recursal/Fanatic-Fandom huggingface dataset:
Sonya

Sonya is an attractive neko from the broken hill tribe.  She has quite a nice figure and, like most nekos in her area, she doesn't usually wear clothes.  She is a rather naive young lady, and tends to act without thinking things through first, although since meeting the vampire Tanya, she’s grown a LOT wiser.  Sonya is empathic and ready to lend an ear to the problems of others, is very forgiving, and generally kind-hearted.  She likes power though, and is prepared to go to some lengths to get it.

Sonya is an only child and spent much of her life training to become the tribe's next shaman.  One day, she was sent into the jungle to perform a ritual that would bond her with her spirit guide.  Sadly, she had the bad luck to contact the departed spirit of the vampire Tanya.  As well trained as Sonya was, she was no match for the far more experienced vampire.  She lost her mind in a moment of panic and Tanya overpowered her and took control of her body.  Currently, Sonya is trapped in the recesses of her own mind, able to see and hear everything going on around her but powerless to affect it.  She struggles against the intruder constantly, and has managed on several occasions to regain control of her body, but never for very long.

She is slowly adapting to life with Tanya though, often offering advice to the vampire or commenting on her actions.  She always calls Tanya "little spirit", which tends to annoy Tanya to no end.  She has tried to engage the vampire in long conversations from time to time, but Tanya isn’t really interested in making friends. Like most nekos, Sonya is terrified of nagas, especially the blond haired specimen named Crisis.  To be fair, many members of Sonya’s tribe have ended up in Crisis's stomach over the years.  Now that she’s living in close proximity to her, Sonya’s nerves have taken a real pounding!  Crisis, for her part, sometimes finds it difficult to ignore such a delicious looking neko sitting so close to her.  On the other end, Sonya is starting to feel some sympathy for Katrika and her crush on Anna.  Emotionally, they’re much the same age, and Sonya is reasonably sure that Katrika won’t eat her.  Sonya is a fish fanatic and could eat it all day.  She’s also rather fond of music and loves to listen to Léa sing.  A little compensation for being obliged to endure the closeness of so many predators!

## Stories Featuring Sonya

Redemption

* Sonya belongs to Zoekin. Contact

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Ashmet

Ashamitëth, usually called Ashmet, is a succubus serving as a maid for house Malachos. She has blue hair, a beautiful face with soft features and large, inquisitive yellow eyes. Her skin is fair with a slight golden tint and her head sports two horns on the sides.

Ashmet is sweet, soft-spoken and very diligent at work, spending her days dutifully cleaning the Malachos palace. She could easily come up as an obedient and rather meek individual but when she has an idea in mind she’ll see that it goes through, and will sometimes disregard orders in the process if she deems it necessary. However, few in the house Malachos would doubt her loyalty and dedication, and her judgment often ends up being the right one. She is close to her young mistress, princess Chalyssea and is something of her confidant. Somehow, Ashmet manages to strikes just the right balance between lending an attentive and patient ear to the temperamental and spoiled princess and pushing her firmly when she needs to. For her part, Chalyss trust completely her maid and feels rather bad when she disappoints her. Ashmet’s apparent lack of ambition puzzles Chalyss. She respects her though, and knows deep down she is the voice of reason.

Ashmet possesses a very large appetite, even by succubi standards. She is able to effortlessly engulf astonishing quantities of food and her cavernous stomach never seem to get quite full. Like Menyssan, she used to work in the pits and to spend her days eating damned souls brought to her in long queues. Unlike Menyssan though, she didn’t enjoy her job nearly as much. She found a much greater purpose in serving house Malachos and she is very grateful to them for the opportunity. Ashmet's huge appetite comes in handy during her cleaning duties when she comes across stray souls hiding in the rooms of the palace or a gathering of them. unlike most other succubi she never play with her prey, and completely disregard damned souls as anything else than food, instantly gobbling them up on the spot without a word. Just like with Menyssan, Ashmet’s enormous appetite fascinates Chalyss who love to feed her maid from time to time.

Her relation with Chalysseas’ mother, Lady Meralimexia, is much more formal and a little tense as the mistress of the palace is a stern and authoritarian figure. Even if she doesn’t show it though, Meralimexia holds a special respect for Ashmet for her ability to get through to her daughter and consider her to be a generally positive influence on her.

Ashmet is a better than average spell-caster. She possesses a powerful defensive magic, specializing into creating force-fields, walls, shields and magical armors.
Goro

Goro is an ancient  treant located inside of the southernmost parts of the Chidokai forest, not far from the swamplands bordering the zone. His elemental spirit formed a bond with the an exceptionally giant tree that is his body now, which unfortunately for the treant, turned out to be too big to remove his roots, and he found himself stuck in one spot. His appearance is literally that of one of the giant trees within the forest, save for his elderly face which he manifests using the vines of the tree to form his beard framing it. The face he forms can be of many different sizes, but mostly he just uses a ‘normal’ giant one out of habit. He spends most of his time sleeping due to this, and tends to be rather grumpy when someone else wakes him up as he really enjoys his sleep- he can sleep entire days at a time without issue. When he is awake he will pass the time either by practicing and experimenting with his innate magic abilities or entertain himself trying to train his new pet jaykay bird, Jerry, some tricks.

Goro is as wise as his several hundred year age would lead one to believe… but he is also an old wise guy at the same token, so while you might get some good advice he also likes to amuse himself with whatever company he does have. Even when he really isn’t grumpy at all he may still act like it while being teasing; regardless he does like to be of help to what visitors he gets as he treasures their company. He has been known to give shelter to various beings, predators and otherwise, that he does find passing by where he lives. He is perfectly harmless to just about any and every creature, living off the photosynthesis of his tree and occasionally the fruits nearby growing around his grove. He treasures life greatly and always does what he can to help someone who gets lost find their way home. He even goes as far as forbidding his adopted daughter mantoid, Liora, from eating anyone in his neck of the woods.

Liora is very special to him and he tries his best to make sure she does not get into too much trouble. Long before her, he also once had an adopted son, a pantaur named Tallak, that he cared for until one day he never returned from a hunt. Her reckless personality worries him greatly as he fears she may get into the same trouble Tallak did long ago.

==Abilities ==
Goro has very potent magical abilities, mostly due to the nature of being an elemental but also as the plus side of being rooted in such a giant tree in the magical soil of Felarya. He has full control over the entire tree which he inhabits and even then some; he can project his will through the other trees nearby in his grove and gain control over them as well and can control multiple ‘bodies’ at the same time. Using this he can extend his view beyond what his stationary body sees, but extending his will too far drains his stamina and sends him right back to sleep.

==Stories featuring Goro==
\* Ciel Stories 4: "Great Grandpa Goro". Introductory story.
\* "Chidokai Expedition".
\* "Jerry Wants a Cracker".
\* Ciel Stories 8: "Motivation".

* Goro belongs to Asuroth. Contact

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Gerridis

File:Geridiflutewiki.jpg
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, rather 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 fairy's than a dridder's. 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 gerridi is able grow back severed legs in a few hours, though this is very taxing on them. Gerridis live in swamp zones and use blow darts as weapons, often coating their darts with various types of venoms.  Their preferred venom is a shrinking one, effective against small animal and sometimes humans. Some gerridis are known for their excellent mastery of water magic as well, and the leader of a gerridi pack will often be a shaman.

* Credits to MukatKiKaarn for the idea of Gerridis.
Civilizations

File:Flagwiki.jpg
*Under construction*

* Chioita city

* Kortiki

* Kelerm

* Jungle bowl

* Nekomura

* Izatem

One of the first practical problems an adventurer can run into when traveling through Felarya is finding out that their money is worth literally nothing.  Felarya uses its own currency, as well as several of the most common types found throughout the universe such as gols, platalis, skevols, Kejdoran shkings, Faldong gems, yolems, rainbow pearls, and tetros.
Hydranagas

A very rare, almost legendary species of naga.  They are said to live in the deepest northern parts of Felarya, areas that very few explorers have ever reached.  According to the tales describing them, hydranagas have a multi-colored snake part and three humans bodies attached together, each of them with their own personality and skills.  For example, a hydranaga could be composed of a patient and quiet strategist, a fierce and impulsive warrior and a cute and shy spell caster.  This makes hydranagas an extremely powerful and versatile creature when the three bodies are in accord, which is not always a given... Like one could guess, hydranagas have an enormous appetite.  As a matter of fact, the tales talk mostly about hydranagas that were pushed out of their zone by hunger, and who ended up rampaging and gorging themselves on entire villages before leaving once satiated.
Belletia

File:MangawikiT2-40.jpg

Belletia is a rather bad-tempered giant rock harpy who left the Ascarlin mountains and migrated to the Giant tree. She has long flowing dark purple hair crowning her face like flames, fiery green eyes, and a jeweled circlet ornating her forehead. Belletia's face is pretty but her features are harsh with eyes that often seems to be scowling and to pierce what she looks at. She also wears large metal pauldrons on her shoulders to protect the joint of her wings. It's an an intriguing piece of equipment for a harpy, as Belletia has obviously no way to remove them without help. The pauldrons are finely crafted, apparently light yet resistant and they seem always clean and polished, meaning that Belletia takes great care of them. Or most likely that someone with hands does it for her.

Belletia lives at the crown of the Giant tree, among a large colony of harpies. She possesses a very fierce personality and a large ego. She is well known among her peers for her distinct lack of patience and explosive displays of temper. She is very aggressive and strong willed, believing the world belongs to those who act, not those who only talk. Her voice is very loud and forceful and carries some considerable distance. Belletia prides herself on being a great huntress, and her favorite prey are humans she hunts relentlessly. She is a dangerous predator, swift and agile, and like all rock harpies, she possesses a moderately powerful wind based magic she can uses to deflect incoming projectiles thrown at her or to vacuum a prey into her mouth. This make hiding from her particularly difficult. For example, if a group of adventurers try to hide in a crevice, Belletia would just place her mouth over the opening and vacuum out what is inside. She tried to eat Léa one day, but was repelled by the giant nagaCrisis, the human's friend. She has held a grudge against the two since then, and will go to great lengths to try and snatch Léa to make her a meal.

However, Belletia possesses a surprisingly soft side to her harsh nature and takes great care of her little niece Mako, upon whom she lavishes a great deal of attention and affection. She calls the young harpy her "little mousemuncher".

* Credits to Zoekin for the mousemuncher nickname.

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Jade

Jade is a rather stern and serious giantess. Nobody knows very much about her past, a subject she keeps for herself, but she comes from another world and unlike her friend Jora, she was born at a giant size. Jade is an exception among most giantesses of Felarya. She would never eat a sentient being, such as a human or a neko, and feeds instead on fruits and animals. She won't reveal why but from what is known, one can assume it has to do with something terrible that happened in her past. Whatever the reason is, Jade is in perfect control of her appetite and will never break this self-imposed rule. She will even often protect small beings from danger if she can, and many predators quickly learned to relocate their hunt when she is nearby. Indeed, Jade is a powerful fighter and can be very dangerous in hand to hand combat. She also possesses a will of steel and will rarely back down in a fight.

Jade remains calm most of the time, composed and tight-lipped. Earning her trust is very hard but once you do, Jade makes a very solid friend, loyal to the death.

==Stories featuring Jade==
\* "One against all"
\* "The giant and the big human"
\* "The hunter and the protector"
\* "The protector's dark past"
\* "A familiar face"
\* "The Felaryan knight"
\* "Unexpected help and bonds"
\* "Best friends... forever"
\* "Don't forget me"
\* "Catfight"
\* "Safe Harbor's End?"
\* "Jade's greatest challenge"
\* "Jade + Jora's greatest challenge"
\* "Tanny"
\* "A question about food"
\* "Humans, small brains, insights"
\* "The history of a protector"

* Jade belongs to Ravana3k. Contact

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Ramtov Telekline

Ramtov Telekline is a battlemage member of the Isolon fist, the elite unit of the Magiocrats' guards. He appears as a man in his late twenties, with messy, short black hair, a short beard and a long ponytail. He often wears a long white robe with amples sleeves. Telekline has a hot-headed temperament and a big mouth, taking decisions on instincts, loudly telling people exactly how he thinks, and occasionnaly seeking a good old brawl. He's grouchy, stubborn, sometimes arrogant and cocky. He is also a bit of a pervert, having few qualms about peeking on young beautiful ladies taking their bath.

He is teamed with the neko Thas Voidfingers. The two appear to get along surprisingly well, despite having totally opposite personnalities. Their teamwork is solid and very efficient. Telekline possesses a natural magic based on a telekinesis of sorts. It allows him to interract from a distance with things and objects, as naturally as if they were in his hand, by making the same gestures in the air; for example grabbing the air, to actually grab a tree branch several dozen feet aways. It also multiplies his strength, allowing him to carry a rock of his size, or giving a small punch to a giant naga. It works wonders when mixed with Voidfingers' own ability. There are some limitations however, and the greater the distance is, the more difficult the interraction becomes.

Telekline used to be a big admirer of his leader, Lady Lesona, before she betrayed him and his squad, leading them to their current situation, lost right in the middle of the jungle. It shook Telekline to the core and raised some difficult questions, forcing him to examine the values he had taken for granted until now.

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Kobold

**Kobolds** are aggressive, xenophobic, yet industrious small humanoids.

## Biology

Kobolds are a short people with a draconic appearance, with red skin, scales, tails and snouts. It is unknown why but some Kobolds even had draconic wings.

## Culture

Kobolds can speak Draconic. They are noted for their skill at building traps, and preparing ambushes.

## Apperances

* Heroes & Halfwits: Episode Five (First Appearance)
Obrazyns

Obrazyns can be found in several realms of Hell, as well as outside of it and even in physical worlds as they are the species of their kin that is the most adept at maintaining a physical form outside of a spiritual world under the right circumstances. They form a particularly dangerous species of succubi, despite their delicate appearance. Their bodies looks lithe and rather fragile, generally small in frame compared to their sisters. Their skins come in varied colors but are often marbled with beautiful patterns and sporting gems that seem to be encrusted into various parts of their bodies.  Obrazyns are generally arrogant and vain, loving to look at themselves, sneaky and very curious.

Obrazyns are often called mirror succubi as they draw their power from reflections. Whenever and obrazyn stands near an object or a surface that is reflective enough, her reflection become a clone of herself. It immediately increases her raw power as the double in the reflection is like a copy of herself she can talk to and use to help her process more information faster. The more reflects in her vicinity, the more powerful an obrazyn becomes. In a hall full of mirrors reflecting her endlessly, an obrazyn could reach a formidable power and stay in a physical form virtually forever if she wished to. That power is also their weakness though, and if an obrazyn is deprived of reflections of herself, she becomes pretty weak, her magic becoming largely ineffectual. Obrazyn are rather fragile creatures, not tailored at all for physical combat like Mexolimes.

Obrazyns can use reflections for a variety of tricks. The most dreaded one is their ability to travel through reasonably sized mirrors to another one they have seen before and memorized.  They can also make a mirror show exactly what they want it to, and lastly, just by touching one, they can tell what it showed a while ago. This make them formidable spies indeed and also allow them to quench their insatiable curiosity. Their most impressive trick however is to have all of their nearby reflections gather and perform a task, from doing some research to attacking an enemy. It’s a powerful ability as each clones can channel a magic of its own, making a large group of them extremely deadly. However they are fragile and once they break, it’s a reflection of the obrazyn that break as well and won’t come back before a while, significantly weakening her.

Obrazyns are not as voracious as other succubi. They do devour souls, but their rather small stomach are easily satiated.
Opium Sea

The **Opium Sea** is a large body of water south of Pavloni Minor. As the sun refracts off the wave tops it creates an illusion that makes it look like ships upon it are sailing upon a sea of diamonds, this produces a hypnotic effect that can lull sailors without the proper mental protections into a trance.
Frost Sprites

Frost Sprites are another fairy / elemental hybrid species and are born when a fairy mates with an Ice elemental.  They can also be born from the union of two Frost Sprites, though the children's powers get slightly weaker with each generation.  The strongest Frost sprites are the "purebloods" the ones born from the mating of a fairy and an Ice elemental.  At first glance, most Frost sprites don't appear much different from other fairy species.  They usually have blue hair varying from light, almost white, blues tones to darker, almost black tones, and have pale and fair skin.

One of their most unique feature are their eyes.  Gold is the most common color, but when they get upset, or focus their magic, their eyes glow and icy blue.  If you anger a frost sprite and its eyes change color... well, you're about to get *very* cold *very* quick!  Their wings are usually a little thicker and more durable than their cousin's, to help counteract the cold environment and falling snow that can be found in their usual territory.  Their wings and antennae are often similar to those of wasps or hornets. Frost sprites are capable of manipulating ice and snow at will, an essential survival tool in their natural habitat.  It allows them to walk across snow without sinking into it, to keep falling snow from clumping on their wings, and to manipulate ice to create shelters, barriers, and make their harsh environment a little more bearable.  Outside of arctic areas, these powers are also very useful.  Frost sprites can rapidly freeze moisture in the air and ground around them to form weapons, barriers and tools out of ice.  When they focus their magic, the air temperature around them drops, causing their breath to come out as a light mist, and coating the ground around them and their wings in a thin layer of frost.  They tend to tire easily when using their powers in warmer areas.

Some of the more powerful Frost sprites are said to be able to turn their entire bodies into ice and merge with the ice and snow around them, travelling through it and reforming a short distance away.  This ability is very rare though, and is usually only found in "purebloods".  Most Frost sprites are able to coat their body in ice when in danger, creating a kind of armor.

Frost sprites, on average, tend to be calmer than most other fairy species, though they are still prone to occasional bouts of mischief.  They are also more solitary, usually living in small groups of three to six, instead of forming large packs.  They are usually less voracious as well, eating a couple times a day and enlarging their meal once it arrives in their stomach to get the most out of it.  They do eat humans that wander into the frozen areas where they live, but have been known to sometimes help lost travellers find their way back to where they came from.  Overall, Frost sprites have a reputation for being pretty fair and level-headed, if a little mischievous sometimes.

* Credits goes to rcs619 for the Frost sprites idea.
Moyuk hills

Danger: **normal**

Sub zones: Rosic neko village

Inhabitants: Centaurs

The Moyuk hills is a hilly expanse located north-east of the Ixtapal marshes and east of Frost peak. It is generally a pleasant place due to its lush vegetation, watered by the many rivers that flow down from the mountains. It's also one of the best places besides the Great rocky fields and Ivokan savanna where to find centaurs... if you want to find them that is. The open nature of the hills, while making it easier to see incoming predators, also makes it much easier to be seen. Navigating the hills is also very difficult due to a bizarre phenomenon unique to the area. Though no one can explain why, the Moyuk Hills are in a constant state of change; whether from geological or dimensional factors is unknown. Unlike what you may find in the Basalt plains though, this effect is slow enough that it's hard to notice it happening unless you sit down an examine the topography for awhile... but fast enough to have dire effects on adventurers. If you go to sleep in the Moyuk Hills, when you wake up, the landscape will be totally changed; the tree you marked out yesterday as your next destination may have shifted all the way behind you, the pattern of hills having been totally rearranged! Plus, with Felarya's unstable skies... you can only pray that the stars aren't going to lie to you as well. The difficulty in traversing these hills does have one beneficial side effect; it keeps the Rosic Village to the east separated from the dangers to the west. The only creatures that don't seem to have a problem navigating are the centaurs.

In local centaur legend, the Moyuk Hills are part of the "primordial plains". In their myths, Felarya used to have no jungles or mountains, being an endless sea of grass and hills where the centaurs reigned supreme. Then, some unknown entity planted down the trees and placed down mountains: the Moyuk Hills was the only area left of this original grassland. The entity apparently took pity on the centaurs, who had their range so reduced and caused the hills to always change, so the centaurs would always have a new land to explore.

== Rosic neko village ==
Danger: **normal**

Inhabitants: *Under construction*

* credits to Silent eric for the Rosic neko village idea and to to Jaette-Troll for writing the description of the Moyuk Hills.
Jotun Culture

== In Elifga valley ==
====The Gate of Stories====
To get to the high Elifga valley, there is one pass that all must take. And in this pass is a small clearing, surrounded by carved wooden poles. While seemingly innocuous, this is a place of great importance and power - The Gate of Stories. It is customary for Jotuns and any other travelers, either in or out of the valley, to stop here and tell tales. This is from the belief that a deity or deities make their home here - they enjoy the stories and will give blessings of luck and fortune to those that honour this tradition.

While many consider this a legend, if an endearing one, others take it very seriously. Some people will arrange parties to take them to the Gate of Stories, where they will spend days reciting an epic tale, in hope of a particularly epic blessing. Others will attempt to find the greatest stories in existence and gather them to tell here. Regardless of the truth of this legend, the Gate is also important as it is sort of a neutral ground - predators and prey, of any religion, take care not to attack each other here. The spirits hate having their stories interrupted.

* Credits goes to Jaette-troll for the gate of stories idea,
Glass Caelias

Dwellers of the very deepest parts of Topazial sea, they possess transparent bodies, which gives them their namesake.  It is possible to see right through them, and their internal organs are visible.  They are a medium-sized subspecies, usually growing to only about 40-50 feet.  They can easily be preyed upon by the dangerous creatures in their environment but glass caelias have developed an unusual defense against this.  While their skin is completely transparent and lacks the chromatophores other cephaloid races have, their internal organs do possess these color-changing cells.  In addition, they have bioluminescent glands located in several places inside their body, that they can control at will. This allows a glass caelia to float motionlessly in the abyssal depths, using their chromatophores to make their organs blend into the background, leading to the glass caelia becoming nearly invisible.  At the same time, they can make the bioluminescent glands in a portion of their body glow (such as at the tip of a tentacle), and slowly wave it back and forth.

When a creature comes to investigate, possibly in hopes of finding prey, the glass caelia will spring into action, often swallowing it in an instant before their prey even has a chance to realize what has happened. Glass caelia also seem to be utterly undetectable by the predator sense, making it a bit easier for them to conceal themselves from dangerous creatures... which is a necessity, since they are much weaker and more fragile than other species of cecaelia. Glass caelias rely entirely on concealment, ambush, and the element of surprise to survive in their deadly environment. Not much is known about glass caelias, as they are shy and reclusive beings, and notoriously unsociable.  They seem much less curious about things outside of their experience than other species of caelia, and rarely ever leave the "security" of the dark world they inhabit.  It is said that the last time a glass caelia visited Ryzelm’oire was over 500 years ago, and the previous visit was nearly a millennia before then!

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

Pal Sebrit is a human in his late forties, slowly turning bald, with a bare patch spreading through his pale brown, often untidy, hair.  He has fairly pale, rugged skin, a squarish face, and muddy brown droopy eyes.  He is fit and athletic for his age, although the thick stubble on his neck and cheeks, combined with the deceptively sleepy look that sometimes comes over him, does not make him look particularly healthy.  When working, he generally wears a dark green jacket, stained and in some places torn, fitted with many pockets; he rarely bothers to change it.  He speaks with an almost incomprehensible accent of indeterminate origin.

Pal’s behavior is an odd combination of curt and casual, snappish and apparently relaxed.  He has quick reflexes, a sharp mind, and does not tolerate foolishness from those entrusted to his care, though he is friendly enough when not dealing with a crisis.

Pal is a veteran and hardened explorer of Felarya.  He does not live in Felarya, but his job takes him there on a regular basis.  He is currently employed as a captain, co-pilot, mechanic, and security agent by Felarya Express, but he had visited Felarya many times before joining the company.  He has worked as a guide and bodyguard on countless expeditions into the lethal world, accompanying treasure-seekers, foolhardy fairy-hunters, researchers of all kinds, campers, tourists, reporters, tourist guidebook writers, missionaries, and virtually every other type of explorer who has ever ventured into its deadly jungles.  If rumor is to be believed, he has succeeded in getting almost 37% of them back out again alive, a truly astounding record!

==Story featuring Pal Sebrit==
\* "Story 12": his wild journey through Felarya.

* Captain Pal Sebrit belongs to French-snack. Contact

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Various Landmarks

Remarkables landmarks and monuments found across the land of Felarya.

=== Serrakmos statue ===
This large and seemingly very ancient statue of a man riding an armored griffin can be found on the nothern bank of the Jadong lake, near the Jungle of perils. There is nothing around the statue, except wild vines and plants, yet on its base, an inscription reads: "I am Serrakmos VI the Immortal, King of Kings, and Scourge of the Gods. Look around at all I have made, and tremble before my power!"

=== Tomb of Unknown Adventurers ===
A white structure carved into a massive rock boulder, situated east of Negav. It's rather simple; just an ornate entrance with beautiful bas-reliefs engraved around it. It was actually a crypt, but it was  sealed off long ago, and no one knows who it was originally for. The building is now widely seen as a memorial to all adventurers who came to Felarya and have fallen. Many adventurers show their respects to the comrades they've lost by writing their name on the walls of the boulder, which are now entirely covered in memorial graffiti. The tomb is situated just at the edge of the The Isolon Eye's average influence, and adventurers know that once they pass it, they will be in danger of becoming one of the names. So they make sure to be well prepared and say a quick prayer before going off to find their fortune... or a stomach. The Inn of Heroes has been built inside a smaller boulder just next to the tomb, and is a renowned stop before making the big leap into the unknown, or before coming back to the safety of the civilization.

=== Altar of Zamamura ===
A large stone slab on top of a small hill in Misty glade. It looks very old, the hard stone being cracked and eroded. It is said the slab was used in ancient times as an altar to sacrifice people to an entity called Zamamura, to quell down a gigantic storm that ravaged the region for years. In other words, it was a plate. Stepping on it now is supposed to be safe, but not really advised nonetheless; it's like challenging Zamamura to come back and, in Felarya, you never know. Those who have tried speak of an unnerving impression of being watched by something very big and very hungry.

=== The Grasswaves ===
In the middle of  the great rocky fields, south of the Orelosk plateau, stands a group of strange and remarkable vegetal formations. They look exactly like huge waves made of grass and leaves that are somehow frozen in place. They extend to several miles before returning to the characteristic plains terrain of the region.  Nobody know their origins.

* credits to Silent-Eric for the tomb and statue idea.
Imoreith Tundra

File:Imoreithwiki.jpg

Danger: **Hazardous**

Inhabitants: snowstalkers, nopsids,  taraneis, flat back frost turtles

The Imoreith Tundra is a vast expanse of snow and ice, located in the north-west of the continent. It's situated at a high elevation in the grip of a perpetually cold climate. So far, the only known way to reach it is by taking dangerous passes up from the Elifga valley. The tundra is always covered in a thick layer of snow with a few small scrubs and grasses. It's generally desolate and rocky, with the white patched ground stretching in all directions. There are a few low hills and sometimes mysterious piles of massive rocks, the purpose of which is unknown. The air seems thinner and more frigid here, and has a very strange feeling too it, which people have a hard time describing. The whole of Imoreith tundra is well known for being enveloped in bizarre phenomenon involving sounds. In general, every sound seems to resonate here, echoing long across the snows; though in some areas there are no sounds at all.  These areas appear to be distributed entirely randomly; one could suddenly have conversations cut off or amplified to a painfully loud volume by simply walking a few feet.  Sometimes sound will carry only a short distance, other times it will literally drift across the entire zone. One has to learn to stop trusting their ears in this place.  The creatures here often use the acoustic properties by suppressing the noises they make when they hunt, creating confusing and misleading noises, or even using loud sounds as sonic attacks.  Many predators of the tundra seem to have developed ways to pinpoint noises despite the large aural confusion, giving them an edge over any adventurers. At night, the entire sky fills with strange, colourful, eerie lights and complex patterns not visible in other parts of Felarya, perhaps due to the altered atmosphere here.  Some people claim that if you listen close enough, you can hear the bizarre music of this place in these dancing lights.  Others claim the lights can show you the way through this zone... if they want to. It is believed that the Tundra leads to further lands of ice and snow, though very few have traversed the tundra and returned.

* credits to Jaette-troll for helping with the description of Imoreith Tundra.
Golden Harpies

This rare species of giant harpies has shiny golden skin, golden or bronze feathers, blond hair, and an astounding beauty that could match a succubus's. They are usually very greedy and attracted to shiny things they love to amass in their nest. Seasoned treasure hunters know that if they catch a glimpse of a golden harpy flying in the sky, chances are high there is some valuable treasure nearby. Golden harpies are naturally fond of jewels and gems, and love to wear bracelets, amulets, earrings, and other trinkets. They are rather vain and take great care of their body, literally spending hours washing their face, combing their hair, polishing their claws, lustering their feathers and admiring themselves in the water, often drawing sarcastic comments from less meticulous species of harpies.

A human caught by a golden harpy has a small chance of making it out alive by using a mix of bribery with promises of shiny treasures and flattery. There's only a small chance of success however, as golden harpies are cunning, and firmly convinced that eating humans now and then is healthy and good for their figure.
Diamond Nagas

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Like hydranagas, they are a very rare species. Diamond nagas only live in caverns, or near minerals, and your best chance to meet one would be to find the legendary crystal forest. Diamond nagas are the absolute bane of spell casters.  Their entire body acts like a magical lightning rod, pulling spells off course and reflecting them back at the caster.  With a little concentration, the diamond naga can also absorb the spell to strenghten their own magic. They are excellent spell casters themselves possessing a strange and always very unpredictable magic, based on "real illusions" and transmutation. Diamond nagas also have the ability to turn part of their body into pure diamond for a few seconds.  For example, a diamond naga punching an enemy would transform their fist into diamond just before impact.
Rev

Rev (full name: Revanyan) is a bard who has begun to be quite famous across Negav.  Famous for abysmal music that not even the most drunken of patrons care to listen to... not even the ones that are passed out!  Some have nicknamed him "the bard of chaos". Rev was born the son of a trader on a far away world.  His family supported him and his pursuit of a musical career at all times, never missing an opportunity to compliment him on his talent.  This constant praise for his musical "skills" is one of the many reasons why Rev has such a huge ego, and an equally large amount of self-confidence. At an early age, he left his comfortable life behind, setting off to explore the universe, longing to discover its wonders and make his music known. He has partially succeeded, as his music is indeed *widely* known.

To put it bluntly, Rev was already a bad musician before he came to Felarya, but some think that the magical nature of the world has somehow amplified its "badness" many times over.  Rev is able to produce sounds unique in the universe, sounds that are more than just out of tune notes, but actually chaos made into music.  Rev seem utterly unaware of this, and is completely confident that he is playing excellent music, leading some to say that Rev is actually not human and possesses an entirely nonhuman set of ears. Although being terrible at playing music, Rev is a good natured and friendly person, who has knowledge about different worlds, and is a good story-teller.  He rarely misses an opportunity to go on what he thinks will be a good and exciting adventure.  In a world as dangerous as Felarya, one wonders how he hasn't ended up in a stomach yet, but somehow Rev's luck (and music) have always saved him, so far.

His carefree nature is in sharp contrast with that of his traveling companion, the tiny tomthumb bard Darania.  They form a very odd duo, one being optimistic, dreamy, reckless, and a terrible musician, the other being practical, cautious, wise, and playing excellent music.  Go figure... Rev also adamantly claims that he met the naga Crisis once, and that not only did she spare him, but that she loved his music!  Many wonder how true the story actually is.

* Rev belongs to Ravana3k. Contact

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Shillou

Shillou is a short and slight neko, with a skinny - some may even call it scrawny- frame. She has short, feathery chestnut hair, large deep green eyes, two brown ears protruding from her head, and a long tail as well. She wears a purple ribbon in her hair, and rather worn out clothes. She often goes around barefoot or, if she can make them, with simple sandals. Shillou is naturally shy, having learned in Negav that minding your own business was the best way to stay out of trouble. She is generally untrusting of most people, worried that they are after something, which is often the case. However, she is kind and caring at heart, and is easily bothered by things she feels are unfair. Her mistrust is contrasted with her deep insight on people. Shillou is good at reading intentions and emotions and tries her best to find some sort of good in all people, though she has little self confidence to find her own true worth. While raised in a rough environment, she sticks closely to her mother's lesson to give everyone a bit of respect and not to judge people by their outward appearance. Shillou is a confused young girl. She has the personality to survive, but is also a dreamer and hoper.

===Backstory===
Shillou was born in Nekomura. She never met her father and was raised by her mother. When she was young, due to circumstances she did not understand, her mother and her were forced to move to Negav. Her mother quickly lost most of their money and they were sent into abject poverty, having to live in the Pit in little more than a shack. Her mother left one day, saying she had her eyes set on a massive haul of treasure that would keep them rich for ages. She had Shillou watch the house, though she never returned, assumed devoured by the wilderness. Shillou continued to live by herself in her small house, scavenging and doing a variety of odd jobs around the city. Practicing nature magic in the city's parks, she undertook various odd jobs gardening around the city. However, following a certain incident, she lost her house and the money she had saved. With no options left and nothing to lose, she approached the Adventurer's Guild looking for work. She was rejected for her own safety, but independently joined a mysterious party of adventurers recruiting in Negav, heading off into the Felaryan wilderness where she met with the elf Fulmina.

* Shillou belongs to Jaette-troll. Contact

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Shapeshifter

**Shapershifters** are a race of shape-changing beings that, as their name indicates, can morph from one shape to another.

## Biology

In their natural form Shifters resemble tribal humans. They tend to be covered in tattoos and have tanned or dark skin tones. Their eyes are usually light blue or light red. They stand about as tall as a human and weigh slightly less.

Shapeshifters are extremely tough, they have very few weaknesses. One of their weaknesses is that they cannot abide the touch of silver, as such they are extremely vulnerable to Silvered Weapons. They also have a vulnerability to magical attacks, and can be detected with moon magic.

## History

Following the fall of the Giant Empire the city of Jackal Heart was a good and peaceful place to live. But at some point in the cities history it was invaded by the Shapeshifters, who murdered the inhabitants and assumed their lives.

Their shapeshifting abilities were so great that they eventually forgot they were impersonating people and believed they were actually who they were impersonating. Not all inhabitants of Jackal Heart appear to be shapeshifters though, it seems to mostly be the Bahameen caste, the cities nobility.
Anko

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Under construction

Anko is a well known and feared giant mermaid roaming the waters of Jadong lake. Her official job is to guard the island of the Jadong temple that stands in the middle of the lake. Who assigned Anko that task is unknown, but everybody agrees that they should have picked a better guardian. Anko makes no secret as to how boring she finds that task to be, and doesn't care much about it, usually preferring to wander away. The temple has already been defiled and pillaged numerous times.

Anko is playful, mischievous, and very chaotic. She loves to play pranks, make up stories, and is known to lie a lot. She is easily bored and always seeks to have fun, caring little if others are harmed in the process. Her version of "having fun" can range from the playing of dubious jokes, to gossiping and sowing discord. She sometimes acts like a bully, becoming downright mean and cruel. With her massive size, she can be a very intimidating sight indeed. She isn't really evil but seriously lacks any empathy. Anko's behavior changes radically in the presence of Alvar however, on whom she seems to have an intense crush. When the fairy is around, Anko loses any kind of self assurance and become shy, hesitant and fidgety. Her voice is beautiful, clear and alluring, even when she trash-talks, which she does a lot, with a distinct Irish lilt. She is talkative, very curious, and will converse a lot with other creatures, even prey. She makes a good story-teller, especially skilled at captivating her audience with mysterious and scary tales.

Like all mermaids, Anko can naturally breathe underwater and is an excellent, fast and silent swimmer. While she can't walk on land, she can still haul herself up on to the shore, which is always very surprising and increases her reach a lot. Anko's method of hunting is either to attack the treasure-hunter's ships that sail her lake or the Jewel river by shaking them and making the crew fall in to the water, or to place herself under the bridge leading to the island she guards, and simply opening her mouth very wide to show adventurers a good view of her expectant throat, as a mean of making their footing unsteady and making them fall in.  If these methods don't work, then she will extend her long sticky tongue to catch her prey, like a frog.  After a good meal she will just drift away on her back, floating on the surface while taking a nap, enjoying the feeling of her victims struggling and thrashing about in her belly as they digest. There is very little hope of escape once Anko catches you. Thankfully, the big bad mermaid is not as voracious as her terrible reputation makes her to be, and she actually feeds a lot on fish. Anko doesn't have many friends. Most other predators either don't trust her or are afraid of her. One notable exception is the naga Katrika who seem fascinated by her personality and whom visits her a lot.

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Crimson Maidens

The Crimson Maidens are an isolationist tribe of fairies residing in the Crimson woods.  Rarely seen outside of their borders, they are extremely powerful magic users, especially in their mastery of fire magic.  Typically tall and thin, most have red or pink hair and bright red eyes. Their society is almost entirely female, most of the males having perished in the last war they waged.  They are organized around their leader Alsherala and together they defend their domain against any intruders.  They take little interest in affairs outside their wood, and only in the face of serious invasion do the Maidens assemble their dreaded Fire Legions and march to war.  Every time they have done so, their enemies have run in terror after facing them in battle.  Those few who survive can only speak of horrible monsters who could turn things to ash with a touch and whose gaze melted everything they rested upon. Unlike most fairies, Crimson Maiden warriors wear armor in battle, usually metallic breastplates and greaves which deflect magical attacks and amplify their already deadly fire abilities.  Crimson maidens are, by far, the most dangerous species of fairy you could encounter anywhere in Felarya.  Fortunately they rarely venture outside their domain except for younglings who are on their proving quest.

=== Known Crimson Maidens ===
\*Kiki

* Credits to Randomdude for the Crimson maidens idea.