Falacaerr

Behold a land where mystery, magic, intrigue, and conflict prevail. Proud castles stand guard over the horizon, a strong and noble people till the land, and splendid armies march forth as great wizards pursue secret learning and passionate artisans work wonders with their hands and minds. Yet not all is tranquil; beneath the idyllic surface, troubles brew as the age-old tensions between Lian and Mareten simmer. Undead hordes prepare for war, monsters multiply, and the subtle intricacies of politics threaten to break the solidarity of the free nations. Welcome to the world of Falacaerr.

Played by Phantelle.

Table of Contents:
An overview
The Nationalists
The Council
The Royalists
Micros in Falacaerr
Miscellaneous Information
Map of Falacaerr
Falaricae History and Timeline
OOC Notes

Known Falaricae citizens (played by Phantelle):
Charity Cormack the Maternal Guardian
Fern Herrington the micro adventurer and finger food
Alexis Covington of the Little_Ones
Jacqueline Khartanos, princess of the lost Anfalae civilization

Not played by Phantelle:
Lainabelle, the micro squiress to Charity played by Aweyn
Lushai, the warlady played by Grimoire
Amalia, the micro squiress to Charity played by Ashley_Urikoshima
Requital Cormack, the crusadress played by Miateshcha
Ilyseia the undead paladina, played by Minx
Lendia, former micro sex slave played by AshleyDScott
Balis, goddess of vengeance played by Divinity
Fiona_Esteed, undead Dullahan played by Aelina
Kitah, Maternal Guardian played by Sicha
Anveena, Voidmancer played by Sicha
Purgatory, squiress in training played by Kailindrea
Unara, Maternal Dominator played by Solan
Overview
Broadly speaking, Falacaerr is a fantasy world of my imagination where anything can happen. Without boring the reader with a long and detailed history, the setting strongly resembles the high medieval ages with strong elements of magic and high fantasy. The biggest feature of Falacaerr, perhaps its defining feature, is that micros (known as the Lian) and normal people (called the Mareten) coexist (mostly) peacefully, at least upon the surface. Falacaerr is a land beset more by hidden tensions and political strain than outright danger, although it certainly has its fair share of overt turmoil.

Humans form the most numerous and proliferific race present on Falacaerr, both Mareten and Lian. Micros in Falacaerr are rarely more than two inches tall, the reason being that I as a player like them that way, easy to hold in your hand and easily swallowed. ^^ Human-controlled lands cover a vast swath of territory, and the humans are divided into three main styles of government: the pragmatic and spirited Nationalists who seek to regain the lost glory and lands of the ancient Edunian empire; the moderate and peaceful Council, striving to preserve the unity of the races by adapting; and the chivalrous and noble Royalists, who still hold to the time-honored traditions of the old Anfalia kingdom. Dozens of minor factions exist as well, from the notorous Kimeran sea pirates to the Maternal Guardians of Maretas to the Drauga barbarians of the desert, but do not have the same influence in Falaricae politics as the three primary factions.

Other races exist as well, including the elves, or Illuvien, a young race sequestered in the vast woodlands of the east; the dwarves, or Chakka, who trade regularly with the humans and mine the great underground kingdom of Chak Ram'thuk; the goblins, or Tzeechee, reproducing like rabbits and browbeaten into mobs by warlords; the orcs, or Ur'thuk, formed into warlike hordes and raiding bands; and even more. The ever-present undead are often found in the service of powerful warlocks or wizards, the occasional dragon roosts in the area, and many other rare and exotic monsters roam the forgotten lands and secret dungeons: half-sentient slimes, harpy bands, enormous sea kraken, and of course the invisible footprint ghosts to name but a few.

Arms in Falacaerr revolve around the use of engineering, iron, and steel. Gunpowder and cannonry are unknown, but most armies are well-equipped with the best armor and weapons, with each faction having distinctive characteristics. Magic is balanced against arms; while the wizard's robes offer little protection against elven arrows or Royalist steel, conversely wearing plate armor from head to toe makes a knight an excellent conductor for electrical spells. An archmage would have about the same combat influence as a veteran knight; magic is not significantly more or less powerful than arms, although it can be used to exert a different kind of influence. While arcane magics can be used for utility and offense, healing belongs exclusively to divine magics. Magic research is a very active part of Falaricae scholarship, especially in the great Royalist libraries.

Falaricae culture also varies widely between nations and races, but in general the Nationalists produce great poets and writers, the Council is home to many a brilliant musician and orchestra, while Royalists have a flair for painting and pottery. Dwarven metalworking and sculpture is unmatched for technical excellence, characterized by strong, blunt features. The elves excel in woodcrafting and landscaping, favoring willowy curves and a seamless blend with nature in their designs. Architecture is at its height, with many a wonderous landmark such as the great elven temple to Ilanwylln, the vast underground dwarven kingdom of Chak Ram'thuk, the splendid shining Royalist city of Morning, and more. The warlike orc clans prize strength and personal prowess. Nationalists favor theater for entertainment, while Royalists are easily gathered to watch a knightly tournament of arms.

The Nationalists
The Nationalist lands are organized along the principles of a republic, encompassing some twenty-two provinces stretching from the vast plains of Falacaerr to the arctic south and the great deserts and steppes of the north. Each land elects representatives known as Prefects to the Nationalist parliament, which is in turn divided into an executive branch administered by a President, a legislative branch administered by the Prefects, and a judiciary of Justices. The President is chosen amongst Prefects by an election of the entire parliament, while Justices are appointed by the governors of each province subject to a vote by the Prefects. Civil servants of the Nationalist stamp believe that their duty is to the common citizen and pursue their tasks with patriotic fervor. In the past, the Nationalists have often fought the hardest and suffered the most against the enemies of humanity. They comprise approximately 50% of the human population of Falacaerr, although at least one province is populated mostly by elves. The Nationalists also openly accept other races into their parliament, provided these races are willing to obey their laws, a policy which serves to cement ties to other races.

United by a strong central government, the Nationalist citizens often have the strongest sense of identification with country. This is not to imply that problems are absent, especially since matters of trade often creates contention amongst different provinces. The Nationalist lands also host the greatest population of Lian, with 42% of Nationalist citizens as Lian since the last census. The Nationalists also blend a great many cultures, not all of which coexist peacefully. The fiercely independent barbarian tribes, for example, often clash with the merchant guilds or the elf rangers. In spite of this, the Nationalist citizens will rally together behind their leaders whenever an external threat rears itself against humanity. Barring only the Seventh, every great Crusade of humanity has been primarily led, inspired, and fought by the Nationalists.

Nationalist armies are a patchwork of the soldiers fielded by each individual province, thus the Nationalist military tends to be diverse and colorful. However, units often vary widely in quality from the steadfast and battle-hardened phalanxes of Lorea and Maretas to entirely unreliable mercenary bands. The President is commander-in-chief of the military, but each province supplies its own commanders. This is often a source of friction, as the armies are considered independent and may cooperate little or not at all with each other.

The Nationalist provinces also vary widely in character, ranging from sprawling metropoli to sparsely populated plains, swamps, or steppes. The Nationalist postal service connects the far-flung provinces through a series of road networks, but the true crowning achievement of Nationalist infrastructure is the extensive water system used for everything from supplying water to irrigate farmland to providing potable water, sewage disposal, and public baths. This system accounts for much of the amazing productivity of the famous Nationalist vineyards and wheatfields. Many of the Mareten are employed in manual labor, while the Lian gravitate towards service industries. There tend to be more micro millionaires and many Lian enjoy positions of enormous wealth and influence, which has also created problems from resentful Mareten.

The Council
Council lands account for about 15% of the human Falaricae population. Predominantly Lian (close to 70% of the population), the Council occupies a strategic position in the vast Sapphiras Valley, the greatest network of roads in Falacaerr. Council lands thus benefit greatly from trade and boast the highest amount of wealth per capita in Falacaerr. Large merchant business owners of the Council lands command tremendous wealth and influence; power is centered in the hands of the Councilmen who control the all-important banks of the Council lands. The Lian regent Sofia Furinax currently heads the Council.

Besides having the most expensive infrastructure and the most sophisticated economy of Falacaerr, the Council also employs grand orchestras. Yet citizens of Council lands tend to be peaceful and warm, ready to welcome strangers and eager for news of faraway tidings. Council hospitality is legendary, but citizens lack the sense of national unity that characterize the Nationalists or the Royalists. Instead, one's strongest ties tend to be to one's clan or family, and it is rare for families to become separated or for citizens to travel far. Though the Council has not actively sent armies to any of the crusades, many a wealthy citizen has donated his entire patrimony to fund the crusaders. Council citizens also tend to be conscientious and religious, and Council lands are filled with churches, chapels, and hermitages. Waystations for Lian and Mareten alike line the Council highways, filled with public rest houses and dining establishments.

While the tranquil Council lands are usually peaceful, business can be competitive amongst the great merchant houses. These families often hire armed guards and even small private armies, although each house is nominally represented in the Council itself. A formal sets of rules known as the Rituals of Marque dictate acceptable behavior for business competition and even limited military engagements between the houses. In theory this should be limited to only the houses directly participating in competition, but in practice a system of interlocking alliances creates a complex political web where any action can quickly spiral out of control. Added to this, the Nationalist and Royalist nations also invest heavily in the great banks, causing additional political ramifications in the two great countries.

The Royalists
The Royalist lands comprise the remaining 35% or so of Falacaerr's human population, and unlike the Nationalists or Council are formed exclusively of humans. In the old tradition of the great Edunian empire, the Royalists are ruled by a king, the title of which is currently held by King Xander III. The largest fiefdom of the Royalist lands are held directly by the king and the royal family, with the remainder in estates parceled out amongst the aristocracy. The Royalists are governed less by law than by an elaborate system of chivalry which values personal honor and is the great cultural pride of the Royalist kingdom. Besides providing a protocol for war, peace, and social interaction, it also ensues the safe treatment of Lian, which comprise roughly 15% of the permanent Royalist population.

The Royalist armed forces are levied from each fiefdom by the crown, and together the Royalists form a unified national army which, although inferior in size to the armies fielded by the Nationalists, are nevertheless a highly effective and disciplined force. Most soldiers are conscripted from the peasantry, but nonetheless highly trained through compulsive military service beginning at the age of twenty and maintained through the many tournaments and contests held in the Royalist lands. The elite of the Royalist armies, however, consist of the mounted knights in the employ of the nobility as well as the micro Agema Pigeon Companions. The Royalists are also home to many military orders, including paladins, crusaders, and Maternal Guardians, all of whom may be counted upon during wars.

Royalist lands boast the finest military and magical academies of the world, with the libraries of Morning being possibly the greatest congregation of scholarship in Falacaerr. The Royalist capital of Morning, constructed on an island amidst the swift Windy Torrents river and connected by dozens of bridges, is a shining city of magnificent architecture and the crown jewel of human civilization. The center of Royalist culture and learning is embodied in this city, which boasts over two million inhabitants, making it by far the largest metropolis in Falacaerr. Royalist citizens may justly be proud of their accomplishments in this regard.

In spite of all their culture, however, Royalist politics can be as acrimonious as that of the other nations. There are few actual checks upon the power of the aristocracy besides a sense of noblesse oblige and a conception of the proper responsibilities of lord and liege. While King Xander is beloved by all the people as a fair, just, and kind ruler, his court is also the home to many a noble vying for power in the intricate political circle. The two different types of magic users also conflict sharply; arcanists such as wizards, mages, and professors are often clash with divine magic users such as clerics, priests, and paladins over the proper use and limits of magic, as well as the subtleties of magic law. The only exception are the Maternal Guardians; though practitioners of a highly unique divine magic, they actively cultivate a warm relationship with both sides of the magic question.

Historically, although the Nationalists have led most of the Crusades since the fall of the Edunian empire, the Royalists have always contributed a significant amount of resources and manpower except for the ill-fated Fourth Crusade.
Micros in Falacaerr
The presence of little micros in Falacaerr is, on the surface, idyllic. In name and appearance, Lian get along well with Mareten. Most roads have covered walkways for micros to walk in where they can be safe from being accidentally stepped on by Mareten. In the cities where Lian mingle with Mareten, micros often have entire districts to themselves where entry by a Maretan is permitted only to citizens who have been specially trained to be careful around micros. More often, however, a micro settlement is incorporated into a city; here, Lian walk on elevated catwalks built usually ten to twelve feet above the roads. The solution for avoiding having Lian trampled underfoot was, quite appropriately, simply raising them above the heads of the Mareten. It is also considered rude and offensive for a Lian to be called a "micro" or a "little one," the consensus being that such a title is belittling. Interestingly enough, for a Lian to call a Maretan "giant" or "giantess" does not have the same impolite connotations.

A healthy Lian can usually walk about half a mile in one day. It is not unusual for micros to travel with Mareten in order to greatly speed a trip; however, most nations also maintain trained flocks of flying pigeons. Any Lian may ride on a trained pigeon once he or she has obtained a micro license; in the Council lands, one may have a license as young as fifteen, whereas the age minimum is eighteen for Nationalists and Royalists. Getting one's pigeon license is comparable to learning for a driver's license in terms of time spent and learning curve. On the positive side, pigeons are fairly intelligent and a skilled pigeon rider listens to her pigeon, and flyers do not need traffic controls except for roosting. Conversely, accidents in the air are much more deadly and in most territories all pigeon riders are required to wear a parachute at all times.

In the Royalist and Council lands, most of the micro population is housed in the great cities. In the Nationalist lands, where civilization tends to be more spread out and a correspondingly lower number of people per hectare exist, it is not uncommon to find entire quaint Lian hamlets built in the countryside or around the Nationalist water fountains. These Lian communities range from dozens of families to sometimes over populations of 100,000, complete with their own laws, guards, and cultures. It is not common to see Lian farmers, as most manual labor is performed by Mareten. However, in all the nations, many Lian enter the service industry to work as semi-skilled and skilled laborers. It is very common for surgeries to be performed by micro doctors who insert themselves into their patients, or for ladies to have their nails done by micro manicurists, and for an expensive fee one might even have one's body washed, groomed, and massaged by a team of skilled Lian. Others work as rangers, teachers, and even soldiers, the latter especially in the Royalist lands where a bold Lian can make a name for himself as a hero, size not withstanding. A Lian's small size also suits him or her for unconventional services which a normal sized person might not be able to do; for example, a young and attractive Lian couple sometimes pose on top of wedding cakes.

This is not to suggest that no friction exists between Lian and Mareten. On the contrary, many times the neutral Falaricae Daily will publish horrifying exposes of micros being subject to the worst kinds of slavery and sweatshop labor. Such acts are publicly frowned upon, especially as the Falaricae public has an endless capacity for moral indignation and outrage. Still, a careful enough detective can find the traces of micro abuse, and perhaps even their perpetrators. In some cities, it is not safe to be a young and beautiful teenaged Lian girl, and the shocking scandal of Governor Terrence Farrell, who was found with a harem of kidnapped female Lian sex slaves, has rocked Falaricae society.

In ages past, Lian and Mareten did not interact as they lived separately. The great kingdom Anfalia, which rose to its zenith over two thousand years ago, represented the pinnacle of Lian culture. Its complex administration, organized laws, intricate economy, and centers of scholarship made the Anfalian kingdom a wonder amongst micros while Mareten lived barely civilized in tribes and tents; at its height, the kingdom spanned nearly two thousand square miles. Decline began as the first Mareten encountered the Lian; while the little ones were happy to bring the Mareten into the prosperity of the Anfalian kingdom, teaching and civilizing the Mareten in their arts and learning, soon greed tainted the Mareten as ever greater numbers of the giants and giantesses entered the borders.

The Anfalae kingdom fell in thirty short years, ruled for the entirety of that time by the last and greatest of its kings, Ralvalin Khartanos. He was a Lian of prescient understanding of the times, filled with tragic self-awareness, and is still revered for the wisdom, compassion, and skill with which he governed the kingdom. When he took the throne, no one had even heard of the Mareten; by the time of his death in the sack of Anfalas, his kingdom had been torn apart by warlords, nearly the entirety of his people enslaved, and the wealth of the nation despoiled and plundered. The years of his rule saw the Mareten appear, first as guests and subjects and vassals to his reign, then as conquerers after learning what they could of the Anfalae empire and sampling its luxuries. The little ones had no defense against these invaders of unpredecented size and strength, their mastery of magic having been shared with the Mareten, and ever increasing numbers of Lian became little more than slaves and playthings as the Mareten poured into the borders. The Edunian empire was founded upon the ruins of fallen Anfalia and much of its own grandeur must be attributed to the progress made by the Lian, stolen from them and then used to subjugate the entirety of the little people. For the next thousand years, the Lian would be ruthlessly oppressed and rendered helpless at the hands of their conquerors. Although times have since changed and the people live in greater harmony, many micros still believe that one day King Ralvalin will return to lead the combined Nationalist, Royalist, and Dwarven countries into a new golden age of harmony between Lian and Mareten.
Miscellaneous Information
The Royalist Code of Chivalry
The central tenet of the Royalist Code of Chivalry is honor towards one's liege, peers, and dependents. Personal honor and a good reputation are highly prized by all Royalists. This means not oppressing the helpless, which however is strictly interpreted in the Royalist spirit. Men, for example, are expected to honor women as being physically and emotionally weaker, and to champion them. Mareten are expected to succor Lian, especially micro ladies, and it is considered a serious breach of the rules of chivalry for any Maretan - even a lady - to raise a hand against a micro. The Royalist code of conduct also provides jousting and tilting rules for knights and pigeon riders in order to keep contests safe and non-fatal. Violation of these rules and the subsequent loss of prestige are often enough to brand a person as a pariah for the remainder of his life.

Micros can usually expect succor from a Royalist citizen when in need. The code of chivalry provides for a Maretan man or woman to aid micros, as for example if a Lian's wagon has broken down on the side of the road, one might reasonably expect a man to carry it and the micro's family in hand. Women and children are given aid first, and many times one might find an errant pigeon rider resting his mount and himself upon a lady's shoulder or her arm. Conversely, Lian are expected to remain respectful of a Maretan's modesty and dignity. It would be considered a serious offense for micro boys to peer up a lady's skirt, and anyone who does so might expect to be publicly reprimanded by that lady after being picked up. It is usually against courtesy for a micro to be picked up, especially by one of the opposite gender; more polite is setting one's hand down next to the little one, and not grasping the body unless the weather is cold. Under no circumstances may a micro boy be placed in a Maretan lady's bosom or a micro girl down a man's breeches. (This, while the rule, does not actually stop some people from doing so, however.)

The Royal Debt
Behind the complex Royalist hierarchy of royalty, nobility, and aristocracy lies an ancient and powerful magic of the corrupt Edunian empire. Each noble, when granted a fiefdom by the crown, must first enter a contract in blood which places the entire province under a curse of the royal family. If the curse of the contract is invoked, all citizens affected by it become physically incapable of disobeying a command issued by the king or the king's designated representative. For this reason every ambassador from the crown to each province is empowered by the contract, and the Royal Debt provides a way for the royal family to forcibly control the entire Royalist nation at will. This curse is not known besides to the nobles and the royal family, having rarely been invoked in the past, and most of the nobles do not even believe that the curse has any power.

Although the ever popular King Xander has never invoked the Royal Curse before, there are mysterious unexplained incidents in Royalist history where groups of people have behaved oddly, almost as if under a secret compulsion. These tales stretch far back to the Edunian empire, where the emperors used the Curse much more freely, and the terrorized population endured some of the cruelest and most barbaric treatment that could be inflicted by man to his fellow men.

The Falaricae Daily
Published by Council newspapermen, the Falaricae Daily is the newspaper with the greatest circulation by far in Falacaerr. The Daily employs over three thousand correspondents, both Mareten and micros, bringing in news from every corner of Falacaerr for each day's edition. The Daily is also sold in most Falaricae cities, having a strong readership in all of the human nations. Dwarves and elves also subscribe to the newspaper as it often carries articles of interest to them as well, not simply the humans. While the content varies from day to day, the Falaricae Daily is sold in normal and micro editions. Local offices often carry stories which are not found in the basic international edition specifically for local interests; for example, the Council version has many articles related to Lian affairs, while the Dwarves can expect to read of events occurring in their underground kingdom. In order to ensure timely delivery, the Daily invests in over 200 typographical presses and pays exorbitant mana fees to transfer its papers around the world.

Economy
The common unit of Falaricae currency is the Council thaler, minted in the Saffiras valley by the First Council bank. The thaler forms the basis of over 90% of transactions handled in Falacaerr, so its valuation is carefully monitored by Council houses at all times. A micro version of the thaler known as the yire exists and is valued at approximately 2.5 yire to the thaler. Since the thaler is too large and unwieldy to be used by Lian, weighing as much as the typical micro, and the yire is too small for most Mareten to see clearly, special banks exist in most cities to handle transactions from one to the other. Other coins include the centithaler, or cent; the Kroyt, a dwarven coin hand-forged from semi-rare precious metals and valued at several hundred thalers each; and the Vruk, the a shell harvested from rocky beaches used by the orcs as currency.

Trade ties between the human nations remains strong, not easily cut off even in times of war. The human nations also trade to a lesser extent with the elves and the dwarves. Each faction offers unique goods and services which cannot be found elsewhere, such as the gossamer cakes from the Nationalist breadbasket, powerful elven recurved longbows, or the amazing magic tomes penned by Royalist scholars.

The Crusades
Undoubtedly the greatest threats to the free people of Falacaerr as a whole are the staggering undead and demonic armies raised by the high priests of Zeanir, god of chaos. Such a threat requires a concentrated response by the entirety of Falacaerr, the west Nationalist frontiers of the Sunbirth mountains having been home to clashes of massive armies. The Crusades are the response of the free people, expeditions to topple the fortresses of darkness, and ten have occurred in the past thousand years ever since the first invasion toppled the Edunian empire. None of the crusades have truly been successful in permanently freeing Falacaerr from the grip of darkness, but they have unified the free people that otherwise would spend much time feuding amongst themselves. Most of the crusades have been led by the Nationalists. Casualties on both sides are often appalling, numbering in the hundreds of thousands or even millions, and it is not unknown in history for nearly an entire generation to be lost in conflict when the Zeaniran hordes invade through the Sunbirth mountains.

Currently there has been no unifying crusade for the past one hundred and fifty years, though the ever vigilant Sunbirth elven rangers report an alarming mobilization in the charred and cursed lands beyond the Sunbirth mountains. Becauses of this, the westernmost Nationalist lands have been placed on enhanced alert, ready to rally the remainder of the free peoples at a moment's notice.

Marriage and the Honeymoon Flowers
During the glory days of the Anfalae Empire, micro gardeners carefully cultivated a species of flower known as Vilyrma. Vilyrmas grow from a bulb planted into a ground and very quickly mature within a few weeks to spread several symmetric eight-petaled flowers on the ground. These flowers typically grow from five to almost seven inches in span and were commonly used to consummate Lian marriages. On the day of marriage, the groom leads his bride onto the center of the flower. The petals then fold together over the course of an hour and seal the occupants inside, where strong pheromones are released by the petals as well as found in the dew which the two honeymooners drink. Besides invigorating the occupants, the chemicals within these pheromones also drive man and woman into a lustful mating frenzy which can last up to hours of pure, unadulterated carnal bliss. The petals open the next day, permitting the exhausted groom and bride to leave with the flower's pollen over their sweat-soaked bodies. Marriages consummated in such a fashion are observed to nearly always produce healthy children.

After the fall of the Edunian empire, this ancient custom slowly spread to the Mareten following the introduction of the Maternal Guardians. Since Mareten cannot fit in these flowers, the bride and groom are instead unbirthed by a priestess of their religious order and cuddle together in her womb. The priestess then drinks an extract made of the Vilyrma dew which produces the same reactions in both herself and her womb's occupants. A priestess who offers this marriage service is usually led into a solitary cell and shackled tightly so as not to harm herself or others when the lustful frenzy commences, though a month of rest is the standard prescription for any sister who volunteers her body for this service.

National Cake Day
During the days of the Edunian empire, there was one particularly callous princess named Aeriette Marione who cruelly oppressed the micros under her tyranny while living luxuriously, notable for her atrocities to Lian even during an age when micros were little better than slaves, second-class citizens at best. When the Lian sent a delegation to her feet to report that they had no bread and petitioned for fairer treatment, the princess coldly said "Let them eat cake" and proceded to help herself to one in front of the starving little ones, sparing them only a few crumbs from her table.

After princess Aeriette was overthrown, the Lian remembered her words. On National Cake Day, Nationalist Lian commemorate the deposing of the cruel princess by gifting and eating cake amidst the festive atmosphere.

Precious Minerals
There are seven precious minerals in Falacaerr which are not found in our mundane world, namely mythril, orichalcum, moonstone, adamantine, eremite, dillar, and dragonglass. Each one has different properties with regards to utility; for example, orichalcum is a soft, lustrous metal of marvelous ductility and conductivity, as well as possessing a high degree of magical affinity which makes it a powerful material for spellweaving. Dillar, a hard, heavy, granite-like rock, but perfectly smooth like obsidian, is further divided into two types known as quendillar and mardillar. The first can only be safely handled by women, the second by men.

Falaricae Magic
Magic in Falacaerr is divided into eight broad branches, affiliated with type. Each element has a complementary and opposite element; broadly, the four arcane elements are Fire/Water and Wind/Earth. The four divine elements are Essence/Void and Light/Dark. Whereas the arcane elements can be manipulated by a magician of sufficient training and practice, use of the divine elements is either gifted from the gods or present only in those of divine or infernal heritage. Humans tend to gravitate more towards mastery of the arcane elements, while many elves are proficient in the divine elements - leading to the somewhat contentious elven belief that the elves are descended from the gods. Branches of magic specialize as follows:

Fire - Domain of chaos, progress, and passion. Pyromancers wield the molten fury of the flame, but fire has little staying power, preferring instead to frontload most of its force. In sheer destructive potential, little can match fire, and practitioners of fire are often restless and easily inspired while quickly becoming bored and moving on to new experiences.
Water - Domain of purification, evolution, and patience. Hydromancers can coax life to grow, summon soothing rain showers, unleash catastrophic tidal waves, or swirl waters into whirlpools. Water also develops subtlety and softness, achieving results through the patience of erosion, and hydromancers are often in a state of continuous change.

Wind - Domain of speed, agility, and creativity. Aeromancers can summon hurricane force winds, beckon forth massive tornados, or empower warriors with the grace of air. Wind also emphasizes creativity, with practitioners commonly being able to see situations from outside the box. Those who follow wind are free spirits, moved by creative passion and said to hear the muses.
Earth - Domain of strength, stability, and tradition. Geomancers can unleash terrible earthquakes, open faults in the ground, and loose devastating lightning. Dwarves especially favor earth for the ability to work metals and gems. Practitioners of earth magic are slow to change, ponderous and measured in their actions.

Essence - Domain of life, healing, and joy. Sanctimancers can healing devastating wounds, revitalize fatigued comrades, and the mightiest are said to be able to resurrect the dead using Essence, the vitality of life. Practitioners tend to be filled with simple happiness, are quick to laugh, and delight in the imbuing of Essence into others.
Void - Domain of death, emptiness, and perfection. Voidmancers can unravel reality, are adept at shattering enchantments, and can devour magic itself. The power of the Void is absence, the end of magic, death to Essence's life. Voidmancers tend to be profound and thoughtful, understanding that perfection is possible only through the possibility of nothingness and end.

Light - Domain of knowledge, clarity, and insight. Luminancers seek after lore and knowledge, understand the essential nature of magic, and can illuminate mysteries and unravel secrets. To them belongs much lore in divining the future and the past, as well as the discipline of deliverance from possession. Luminancers are above all seekers of truth, able to comprehend complex logic.
Darkness - Domain of secrecy, misdirection, and obfuscation. Umbramancers shroud themselves in shadow, skilled at hiding their power and masters of illusions to confuse and misdirect. They call forth the tendrils of night and can bend Essence to form the discipline of necromancy. Umbramancers are reclusive, secretive, and sly, adept at the indirectness taught by Darkness.

Vore in Falacaerr
Vore in Falacaerr is much more of an open reality than on Earth, in part because micros are much more threatened by it. Oral vore is easy for most Mareten to do to micros, and in fact Edunian princesses once thought that they would keep their beauty only by swallowing lovely micro maidens. Unbirth and cock vore are also known, if not commonplace. The former is practiced amongst Maternal Guardians who use their bodies to protect and defend; in some places, sleeping in a hotel means choosing the young girl who most appeals to the traveler. Certainly unbirth is much more accepted than its male counterpart, which is frowned upon in all but select barbarian cultures where a man is still expected to cock vore a micro girl during the marriage ceremony as a sign of his virility. It does exist, however like unbirth, a normal person would have to be trained and practiced in order to do so. In some underground markets, an attractive micro girl might earn much money by hiring herself out to be inserted into a customer's scrotum and pleasuring him. At the very least, prostitution in Falacaerr leads to interesting and unexpected developments.
Map of Falacaerr - mouseover for more details Map of Falacaerr Orcish Steppes The Bone Garden Abydor Woods The Blighted Lands Ilsenya's Tower Swamps of Um'buru Dwarven Lands Murkwild Marsh The Kimera Isles Ilyn Forest Mountain Passes The Fields of Arland The Plains of Falacaerr Windy Torrents Frostwake Tundra Morning City Gladsong Sapphiras Vale Surrakesh Desert Norwood Ashton's Anchorage Horizon's End Edunian Dungeons Snowbright, the Last Refuge Black Knight's Tower Furinax Family Crypts Stronghelm
OOC Notes:
Yes, Phantelle is playing an entire world of her creation! The kind of scenarios I am looking for would involve your characters and mine in Falacaerr, with the possibility of much world- and lore-building as well as NPC interaction. Possible ideas include ...
- Your character rampaging through micro cities (or normal cities for giants and giantesses)
- Interaction with one of the many Falaricae cultures or organizations, such as the Rangers, the Church, the Banks, the Mafia, M.E.M.O.R.Y., etc.
- Living in Falacaerr and how your character would adjust to it
- Indulging in some of the Falaricae vore types
- Deep, story-driven, intricate plots in Falacaerr, a whole fantasy world (and a chance to shape it!)

While Falacaerr is the name of the world, the adjective used for elements that belong in it is "Falaricae".
 
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