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Felarya Guide

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Felarya Guide


Dear Traveler,
If you are reading this then you have applied for a Felarya expedition trip. To prevent any mishaps on the trip, you must follow instructions and safety rules carefully. Felarya is a hostile and unknown world, to go astray as mostly fatal. Many creatures, and plants, are very voracious and will eat you if you attract too much attention.

Dangerous Creatures:

Naga

Nagas are the mix between a snake and a human. The snake tail is where the legs would be. Male Nagas are rarely seen in Felarya as it is the females who hunt and do the most outside of the caves. Some variations of Nagas measure from 6 feet to 120 feet from head to ground. Most Nagas follow a branch of magic like elementals. The branches are Nature, Lightning, Earth, Ice, Water and Wind. There are many known types of Nagas, but the rarest of which are the Hydranagas, Diamond Nagas and the Pit Nagas.

Hydranagas

The Hydranagas have a multi-coloured tail end and three torsos. The torsos can be three completely different characteristics: Warrior, Mage and other personalities.

Diamond Naga

The Diamond Naga is very skilled in the art of Magic. Your best bet to find them would be in the mysterious Crystal Forest. Their bodies act as ‘lightning-rods’ for spells. Being able to attract or repel spells easily. With a small bit of concentration, the Naga can absorb the spell for its own power.

Pit Naga

The Pit Naga has demonic blood coursing through its veins. This makes the Naga have customary demon traits i.e. Horns, Red skin and spiked scales. They form friendships with Succubi due to their blood relationships. A special ability of a Pit Naga is Pain Reflection. Pit Nagas on Felarya very rarely come to surface, unless they are really starving, and even then, they would usually just use their pact with a succubus to be transported to their location and hunt together. Pit Nagas are dreaded by elementals and ghosts for their natural ability to see and feed on wandering spirits.


Dridders


A Dridder is like a Naga (see above) but instead of a tail, there is a spider’s body. Dridders have a natural sadistic side, which has the rest of Felarya labeled them as evil and cruel individuals. Their natural weaponry is their claws and venom, which is lethal, even in small quantities. Dridders love to forge new armor and weapons and you could see them wearing their spiked plates on their legs for extra protection. Dridders love to ambush travelers and in a group would even attack a small human town. They have two methods of feeding: normal one-bite swallowing, and the more gruesome liquidification of the internal organs to be drunk as a ‘slushie’. A long standing rivalry exists between Dridders and Nagas.  Legend foretells that one day Sineria, Queen of the dridders, will return and destroy the Nagas once and for all.

Some types of Dridder include:

Gerridis

Gerridis don't actually have the lower half of an arachnid, but in spite of this everyone classifies them as dridders anyway, which annoys them to no end. Gerridis do not get along well with their half arachnid cousins, as they are far more interested in music, dancing, and arts than honing their fighting skills. They always avoid fighting whenever possible, as their body is not well suited to it. Gerridis possess a slender and fragile frame, with delicate features that are closer to fairies than a Dridders. They are generally about twelve feet high. They have six very long and thin legs, each of which is covered in a liquid that allows them to walk on the surface of water, much like a water strider. They are extremely fast and agile when on the water, able to silently travel over large expanses of still water faster than a jet ski. These thin legs are obviously weak points as well, but a Gerridis is able grow back severed legs in a few hours, though this is very taxing on them.

Trapdoor Dridders

Sometimes referred to as leaper dridders, they are a secretive species who hide in the dark corners of Bulvon wood and the Dridder forest. They have a particular way of hunting that consists of digging themselves burrows, and standing inside, concealed behind a thin wall of some sort, usually silk with dirt, leaves, and plants glued to it. When prey is close enough to the mouth of the burrow, they leap at lightning speeds to snatch it. They also possess excellent hearing to help them locate their prey from underground and the ability to recognize each prey item by their distinctive sound and vibrations.
Trapdoors dridders have extremely strong legs to help them dig and leap. It must be noted that this allows them to jump to impressive heights or lengths as well, with no momentum needed, similar to sandfall lurkers, although to a lesser extent, as far as sandfall lurkers can jump. This means that if you avoided being caught when the creature leaped from its burrow, you are not off the hook yet.
Trapdoors dridders are often reclusive, solitary, and rather grumpy too. They don't share the hatred for Nagas that the rest of their kind has though.

Bolas Dridders

This particular species of dridders can mostly be found in Bulvon wood. They are a giant species, about 80 feet high, but unlike the rest of their kind; their venom is rather weak and rarely lethal. This makes Bolas dridders more cautious in general, less boastful and less prone to seek confrontation than their cousins. They are not fierce warriors and prefer stealth and guile over might.
Bolas dridders have an easygoing reputation and befriending them is not too hard, as long as you are not prey. They live mostly in the canopy of the giant trees where they jump from one branch to another with amazing agility. They are very skilled with their silk that they can use as a sticky lasso or as a bungee cord. It's as natural as breathing for them, and most of the time a bolas Dridder will use it without even thinking.
Bolas dridders have an original way of hunting. They stalk travelers from high above and “fish” for them with long lines of silk with sticky globules on the end. It's not uncommon for a Bolas to successfully decimate a party of travelers one by one without them ever seeing their companions disappear.

Naxyla Dridders

While not native to Felarya, due to their habit of inter-dimensional exploring they frequently find themselves passing through this world or residing here for short periods of time. Naxyla Dridders are not a natural species. They were artificially created by an advanced civilization thousands years ago on the world of Naxyla as a means of information extraction and for use in covert ops. However, with the sudden end of that civilization, the Naxyla Dridders came into being and became the planet's dominant life form. Despite their new role on the planet, their growth is still restricted by the genetic shackles placed on them countless eons ago.
Only one male is born per hundred females, considerably slowing population growth. Furthermore, female Naxyla dridders are actually created from a "Host Mother" and not born naturally. This is a humanoid prey who, rather then being consumed, is instinctively deemed to be worthy of transformation and is converted into a Dridder through a semi-lengthy process. This means that while the dridder's lower half is like a spider, the upper half is the same type as the host species. For example, if the host mother was an elf, the resulting dridder will have an upper half that is also elf. If the host mother was a cat girl, then the upper half of the resulting dridder will be a cat girl, and likewise for all humanoid species.


Succubi

Succubi can be summarized in three words: Female Sex Demon. They prey on the life-force of most creatures and can reach a height of 80ft. They can shrink to human size, but this is very rare. The one common fact that unites Succubi is the fact that they are extraordinarily beautiful. Succubi are very dangerous and deadly beings. Their alluring bodies hide their martial skills; they are good warriors and excellent spell casters. Even an average succubus is a master of her element and knows the basics of dimensional magic. Succubi are also extremely voracious, and their large magic-proof stomachs can digest just about everything. Succubi are pretty rare in Felarya. They are rather uneasy in nature, surrounded by living things, and so prefer more mineral places, such as caverns or deep underground in some dungeons and temples. Like all demons, succubi show no mercy to their enemies or to their prey. They are deceptive, prone to anger and they have a temperament that can only be described as chaotic. Only a few known Succubi can be trusted and it’s very difficult to fully earn a succubus's trust, but once you do, they usually make excellent friends, loyal to the death.

Some types of Succubi are:

Fire Succubi

Despite living in Hell constantly, fire is as damaging to succubi as it is to other creatures. The exception to this is Fire Succubi. Obviously, the temperature of a fire succubus's body is very high, though not to the point of being painful for others to touch. They love fire and heat but can also live without it for a while. Fire succubi are prone to anger and sudden fits of rage, though they are less chaotic than most other demons and hold honor and courage in high esteem. A fire succubus will also always try to keep her word.
One remarkable trait of fire succubi is their very, very long tongue. They can literally wrap it around their prey, or use it for very sensual kisses...
Fire succubi are born fire spellcasters. A newborn fire succubus already knows most of the fire spells that a human mage would know only after studying fire magic for long years.

Frost Succubi

Frost Succubi are found in the 9th circle of Hell itself. The circle is called Acheron and it is freezing cold there at all times of the year. The place is little more than a hostile frozen desert, battered by relentless slashing winds. Acheron is peculiar in that it borders on another dimension, a largely unknown and unexplored one that leads out of Hell, although no one has ever figured where. These wastelands are full of incredibly dangerous creatures that could easily attack -and devour- even an arch devil lord. Several demon kings have lost their entire army to this desert.
Thus, frost succubi and other demons in Acheron tend to regroup in huge cities. This suits the frost succubi perfectly, because they are more of an urban race anyway. They are fascinated by crowded places, full of life, commerce, intrigues and political schemes. Frost succubi are often seen as the most refined species of succubi. They deeply despise war; loving art, diplomacy and politics. Because of their love of politics, they are known to lie a lot.
It's quite hard to read a frost succubus: using others is second nature to them. However, the point of the game is to have others do their part willingly, through bribes, diplomacy, bargains or seduction, never resorting to violence... or at least never *be seen* resorting to violence. Murder is perfectly acceptable as long as you are not caught.
It's quite risky to deal with a frost succubus. They are usually very clever and know how to bend a seemingly straight-forward pact into virtually anything they desire through subtle interpretations, much like a genie.
Frost succubi have usually a bluish or purple skin. They make very powerful cold-based spellcasters.

Silver Succubi

Their name comes mostly from their long, shiny silvery hair. The way light plays on it is fascinating. Silver succubi are usually smaller than other species about 70' rather than the average 80' for other species. They have pale white skin, delicate features, and are masters over their facial expressions, able to display a look of perfect innocence in spite of overwhelming evidence to the contrary. Silver succubi are famous for this; it’s as if they were constantly wearing a mask, able to change to a new one anytime they wished. A Silver Succubi will show true expressions only to a very close friend, making them incredibly good at bluff and deception.
With their wings folded and hidden by their long hair, they could easily be mistaken for an angel, if it weren't for their goat horns. While they may look like how people typically imagine an angel, they act far differently. Silver succubi are commonly known in Hell for being naughty, obsessed by pleasure and very provocative, even by succubi standards. They never wear many clothes (or only suggestive ones like garter belts, transparent bras or even tight corsets.
They also have a very big appetite. They are ravenous, and anything that crosses their path and is small enough to be gulped down is considered food. While their stomach is smaller than other succubi's, they can't stand having it empty for very long.


Centaurs

Centaurs are not like the rumors and myths that spread throughout humans, although they are half human half horse, they can reach up to 130ft tall. They are extremely voracious and will attack without prompting. A centaur can outrun any vehicle and they are sensitive to very faint vibrations so they can track you from over a mile away. When hunting, centaurs either catch prey with their hands, or simply lean forward, mouth wide open to gobble up victims on the ground, tongue licking the ground behind them, pretty much like how horses might graze in a field.

Types of Centaurs include:

Deerataurs

Deerataurs are a rare species of centaurs found mostly in the misty glade and other magic rich zones. They are essentially centaurs with huge leafy antlers and greenish skin. Deerataurs are very close to nature and plants, though unlike dryads they don't have any sort of control over them. Deerataurs do possess, however, a strong weather-based magic that can be used to make rain fall, which makes them very appreciated by plants in general. Deerataurs also usually get along very well with dryads and are often linked to them.
Deerataurs are slightly less voracious than centaurs, as they have a sort of photosynthesis which reduces their need to feed in the normal sense of the word. However, just because they need to eat less doesn't make them any safer to be around! Deerataurs are definitely hostile to humans and will gulp one down whenever given the chance. Their special stomach can drain magic, and their digestion is magically enhanced, making the process a lot faster and less disabling for them than it is for normal centaurs.

Zebra Centaurs:

This particular race of centaurs is more refined than their primitive counterparts. They sometimes wear clothing and are generally more agile and proficient with ranged weapons. They are also smaller, between 80 and 100 feet tall.
Perhaps the strangest thing about zebra centaurs is their double personality. During the day they are pleasant creatures, rather friendly to humans (though this doesn't mean they won't gobble one up from time to time) and they sometimes escort caravans for a while just for the sake of chatting and exchanging news.
However, when the sun sets their eyes begin to glow a deep red and an aura of fear surrounds them. The nonchalant centaur then turns into a fearsome and hungry predator.

Centaur

The traditional centaur is half human and half horse. They are always about 10ft high meaning that they are dwarfs to other centaur types and creatures. Their small size can be favorable to evade large predators by disappearing into the foliage. They had an unusual amount of stamina and are able to travel at speeds of 70kph for more than a few hours. They can outrun most land predators but are tasty prey for faster, airborne predators like Angels and Harpies. They are as intelligent as most humans due to their human brain and they are also avid star watchers and will watch the skies for signs.

Dryads

Dryads are another hybrid species, this time consisting of half human and half tree. Dryads are another of the creatures that can grow over 100ft tall. Dryads share a psychic link with every other Dryad around Felarya. This psychic link allows them to communicate through sight, smell, taste and hearing. In spite of the bulkiness of the Dryad’s body, it is a serious threat to travelers. They are very voracious, carnivorous, and their arms are incredibly strong, enough so that they can crack a vehicle in half as easily as we can crack a nut. Despite their apparent bulkiness, dryads are limber, agile, and flexible, which makes their capture range a lot larger than it looks like at first glance. The only thing that Dryads are afraid of is Fire. Fire harms Dryads more than most creatures because they are made mostly of wood… and wood burns. If Nagas are known for their strong stomachs, then dryads are known for their irresistible throats: they can swallow absolutely anything that is the right size. It's a one way road though, as Dryads are unable to throw up anything they have swallowed. Dryads can impart special properties to their saliva, such as making it numb whatever it touches, heal injuries, or induce drowsiness.
Dryads are usually sweet, pleasant, and wise beings and they get along very well with the other races (those who are not prey that is). This is especially true with Faeries, Nagas and Deerataurs.

Known Variations of Dryads are:

Bramble Dryad:

This species of dryad has dark brown skin (or red if they live in the jungle of perils) and hair of the same color. Their tree part is covered by thorns, as is their human part, though to a much lesser extent. Each thorn is coated by a powerful liquid sleeping agent that can knock out a kensha beast in mere minutes. Although their thorns make them very dangerous to give surprise hugs to, a bramble dryad can retract their thorns instantly, and they usually do so when their friends are around. To do so indicates that the dryad both trusts and respects you.
They are extremely dangerous for adventurers, being able to use their roots as weapons, ripping them from the ground with great speed in even at a distance from the dryad. These roots have more than enough strength to crack a vehicle in two, and enough precision to flick your cigarette out of your mouth without touching your face. This precision comes in handy when catching running prey.
Bramble dryads share the same mental network as other dryads but tend to not use it very much, being more solitary and secretive than other species.


Shadow Dryad:

These dryads live in very dark places such as Evernight forest. Their skin is dark blue or black and their eyes are a beautiful glowing purple. They have small patches of soft lights on their body which create beautiful patterns, which they can control.
The popular belief that shadow dryads have dark, evil personality because they live in perpetual darkness is entirely false. Like most inhabitants of that zone, shadow dryads possess perfect night vision and so what they see is not a perpetual night but rather a normal forest, full of life and activity. Thus, shadow dryads have no more sinister personalities than other dryads. This is little known among regular dryads because the regular network that most dryads are on does not reach to where the shadow dryads are, and so they developed their own network.
Shadow dryads are roughly as dangerous as other dryads, except that their mouths and throats are stretchier, allowing them to swallow much larger prey than normal.


Swamp Dryad:

These dryads are usually taller than their land based counterparts, with a light brown or orange skin. They can blow a cloud of incapacitating spores which fogs the vision of their foes and makes them cough uncontrollably. Some swamp dryads have sharp leaves on their heads which can be thrown like razor blades.
In the great marshes they are particularly hard to spot because the human part is very high above the ground and is often lost in the fog that covers the swamps. Only the occasional loud noises from their stomach will give them away. While an unlucky adventurer might not be able to see the dryad through the fog, they posses piercing eyesight that allows them to see through smoke or fog without any problems.
Swamps dryads have developed a link with some of the other creatures like the Harpies and the Saurotaurans


Mycodryads:

Mycodryads are very rare and only found in some particular places that have plenty of fungus and lichen around. Mycoria forest happens to be one such place.
Mycodryads are symbiotic life forms, dryads living in harmony with the ambient fungus. Because of this they have an incredible ability to regenerate. Their plant part is not made of bark like other dryads, but is instead made of mushroom, and thus is a lot softer and easier to pierce or tear. However, should you hurt a Mycodryads, her wounds will close almost instantly, and even if you cut off one of her limbs it would regenerate in mere seconds. This rapid regeneration combined with their inability to feel pain has led to the rumor that Mycodryads are invincible. This is incorrect, but only if you use some very powerful magic.
Mycodryads are very friendly with fungi’s. Because these creatures can't speak and have a scary appearance, everyone considers them as little more than monsters. This couldn't be further from the truth, as fungi’s are actually an intelligent race, wise and philosophical.


Cactus Dryads:
Like one could figure, cactus dryads are found in desert zones and wastelands, mostly in the Akaptor desert.
They are rare and rather small compared to most dryads, only reaching heights of 70 to 80 feet, due to the lack of water. Their plant half is that of a giant cactus, and ranges from light green to dark green or brown in color. They can store vast amounts of nutrients and water for very long periods of time in their lower halves.
Their human part is usually a dark tan color and is covered in a thick carpet of cactus needles, thicker than a bramble dryad's thorns. Like bramble dryads, cactus dryads can retract these spines in the presence of friends, but can also launch them towards an enemy or attacker at a great speed. For some reason, the time magic of Akaptor desert is weaker around a cactus dryad, and some mages have theorized that the dryads are able to drain it to a certain extent.
Cactus dryads are extremely voracious because of the lack of food and water in the desert, and will rarely let prey escape. They hunt by creating very realistic mirages and unless you are familiar with the zone and know that there is no oasis there, it is highly probable that you will be fooled by the illusion. There are exceptions though, and Akaptor nomads are said to have managed to befriend some of these dryads.



Snow Dryads:

Snow dryads live mainly on snowy mountains and plateaus. Their trunks and skin are white, they have evergreen foliage, and are generally smaller than most dryads, growing to between 70 and 100 feet tall.
However, they make up for their short height with their powerful lungs. They use them mostly to suck in prey from a distance, but can also blow an enemy right off an edge, or even freeze them. They are obviously very resistant to any cold-based magic and some of them master a powerful blizzard spell that works very well when combined with their powerful air blasts.
Snow dryads mostly feed on animals, but will eat humans at the first chance they get, seeing them as a rare and sweet delicacy. Very few people ever manage to talk to a snow dryad, as it's usually impossible to even approach one without being vacuumed up and swallowed.


More creatures can and will eat you if you get too close, but no scientific research has been done. Mainly because the scientists have all been eaten.

Locations

Key:
• Very Low: A town or a special protected place.
• Low: Few places of Felarya can be labeled low danger zones but there are still some of them.
• Normal: Most of Felarya. It means a dangerous place.
• Hazardous: Vicious creatures roam the zone or it's the environment which is particularly hostile. Either way this place is riskier than normal.
• High: A zone of Felarya considered dangerous even by predators. It would be suicidal for a lone human to venture in one.
• Very High: A very dangerous zone. Often mysterious as well because nobody comes back to tell tales about it...
• Legendary: Such zones are only known through rumors and tales. Just getting there would be a great exploit, worth of being sang...






The Akaptor Desert:

Danger: Normal, Hazardous in the past
Sub zones: Buried palace, Sea of sinking sand
Inhabitants: Cactus Dryads, Sand Walkers, Desert Razias, Time Sharks, Beasts of the Past, Rock Harpies, Sandfishes, Earth Mouths, Tunneler Worms, Sand Elementals and Solar Serpents
Information: Travel in the Akaptor desert is not forbidden, but is usually suicide. If you touch the sand, you are transported back in time and are probably eaten by prehistoric reptiles. Crossing the Desert is only possible on stilts.


Ascarlin Mountains:

Danger: Normal
Sub zones: Great Ascarlin Mines, Great Diamond Mines
Inhabitants: Rock Harpies, Humans, Earth Mouths

Information: Standing as one the highest points on the map, these majestic mountains are a great place to get a view of the surrounding lands. The Ascarlin Mountains are famous for their wide variety of rocks and minerals, especially the large deposits of Ascarlin.
Ascarlin, also called Dreamstone, is an extremely rare gem, greatly sought. A single ascarlin is easily worth a dozen times that a diamond of the same size, and empires have waged wars for just a handful of them. Ascarlin is a semi-translucent teal-blue stone with red veins running through it. It's incredibly beautiful and, when socketed in magical artifacts, can increase their power tenfold.

Chidokai Forest:

Danger: Normal
Sub zones: Soral swamp
Inhabitants: Jaykay birds, Escalnai slugs, Nagas, Arboreal frogs, Tonorions, Canopy Pantaurs, Chilotaurs, Slug Girls, River Mermaids, Toxotidas, Exovoles, Dridders, Muris

Information: The Chidokai forest is a massive, thick rain-forest that spreads from the east of Negav to the southern edge of Frost Peak. It's also called "forest of the many hiding places" because the tall trees that grow here are narrow, have very dense foliage, twisted hollow trunks, and their roots form an intricate maze with lot of space between them and the ground. Actually, this "in between" zone is almost like a forest under the forest, with vegetation of its own. A tribe of nekos live in this layer. Even further down is a network of dark caves and more roots, mostly unexplored and inhabited by giant and voracious insects. In Chidokai forest, it's often hard to tell where trees end and the ground begins.
Great predators such as Nagas can have a hard time hunting here as the trees are not only dense, but also quite solid and hard to break. Dryads have much better luck, thanks to their mimicking abilities. With some magic, their wide open mouth can look just like one of the many hiding spots, safe and inviting. Chidokai dryads have become master at doing this.


Chordoni Waterfalls:

Danger: Normal
Sub zones: Chordoni river.
Inhabitants: Naga, Arboreal frogs, Rock Harpies, Starkala Bugs

Information: The Chordoni waterfalls are situated in a thin band between the Forest of Whispers and deeper Felarya. Here the lush forest of whispers gives way to a damp network of thick, low vegetation, teeming with life. The sky is full of birds of every size and color, and the air is filled with the sweet aroma of the many fruits that grow here.
The waterfalls themselves are huge, even for a Naga. For a human, their size is incomprehensible. The water plunges from an enormous height and crashes in to the lake bellow, creating a perpetual light fog of droplets.
Their origin is an absolute mystery. The water seems to come directly from the rock but there is no nearby river, even underground, that anyone has been able to detect. Some scientists have theorized that the water actually comes from another world, through a portal encased in the stone.

Dark Claw Reef

Very High to Legendary
Inhabitants: unknown

Information: Dark Claw Reef is located in a deep trench, several thousand meters below the underwater city of Ryzelm’oire. Even for those native to the ocean depths, descending there is extremely dangerous without magic or other types of protection. The pressure is incredible, and capable of crushing unprepared creatures in an instant.
The name of Dark Claw Reef comes from a large rock shaped like a giant hand jutting out of the bottom of the trench, with jagged, pointy fingers reaching towards the surface. It exists in absolute darkness and not even the faintest glimmer of light reaches this far down. Thus, most creatures who live here have completely adapted to life in perpetual darkness. Dark Claw Reef is a perilous place, even for aquatic giant predators. No matter your size, when descending into the trench, it is possible to be attacked and swallowed before you even realize what happened! The danger level of the zone escalates dramatically the further down one gets.
To actually make it all the way to the bottom and return is practically a legendary feat. Most Chlaenas and Cecaelias who foolishly attempt to do so on a dare are simply never heard from again. There are tremendous creatures living in the trench that have evolved specifically to hunt prey in the dark, and blend into the abyss so perfectly they might as well be invisible. Many of them are great enough in size to swallow an entire submarine in a single gulp, let alone an errant mermaid who has the misfortune to cross their path!


Deeper Felarya:

Danger: Hazardous
Inhabitants: Dryads, Dimensional Dragons, Canopy Fairies, Nagas, Archmantises, Dimensional Trappers, Vortex Tigers, Flying Squids, Eisners, Canopy Pantaurs, Hydra Tree and Mumansis.

Information: The trees of Deeper Felarya are truly gigantic, with immense trunks that dwarf the surrounding plants and stretch majestically toward the sky, rising to unimaginable heights. Their leaves have a bluish tint to them, which creates a natural blue vault, bathing the entire area in an aquatic light. These large trees have equally large spaces between them that are blanketed with a wide variety of flowers. Many small rivers runs across this area, their gentle burbling making this forest an enchanting place that could be a paradise, if only it wasn't so dangerous...

Dridder Forest:

Danger: Hazardous
Inhabitants: Dridders, Trapdoor Dridders, Bolas dridders, Chilotaurs, Earth Mouths, Tonorions, Titan Chameleons, Podmaws, Sack Vines, Doormat Plants, Gloomlotus, Umbras, Terror Hyenas.

Information: A vast and very ancient forest, south of Negav city and the Ascarlin Mountains, and west of Chidokai forest. As its name suggests, it's now home to several large tribes of dridders.
Many great trees in this area have white trunks and seem to be petrified, as if some unseen force was literally sucking the life from them. The tree limbs and canopy are thick with webs, obscuring what little light makes its way through the tree tops. As such, the forest is a very dark place, which adds to its gloomy atmosphere. The forest borders a swamp on its eastern edge, which causes the ground to become moldy and uneven, and the air humid and oppressing in that zone. It should be noted that this area has the smallest concentration of dridders, as they prefer to dwell underground and the damp soil makes tunneling nearly impossible.

Evernight Forest:
Danger: Hazardous
Sub zones: Tenebra maze
Inhabitants: Abyssal Slugs, Shadow fishes, Glophorbias, Shadow Dryads, Night Anemones, Lightseekers, Flash Medusas, Dusk Nymphs, Banshees

Information: The trees here have foliage so thick that it plunges the entire area into perpetual darkness. When you enter this zone you wonder whether it's a forest or a cavern... The only sources of light are the glowing vegetation and some very rare and dazzling spots where sunlight manages to breach the forest canopy. Very strange creatures roam this zone and some of the basic laws of physics seem to be altered, making the fauna here especially unpredictable.
Any adventurers who wishes to travel through this forest will need some means of seeing in the dark, such as night vision or infrared goggles; otherwise they won't even see what eats them...


Fairy Kingdom:

Danger: High
Sub zones: Nemyra's palace, Kortiki town, Sunfall thicket
Inhabitants: Fairies, Dryads, Echydins, Deerataurs, Genies, Ghosts, Magic Elementals

Information: The fairy kingdom is situated west of the map and doesn't appear 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 have the impression that you've somehow walked into another world... or maybe a dream. The ambient light is slightly bluish, some of the laws of physics are altered, and the air feels... different. The kingdom is vast woodland teeming with fairies of all varieties. 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, lots of spirits and ghosts wander the land, attracted by the magic. This is one of the great dangers of the fairy kingdom: a whole segment of its predatory inhabitants are simply invisible to mortals.

Fairy Pond:
Danger: Hazardous
Inhabitants: Fairies, Dryads, Echydins, Doormat plants, Mermaids

Information: The fairy pond is one of the wonders of Felarya. The ground is covered by bluish grass and beautiful flowers, and the air is filled with their intense aroma. The pond itself is of the purest water and the sound of the nearby waterfall is relaxing. This place is truly enchanting and you could loose yourself in contemplation for hours.
However, the water is magically enhanced in more than one way. One of the magical enchantments is of purity, as the water stays totally pure. If you were covered in mud and took a bath here, the water wouldn't become even the slightest bit murkier, nor would it become even a tiny bit less clean. Another magical enchantment is an enchantment against drowning, which has been in place since a day long since past when a mournful fairy enchantress cast the enchantment over the waters to ensure no one else would ever drown in it like her daughter had. The last and most interesting enchantment is an enchantment of size changing. The waters of the pond will instantly shrink any Human or Neko who touches it to a height of three inches... providing an easy and quickly replenishing source of food for the numerous Fairies that dwell here.

Floating Field:

Danger: Special
Inhabitants: Various

Information: In Felarya there are times when the tearing of the dimensions caused by the vanishing lands leaves permanent scars upon the land. Sometimes the scars aren't visible, yet they still have an effect. One such instance is the cause of the Floating field, the name not referring to any grass, but instead to the unstable gravity there. It is the result of a brief but destructive warp shift in which a section of space was shifted inside the gravitational field of Felarya.
Normally this would have resulted in a gravitational shock wave as the forces balanced, but in this case the rift, though not physically accessible, has never fully closed. As a result the zero g field remains, drifting slowly throughout the world of Felarya. Measuring several square kilometers in size, anyone entering this zone becomes weightless, a side effect of the conflicting gravities from Felarya and the rift. People find moving in the field to be much more difficult unless they move by leaping, or fly like Harpies, who find the field to be an ideal hunting ground. Nagas however avoid the zone like the plague, as their movement relies on gravity holding them to the ground. When they enter the zone they find themselves practically immobile unless they use their hands to claw themselves along.

Forest of Whispers
Danger: Normal
Sub zones: Great hive, Lataran temple
Inhabitants: Fairies, Kensha Beasts, Echydins, Doormat Plants, Dryads, Tonorions, Starkala Bugs, Noghdongs, Glouteux, Duikers and Mumansis

Information: The Forest of Whispers is situated east of the Fairy Kingdom and is home to various tribes of Fairies. It's by their actions that this zone has been named "The Forest of Whispers". You see, being as mischievous as they are, the fairies often stalk anyone who enters it, whether they want to devour them or not. It's not long, however, before the fairies become so giddy that they begin to whisper amongst themselves, whether it's about how they plan to toy with their prey, or just joking and gossiping. Because the canopy is very thick a natural vault is created which reflects and reverberates every noise, making the forest itself seem to whisper.
Understandably this tends to makes adventurers very nervous. Imagine listening to two unseen fairies pondering if they should swallow you head first or feet first...

Frost Peak
Danger: Normal
Sub zones: Miratan military base
Inhabitants: Ice Kensha beasts, Ice Wyrms, Snow Dryads, Snow Tigers and Lermenins

Information: Frost Peak is a seven thousand foot tall mountain, standing in the middle of a smaller mountain range to the south of the great marshes.
The summit of Frost Peak is constantly battered by fierce sub zero winds strong enough to knock a traveler from a cliff. The upper two thirds of the mountain are covered with ice and snow, making the surface extremely slick and hiding treacherous crevasses, caves, and, of course, predators. From snow dryads to the dreaded ice wyrms, most of the inhabitants of Frost peak see humans as a sweet and all too rare delicacy.


Giant Tree:

Danger: Normal
Sub zones: Bulvon wood, the Bach
Inhabitants: Nagas, Kensha Beasts, Noghdongs, Podmaws, Arboreal frogs, Starkala Bugs, Shadow Fishes, Abyssal Slugs, Canopy Pantaurs

Information: The giant tree deserves its name, for it is truly gigantic. It is a single tree larger than many forests, so large that you could build towns and castles on its thickest branches. Because of the trees dense foliage and immense size there is a zone of perpetual night around the base of the tree. This has resulted in the evolution of strange and interesting flora that glow, much like what you can find in Evernight Forest, and some really strange creatures dwell here.
This area is dangerous. One of the most notable dangers is that the tree is the home of two giant Nagas: Crisis and Anna. The former is a well known predator, dreaded for her great appetite for humans; the latter, a well known grouch.


Great Marshes:
Danger: Hazardous
Sub zones: Mycoria forest, Misty mire
Inhabitants: Silvers Scorpions, Fog Butterflies, Saurotaurans, Swamp Dryads, Giant Mud Slugs, Stormseeker, Gorudan Behemoths, Nagas, Dridders, Gerridis, Harpies, Earth Mouths, Giant Marsh Vipers, Liethins, Water Leapers

Information: This vast murky swamp sprawls out to the southeast of the map. This place is called Ixtapalapa: the "second sky" in an ancient language, but that name doesn't sound much like the name of a swamp though, so everyone simply calls it the "great marshes". The "second sky" moniker comes from the perpetual, impenetrable low blanket of fog that looms over the land, forming a natural ceiling. While the visibility is mostly normal up to a dozen feet from the ground, the slowly moving mass maintains an eerie, menacing atmosphere and muffles sounds. It also provides excellent cover for the various predators that lurk above it, able to see through the fog with their piercing eyesight.

Great Rocky Fields
Danger: Normal
Sub zones : Sandfall maze, Orelosk plateau
Inhabitants : Storm Manticores, Greater Stormseekers, Centaurs, Zebra Centaurs, Blue Sphinxes, Rock Harpies, humans, Lightning Elementals, Storm sprites

Information: A huge zone in the southwest side of the map, past the Lake of Illusions.
These rocky plains stretch as far as the eyes can see. The grass is of an interesting tone of greenish blue, trees are huge but scarce. Frequent and very powerful storms rocks the sky. Most of the inhabitants of this place possess a natural resistance to lightning.
Predators are much less concentrated here than in other part of Felarya, yet it's still a dangerous place as there is few ways to hide and take cover. A lot of avian predators such as Harpies, Sphinxes or Manticores take advantage of that to stoop and snatch adventurers away. These fields are also home of a large number of giant Centaurs who can easily outrun any vehicle and can sense a prey dozens of miles away. The powerful tremor they produce when they gallop is frightening.


Grove of Carnivorous Plants

Danger: Hazardous
Inhabitants: Dryads, Bramble Dryads, Podmaws, Sack Vines, Doormat Plants, Poisonous creepers, Giant Pitchers, Earth Mouths, Titan Chameleons, Tonorions, Steam Scorpions

Information: There is one main rule in this place that you must follow for your own safety: don't run! This lush maze is filled with natural traps set by a wide variety of carnivorous plants. A careless misstep will trigger them and result in being promptly eaten. The air is extremely hot and damp, to the point that you cannot even start a fire here. This heat and moisture also makes this maze a paradise for insects, and their presence makes this zone even more uncomfortable and dangerous.
Adventurers who travel here have disturbing feeling of being watched at all times, and in a sense they are. Watch flowers grow in abundance here, and these peculiar sunflower-like plants always turn themselves toward the nearest potential prey. Even if these flowers are harmless in and of themselves, it's rather unsettling when they turn toward you. Some legends say that they are the eyes of the Dryads, but this is incorrect.
The whole zone forms an intricate labyrinth that seems to be alive and carnivorous itself. Great tentacles sweep the path randomly, and cavernous maws yawn open suddenly and without warning on the ground. If you turn back, you'll often see that the surroundings has changed, such as a natural wall appearing behind you that wasn't there a few seconds ago... The dryads of the grove often use their magic and control over vegetation to play such tricks and "guide" their prey toward them.

Jewel River

Danger: Normal
Sub zones: Underwater crystal caves
Inhabitants: Mermaids, Dryads, Fairies, Silver Mycorpes, Royal Pelicans, Pearl Anemones, Toxotidas, Exovoles, Jewel Fishes, Nagas, Opal Mingos, and Noghdongs

Information: A huge river so large that only a fourth of it is shown on the map, and so wide that you can barely see the other side when you stand on the shore. Like its name says, it is filled with treasure. The riverbed is literally covered with jewels and gems. For mysterious reasons, there never seems to be any less of them, no matter how much greedy treasure hunters take. The river has also plenty of jewel fish, a usually legendary creature whose skin is worth more than diamonds on some worlds. The river and its surroundings are home to a wide range of colorful, shimmering fauna. Of course, although they may be very beautiful, the fauna here are no less dangerous, nor any less gluttonous than in the rest of Felarya...


Jungle Bowl
Danger: Very Low
Sub zones: Mountain labyrinth
Population: Humans, Dryad

Information: A vanishing land that didn't vanish...
The once proud and majestic mountain that stood here switched places with a piece of land from another world: a massive granite bowl filled with the gentle plains of a flourishing farmland. Over time it has been absorbed into Felarya, although it still remains oddly separate because of its location between the Frost Peaks and the Great Marshes. Its home to many humans and a Dryad named Cypress. Unlike almost all other places where humans and dryads coexist, this place is very serene and peaceful. It's one of the rare safe havens in Felarya where you do not run the risk of being eaten.

Jungle of Perils

Danger: High
Sub zones: Crimson woods
Inhabitants: Demon Harpies, Bramble Dryads, Land Urchins, Scarlet Elves, Crimson Fairies, Stormseekers, Bloodclaw Apes, Clobbersaurus

Information: When you enter the Jungle of perils, you immediately know it: all the vegetation is bright red in color as are most of its inhabitants. This jungle is probably one of the few places in universe where you can find so many different tones of red. For an adventurer, suddenly seeing this scarlet wall stretching forever in all directions is very confusing, almost to the point of putting one into a daze. It usually takes days to get used to the sheer redness of it.
Very aggressive creatures roam here and they are far more concentrated than in the rest of Felarya. The jungle of peril is literally brimming with predators, leading to much harsher natural selection than normal. Attacks here are always very swift, coming from the land, the air and even underground, and the attacks themselves are magical, physical or both.
Surviving here is all but impossible for normal humans. The rare adventurers who dare walk through this jungle usually have a brutally short trek, finding themselves swallowed without ever seeing what is eating them.

Lake of Illusions

Danger: Normal
Sub zones: Temple of Aureusrana
Inhabitants: Thaniathan, Water Sprites, Water Elementals, Azure Frogs, Rainbow Mantas, Cecaelias, Demi-Chimeras

Information: A strange, misty lake who's waters are unusually calm. The water looks like a mirror at first glance, reflecting the image of the light mist and making it very difficult to see beneath the surface. The mist is magical and attunes with any creature in the area. Once attuned with a creature it then forms an illusion of what the creature wants the most on the island that is at the center of the lake. Because of the mist it's almost impossible to see that the illusion is really an illusion, unless it tries to interact with something real. Even then the victim has to realize that there was no interaction where there should have been, which is difficult.

Lamina

Danger: Hazardous
Sub zones: Ivokan Savanna
Inhabitants: Humans, Nekos, Mants, Desert Nagas, Stone Sphinxes, Blue Sphinxes, Lamina Harpies, Cockatrices, Panmodos and Sand Coyotes.

Information: West of the Akaptor desert and the Ivokan savanna lies a huge mountainous region called Lamina. It can be seen from the savanna, sprawling in the distance, and stretching out farther than the eye can see. Inside this mountainous formation are multiple pathways that theoretically allow travelers to cross. Some of them lead to caves of various sizes, and sometimes to a whole subterranean network. Most adventurers come to Lamina to seek the extremely valuable gems and metals found only here.
It's a very hard place to live, both for predator and prey, and is often considered a natural barrier. Indeed, the paths form an intricate labyrinth, not unlike Sandfall maze, and frequent rock slides can suddenly block the way. The paths are very confusing, some of them leading to dead ends, and some just going on seemingly forever, making many twists and turns that could send an adventurer around in circles. Worse yet, the climate in this region is unforgivably hot, and Lamina is also saturated by weird radiation that weakens the effect of any magic here, including the effects of the Felaryan soil. Thus inhabitants of Lamina are more prone to die of injuries than in most other parts of
Felarya.

Miragia Forest

Danger: Hazardous
Inhabitants: Varies
Common inhabitants: Mirror Birds, Dryads, Dimensional Trappers, Vortex Tigers, Duplicator Geckos, Torkudas, Blinking Flowers and Planar Moles

Information: A very dimensionally unstable forest on the banks of the Jewel River, north east of Ur-Sagol. Seemingly more dimensionally unstable than the rest of Felarya, this forest is full of vanishing lands and plot holes.
Very little is known about the reasons behind this zone's instability, but some legends tell of an ancient duel fought here between the guardian Mercreti and a very powerful spell caster, the current condition of this zone being a direct result of the tremendous arcane forces unleashed in that battle.
The fauna varies a lot from one day to the next. Most of the creatures come from the multitude of vanishing lands that connect here, and thus are generally a lot less dangerous than the creatures that inhabit the rest of Felarya. However, some powerful dimensional predators dwell here as well, unaffected by the ambient chaos.


Mist Ocean
Danger: Hazardous
Inhabitants: Blue Sphinxes, Lightning Elementals, Air Elementals, Fog Elementals, Storm Sprites, Earth Mouths, Stone Snails, Ouraghins and Mist Clematis.

Information: This immense zone is actually not an ocean, but a perpetually fog-covered plain next to the great rocky fields. The ground is blanketed with thick grass, taller than a human, and is battered by storms and extremely powerful cyclonic winds, with some gusts violent enough to carry away a person. The deafening noise produced when the waves strike the vegetation sounds like ocean waves crashing on the shore.
Like in the misty glade, the fog here is magical and has a few strange properties. The most remarkable one being that it remains unaffected by the wind and even offers slight protection against it when thick enough. This is a blessing for light creatures such as humans, whose best bet is to stick close to the ground, where the vegetation offers shelter and where the mist is the thickest. However, the mist also tends to saturate the wind with magic and sometimes change its direction, creating zones of turbulence that can turn into magical tornadoes, a rare but very deadly phenomenon.


Misty Glade

Danger: Normal
Sub zones : Milkadis temple
Inhabitants: Echydins, Doormat Plants, Dryads, Mist Elves, Mist Fairies, Fog Butterflies, Deerataurs, Ostraliks, Blue Collared Cockatrices, Edgar Dragons

Information: This mysterious zone is perpetually covered in a thick mist. Because the whole area is saturated with magic, the fog of the glade takes many forms: sometimes illusions, sometimes the mist is slightly colored; sometimes the mist will compact itself so much that it looks and acts more like floating water. When the mist is in this form it's even possible to swim (or drown) in it, and some fishes can be spotted there!
You don't really know what to expect in this zone, as it changes wildly from one day to another. This variability combines with the poor visibility to make this zone much more dangerous than it would otherwise be. In certain parts of the glade the mist itself seems living. It can suddenly muffle sounds, or echo them. Its temperature can fluctuate drastically, and it can go from almost clear to completely opaque in moments... all in ways that don't seem very random. Less known is the fact that the mist can convey basic information to creatures that can read it. For example, when a human enters the glade some inhabitants will be quickly informed of his looks and even his taste...

Mysterious Temple

Danger: Normal
Sub zones: Anko bridge, Tomb of Alcazath
Inhabitants: Shrynes, Salamanders, Labrisomes, Ibiantes, Swallower Walls, Undead Cerberus

Information: This strange temple is divided in to two parts. The first floor is a maze filled with traps and puzzles, and patrolled by hungry monsters. It leads to a treasure chamber which seems, for reasons unknown, to refill itself naturally after having been ransacked.
The room is guarded by Xarmaroch, a very powerful undead Cerberus. However, for various reasons, he makes a poor guardian. Overall, while still dangerous, this place is fairly easy for a seasoned adventurer team. Many adventurers boast afterwards about their exploits and how they managed to grab the booty, giving the temple a reputation of being rather easy by Felaryan standards.
However this floor is actually a decoy. A well hidden secret passage leads in to the lower parts of the temple, to the tomb of Alcazath. Like one would figure, this new area is infinitely more dangerous.


Negav City
Danger: Very Low
Sub zones: neko village
Inhabitants: Humans, Nekos

Information: To the Humans living on Felarya, Negav City is more or less their current capital. An oddity in the wilds, so far Negav city has withstood whatever dangers the jungle have thrown at it. It has been partially destroyed, rebuilt, conquered, flooded, and struck by fire, but it's still here. While most human settlements in Felarya are hidden or discrete, Negav boldly shows itself, like a challenge to the face of Felarya and its voracious inhabitants.
Due to its perceived invincibility, Negav serves as a crossroads and oasis to the many would-be travelers, adventurers, mages, and traders that find themselves on Felarya. The nearby Ascarlin mine has caused the city to rapidly grow, covering over 90 square miles. An important community of Nekos live there as well as humanoid species from many worlds. Typically, the only predator you will find in this city is of the criminal type.

Pyrale Mountains
Danger: Hazardous
Sub zones: Mont Vylkren, hot springs
Inhabitants: Lava elementals, Fire succubi, Silver succubi, Cryoks, Platinum Armadillos, Carbon Hounds

Information: The Pyrale mountains is a huge volcanic region far east of the map, sprawling past the great marshes and farther south. Its most noticeable feature is the cobalt blue stone that compose most of it. The mountains are rather hard to travel and many of its trails are steep with frequent landslides and many chasms and rivers of lava to cross. The mountains are very rich in minerals, metals and gems unique to Felarya, and a complex mining network sprawls underground.
For unknown reasons, the soil of the whole region is affected by very strong geomagnetic disturbances and most standard machinery will immediately malfunction when entering the zone. Sometimes a wall of blue stone will suddenly temporarily becomes a magnet, attracting or repelling metals. People clad in metallic armor will randomly find themselves extremely heavy, pinned in one place until they get rid of their gear, or they will fly to find themselves stuck to a wall, sometimes from a long distance. Or they could be sent flying upward, leaving them vulnerable to avian predators.


Topazial Sea

Danger: Hazardous
Sub zones: Reef of Ryzelm , Threnos island, Vacation island, underwater city, merfolk city, Iceclad sea
Inhabitants: Volasaurus, Alguanes, Flying Whales, Mermaids, Leviathan Mermaids, Royal Mermaids, Estuarine Mermaids, Ichthys, Seagull Harpies, Bejeweled Serpents, Gulper Eels, Arthronodes, Airgles, Humans, Chlaenas, Cecaelias

Information: The Topazial Sea is a vast expanse of water that lies east of the "main" continent, the "main continent" being the one that has the Giant tree on it. It's truly immense and most of its eastern and northern reaches have never been mapped. Very few sailors have crossed this sea because of its dangers, but those who have, and survived, speak of another continent beyond it, even richer and more exotic than the "main" one. The vastness of the Topazial Sea is punctuated with many small isolated islands, and most of the activity that occurs in the sea occurs around them. Each of these islands is a world unto itself with its own rules and its own particularities.
The sea is also legendary for its seabed, littered with gems, and its healthy and extremely refreshing air. The Topazial Sea is very dangerous however, with many aquatic predators of all sorts roaming it, who don't hesitate to attack even large ships. It's also, like one would expect, the home of giant mermaids, and some of them can become truly gigantic. The biggest of them all, the legendary Leviathan, is living proof that there is always a bigger fish.

Ur-Sagol

Danger: Normal
Sub zones: Great dimensional gate
Inhabitants: Kensha Beasts, Nagas, and Podmaws

A ruined, ancient city, once safe and prosperous. Over time, Ur-Sagol became a large and mighty metropolis, well known on several worlds for its powerful mages and its great gathering of Felaryan artifacts and treasures.
The true reason for the city's destruction is unclear and probably lost in the sands of time, as it occurred, according to some scriptures, some 2000 years ago. However, it is widely believed that the city became too big and expansionistic for its own good, and drew the attention of a guardian. Which guardian is unknown, but the destruction of the city was spectacular and fast. Strangely, the jungles surrounding the ruins have been slow to reclaim the land, leading many to believe that the land has been cursed as well.
Ur-Sagol has since become a ominous warning to every Felarya city, often used to dissuade expansionistic leaders.
Despite its sinister reputation, the existence of the dimensional gate on the outskirts of the city means a fair amount of traffic still passes through it. This place is dangerous though. Not only do Felaryan predators often come here seeking fresh prey from other worlds, but also many bandits and thieves lurk in the ruins, robbing the newcomers and trade caravans headed to and from the gate.


For the expedition, we have set a portal to transport you to the Jungle Bowl, or Negav City, one of the only two places that have a danger rating of Very Low.



Currency

Currency is very rare is most areas of Felarya except in towns and villages and escorts through the Jungle and Forests. Items also can be used to trade and barter with sentient creatures like the Dridder called Violet. Violet has spared Humans because they have exotic materials of cloth or other garment associated wear. One material Violet is particularly interested in is Velcro because of the texture. She doesn’t wear it but she admires it anyway. Humans normally use Earth currency at the cities and gems in other places.

1 Dollar is One Topaz
5 Dollars is Five Topazes
10 Dollars is One Sapphire
20 Dollars is One Emerald
50 Dollars is One Ruby
100 Dollars is One Amethyst
1000 Dollars is One Aquamarine
10,000 Dollars is One Diamond
100,000 + Dollars is One Dreamstone
Equipment

To travel in Felarya you need the following items:

• Lots of money (to spend on expendable people)
• Large weapons to ward off Giant Creatures (rocket launchers, 50 cal. Guns)
• Lots of interesting and captivating stories to tell
• A large transport vehicle
• Various types of materials
• Personal Firearms
• This Pamphlet (obviously)

Characters on Map

Nagas

Vivian: Beautiful but lazy Naga that seduces prey to come to her.

Crisis: Legendary Naga known for her huge and expansive prey roster.

Anna: Was human, but now Naga. Human personality mainly dominant, but sometimes gives way to Naga personality.

Terra: Calm and peaceful Naga that lives in Chidokai Forest. Although she eats like normal Nagas, she grows plants as well. Rin lives under Terra’s care.

Rin: Ice Naga that lives with Humans because her mother died when she was an infant. She could maybe be the only Naga that has not eaten a human…yet.

Mermaids

Anko: Lives near Anko’s Bridge and eats people on her bridge. Short attention span means she travels so you may see her away from her bridge.

Dryads

Drayla:  She guards and lives next to the Fairy Pond, she likes to eat people without thought and she doesn’t tease them at all.


Other Helpful Advice

Felarya is a dangerous and unpredictable place.

Most creatures will eat you if they get the chance.

If a predator is talking to you and you hear ITS stomach growl in hunger. Sit on the floor and wait to be eaten, it doesn’t matter if you run, you’ll get eaten anyway.

Some creatures have magic that can disable your literal army.

Nekos are feline humanoids and will not attack humans.

You are prey to literally every creature in Felarya.

If your companions start to disappear then a creature is attacking, they have not gone to the bathroom.

Most of Felarya is undiscovered because travelers die or are eaten so often.

Saving a Locals life will guarantee their friendship and loyalty.

Nagas and Dridders do not get on well.

Do not step on or in a Giant Slug Girls trail.

Bullets feel like mosquito bites to giant creatures. Only a rocket will do.

Don’t struggle.

Fairies can make you shrink.

That noise was not your imagination.

If you see something, tell someone.

Always take a friend wherever you go. That way when you get chased, you only have to outrun your friend. Unless there are two of them, then you are screwed.

Always look everywhere.

Most creatures are women, and nude. Don’t stare.

And the most important piece of advice is:

RUN!


Thank you for picking up a copy of the 2009 Felarya Guide Book.
This is a very large project I have been working on for two weeks now. If copied into word, it would be 24 pages long.It is a brochure to the traveller on what, who and where is in Felarya.

Felarya belongs to :iconkarbo:

Information is taken from the Felarya Wiki

If you've read the whole thing then...
© 2008 - 2024 solidness
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geo-goatson's avatar

Felarya is so....big! How do you even begin to get into it?