Welcome to the Glossary of Places and Characters


We provide a *ahem* brief description of each character, and a detailed one of each place, to help others build their chapters around what has already been written. Feel free, however, to make stuff up and fit it in.

Check here for a time-line version of FayryLand's historical happenings.

FayryLand is currently populated with:


  • Gnomes (garden variety)
  • Fairies/Pixies (teeny winged people)
  • Elves (Tolkien and Dragonlance varieties)
  • Humans (16th century London variety)
  • Dwarves (Discworld variety)
  • Trolls (Discworld variety)
  • Orks (they look like Tolkien's, they act like Vikings)
  • Goblins (furry Ork-like creatures, gentle and spiritual in a North American Indian way)
  • Kab'nethites
  • Sundry Gods
  • Mythical and Mystical creatures
  • ONE photosynthetic mammal

    FayryLand's Institutions


  • The Thieves' Guild
  • Merchants' Guild (same as Thieves, only Merchants pay taxes, for the most part)
  • High Council (Highlady's advisors)
  • The Church
  • THERE IS NO MUSICIANS' GUILD, ASSASSINS' GUILD, OR FARMERS' GUILD

    The Highpriest Balder

    The lonely beggar not even the Thieves' Guild bothers outside the Drunken Wench Inn is actually, under all that grime, stench, and ragged raiment, the Highpriest Balder, Speaker and Representative of Lord God Wendall of FayryLand. He ran a shining Citadel under the Elven Highlord's reign, but did not escape the Wrath of Maw Behl the Acrid when the Highlord neglected to pay his tithes to her in timely fashion. Those who knew him could not find him when at last Maw Behl had left the Land, and after a weeks of searching, they finally gave up. Most of those Citizens have long since emigrated from FayryLand, and those who currently populate the Land have never heard of him outside of the Fayry Chronicles. Around the time Lady Elfie assumed ownership of the Wench, just after the Holocaust and before Elven's Chamberlain rescued him, she adopted a harmlessly mad vagabond who refused all of her offers of a place to live and a job. After her death, the vagabond would stand in the open plains about the Capital and howl to the gods, no matter what the weather. The Elite Guard tried to bring him in for shelter now and then, but finally ended up building him a sort of lean-to against the outside city wall, and they made sure he had bread and water. No one realizes now that he actually guided the Lady's daughter Vanilla to the Land with prayer, not even Vanny. And with no one from FayryLand's Golden Age to recognize him, no one but Vanny and Beebalm knows who that repulsive vagabond really is, or what drove him mad. Beebalm knows only because Vanilla enlisted the pixie's help in keeping him alive in spite of himself. Vanilla knows because the Spirit of the Land itself charged her with protecting the holiest man in FayryLand.

    Beebalm


    Pixies in general are cute, teeny people with wings and often the attention span of a gnat. Most glow with their own magic, and are very clever, if not intelligent. Beebalm is exceptionally bright in all senses of the word, and takes care of the Drunken Wench Inn for Vanny when Vanny has to do Highlady things. Beebalm zips around mostly naked except for her silk slip, and she wears that only because the humans around her seem to think she's otherwise butt-nekkid. When you have nothing but a set of dragonfly wings to hold you up in the air, you don't want to burden yourself with unnecessary weight, like clothes or ornaments. Because they must beat their wings around 7000/minute, they consume vast quantities of high-calorie foods -- like wine, hard candies, and beer if the pixie is in the mood for a more nutritious meal. Because they cannot actually create the food they crave, they hang around humans and elves who can. Pixies and elves have long coexisted, sometimes even symbiotically, although they take offense to any comment that they are "domesticated" or "pets".

    The Big Man


    Nobody has ever knowingly seen the Big Man, and that's just the way he likes it. You don't become the chief of the largest and most organised Thieves' Guild in Fayryland if people know who you are. Especially if they know that you're ten inches high. Even in a city like Stone Ring Capital, there aren't many openings for gnomes. Fishing and sitting on toadstools are not fulfilling occupations. The Big Man decided very early on a life of crime. Small people can steal small things very easily, and small things can be very valuable. So began the rise of the littlest Mr Big ever known. The Big Man is polite, urbane, possesed of a dry sense of humour and no scruples whatsoever. His muscle is provided by two indistinguishable, scarred and generally silent humans, Algernon and Aloysius, and a troll called Wayne, who is brighter than the average silicaceous life-form, even though that's not saying much.

    The Blue Sheep


    The Blue Sheep is a mystical beast with humorous origins. It's a long, inside story that isn't nearly as funny as it is to the people sharing it. The Blue Sheep is a rare beast who appears whenever someone makes a sheepish statement or gesture (sheepish grins, sheepish shrugs, sheepish duck of the head). Most people don't even see the Blue Sheep anyway, as it appears only for an instant, you have to be looking right at it when it does appear, and your mind has to be teetering on the back legs of the Chair of Sanity. There is one crazy old man no one recognizes who sees the Blue Sheep every time it makes an appearance around the Drunken Wench Inn. Everyone knows he's mad. Even the Thieves' Guild leaves him alone, since he gets insulted when people throw him money and tries to give it back. Beebalm and Vanny feed him every night, but he refuses to accept their offer of shelter, even on the coldest winter nights.

    Celinor


    Celinor is the blue crystal at the core of FayryLand's planet that radiates the magic which makes so many things possible. It's like a second set of physics that plays off the universal first set. In Kab'neth's case, its own celinor core holds the city together, and keeps it hovering above the Land. It doesn't permit Kab'neth to leave the atmosphere, nor does it allow the crystal city to crash. It does draw the city to other concentrations of celinor, hence the city's anchor to the equatorial regions -- the Mori-Mori peninsula. (And hence Mori-Mori's famed psychic clams and invisible oysters.)

    The Church


    The Church is an ancient institution, with origins in the worship of many fractious deities. Great battles were fought in the names of gods, and the gods themselves tended to meddle in the affairs of mortals. Until, that is, Elven Highlord (Vanny's predecessor) opened a carrier portal for extra-FayryLand travellers. The Goddess of this portal and its uniquely stable and non-magical properties was the most irascible and demanding of all: Great Maw Behl the Acrid. (FayryLand used to be a BBS: Bell Canada had a tendency to do annoying things like unexpectedly adding Call Waiting to the line, thereby booting one Citizen offline to admit the next one who was dialling -- the result was that no one could post a message during the peak calling hours, and the Highlady found out only because a concerned Citizen called her voice. Oh yes. We know all about Maw Behl.)
    Highpriest Balder originally served the Fayry God Wendall, a gentle and generic god. Maw Behl the Acrid demanded the main altar and apse of the Citadel whose dome overshadows the Market Square, ousting the mild-mannered Wendall. Maw Behl demanded monthly tithes (the phone bill in Real Life). Near the end of his reign, Elven Highlord neglected to pay those tithes in timely and regular fashion, resulting in near-total devastation and the closing of the carrier portal (cutting the phone line -- you get the idea). Wendall's priest Balder disappeared during those terrible two months, and at last when the Land was reopened, most of the Fayry Gods themselves were inhumed back into FayryLand's spirit with the Restoration (the elven tripartite -- more history involving Highlord, Lady Elfie, and a drow Elf Hellion). Those who would know were convinced that Wendall himself managed to avoid the fate of his more fractious fellows, but he has not manifested himself in all these years since the Restoration. Some swear he has abandoned FayryLand, if that's possible for a god. Most have simply forgotten he ever existed.

    The Citadel now houses icons of gods from another time - for all intents and purposes an empty shrine, save for the monks and nuns who still sing their prayers, just for the sheer joy of song.

    D-Jumping

    This is not a magic. This is an innate talent of the Lady Javken, although she cannot use it any longer. She used to be able to travel between dimensions without magic even as Highlady, but not since the Spirit of the Land transformed her into a hazel tree, effectively imposing the Fayry "helix" on her own DNA. In other words, Vanny has been assimilated into FayryLand even more thoroughly than most Fayry-born. Historian Postr, one of the librarian Chroniclers, described her thus: "Not FayryBairn, but Fayry made." Her mother Lady Elfie, on the other hand, having never actually touched celinor or worked great magic, retains the rare talent for travelling between dimensions without technological assistance. There are limitations to this ability, however, which are going to be really scientific when I can either find or make up the technospeke to explain them. [GRIN] Timing is everything in order to make an accurate D-jump, and Elfie has explained once or twice to her companion travellers that it's like trying to turn a profit on the money market, but with time and space.

    The Drunken Wench Inn

    The Drunken Wench is quite possibly the oldest surviving institution in Stone Ring. The Wench, as it is fondly called by all its patrons, has endured two Holocausts, two devastating arson attempts, several name changes (from "The Griffin" to "The Wench", plus various minor changes from "Inn" to "Tavern" and back to "Inn" again), and innumerable magical assaults. The madcap wizard Alkafizz the Fabulous seldom used the door: he almost always arrived through the roof. He learned to perfect his "speedy repair" spell pretty quickly, which explains why there is so much residual manna in the air, and why FayryBrandy is so popular at this particular establishment.

    Originally it was run by The Cook, a portly human who prided himself on the finest ale in the Land, and the fact that the Highlord patronized his bar more than any other in the then-Capital. The influx of non-Fayry travellers and citizens, coupled with his serving wenches' penchant for on-duty sampling of his wares, made the name-change to "The Drunken Wench" inevitable. Just before the holocaust, he removed the faded Griffin sign from over the door, and replaced it with the Wench's emblem. The Cook disappeared shortly after Maw Behl's holocaust, and Lady Elfie assumed undisputed ownership. As she waged her vendetta against Krimson Balstave, she saw the Wench burn to a mere husk, and insisted it be rebuilt mundanely, using magic only to levitate the heavier materials into place.

    Thus the Wench survived Krimson Balstave's holocaust, when his death triggered a manna-bomb which burned off all the airborne magic in FayryLand -- wiping out many species which depended on magic for their survival. The Lady Javken inherited the building with its foundation and spirit intact.

    Of necessity, the layout has changed over the years. You can view the current blueprint here. My apologies: I drew it in pencil, and had to fiddle with my scanner in order to render the images readable. I didn't want to alter my originals -- they date from 1994.

  • See the Main Floor (115K)
  • See the Second Floor (116K)

    FayryBrandy

    FayryBrandy is considered to be the finest drink in the cosmos, either in or out of FayryLand. Even non-FayryLanders seem to think so. This special brandy is made with Fayry byrries. They grow only in the wilds of the Dhoom Mountains, past Icedeath Glacier territory. There is a very strong concentration of airborne manna radiation in that area, lending the byrries various wyrd nuances. Because of the byrries' scarcity and difficult harvest, the Brandy is extremely expensive. Well and good that it is extremely potent, and a little always goes a long way. Most people don't go so far as to wonder what the Brandy is made of; they tend to worry about what will happen when someone drinks it in their vicinity. Processing the ByrrieWyne saps most of the byrries' manna, and distilling the Brandy removes even more of it, but because the Fayry byrries were grown in strong magical fields, they tend to absorb local magical radiation and suddenly release it when the sugars and proteins are digested, starting with the drinker's saliva. The liquid Brandy starts out a deep golden color, which will change to blue at a rate depending on the local field's intensity. The most common effect is for the drinker's personal gravity to suddenly reverse, which is why people will NEVER drink it outdoors. Other documented effects are polychromism, polymorphism, and spiritual manifestations. Some drinkers swear they can see the Blue Sheep while under its influence.

    Gwynn

    Our Heroine Gwynn is an amber-tone crystal in C-minor, with the unique quality of depth of octave and piercing hue, which often leads to Gwynn's sidestepping to a slightly different tune than other Kab'nethites. Gwynn is less frail than the majority of ion-groups, and consequently has a tendency to hum first, and consider resonance later. Nevertheless, or perhaps due to her strange orientations, Gwynn is both a well-known and well-loved minor of Kab'neth.

    The High Council

    Highlord's privilege permits a hand-picking of Lords and Ladies to serve as advisors and bureaucrats. They take care of the more mundane details of running the Land as the Capital of the planet, and as the Capital of the region. There is no limit to the number of people who can serve as Lord or Lady on the Council, but since attendance is the no-excuses-give-two-weeks'-notice-of-your-death kind of mandatory, the Council usually remains pretty small in the name of efficiency. The Chamberlain acts as co-Highlord in most respects, save that there are some tasks even he cannot perform - tasks involving Landright magic. Lords and Ladies on the Council are invited to live in the High Castle, and have a personal staff of three servants: two menials and one secretary. The money is good, but not corruptingly so.

    Kab'neth

    Kab'neth is a crystalline city floating high above FayryLand. It tends to drift out to sea for much of the year, but gets drawn back to land for the typhoon season. It is viewed as a daytime moon by the people who inhabit the Mori-Mori peninsula, a moon that casts both a shadow below and a light above. In truth, it mirrors light back to the sky, but occasionally a facet will reflect an intense beam to the surface and scorch it.

    The city is made entirely of diamond and quartz, with a tiny shard of celinor at its core. Because it is made of crystal, the city is very regularly-shaped, the way basalt forms perfect hexagons and quartz forms four-sided pyramids. Its people are also crystalline, and the magical radiation of the celinor animates them. The people are roughly human-shaped, multicolored, and transparent according to the type of crystal they're made of. (Let's not get into offspring -- they are obviously not biological creatures and wouldn't breed the same way humans do!)

    Kab'nethites

    Kab'nethites are the crystalline people who inhabit Kab'neth. As their city is very regular, they are a very orderly people. Their government is the Lattice, their religion is the Order. They have had no contact with the random and biological societies below them. Their realm of experience is limited to what the wind brings them, and the occasional glimpse at the ground below. They believe the animals to be a form of mobile vegetable, like a moving forest. (Water, carbon, a few other trace elements, and voila!) If it's not formed in a lattice, how does it hold together?

    Kab'nethites have "hair" of sorts: their heads are crested with crystal spikes or beaded "dangles". They don't wear clothes -- they have no experience with "flexible". Anything bendy is actually jointed -- they would understand how a snake moves better than how a branch waves in the breeze. They speak in chimes, not with voice as humans know it. Their faces have very vague features, but they DO have noses, and they can "smell", after a fashion. Their eyes are multi-faceted, like insects' eyes, and they take up fully half their faces. Eye color can vary, and the eyes are not entirely transparent. See our heroine Gwynn.

    Mori-Mori

    Mori-Mori is one of the Southern known countries in FayryLand, encompassing a dinky peninsula on the Land's largest continent and a widespread archipelago. It is sort of the FayryLand "China" of the Middle Ages. The people are somewhat xenophobic, which means its bordering nations are more or less left well enough alone (Morians don't believe the land around them is worth conquering). Foreign traders are restricted to the seaports for trade with the natives and transshipping cargoes bound for destinations up the other side's coast. Morians value tempered metals of any kind, glass, gems, and magical items. For these, they trade generously their silks, woven carpets, liqueurs, pearls, and coral used for magic potions.

    However, just because the Morians are xenophobic doesn't mean King Belthuz can't turns his sights on the coveted glittering satellite over the peninsula! Their lensed viewers (telescopes) offer them a beautiful close-up of the glittering, uninhabited spires and harvest those mountains of gems...

    Stone Ring Capital

    This is where the Highlord or Highlady rules FayryLand, and it is the city in which is located the Drunken Wench Inn. Most Citizens of the Capital have been preoccupied with campaigning against the Orcs, goblins, and Frost Giants housed in the Gorn Mountains to the North and East. Traders usually come from the South, but they say little about what they've found there, and most of what they do say has been filtered through many ears. Very few Morians actually leave the peninsula.

    A little history: Stone Ring used to be called "The Capital" because it was the seat of the Highlord, and also where celinor was concentrated near the surface of the planet, with a crystal vein leading almost directly (give or take a few earthquakes' damages) to the crystal at the planet's core. Stone Ring is so named now for a battle between an aspiring Gehenna Spawn and Highlady Javken. To protect the Capital and its citizens, Lady Javken summoned the Land's mantle and extruded a huge, hollow spire of solid stone to encircle it. After the battle, the citizens had to cut the spire down to size a section at a time, and they deposited the rings of stone on the Plains about the city. They left the lowest portion encircling the city intact, and simply burrowed gates through the solid stone.

    The Thieves' Guild

    This Guild is organised into chapters, each covering an area of several streets and alleys. Every thief, beggar and lowlife in the Stone Ring pays the Big Man ten percent of their takings, ensuring their ransom if the Elite Guard picks them up on minor criminal charges. The Highlady pretends not to know about this arrangement, as it keeps her Guard from turning into Elite Thugs. Guildmembers report any happenings of interest to their local chapter head. They, in turn, report to the Big Man in person. It's a simple arrangement: cheaper than paying taxes, so far. Unlicensed thieving, withholding information and other misdemeanors are very inadvisible.

    Turbit Swayles

    An unassuming dwarf jeweller, Swayles left his home in the mountains because of incurable and extremely embarrassing claustrophobia. He is married, with a daughter he dotes on, and a small shop in Hodgkin Alley, where he produces small items of jewellery. He also has a lucrative and - so he thought - secret sideline in thieves' tools and small edged weapons, and an unwillingness to ask where certain of his materials came from. He hasn't been in Stone Ring long enough to realise that mumbling beggars outside your door are almost certainly gathering information even as they frighten your customers away. Swayles has been charged with the task of finding out where the strange gems flooding Stone Ring came from. Unfortunately, as a spy and information-gatherer, he makes a very good jeweller.

    Vanilla Javken

    Vanilla Javken is a green-skinned, elf-eared (big elf-ears), tetradactyl, brown-haired, violet-eyed and slender midget -- biologically an alien to FayryLand. She is photosynthetic, and her biggest food after sunlight is water and sugar. Alcohol is just another form of sugar to her. Caffeine acts like alcohol, except for the slurring and drowsiness. The short version of how she became Highlady of FayryLand is that the previous Highlord abdicated without an heir, and Vanny was the only one who wanted the job.

    She is actually from a double-gravity planet in another dimension, and she used to be a member of "The Resistance", attempting to overthrow her Imperial government. Her mother Lady Elfie had also been involved in this Resistance, and had made more enemies than you could easily shake in a normal lifetime, and she had exiled herself to FayryLand to hide, first leaving her secret daughter at an orphanage -- the same one where Elfie had been raised. Vanny spent most of her life searching for her mother, which meant she had to get involved in the same dangerous activities as her mother, and arrived in FayryLand only days after her mother's heroic death. Although everyone knows Vanny is an alien to FayryLand, it is not commonly known just how strong she is, what arcane items and knowledge she inherited from her mother, or whether she actually communes with her dead mother's spirit or just hears voices in her head. She keeps her Landright abilities as secret as she can -- geas-casting is her most public Landright act. It is not generally known that the Highlord (or Highlady) can merge with and manipulate the elements, call upon the Spirit of the Land, and physically feel the Spirit's pain. The Highlord can, in desperate times, cast a sleep over the Land's people, but such a Landright act doesn't affect the unliving creatures (such as the Blue Sheep, the Hell Realms, the gods, and the Spirit herself). Global acts tax not only the Land's strength, but the Highlord's, and as such a Highlord will use it only as a last resort.

    Return to the Land of the Blue Sheep
    Check the Appendix to the Glossary
    Volume I
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