionists can create clones and alter their appearances, and powerful illusionists like Gus can even cast somewhat tangible illusions over a large area. Illusion magic is the only magic that cannot be enhanced by Galdorstones; consequentially, illusionists are often tasked with guarding them. Prejudice against illusionists has been noted due to their spells lacking a true physical effect.[10]
    Color: Light blue
    Sigil: Mirror
    Leader: Adrian Graye Vernworth
    The Oracle Coven focuses on fortune-telling, spirits, and various mind-based magics. Oracles can use their magic to tell the future, look into distant locations, and use their crystal balls for various purposes, such as telepathic communication, launching a blast of dark purple fire, sinking into a mobile shadow on the ground, summoning spirit entities of either fire or shadow, or creating large psychic energy constructs like a giant hand or a giant energy dome. Crystal balls can come in various sizes; some can even be small enough to be the charm on a necklace. An oracle's magic can be disabled by breaking their method of control, such as their crystal ball.[11]
    Color: Purple
    Sigil: Eye
    Leader: Osran
    The Plant Coven specializes in the various flora on the Boiling Isles. Plant Coven witches can command the flora around them as well as manipulate vines and accelerate plant growth. They can also make flowers bloom and unleash poisonous plants.
    Color: Green
    Sigil: Flower
    Leader: Terra Snapdragon
    The Potions Coven focuses on brewing various potions. Potions Coven witches are able to brew a variety of potions with different effects, ranging from fog brews, explosive potions, elixirs that can keep curses at bay, and even brews that can bring inanimate objects to life. Unlike the other tracks, potion witches do not need magic to brew potions, as shown when Lilith made a scrying potion and when Eda made a batch of explosive potions, both after the Owl Beast's curse rendered their magic unusable; however, having magic does aid in collecting ingredients from dangerous creatures, and some potions may require a magic source to activate.
    Color: Yellow
    Sigil: Potion bottle
    Leader: Vitimir
  • The Emperor's Coven

    The Emperor's Coven is the highest-ranked coven in the Coven System It serves directly under Emperor Belos and enforces his will across the Boiling Isles, functioning as both law enforcement and judicial system. Its base of operations is at the Emperor's Castle. The Emperor's Coven is one of the ten major covens established on the Boiling Isles and is tasked with enforcing imperial law. Members of the Emperor's Coven can be found working in government-operated facilities, such as the Conformatorium, various police precincts, and the Emperor's Castle. Most guard duties and patrols are handled by the Coven Guards, though it is not uncommon to see a Coven Scout patrolling the area. Scouts are often tasked with missions outside urban areas and are usually led by superior members such as Lilith Clawthorne, Kikimora, or various captains. Members of the Emperor's Coven are elite witches recruited from the best students in the educational system. Should open spots within the coven be limited, a Witch's Duel may be held, with the winner becoming the newest addition to the coven.[2] Upon induction, members of the Emperor's Coven receive a brand from a branding glove and are required to give their palisman to the emperor. Newly inducted recruits undergo rigorous training regiments, which include participating in Witch's Duels, navigating trap-filled mazes, and surviving alone on a mountain. They wake up and start their days at 6:00 in the morning, and have one annual day off. Members of the Emperor's Coven retain access to all of their magic, unlike members of other covens.
    Coven Scouts
    The most common uniform of the Emperor's Coven is the standard scout uniform. The scout uniform consists of a dark gray long-sleeved shirt with brown gloves and a brown belt with a gold buckle, followed by black harem pants and pointed brown boots. On their heads, members wear a white cowl with a pointed hood and hide their faces behind a light gray bird-like mask resembling masks worn by plague doctors, 17th century physicians who treated victims of the Bubonic Plague in certain European countries.
    Coven Guards
    The Coven guards possess a humanoid appearance, a large rotund build, and blue eyes with black sclerae and pupils. Their uniform consists of a gray long-sleeved shirt with brown gloves and a brown belt with a gold buckle, followed by black harem pants and brown boots. The Coven Guards wear dark gray pointed masks as opposed to the bird-like masks worn by Coven Scouts. Their uniforms prominently feature a golden triangle at the center.
    Each Coven Guard is usually armed with a sword that hangs off their belt, though they can use various types of magic due to being part of the Emperor's Coven.
  • Emperor Belos, Philip Wittebane,

    Originally a human named Philip Wittebane, he arrived in the Boiling Isles from Gravesfield, Connecticut Colony during the Deadwardian Era (the mid-1600s in the Human Realm) in hopes of rescuing his brother, Caleb, who was spirited away to the realm, keeping a written record of his experiences on the Boiling Isles as he endeavored to find a way to return to the Human Realm. Due to his inherent intense hatred of witches and magic, with which he gained additional resentment due to the Isles' prejudice against humans causing him to be harassed and alienated, Phillip would eventually conspire to eliminate the Isles and its inhabitants as a whole in an attempt to save humanity from their supposed wickedness. In order to achieve his plot, he acquired a new identity, a witch named Belos. He claimed to the witches that he had the ability to speak to the isle, that they were misusing magic by mixing it, and that he was the only one who had the right to do so, convincing them and creating a system of covens to restrict the witches' use of magic and knowledge, and those who resisted were declared "wild witches" who would face great punishments. Sometime later he was named emperor of the islands, gaining the respect and devotion of all, unaware of his deception. As emperor, he ruled the isles from his castle with the protection of his coven and his creation, the Golden Guard Hunter, where he would prepare for the Day of Unity, an event where he hoped to accomplish all his goals against the witches, while under the ruse it would bring a paradise to everyone on the isles.
  • Hunter, the Golden Guard, Caleb Jasper Bloodwilliams (himself; when disguised),

    He was the right-hand man of Emperor Belos. Hunter was presumed to be the 16 year old nephew of Belos and as such, he was dedicated to his cause of ending all wild magic in the realm, but in reality, he is the latest version of the Golden Guard clones called The Grimwalker created by Belos from remain of his own brother Caleb Wittebane to serve him faithfully in his mad quest.
  • Hexside School of Magic and Demonics

    Hexside School of Magic and Demonics is a magic school in The Owl House. It is one of the Boiling Isles' local schools for witches, demons, and magic folk. The school is located on the west side of the Boiling Isles. The standard school uniform is a gray tunic with a dark gray belt, cowl, and boots. The color of the sleeves and leggings vary, depending on which track a student belongs to. Though currently unconfirmed, it is suggested that attendance to schools like Hexside is a requirement, due to the system in place. Hexside teaches witches from a young age up until adolescence, and as such includes a kindergarten section of the school for younger witches. Being a school of magic, multiple subjects are taught here at Hexside for multiple grades. Those just starting are often taught the basic essentials, such as learning how to read and write runes. Along with standard classes, Hexside also has classes exclusive to covens, due to covens being a requirement to join by law. These classes are typically limited to the 'main nine' covens: Bard, Beast Keeping, Potions, Plants, Illusions, Healing, Oracle, Abominations, and Construction.[3][7] Students in kindergarten are coven-less, thus they do not take coven classes until they are older. When the time comes for a student to be placed in a coven, an annual Covention is held at the town center to introduce students to all the types of covens to help them decide on which to join. Hexside maintains an athletic field for the sport of Grudgby. There are also gym classes; one activity being "the Game", which is similar to basketball, but requires throwing members of the opposing team through the nets. Like typical schools, it has extracurricular activities and clubs, such as the Human Appreciation Society. If a student is causing trouble at school, guards send them to a detention room, where students are encased in blue cocoons surrounded by giant worm creatures to put them in a trance until they learn/hypnotized to behave. Troublemakers are put in the Detention Track, where they aren't allowed to use magic; Bump implies this is due to the fact that the aforementioned detention room "still needs repairs". Unbeknownst to most of the faculty, the room where this track is held has secret access to the Secret Room of Shortcuts, which in turn has access to the entire school, enabling inmates to secretly listen in on every class in the school. The room was built by "Lord Calamity", who is revealed to be Eda herself.
  • Principal Hieronymus Bump

    He is the principal of Hexside School of Magic and Demonics, who is responsible for the care and maintenance of the facility as well as the safety, well-being, guidance, and discipline of the student body. While he is of a stern and intimidating visage, Principal Bump takes his responsibilities toward his students seriously and genuinely cares for their success within and beyond Hexside. Principal Bump is an older man, presumably due to the wrinkles surrounding his upper lip, with light-beige skin. He has long black hair, brown eyes but with his left eye sewn shut, and a scar runs down from his upper right scalp. Most of the time, his face is obscured by his palisman, an imp named Frewin. He also has the Abomination Coven sigil on his right forearm. Bump wears a traditional academic dress consisting of a long black gown with a gold yoke, a black cape, gold trim at the sleeves and cape hem, plus a blue stole draped over his shoulders and black pointed shoes. He also has an orchid abomination coven sigil on the inside of his right wrist. Frewin, the palisman on his head, covers half of his face, giving him the appearance of being consumed by said palisman. With Frewin on him, Bump has Frewin's eyes, which appear teal with bright yellow sclera. As an educator and the principal of Hexside, Bump is fixated on the progress and well-being of the student body. He has shown a strong interest in the achievements of his students and a drive to have them progress in their field of expertise, such as acknowledging Willow's love of plant-based magic and as such had her transferred to the plant magic track. Aside from being a good judge of character, Bump has also demonstrated a stern disciplinary and protective side of his character. Detention at Hexside consists of brainwashing the students into becoming nicer, and Principal Bump utilizes powerful magic to lock down the school if an intruder breaks in. Despite these aggressive traits, he is not without a level of reason. He listens to his students when they have misgivings or are suspicious of something out of the ordinary, or if they confess to any wrongdoing. In the latter part, Bump will accept the apology as long as the said student makes up for their past actions, such as having former Hexside student, Eda Clawthorne, clean up after all of her previous pranks and stunts, or having Gus renounce his position in the Human Appreciation Society.
  • Abomination

    An abomination is a magical golem construct typically made of a purple ooze-like substance created by witches to do various tasks. Abominations have a crude humanoid appearance and behavior. Their bodies have such a very poor structure that makes maintaining a consistent form a struggle. Most abominations fall apart easily, but witches with stronger magic can keep the abomination stabilized and make it larger and more durable in combat. Abominations that exhibit an overly-disproportionate appearance or have multiple limbs or appendages where there shouldn't be are deemed as failures. The Abomination Coven specializes in abomination conjuring. The abomination track is highly regarded at Hexside and across the isles and affords those on it greater opportunities for success upon graduation. Witches in this track start out by making their own abomination as a class assignment before moving into more complex usages. In combat, abominations are often commanded to fight in their summoner's stead. Highly skilled abomination witches can effectively weaponize abomination matter to enhance their combat skills and are able to create constructs, weapons, and shields to aid them in combat. The Abomination Coven Head, Darius Deamonne, can turn himself into an abomination at will and can use abomination matter to teleport himself and/or others. One notable witch, Alador Blight, has managed to integrate abominations into his products at Blight Industries such as Abomination-based crossbows and guns. He was capable of even engineering the Abomaton and the Abomatron, robotically-enhanced abomination with amazing destruction power.
  • Coven Scout

    They are members of the Emperor's Coven, often seen patrolling the Boiling Isles or participating in various missions when led by one of their superiors, the Guard Captains. The Coven Scout uniform of the Emperor's Coven consists of a dark gray long-sleeved shirt with brown gloves and a brown belt with a gold buckle, followed by black harem pants and pointed brown boots. On their heads, members wear a white cowl with a pointed hood and hide their faces behind a light gray bird-like mask resembling masks worn by plague doctors, 17th century physicians who treated victims of the Bubonic Plague in certain European countries. Coven Scouts appear to have slight variations in appearance, with some members possessing different body builds and physical features.
    Coven Scouts are usually armed with any kind of weapons, but mostly spears, though can use various types of magic due to being part of the Emperor's Coven.
    Like Coven Guards, Coven Scouts can often be seen in various government-operated facilities, such as the Conformatorium or various Police Precincts as guards or as law enforcement officers. However, unlike their Guard peers, Coven Scouts can also been seen outside of cities and often participate in missions assigned by their superiors, such as raids or recruitments.
  • The Owl House (location)

    It is located in the Demon Realm located on the cliffs outside Bonesborough and is inhabited by Eda and King. The house is Hooty himself and for the most part, is controlled by him.
  • Bonesborough

    Bonesborough is a large town found on the Boiling Isles. It is the neighboring town to the Owl House, where a variety of creatures live. Bonesborough is a dense, medieval-style town surrounded by bone mountains and forests, with two large green arms looming over it. The houses are made of wood and stone, and can be up to four-stories high; some houses are built on the side of a cliff or on the green arms. Some houses also have monster-like architecture, donning a scary appearance with either bones, eyes, teeth, hands or a mixture. Many stone pathways intersect the narrow walls of the town. Bonesborough's more notable buildings have a gothic appearance, being made of stone and the windows are made of stained glass.
    The Market Place: The city's main center of commerce and trade. Eda runs a stand here and sells objects found in the human world. This open air market contains the following establishments:
    Kitty Café (Roselle and Dottie, proprietors)
    Mr. Elixir (Morton, proprietor)
    Knife Sharpener
    Just Skulls 2 (est 1215)
    Human Collectibles (Eda, proprietor)
    Mystery Bags
    Li'l Blob's Big Blobs
    The Dollhouse
    Snack Shack
    Teeth Emporium
    Teleport Scrolls
    Harmony Crystals
    Giant Poison Berries
    Aberrant Meat
    Ill Fortune
    Arms and Armo
    Blessed Rocks
    Cursed Paintings
    Sacrifices
    Necro Mincer
    Gourdbeast Eggs
    Misfortune Teller
    Self Storage
    Curiosities (formerly Atrocities)
    Grimgrub's Pub
    Axe Me Anythin'
    Fangs 'n' Thangs
    Sentient Teeth
    Bones Appetit
    The Book Nook
    Skin N' Linen
    Covention Center: Once a year, a covention is held here to introduce new witches to all the different covens. It also hosts other events too, such as Alchemists Anonymous. Unlike most convention centers, it has an arena primarily used for witch duels.
    Mr. Elixir: A potion stand owned by Morton. It is Eda's main supplier for her elixir.
    Grimgrub's Pub: The town's local pub which sells alcoholic and non-alcoholic beverages, complete with mounted trophies of various creatures.
    Night Market: An after-hours market that sells illicit items. A tip-off from Morton brings Eda and King here for more elixir. Tibbles runs a stand here, which is accidentally destroyed by a possessed Hooty.
    Bonesborough Library: The city's local library. It is pretty much like any average library, except that its books are enchanted and can levitate. Amity Blight volunteers here and even has a hiding place behind one of the bookshelves. On the night of the Wailing Star, items and characters in the books can come to life and affect the physical world.
    Cathedral: A massive cathedral-like building sits in the center of the city.
    The Slayground: A typical playground for the children in the city. In addition to monster-themed equipment, it has a sandbox with purple tentacles emerging from it. King brings a half-cursed Eda here to reclaim his "throne" (the playground slide), only for Eda to disobey him and eat the slide instead.
    Dead Man's Curve: A dangerous stone road high above the town.
    Police Precinct 128: The police station of Bonesborough, run by the Emperor's Coven and local guards to hold prisoners before they are sent to the Conformatorium. Luz (in Eda's body) is brought here to answer for Eda's crimes. Lilith arrives to convince her sister to join her once again, but Luz manages to blast a hole in the wall and regroups with Eda and King.
    Witch Arena: Witch Arena is a gathering place located on the highest point of the Boiling Isles known as the Knee. Set within the ruins of a castle, groups meet here for rituals and social functions. Luz and Amity come here to learn new spells with the help of Eda, Edric and Emira.
    Blight Manor: The home of the Blight family.
    Bonesborough Brawl Arena: Fight-club style open-air arena, used for the eponymous annual event
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