recursal/Fanatic-Fandom huggingface dataset:
Stone Sphinxes

A species of sphinxes living in the Lamina mountain region.  They are usually 80 feet tall from head to ground.  Their appearance is basically the same as a regular sphinx, but their fur, skin, hair, and eye color are darker, usually black or brown.  They also give off the distinct smell of wet stone.  Stone sphinxes are solitary creatures, dwelling in the various caves of the Lamina region. One of their most remarkable abilities is that they can turn themselves into stone statues at will.  While in statue form they absorb nutrients from the ground in order to quell their appetite.  Their metabolism in statue form is extremely slow, in order to conserve energy, and their bodies also become incredibly tough and utterly immune to non-acidic poisons and venoms.  Stone sphinxes in statue form are completely aware of their surroundings, and can be considered to be in suspended animation. Stone sphinxes are the least voracious species of their kind, only needing to hunt once per year.  They spend most of their time in statue form, absorbing nutrients from the ground to stay healthy.  However, if prey comes near them, they have the habit of suddenly breaking out of statue form, gobbling up the prey, and then returning to their previous state, as if nothing had happened.  Stone sphinxes are obviously very patient creatures, and have the curious, and sometimes unnerving, trait of speaking very slowly.

* Credits goes to Daimo for the stone sphinxes idea.
Angels

File:Angelblushwiki.jpg
Probably the best known type of Ceiciels, angels are supernatural beings with the body of a human, adorned by feathered wings. They are extraordinarily beautiful with delicate features, and are universally portrayed as being kindhearted, loyal, friendly, powerful, endowed with great wisdom, and having a legendary protective healing magic. In reality these traits and abilities vary a lot from one species to another, as does their size.  There are actually many different kinds of angels, including solaros, archangels, and cherubs... and some of them are not nearly as gentle as people think.  Angels radiate an aura that reflects their mood.  For example, a sad angel in a city would make the entire neighborhood surrounding them sad as well. They are also good at quickly understanding the emotions of others, able to sense when a friend is in distress or if someone is lying to them.

Angels are natural enemies and rivals of succubi, although there hasn't been any major fighting between the two since the cease-fire that ended the Tenebris War between Heaven and Hell, a war that took place ages ago and nearly led to the ruin of both sides, as described in the book *Theory on the Nature of Hell and Heaven* by the archmage Talbeln Veridimus.

Angels are very rare in Felarya.  While some of them are human-sized and live among humans in cities, often serving as renowned healers, many angels coming to Felarya appear to be of a giant size. Serious caution is advised when encountering them. Angels rarely leave heaven at all without a good reason, and of all worlds, Felarya is a very unlikely destination for them, unless they have and idea in the back of their mind. Indeed, on some occasions an angel  will get to taste damned souls en route to the hell gates, sometimes offered by a sneaky succubus from the other side, and sometimes they discover they enjoy the taste.  Those angels might try at first to discretely eat only other damned souls, and a few will just stop at that, but the majority find they want to eat more... and Felarya is the perfect place to fulfill their needs, far from the eyes of any watcher. Thus, an adventurer suddenly coming across the rare and splendid sight of an angel in the Felaryan jungle may be in for a very unpleasant surprise: being on the menu!  Angels will often apologize to their prey before swallowing it, in order to  cheer it up. Needless to say this make little difference in the end as their stomach is just as bad a place to end up as a succubus's. The fact that angels are sometimes predators is a little known fact, as they try to remain as discrete as possible, sometimes using magic like invisibility or directly teleporting their prey in to their stomach to help conceal their actions, all the while keeping a straight, albeit blushing, face. Who could ever suspect such pure, innocent creatures anyway?

=== Known Angels ===
\*Chloé

* Markie

==Angels Sub-species ==
\***Purifier and defiler Angels**

* **Revadas**

* **Archangels**

* **Diranis**

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Lamina Harpies

These harpies can only be found in the Lamina mountains and are one of the smaller species of giant harpies in Felarya, being only about 70 feet tall.  Their appearance is similar to normal harpies, except that their feathers and human hair are usually jet black or dark brown in color, and their claws are bright red and extremely sharp. Their human skin tends towards darker tones than other harpies. Lamina harpies are excellent fliers, and very few other species can match their speed, agility, and grace when it comes to flight. Their small and lithe bodies allow them to perform aerial acrobatic maneuvers with the utmost of ease. Lamina harpies, however, are one of the more cocky and arrogant species of harpies, and they have a large amount of pride in their aerial abilities. They are fearsome fighters and the sharpness of their claws, combined with their speed, makes them incredibly dangerous. They usually travel in groups of four, and when in battle, they perform high-speed strikes at near blinding speeds, fast enough that most of the time their opponents can't keep up with their movements. Lamina harpies are very social creatures and like to have an audience. They will even do little aerial shows for adventurers before they swoop down to gobble them up.

While they do eat humanoids, they primarily eat the fruits that grow on the shrubs at the higher altitudes of Lamina. These fruits provide tons of energy and are very healthy as well. In fact, some Lamina harpies enjoy these fruits even more than they enjoy a nice little human.  When the storm season comes, they move down to lower altitudes and switch their diet from fruit to the animals in the region.  Humans are more prone to being eaten when the storm season comes.

* Credits goes to Daimo for the Lamina harpies idea.
Frost Succubi

Frost succubi are mostly found in the frost plane of Hell called Acheron. They have usually a blueish or purpleish pale skin and are very powerful cold-based spellcasters. Their realm of Acheron is a very hostile frozen desert, dangerous to all creatures, even demons.

Thus, frost succubi and other demons in Acheron tend to group together 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, despising war and preferring art and diplomacy. They form a manipulative and devious species, very hard to read. Skilled schemers, they seem to possess an innate aptitude for making long-term plans, carefully weighting their options, and anticipating every possible future development in a given situation. Lying, seducing, and using others is second nature to them, making them skillful politicians. 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 \*being seen\* resorting to violence. Murder is perfectly acceptable as long as you are not caught, but there is nothing a frost succubus loves more than achieving her goal in a perfectly legal manner, including having her snack walk right down in to her maw because they were tricked by a contract in to doing so. The code of laws of Acheron itself is something incredibly twisted, complex, cold, and sometimes absurd, which a mortal could spend their entire life studying before grasping only the basics. It's no wonder one of the favorite recreational activites of frost succubi is the Frost Gate, a game with tortuous and changing rules, requiring a lot of wit and a very quick mind.

Making a deal with a frost succubus is a very risky business, as most of them are very clever and know how to bend a seemingly straight-forward pact into virtually anything they desire through subtle interpretations, much like a genie. They adore putting little traps, backdoors, provisions that can be interpreted in multiple ways, and clauses in fine print to gain every little advantage they can. It must be noted that, most often, when a frost succubus writes a contract with a human, she will put a explicit clause in plain sight allowing her to eat the human under certain circumstances. The motivation behind it varies, though; sometimes it's only as a custom, or to add some thrill to the deal...

=== Known Frost Succubi ===
\*Arale
Lord Mistrago

Under construction

Rodius Mistrago is an affable, elderly yet tall and very well-built man with snow white hair and a white beard. Lord Mistrago looks the oldest of the council member, despite that status being actually held by Lord Teraph. For an old man however, Mistrago's body is surprisingly well built and very well-toned, with large Muscular arms and a broad chest. he possesses considerable physical strength and looks he could easily stand his own in a bar brawl without needing any magic whatsoever. It doesn't prevent him from complaining that his body is not the same as it used to be in his prime though, where he could easily, according to him, take on 100 opponents at once.

Mistrago was born in the world of xxx in a religious family, destined to become a Cleric of xxx he came to reject that path and was renied by his familly, stripped of his

A loud and lusty man,  became a soldier to fight and impress the ladies, believing

Manukali

He started his long and eventful career as a thief , learning magic to become a   to blow away doors or unlock th

He became famous in the siege of Celbron

earned the name of "The shield of Celbron" = display of protective magic. Putting up a formidable defense and defeating all enemy mages one by one.

and rose to prominence after the battle.

Eventually the was called to the wolrd of Gathion to r

He arrived in the same time as his friend Tedomes Teraph and Fergo.

He is one of the magiocrat who witnessed the great destruction and tinkered the isolon eye

He speaks loudly,  brash    seems unable to listen    and love to make raunchy comments and to laugh hearthily

he is borné, looks surpisingly short-sighted

and don't like things he can't comprehend. As such he  has a natural defiance toward technology  and anything he can't grasp

His magic is essentially defensive . He can create ridiculously solid barriers and magical armors, making him a loud, obnoxious unmovable object continuing to taunt

It is said he can whistand the blows from a furious giant naga's tail !

Mistrago is light-hearted, relaxed, loud and rarely shies from bluntly stating his opinion. He doesn't bother mincing his words either, or to make bawdy jokes, to the exasperation of his friend, the calm, cold and collected Thelandros. Despite that casual facade, he is a cunning old fox, with a good strategy sense and an uncanny natural ability to detect when someone is trying to sell him lies. He makes a surprisingly good negotiator, not very diplomatic, but often managing to get more than what he should have and leaving the other party perplexed at how it happened.

he loves alcohol and women and is a good friend with Baltazhar Gramon

he tried to compete in arm wrestling

In charge of commerce

Ps'isol magiocrat

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King Trazix

King Trazix is a very old and extremely powerful Lava Elemental living in Mount Vylkren. Standing at about 140 feet, his imposing, bulky body seems to be made of incandescent lava, his face pierced by the two glowing pits of his eyes, and his short, well trimmed beard is made of fire. He possesses formidable control over fire magic, and very few beings could even use it in his vicinity if he doesn't allow it. He is largely peaceful though, rarely meddling at all in the affairs of the world, living a happy and sulfurous life with his wife the succubus Queen Faldhatée. King Trazix hates protocol and love to surprise his guests, sometimes receiving them in less than royal outfits, to the great annoyance of his wife. He has a great sense of humor for a king, loving to crack bawdy jokes to unsettle his audience or crack the ice, and can get familiar pretty quickly if he likes you.

There is iron behind that laid back nature however. King Trazix waged several long and dreadful wars in the past on other worlds, and has seen a lot. A natural leader, he possesses a very, clear, and commanding voice. He could issue an order, without even changing his tone, and people would begin to move before they even realized it was an order.  He also took a part in the overthrow of the Titan king Alcazath. Those times are now over but he still enjoys combat and will duel every now and then with various beings.  From time to time, the king and his queen will suddenly attack each other, seemingly out of nowhere and in perfect synchronization, exchanging terrible and savage blows that could shatter mountains.  They will stop fighting just as suddenly, laugh the event off, and then kiss tenderly as if nothing had happened at all, to the great astonishment of everyone else!
Alek Akaptor

Alek Akaptor was a wizard of great power and a very renowned explorer across several worlds. Bold, reckless, crazy for some, he was born with an innate curiosity and insatiable wanderlust and had the reputation of never backing down in the face of a challenge. He gave his name to several wild and uncharted regions that he discovered across various worlds, such as the Kaptorian jungle in Xi-khang or the Akaptor valley in Hombos,

His life of exploration and discovery presumably came to an unfortunate end when he entered, in 3097 B.U., a zone that would later bear his name: the Akaptor desert in Felarya. The whole region was covered by a gigantic and shimmering dome of chaotic and wild energies, constantly shifting and twisting, and anyone trying to enter it simply vanished. Akaptor publicly stated his intention to try it himself, against the advice of his friends. The day came and sizable crowd had gathered to witness the event. Akaptor made a dramatic and showy display of his magic like he loved to do and finally walked in. He was never seen again but a few days later, to the stupor of many, the dome ebbed away. It's still unclear whether Akaptor was responsible for the end of that phenomenon or if the two events are unrelated. Moreover, nobody know for sure if Akaptor actually died as no traces from him have ever been found.

He left a fortune behind him, both in treasures and knowledge shared among his descendants. They founded the Akaptor museum which remains one of the wonders of his homeworld Bergundis, and a very famous tourist destination.
Faebanes

A rather small and shy variety of dryad growing throughout Bulvon wood, or along the edge of the Fairy kingdom, and sometimes in Deeper Felarya.  They stand anywhere from eighty to a hundred and sixty feet in height, with dark green mottled skin that enables them to blend into the dappled shadows of the lush undergrowth of their preferred habitat. The most distinctive feature of faebanes is a wide pink bloom that covers the top of the dryad's head with its large fleshy petals.  Multiple smaller flowers of the same color grow on their shoulders as well. This produces a powerful odor that provides the dryad with her favorite meal: fairies. So powerful is this pheromone-laden scent that these dryads are always smelt before they are seen. Especially as they take great care to conceal their presence from both prey and predators.

The intoxicating scent makes fairies feel extremely carefree and euphoric. They are overcome with a desire to locate the source of the odor and to adopt a human size in the process. Only those with extremely strong wills are able to escape the siren song of the chemical lure, and only for a limited amount of time. Once within range of the dryad, the dozy fey are gently enticed towards the flowering bloom on top of her head and then gently snatched and gulped down. Faebanes can also inhale their prey out of the air at short range. The strong grip of the dryad's powerful oesophagus is guaranteed to damage the precious wings of the unfortunate fairy, rendering them helpless once in the stomach of the predator. Faebanes are secretive and prefer to avoid contact with people outside of eating them. They also tend to uproot and move themselves a lot more often and faster than other dryads in order to avoid being located and destroyed by vengeful fairies. On rare occasions, the chemicals of the dryad's flowers are harvested and sold by a few select dealers for purposes that are best left ignored.

* Credits to Zoekin for the Faebane.
Xarmaroch

Xarmaroch is an ancient cerberus who guards the treasure room on the first floor of the Mysterious temple. These beasts are normally formidable foes; however Xarmaroch has been cursed and is now bound to reform himself upon his death, again and again, and the curse also prevents him from leaving the treasure chamber as well.  Far from making him the perfect guardian, over time this has made Xarmaroch bored of his condition. Being undead, he no longer needs to feed, so he rarely finds himself interested in attacking adventurers any more, preferring to chat with them instead.  Xarmaroch is a clever creature and even though he is lost in the middle of a dungeon he has managed to gather quite a rich database on what happens outside.

Despite that Xarmaroch remains a dangerous and very powerful creature and it is not advisable to piss him off. He cannot be killed by any means: after death, he will just reform in mere minutes.  A bite from any of his three mouths can shatter stone, and on top of that Xarmaroch is an excellent fire spell-caster.  Also, while he no longer needs to eat, his body and stomach are still very functional and he won't hesitate to swallow a cocky or arrogant adventurer to teach them a lesson!

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Mercury Vibration

Jinzo uses solid mercury from his body, bringing it forth in glorious battle combing it with his chakra so that it will send out a ringing mercury vibration. Such a genjutsu, if not avoided, will cause severe pain and loss of consciousness after a small amount of time.

## Jutsu History

(Optional: This is where you can describe about the history of this particular Jutsu.)
Safe harbor

Danger: **Low**

Inhabitants: humans, giantess, nekos

Characters : **Jade**, **Isham**

Safe Harbor is the name of a small settlement in Tolmeshal forest. It was recently founded by a handful of human settlers and the giantess Jade. After her arrival on Felarya, Jade wandered through the world and tried to protect humans from becoming meals for the countless predators of the jungle. However, she quickly realized that in such an immense and dangerous world, her goal was simply unreachable. Moreover, she was starting to make a certain number of enemies among the local predators, by spoiling their hunts and interfering in their affairs. Thus Jade settled for another solution. After she rescued a group of travelers, she accompanied them for a while and told them more about her goals and her plans. These humans then suggested she give up her never ending task, and found a place where humans and other small creatures could live under her protection instead; a Harbor were they could live in safety. And so was born the idea of Safe Harbor.

They searched for days for a good location, until they found a nice place in a big glade, next to the Shard river, and not too far away from the Giant tree. This location may look strange as it's rather close to the home of one of the most feared predators in Felarya : the giant naga Crisis. However Jade knows well that, despite her enormous appetite, the naga is friendly and can be reasoned with and trusted. Moreover, Jora, a friend of Jade, has her cave not too far away.

The settlers began to build up the first buildings and, with the help of a giantess, the construction went very fast. As time passed, more and more humans joined Safe Harbor, often after being rescued by Jade. Many of them stay only temporarily, before they are ready to head to Negav or the Dimensional gate near Ur-Sagol, but some others choose to settle there for good. At first, many predators tried to attack the village, seeing it as little more than a free buffet, but Jade fiercely defended those under her protection, showing the predators that trying to snatch one of the inhabitants came at a heavy price. With time, the stubborn giantess earned the respect of the locals, who now mostly leave Safe Harbor alone.  Still, the village is not completely safe, and some predators continue to attack it from time to time. After all, there is little to do against a wandering fairy sneaking into a house and shrinking its inhabitants, quickly gulping them down and flying off to digest her meal. It must also be noted that, while Jade welcomes humans and other small races there, she's wary of thugs and others troublemakers and won't hesitate to kick them out.

Despite all that, Safe Harbor quickly gained a good reputation as a safe place in this part of Felarya. Even people living in the huge city of Negav have heard of a little village surviving against the odds right in the middle of the jungle.

* credits to Ravana3k for the Safe harbor idea.
Jinzō Ōtori.

Jinzō Ōtori, born into the Ōtori clan as its only remaining member. Jinzo is a quiet soul, preferring silence and lonliness over crowds and commotion. He is the only Shinobi who possess knowledge of Mercury release, his clan's special nature release type. His parents trained him in the ways of metal before their death, bestowing this knowledge onto him to pass on to his son or daughter. As a Jonin and an ex Ronin, he serves whoever needs it, living or dying by his sword.
Marken Ubolh

Marken Ubolh is the rather grumpy assistant of the fairy Subeta. Exactly how he became the assistant of such a deadly predator is a mystery, as well as his exact relationship with her. One would expect the fairy to make a quick snack of him but, instead, Subeta not only protects him, but treats him with care and, besides some friendly teasing, a lot of respect. When asked why, Subeta would just subtly (or not) change the subject, and Marken would just grumble that it's none of your business.

Marken is quite a good mage and a seasoned dungeon crawler, very used to dangerous expeditions in abandoned temples or ancient tombs, full of traps and monsters. He claims to be able to see ghosts, and even communicate with them. Among other things, spirits will each day reveal to him whether this day will be his last or not. Because these spirits have never failed in their predictions so far, Marken is quite confident when the spirits tell him he won't die today, and becomes much more cautious if the spirits stay silent, an ominous omen usually announcing a day full of dangers. One could think the guy is just mad but the fact is these spirits provide him with informations he couldn't possibly have known by himself.

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Mezzus

Frerik Mezzus is a very powerful human archmage who used to live in Negav, but left for Kortiki town when the Ps'isol magiocrats took over. Tall and lean, Mezzus appears remarkably fit and athletic for his very old age, sporting the body of a healthy middle-aged man.  He usually wears a jovial and wide grin, and possess an amicable and cheerful demeanor. He acts a bit erratically at times though, sometimes becoming absent-minded and easily sidetracked, uttering sentences that make little sense, before coming back to normal. Mezzus is a friendly individual, a bit forceful but with a great sense of humor, and it's difficult to not like him. Behind this carefree behavior however, is an extraordinary genius and calculating spirit, with darker undertones. To him, research and studies are the single most important thing in life, along with his wife, and he will stop at very little to further his goals.  He is mostly famous for his extensive studies of Felaryan fairies and is fascinated by them, so much so that he is married to one.  Mezzus is one of the only humans who can come and go through the Fairy kingdom as he wishes *relatively* safely.  In contrast, most human cities regard Mezzus as a traitor, with a huge bounty on his head, and if he were to try to enter he would be attacked on sight.  Rumors of experiments involving shrunken humans and his wife may have something to do with that. Mezzus is more than capable of defending himself though, and, if some assassins were sent after him, they were never heard of again. Mezzus is also the author of the fabled book "Theory of Magic", that he donated to the fairy library, as a gift for their welcome.

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Tajyms

Tajyms are a water-breathing species of elves, living in the east of the continent, past Prayaga island and around the shoreline of the region. They tend to have dark greenish-skins, long flowing hair and fins on their limbs. They are excellent swimmers, not quite able to challenge a mermaid of their size in term of raw speed, but they are very agile in water, able to make sharp turns and perform graceful figures. Tajyms are human-sized, save for a few exceptions. For mysterious reasons, perhaps some secret rituals or obscure magic, a "choosen one" will be periodically revealed among Tajym children. The young Tajym then experience a very rapid growth over the next few months, until they reach a giant size and become a  "Khajal", essentially the guardian of their tribe, protecting it from predators and other threats. It's interesting to note that the Khajal is never the leader, usually remaining humbly in service of the tribe, taking their new rank as a great honor bestowed upon them. In return, the tribe treat the Khajal with great respect, feeding them captured prey and showing warm affection. Many Tajyms master a powerful elemental magic, obviously focused on controlling water. They are a mercantile race and skilled merchants, loving to engage in trading with other species, and generally considered less haughty than most of their land-dwelling cousins.
Culture and Customs

File:Sphinxsandarawiki.jpg

### Felaryan proverbs

Proverbs, expressions, and various saying of popular wisdom, used by different species around Felarya.

### Religions

Listing and descriptions of some of the religions found across Felarya.

### Games and Recreation

Various types of games usually played on Felarya. Many of them are native to this world and pretty much found only there.

### Felaryan Calendar

How the passage of time is recorded in Felarya.

### Felaryan Language

Description of the different means of communication used on Felarya, and of the powerful spell of translation cast by Almikar Potentis over the continent.

### Culture by species

* Human Culture

* Dridder Culture

* Fairy Culture

* Elven Culture

* Neko Culture

* Naga Culture

* Jotun Culture

* Demonic Culture
Vetaelas

Giant vampire squid-people, mysterious and very rarely encountered.  This ancient race of beings may have been the first offshoot from the common ancestor of all the cephaloid races, and may have actually existed alongside the ancestral race.  As a result, they have an uncanny knowledge about the past, present, and future along with a deep insight into the nature of other living beings.

They greatly value knowledge, even more than simply getting a meal.  If you draw a vetaela's attention, you can ask them a question.  If they know the answer, they will give it honestly, albeit sometimes in a complex or cryptic manner.  However, if you ask them a question, they will ask you a question in turn.  If you know the answer, you had better answer truthfully; if you don't know or attempt to lie, you have a high chance of getting eaten!  If you are able to answer it, the vetaela will merely let you be on your way, rarely giving you a second thought. What makes this question and answer game difficult, and the reason people rarely survive it... is that vetaela will only ask a question about something that they don't know.  Considering that they are ancient, and extremely knowledgeable about a wide variety of subjects, including many forgotten secrets, ancient magic and geography, knowing something that they don't may not be very easy.

* Credits goes to TheQuantumMechanic, Zoekin, Shaman, Xeno the hedgehog, and Fish for the design of Cecaelias and their subspecies.
Lightning Elementals

Lightning Elementals are made from pure electricity, constantly flowing and thus shaped into a form. Lightning Elementals are never still, constantly shifting as they pulse over and over. Lightning Elementals are usually ariel creatures and are most common in areas like the Great rocky fields. Lightning Elementals' power increase greatly during lightning storms, when they can augment with extra electricity. The most powerful Lightning elementals only appear during storms (or create storms wherever they go!) They tend to be chaotic, or at least in many ways very alien, living and thinking in a very different way to those static beings on the ground.

===Tanngiost===
An animalistic lightning elemental, Tanngiosts resemble large Rams, made of electricity, thundering through the sky. They are attracted to where storms occour, but have no power over storms themselves. During these storms, they often fight each other, for dominance over some unknown. They sometimes jump down to the ground in a blast of lightning before charging back to the sky in an instant to impact their rivals. No one has stuck around long enough during one of these events to see if there is actually a winner.

* Credits to Jaette-troll for the Tanngiosts,
Mist Fairies

File:FairyGenzowiki.jpg
This species of fairies can be mostly found in the misty glade and parts of the mist ocean.  If most fairies are good at illusions, then mist fairies are masters of it. From creating mirages to altering the senses, all of their illusions look incredibly real. The first spell a mist fairy ever learns is duplication. They use it almost constantly, often without even thinking about it. The duplicates look so real that sometimes you can't even tell if the mist fairy before you is the original or not. Mist Fairies know very well about this confusion of course, and take advantage of it : they might use a double to scare the living daylights out of a poor adventurer by fake-eating him, or they might play some practical jokes on him, or both.

The double is not just an image though : it can speak, see, hear, and, if the fairy is really skilled, fight and cast magic as well.  There are even cases where mist fairies have been seen creating doubles of themselves to solve a problem, with each of the copies thinking about a different aspect of the problem. The ability to duplicate makes mist fairies powerful indeed, but fortunately they are one of the less aggressive and dangerous species to humans on Felarya.  The magical mist where they live sustains them, so a mist fairy will never get really hungry as long as they remain in the mist.  Although this doesn't make an encounter with them perfectly safe, it gives them a rather good reputation among adventurers. If they leave the mist however, they become just as hungry as other fairies, and even more dangerous because of their skill at illusions.  Unfortunately for adventurers everywhere, Mist Fairies are curious and adventurous by nature, and are sometimes seen very far from their nourishing mists...
Ajab

Ajab is a giant naga, about 112 feet tall and over 300 years old. His tail is a dark orange, with patterns of deep, forest green scales; his belly scales are a yellowish orange. He has greyish blue eyes and short, black hair marked with faint but unusual hints of grey. These are due not so much to his age as to the fact he's travelled beyond Felarya, and spent time on worlds lacking Felarya's anti-ageing properties. Thus, he looks physically more mature (as though in his early 40s) than possibly any other giant naga in Central Felarya. His main hunting grounds are on the eastern edge of the Forest of whispers. Ajab mostly keeps to himself, and talks little about his past, though he has known Vivian for a very long time, and is thought to have confided in her a lot. He has built himself a small, very basic wooden hut, which he uses not so much to live in but to store large glass jars containing dried plant samples of various kinds. At times, he is nowhere to be found in its vicinity, having gone off for a long wander, sometimes to the remotest of places.

He is the forest's resident botanist, having studied many plants from places as diverse as deep inside Deeper Felarya and "two thirds of the way up Frost peak". He boasts an excellent knowledge of medicinal herbs, although he admits that the Felarya soil's healing properties sometimes render his knowledge not very useful. He also advises visitors on herbs that can be combined with various foods –including live sentient foods– to enhance their flavour. The fairy Temi knows him well and sometimes pays him a visit to discuss herbology. With most people, Ajab is a man of few words, and may even appear grumpy. But if you talk to him about his fields of interest –namely, plants and exploration– he will open up and will quite happily talk to you for hours. He has little or no interest in humans, except as an occasional food source, and almost never talks to them. He views it as rather odd to hold any kind of conversation with something you intend to eat. Recently, he entered a relationship of sorts with Jissy, which resulted in her becoming pregnant. He has spent more time with her since then, and become somewhat more sedentary. He is preparing for his parental duties which will begin when she lays her eggs.

==Stories featuring Ajab==
===By the character's owner===
\* "Story 24". Ajab's first appearance (towards the end), wherein we see his skill as a healer.
\* "Story 43". The beginning of Ajab's relationship with Jissy.
\* "Story 52". Ajab to the rescue?

===By other writers===
\* "Skyline", by Globfish. Jissy and Ajab with Hiral and her family.

* Ajab belongs to French-snack. Contact

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Rock Harpies

File:Harpyzephwiki.jpg
Rock harpies are mostly found in the Great rocky fields. They are quite similar to common harpies, except they are usually slightly larger, have beige-orange colored feathers, stronger claws and are well versed in wind magic. Their magic is what makes them especially scary; for example, if a traveler tries to hide in a rocky crevice the rock harpy can just place her mouth over the opening and vacuum out what is inside.

=== Known Rock harpies ===
\*Belletia
Floating field

Danger: **Special**

Inhabitants: Various

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 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.

Fortunately for them the field is constantly shifting, and no naga could ever be trapped there for more than a few hours.

* Credits to Rythmear for the idea and concept.
Demon Harpies

This species of harpy is blood-red in color from head to claws, the stereotypical color of demons, hence their name. Demon harpies don't actually have any demon blood in them though, nor do they live in Hell. They can mostly be found in the Jungle of perils. They are easily the most dangerous species of harpies in Felarya, as they are extremely fast, much more aggressive than the common harpy, and their feathers can become as hard as steel in seconds while remaining very light, making for a very efficient improvised shield. As if that wasn't enough, demon harpies are good spell-caster with a powerful magic focusing on curses and the temporary disabling of their target.
Elle

Elle is a giantess from the jungle world of Dorontu.  She is currently in Felarya because of a strange phenomenon that sometimes happens when she sleeps with a full stomach.  This strange phenomenon jumps her between worlds, seemingly at random.  She has no clue at what causes it but she hopes to find an answer in Felarya. She was taught by her mother from a young age about "The Law of the Jungle", which basically states that you eat what you eat, and you are eaten by whatever eats you.  There is no "argued morality" in this logic, just the simple fact of the circle of life.  This philosophy is well suited to harsh worlds such as Dorontu and Felarya. Elle follows that philosophy thoroughly, so any prey she catches has essentially no chance of avoiding her belly; indeed, Elle is very voracious.  Her favorite food is humans, whom she loves to hunt and feel squirming around in her stomach.  However, she will (in a pinch) eat leafy vegetation, and won't complain too loudly about because she knows it's good for her digestive tract.

Elle stumbled on Crisis upon her arrival on Felarya and the two seem to get along pretty well.

==Stories featuring Elle==
\* "Deadly Innocence"
\* "When Worlds Collide"
\* "Precious Cargo"

* Elle belongs to El Portero. Contact

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Deeper Felarya

File:Deeperfelaryawiki.jpg

Danger: **Hazardous**

Inhabitants: dryads, dimensional dragons, canopy fairies, nagas, archmantises, dimensional trappers, vortex tigers, flying squids, eisners, pantaurs, hydra tree, mumansis, saslenoths

Characters : **Alvar**, **Malika**

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 blueish 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. A network of small rivers and ponds crisscross the landscape, their gentle burbling making this forest an enchanting place that could be a paradise... if only it wasn't so dangerous. The forest commonly called "Deeper Felarya" is actually a sort of intermediate zone, an entrance to the Green hell, an immense area north of the map that remains largely unexplored and unmapped. Tales of that area speak of bizarre and gigantic creatures living there. It's hard to discern what is fact and what is fiction, but the inhabitants of deeper Felarya are definitely strange and unpredictable themselves, a glimpse of what can be found further north. The fauna is composed of many dimensional based creatures able to phase in and out to catch their prey. Deeper Felarya is an unstable zone not unlike Miragia forest, although considerably less volatile.
Green hell

Danger: **Very High** to **Legendary**

Inhabitants:

The "Green hell", "the Green abyss", "the Death jungle" (or the "beautifully savage and proud, pristine, untamed rainforest of the north" as the  Felaryan tourism Guild calls it) are names given to an enormous, slightly elevated, zone north of the charted map. This huge land has been very scarcely mapped at all, as it is both perilous in the extreme and quite confusing. For some strange reason, casting dimensional magic in the Green Hell often leads to unpredictable and potentially disastrous consequences, making the use of portals and magical gates almost impossible. Thus, very little can be said about this place besides that it's very very hostile, even by Felaryan standards, and that the more you go up to the North, the more dangerous it seems to become, as absurd as this sounds when you are already familiar with the regions close to its borders.

Not only can plenty of giant hybrids such as nagas be found there, but plenty of monsters that eat them as well. Small creatures like humans find themselves desperately low on the food chain here. Even what passes for herbivores in this terrible place seem to have evolved into bizarre, tough, armored raging behemoths adapted for extreme survival, and more than capable of running into a tank and toppling it. Plenty of those so-called herbivores are highly destructive and while they're mainly vegetarian, most of them are perfectly capable of processing higher energy food, which they do at the slightest provocation. The Green Hell's landscape changes quite often, due to frequent and strange green forest fires that sweep through the landscape. As a result, many trees have developed some sort of defense against it, and the forest soil possesses a thick layer of rich ash-fortified humus. Combined with Felarya's vitalizing soil, it allows plants to grow much faster than they should, creating a staggering rate of renewal after every forest fire. There are many swamp regions across the the Green hell as well.  Where the trees are cleared, water tends to promptly gather, pool, and then swiftly stagnate, to the benefit of numerous varieties of insects and fungi. Even the trees seem to exude a greenish vapor that extends far above the canopy, coloring the lower clouds and partly giving this land its name.

In Felarya, proposing a deal to a party of adventurers or mercenaries involving entering the green hell will most likely be seen as a joke that will give them a good laugh... and will make them avoid you like the plague once they realize you are actually being serious.

* Credits to Stabs for helping with the description.
Diranis

Diranis are a species of  angel sometimes called Solar angels. They usually have very long hair, and their wings seem to be made of pure energy. They are very proficient at dimensional magic and move a lot, often being sent as envoys or emissaries. Diranis are fierce warriors with sharp eyes, attacking at very high speed with pinpoint accuracy. They are solid spellcasters on top of that, making them very fearsome opponents indeed. One of their most remarkable traits is their ability to make their body flare an absolutely blinding light that dazzles their enemies and inspires their allies in battle.
Update 0.0.05

* Яркая вспышка не в сцене больше не происходит в настоящее время время суток. (??)
* Цикл дня и ночи теперь синхронизирован со временем в игре.
* Трассеры теперь показываются. (?)

### Другие изменения:

* Пропадание игроков когда они входят/выходят из зоны видимости.
* Ночное время теперь имеет игровую визуализацию.
* Чат теперь может быть заглушен.
* Вернулась статистка боев.
Базовые материалы

## Описание

Материалы - ("бмат" на игровом сленге) основной ресурс в игре. Из него создается оружие, техника, восстанавливаются города, ставятся прочие защитные сооружения.

## Получение

Для того что бы получить материал вам необходимо:

1. Добудьте утиль
2. Найдите на карте перерабатывающий завод и направляйтесь туда
3. Выложите весь утиль внутрь хранилища завода и нажмите "Salvage Items".
4. Забирайте переработанный материал.
Earth Elementals

Earth elementals are spirits who build their bodies out of the soil or minerals of Felarya. They are usually the strongest of elementals, possessing a tremendous strength, and the resistance of stones. They tend to be slow and heavy though, relying on ambush and staying utterly still in order to hunt. Patience is one of the most prominent trait of earth elementals and time seems to be a very abstract concept to them, hard to grasp even for a sentient one.  Their appearances varies widely, from that of grotesque hulking animals made out of rock and earth, to that of graceful humanoid with crystalline bodies with glowing gemstones for eyes. Because earth elementals are made from the very soil of Felarya,  they literally take into themselves the healing property of Felarya, granting them amazing regenerative abilities, and very powerful healing magic. Many earth elemental also possess the ability to move through stone or dirt as easily as a fish swims through water.  Earth elementals represent a huge hazard for miners across Felarya. Not only do they tend to see miners as tasty treats, but they also see them as intruders, and mining in general as a gross invasion of privacy.

=== Known Earth Elementals ===
\*Queen Thanjayuur
Kraken Caelias

A taurian cephalopod of truly colossal proportions, often compared to the legendary leviathan mermaid.  Kraken caelias have eight octopus arms on their lower half, as well as two very long, incredibly powerful tentacles like that of a cecaelia, totaling twelve limbs, including their humanoid arms.  Their bodies are elastic and lack a rigid body structure, which means that a kraken, quite frankly, has no concept of “full”, since there is little that could fully satiate it.  They are considered a massive threat to the majority of the creatures in the ocean, and sometimes above it. Surprisingly, they may agree, like leviathans, to provide human vessels safe passage.  The only difference is that while leviathans do so for altruistic reasons, krakens do so out of selfish ones.  Their idea of “protecting the humans” is actually to use them as bait and eat any predator that comes to investigate!  As such, they are considered as a fickle, chaotic,  and dangerous (but effective) allies by humans.  Like leviathans they are extremely rare though.  It is believed that there are no more than two dozens in all the Topazial sea.

Their behavior is utterly unpredictable.  They can crawl across the ocean floor, investigating everything they come across, usually accidentally destroying things along the way, or they can suddenly appear at the surface for no other reason than to sow discord and chaos, showing up at battles they don’t belong in and basically raising hell.  There are even reports of one kraken caelia actually crawling out of the ocean, perching on an island, and simply watching the horizon, occasionally snatching up a harpy or human vessel that would come to investigate.  Despite that, their action don't actually seem malicious; their way of thinking is just a little bit alien to most races and their great size and formidable strength grants them full reign of wherever they wish, with little to stand in their way.

* Credits goes to TheQuantumMechanic, Zoekin, Shaman, Xeno the hedgehog, and Fish for the design of Cecaelias and their subspecies.