Difference between revisions of "Fairy kingdom"

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(Grammer, etc. Also, "Nobody has ever entered Nemyra's palace without being invited." and "intruders are in for very bad surprises" are logically inconsitent, there are a couple of ways to "fix" it.)
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Danger : <font color = #ff0000>'''High'''</font>
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Danger: <font color = #ff0000>'''High'''</font>
 
<br>
 
<br>
Sub zones : Nemyra's palace, Kortiki town, Sunfall thicket
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Sub zones: Nemyra's palace, Kortiki town, Sunfall thicket
 
<br>
 
<br>
Inhabitants : [[fairies]], [[dryads]], [[Fauna#Echydin|echydins]], [[Centaurs#Deerataurs|deerataurs]], [[minor races#Genies|genies]],  [[minor races#Ghosts|ghosts]], [[minor races#Elementals|magic elementals]]
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Inhabitants: [[fairies]], [[dryads]], [[Fauna#Echydin|echydins]], [[Centaurs#Deerataurs|deerataurs]], [[minor races#Genies|genies]],  [[minor races#Ghosts|ghosts]], [[minor races#Elementals|magic elementals]]
  
  
The Fairy kingdom is situated west from the map and don't appears on it. It's an enormous zone circled by a wide and seemingly bottomless chasm. There is several bridges and passages that attach the land to the rest of Felarya but the best way to reach it is to travel through air. When entering the Fairy kingdom, you somehow have the impression to walk into another world - or a dream. The ambient light is slighty blueish, some laws of physics are altered, and the air feel.. different. The kingdom is a vast woodland teeming with [[fairies]] of all variety. It's full of magic and the sheer beauty of the place is awe-inspiring.
+
The Fairy kingdom is situated west of the map and doesn't appears on it. It's an enormous zone circled by a wide and seemingly bottomless chasm. There are several bridges and passageways that connect the kingdom to the rest of Felarya, but the best way to reach it is to travel through air. When you enter the Fairy kingdom, you somehow have the impression that you've walked into another world... or maybe a dream. The ambient light is slightly blueish, some laws of physics are altered, and the air feels.. different. The kingdom is a vast woodland teeming with [[fairies]] of all variety. It's full of magic and the sheer beauty of the place is awe-inspiring.
  
The zone is extremely dangerous, though, as there is fairies everywhere and they are widely known on Felarya for their voracious appetite. Besides fairies, lot of spirits and [[minor races#Ghosts|ghosts]] wander the land, attracted by magic. This is one of the great danger of the fairy kingdom : a whole part of its inhabitants - and predators - is simply invisible to mortals.
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However, the zone is extremely dangerous as there are fairies everywhere and they are widely known on Felarya for their voracious appetite. Aside from the fairies, lot of spirits and [[minor races#Ghosts|ghosts]] wander the land, attracted by the magic. This is one of the great dangers of the fairy kingdom: a whole section of its predatory inhabitants are simply invisible to mortals.
  
The zone is full of portals and warp zones of sort. Most or them are of the wild type though, constantly poping at random to disappears after a couple of minutes.  
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This zone is full of portals and warp zones of all sorts. Most of them are of the wild type though, constantly popping in and out at random, lasting for only a couple of minutes.
  
  
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Danger : <font color = #008800>'''Low'''</font>
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Danger: <font color = #008800>'''Low'''</font>
 
<br>
 
<br>
Inhabitants [[Fairies]], [[humans]], [[nekos]], [[elves]]
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Inhabitants: [[Fairies]], [[humans]], [[nekos]], [[elves]]
  
  
The town of Kortiki is an exception in the fairy kingdom. For some reasons it has been declared a neutral ground and eventhough it's a fairy town, it's relatively safe for a [[humans|human]]. You can still end in the stomach of one of its fairy inhabitant but it's seen as impolite, and as long as you don't act foolishly, the risk is pretty low. Some humans or [[nekos]] have been living in this safehaven for dozen of years without the slightiest problem. Reaching Kortiki can be tricky though, as it is situated deep in the core of the kingdom...
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The town of Kortiki is an exception in the fairy kingdom. For some reason it has been declared a neutral ground and so, even though it's a fairy town it's a relatively safe place for a [[humans|human]]. You can still end up in the stomach of one of its fairy inhabitants but it's seen as impolite, and as long as you don't act foolishly then risk is pretty low. Some humans and [[nekos]] have been living in this safe haven for dozen of years without the slightest problem. Reaching Kortiki can be tricky though, as it is situated deep in the core of the kingdom...
  
  
 
== Sunfall thicket ==
 
== Sunfall thicket ==
  
Danger : <font color = #ff0000>'''High'''</font>
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Danger: <font color = #ff0000>'''High'''</font>
 
<br>
 
<br>
Inhabitants : [[minor races#Ghosts|ghosts]], [[minor races#Elementals|magic elementals]], [[elves#Phantom Elves|phantom elves]], dusk nymphs, [[Carnivorous_plants#Earth Mouth|earth mouths]]
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Inhabitants: [[minor races#Ghosts|ghosts]], [[minor races#Elementals|magic elementals]], [[elves#Phantom Elves|phantom elves]], dusk nymphs, [[Carnivorous_plants#Earth Mouth|earth mouths]]
  
  
This vast expanse of low and thick vegetation is plunged into a perpetual night. It's not dark magic however, as the moonlight allows a good enough visibility and the starry sky is beautiful. This anomaly has led many scientists to theorize that, while Sunfall thicket belongs to the fairy kingdom, its sky might be from another world, for totally unknown causes.
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This vast expanse of low lying, thick vegetation is in a perpetual night. It's not darkness magic that causes this perpetual night, as there is moonlight, which allows people to see decently, and there is also a beautiful starry sky. This anomaly has led many scientists to theorize that, while Sunfall thicket belongs to the fairy kingdom, its sky might be from another world, for totally unknown reasons.
  
The thicket is a great and pleaseant place for all sort of [[minor races#Ghosts|spirits]] who don't like much daylight.
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The thicket is a pleasant place for all sort of [[minor races#Ghosts|spirits]] who don't like daylight much.
  
Spirits are by no mean ''all'' agressive and dangerous but the problem is the majority of them is invisible. Humans venturing in Sunfall thicket are basically sitting ducks for the first ghost passing by and feeling a bit peckish.
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Many spirits are not aggressive and dangerous, but big problem for humans is that most spirits are invisible and so they see the dangerous ones to avoid them. Humans venturing into Sunfall thicket are basically sitting ducks for the first ghost that passes by that feels a bit peckish.
  
Moreover some spirits are clearly hostile and very dangerous. Ironically though, one of the main danger of the thicket comes from dusk lilies, a small and harmless looking flower growing in great number in the area. This rare plant however, is known in many worlds as the absolute bane of spellcasters as it sucks mana from them when nearby enough..
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Ironically though, one of the main danger of the thicket comes from dusk lilies, small and harmless looking flowers growing in great number in the area. This rare plant however, is known on many worlds as the absolute bane of spell casters as it sucks mana from them when they are close.
  
  
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Danger : <font color = #cc00cc>'''Legendary'''</font>
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Danger: <font color = #cc00cc>'''Legendary'''</font>
 
<br>
 
<br>
Inhabitants : unknown
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Inhabitants: unknown
  
Nemyra is the queen of all fairies of Felarya and a [[guardians|guardian]] as well, meaning she is a being with tremendous powers. Like one could expect, her palace is a very very mysterious place.
+
Nemyra is the queen of all the fairies of Felarya and a [[guardians|guardian]] as well, meaning she is a being with tremendous powers. Like you would expect, her palace is a very, very mysterious place.
  
Nobody ever entered Nemyra's palace without being invited. To start with, the palace is hidden somewhere in fairy kingdom and is actually tiny, not bigger than a dollhouse... To enter it you need some size-changing abilities, which means usually being a fairy. However, the inside of the palace don't match at all its exterior and this is a perfect illustration of what this place is, ruled as it is by crazy or absurd rules. Various mythical and dangerous creatures guard the place, which actually looks like more a world than a palace. Indeed, the palace in Felarya is actually just one of the numerous entrances to Nemyra's personnal universe.   
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Nobody has ever entered Nemyra's palace without being invited. To start with, the palace is hidden somewhere in the fairy kingdom and is actually tiny, no bigger than a doll house. To enter it you need some size-changing abilities, which usually means being a fairy. The inside of the palace doesn't at all match the outside, and this is just one example of the crazy and absurd rules that govern this place. Various mythical and dangerous creatures guard the place, which actually looks more like a world than a palace. Indeed, the palace in Felarya is actually just one of the numerous entrances to Nemyra's personnel universe.   
  
The place is alive and infused from the will of Nemyra herself. You don't know quite what to expect when opening a door, and intruders are in for very bad surprises everywhere : your worst fear could suddenly become alive and appear in front of you, or you could suddenly begin to age as you walk a hall, or you could enter a room only to end inside the stomach of Nemyra herself, or more simply, find yourself lost in this everchanging labyrinth...
+
The place is alive and infused with the will of Nemyra herself. You don't quite know what to expect when opening a door, and intruders are in for very bad surprises everywhere: your worst fear could suddenly become alive and appear in front of you, or you could suddenly begin to age as you walk down a hallway, or you could enter a room only to end inside the stomach of Nemyra herself, or you could simply find yourself forever lost in this ever changing labyrinth...
  
  
 
[[Category:locations]]
 
[[Category:locations]]

Revision as of 08:45, 20 December 2007

Danger: High
Sub zones: Nemyra's palace, Kortiki town, Sunfall thicket
Inhabitants: fairies, dryads, echydins, deerataurs, genies, ghosts, magic elementals


The Fairy kingdom is situated west of the map and doesn't appears on it. It's an enormous zone circled by a wide and seemingly bottomless chasm. There are several bridges and passageways that connect the kingdom to the rest of Felarya, but the best way to reach it is to travel through air. When you enter the Fairy kingdom, you somehow have the impression that you've walked into another world... or maybe a dream. The ambient light is slightly blueish, some laws of physics are altered, and the air feels.. different. The kingdom is a vast woodland teeming with fairies of all variety. It's full of magic and the sheer beauty of the place is awe-inspiring.

However, the zone is extremely dangerous as there are fairies everywhere and they are widely known on Felarya for their voracious appetite. Aside from the fairies, lot of spirits and ghosts wander the land, attracted by the magic. This is one of the great dangers of the fairy kingdom: a whole section of its predatory inhabitants are simply invisible to mortals.

This zone is full of portals and warp zones of all sorts. Most of them are of the wild type though, constantly popping in and out at random, lasting for only a couple of minutes.


Kortiki town

Danger: Low
Inhabitants: Fairies, humans, nekos, elves


The town of Kortiki is an exception in the fairy kingdom. For some reason it has been declared a neutral ground and so, even though it's a fairy town it's a relatively safe place for a human. You can still end up in the stomach of one of its fairy inhabitants but it's seen as impolite, and as long as you don't act foolishly then risk is pretty low. Some humans and nekos have been living in this safe haven for dozen of years without the slightest problem. Reaching Kortiki can be tricky though, as it is situated deep in the core of the kingdom...


Sunfall thicket

Danger: High
Inhabitants: ghosts, magic elementals, phantom elves, dusk nymphs, earth mouths


This vast expanse of low lying, thick vegetation is in a perpetual night. It's not darkness magic that causes this perpetual night, as there is moonlight, which allows people to see decently, and there is also a beautiful starry sky. This anomaly has led many scientists to theorize that, while Sunfall thicket belongs to the fairy kingdom, its sky might be from another world, for totally unknown reasons.

The thicket is a pleasant place for all sort of spirits who don't like daylight much.

Many spirits are not aggressive and dangerous, but big problem for humans is that most spirits are invisible and so they see the dangerous ones to avoid them. Humans venturing into Sunfall thicket are basically sitting ducks for the first ghost that passes by that feels a bit peckish.

Ironically though, one of the main danger of the thicket comes from dusk lilies, small and harmless looking flowers growing in great number in the area. This rare plant however, is known on many worlds as the absolute bane of spell casters as it sucks mana from them when they are close.


Nemyra's palace

Danger: Legendary
Inhabitants: unknown

Nemyra is the queen of all the fairies of Felarya and a guardian as well, meaning she is a being with tremendous powers. Like you would expect, her palace is a very, very mysterious place.

Nobody has ever entered Nemyra's palace without being invited. To start with, the palace is hidden somewhere in the fairy kingdom and is actually tiny, no bigger than a doll house. To enter it you need some size-changing abilities, which usually means being a fairy. The inside of the palace doesn't at all match the outside, and this is just one example of the crazy and absurd rules that govern this place. Various mythical and dangerous creatures guard the place, which actually looks more like a world than a palace. Indeed, the palace in Felarya is actually just one of the numerous entrances to Nemyra's personnel universe.

The place is alive and infused with the will of Nemyra herself. You don't quite know what to expect when opening a door, and intruders are in for very bad surprises everywhere: your worst fear could suddenly become alive and appear in front of you, or you could suddenly begin to age as you walk down a hallway, or you could enter a room only to end inside the stomach of Nemyra herself, or you could simply find yourself forever lost in this ever changing labyrinth...