But at least it's done ! ( click download to see it at full size )
And this map should last a good while. It's a lot more accurate than the previous one in term of size although many elements are of course stylized or cities like Negav would be just a little dot. I wanted to have a detailed grid with distances but both my computer and my head would have exploded XD. But I'll add some indications of distance later between select landmarks. it's also subject to some changes as the world continue being updated and expanded.
You can check the wiki here : felarya.com/wiki/index.php?tit…
A big thank you to all the people who contributed to Felarya so far ! ^_^
If the original manga has the correct dating (2068 AD), then in 30 years (2098 AD) the planet will be invaded and cybernized by its own population. A completely new system of government for this planet will come in Felarya T. VI - NEW WORLD. Long live New Negav Galactic Empire!
I know this probably is a dumb question but does Felarya have North South East and West like a planet or is it more formless and directionless since it's really just a wide plane of connected environments.
The dumb answer is it is both and neither. Felarya is a cross roads of dimensional nexuses. Just shy of Wonderland logic. Which is what makes surviving using common sense usually a bad idea And when you think about it that's a reason why it's a world populated by giant man eating demi humans who defy the square cube law. <.<
Ha, Felarya is planet, not a dimesion or another "location" without borders. Giant hybrids are the specification of this world, that are common there with standard physical laws, combined with magic aura.
XD Are you seriously trying to argue with a Mod about Felarya being a planet? My brother this has been disproven by Word of Author. Read the wiki if you don't believe me. Even in the Discord's fanon we don't acknowledge the planet logic as it already spanks the Square Cube law without consent, I mean we have water falls that go UP! No way it's a planet by logical debate alone, rare I get to make that point in Felarya but it's true this time.
Overall, quite impressive by far! I think this is a well though-out world map and I can envision all sorts of stories that could arise out of this without any pre-knowledge of the backstory to your work; conveyed though names and locations present.
• Vivid colors and cohesive color pallet
• Map aesthetics are unique and feel immersive
• Location names feel authentic
Honestly, the only nit-picks I have about this map are geological/ecological design choices. Even if fantasy maps are "fantasy", I would take an opportunity to explain obscure environment settings with some lore, as to justify their unorthodox placement:
• Desert could use some adjustments (the main thing that stood out to me)
• Weather patterns and land shape formations
• River placements/ directions
I'm not fully sure why a theme among critics is that your drawings have lots of detail.
In professional animation, tracing high resolution photographs yields hyper realistic lower effort stories.
Perhaps the details are meaningfully different which draws attention to their existence?
Actually excessive details seem absent, simple sketch patterns where only a general idea would anyone ever want.
What makes these drawings popular seem counter intuitive by all accounts.
I've seen photoshop editors toy with filters for literal hours for less than 10% difference in the image.
Most individual changes would see imperceptible, and even together three or four strong modifications drown out the others.
Actually the widespread obsession with invisible or unnoticeable or unattentive details corrodes the art quite a bit.
I believe what others are noticing and mistaking is a lack of barely perceptible details.
Many details exist, each one meaningful communicating an aspect of the art.
The viewers attention isn't squandered chasing details.
They are all meaningful.
As for the naming, they feel typical however I imagine tracing morphemes around would yield few coincidences and most names would mean non-sense in any likely language, however I could very very likely get disproven with enough effort. There is curiously few frictives or harsh sounding world, in fact they all feel intentfully smoothed which fall in line with the demeanor and character of felarya where all morals are simple and entropy just happens at the expense of every other reality that connects to it. All the culture supporting destruction and growing endlessly despite destroying would-be parts, this is the sort of breeding ground for a dictator obsessed with destroying texts, cryptolithes, paintings, statues, monuments, et cet. Complete cultural destruction would destroy the entropy (a.k.a. newness) to be had exploring these morals of fatalistic vore and death, which can be made so artistic in a culture so well developed however not so otherwise in the evil villain's mind.
This creates an interesting dillemma, of the easy way to fix felarya versus the hard way which has yet to be invented.
How does one tear another from such affective and interesting morals, when they are so destructive.
It makes sense that felarya is so full of temples and religious symbolism that none seem to notice, simply because it's all polytheistic without a trace otherwise. The message of the frustration had by dealing with those blinded by the blissfulness derived from the ethics their religion gave them (scientology comes to mind), talking about the frustration without punishing any one moral code or even blaming religion intrinsically as the source of all morality destructive or non-destructive, which religion most certainly is not the source of all morality. So while Crisis is surrounded by temples and we have that association, Crisis clearly didn't get any morals on how to properly vore from those temples (probably not).
Berserk comes to mind with it's critiques on religious zealotry, comparing morals of faith and dependence with morals of self-reliance and earning-trust. While felarya never puts these concepts into dialogue, very clearly both sets of morals exist in different characters within felarya and very clearly we get to see which get farther.
This map certainly isn't about all that on its own, yet it contains all the clues we need to be reminded this place is large, dangerous, requires preparation, there's lots of religion, and enough differences in architecture and linguistics between the places to be reminded that is lots of conflict. Carnivorous plants is the only hint to the vore theme, yet the giant tree doesn't lean too detached from the idea of giant creatures in the forest. Green Hell, just brings the point home about the danger, and the image of a green flame almost laughs at you yet seems so serious as its the only indulgent icon in the whole maps, you have to take it seriously even though you don't want to, much like dealing with Crisis or any blissful zealot who assumes "all is good because they are right".
This map will live on in the domain and culture of role-players for a long while to come, because this world unlike many other understands itself its purposes and its messages, rather than slamming together tropes and mixing grammar from fantasies different by far.
This art is subtle, which makes it more pervasive.
I liked the old map but oh my oh my this is SO much better than the original map. Because of all the extra detail and time you've put into this map, there are many new places we've not seen before in Felarya e.g. "The far lands"
It's now really easy and comforting to discern one place from another in this map. Thanks to this map, it is now easy to see the immense size of the felaryan continent. I REALLY love how each place has it's own colour and unique aesthetic. It feels more like a completed map to me and I'd love to see the wiki updated with descriptions of these new lands.
Also, it's nice to see little sea-woman in that corner again.
It's pretty remarkable to see such a detailed map of a fictional place. Not only are the details so rich and full of life, but the fact that it looks like a real life map made me feel so immersed into the world more than I have before.
As pointed out by someone else which caught my attention was the lack of compass and measurement of distance which really set it apart from others in a somewhat bad way. Without being nit picky about it however, it does bear lots of details that really sets how large a certain area is, whether its a desert or even an island, I can see it being that big or that small when I RP about Felarya.
All in All, its a well done second version of a place I've always wished to go to and maybe if the day comes then I'll be prepared with a map of the entire area. There's always room for improvements but there isn't that much that needs to be done.