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2016 Fanon Wiki Awards OFFICIAL LOGO.jpeg Qirsyllviar was nominated for an award at the 2016 Fanon Wiki Awards!

This page, Qirsyllviar didn't win an award at the 2016 Fanon Wiki Awards, but was nominated! Although it was a runner-up, this page is worthy of recognition. Also check out the 2016 Fanon Wiki Awards and its hosts, Chris6d and J23odi.

Award: Best location article
Date Achieved: 1/8/16 (EST)

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The World of Qirsyllviar, a world on another plane of existence, is a world with five main continents, Aquilonis, Eurodysia, Nekcroz, Tarak and Marlakcor, and a large ocean Maritymir on the surface, and a smaller continent, Alfheim, flying over the equator over the course of a year. Additionally, Eurodysia and Aquilonis together form a larger continent called Qirsyllviar.

Between Aquilonis and Marlakcor are the great islands of Fuso. There has been debate among cartographers for centuries on whether or not Fuso is part of either continent or a separate land all its own.

There are also some smaller islands flying overhead. Some move like Alfheim, due to various unknown influences, while others remain stationary.

Inhabited Lands

The Main Continents

Name Description
Northern Hemisphere
Eurodysia Eurodysia is the northwestern continent of Qirsyllviar; modeled after Medieval and Renaissance Europe. Eurodysia forms the western half of the larger continent Geminos.
Aquilonis Aquilonis is the north-central continent of Qirsyllviar; has the most republics than any other continent. Mostly resembles parts of Europe and Asia. Most of the south and southeast is modeled after the Middle-East. Aquilonis forms the eastern half of the larger continent Geminos. To the east of the continent is the Japanese-based great islands of Fuso.
Marlakcor Marlakcor, also locally known by many names depending on culture and/or language, is the northeastern continent of Qirsyllviar. Mostly modeled after East and Southeast Asia, primarily China.
Southern Hemisphere
Nekcroz Nekcroz is the southwestern continent of Qirsyllviar; modeled after Pre-Colombian Mesoamerican cultures of the Americas.
Tarak Tarak is the south-central continent of Qirsyllviar; modeled after India.
Maritymir Maritymir is Qirsyllviar's southeastern ocean, and the largest ocean on Qirsyllviar; modeled after Oceania.

Other lands

Name Description
Arctica Arctica is the northernmost continent of Qirsyllviar.
Fuso The land between Aquilonis and Marlakcor
Orbica The cluster of large islands between Nekcroz and Tarak.

Aerial Lands



Alfheim is Qirsyllviar flying continent and the main homeland of Alfheimish Fairies. It is in constant motion circumnavigating the world eastward over the Grand Line over the course of one full Qirsyllvian year. Homeland of one of the seven abjaksan.

The Sky Cities

Capital: Skyrkraftia
Government: Federated Elective Absolute Monarchy
Head of State: Sky King
Head of Government: Sky King
Legislature: Grand Council
Demonym: Skyrkraftian
Currency: ???

The Sky Cities are the collective term for thirty flying island cities that soar across the skies of Qirsyllviar. Together they make up the semi-borderless nation of the Pterytiko. With a history of neutrality, they are guarded by the legendary Sky Knights.

It is said that Skyrkraftia, the capital and largest city, holds an extensive library rumored to contain every detail of the history of the Sky Cities; but whether this is fact or fiction is unknown.

Each city has its own elected lord and legislative council, from either of which the king of all the cities is elected.

The cites are supported on floating "mountains" or "islands," along with smaller stones of varying size, held together by bridges or magic-infused ropes. Carried by the wind as well as moved about by magical means, the cities are in constant motion and are never in one place for very long. How exactly the Pterytiko manage to locate each city when they travel between them is a mystery to all but them. The cities move so often and are so high, even dragons have a hard time reaching them.

The known cities:
City Notes City Notes
Aborol Oklor
Arkolono Orogon
Bykcrok Qir
Corondo Raer
Dynasto Allegedly the first Sky City Rivyrica
Erop Ryz
Ikarolok Skyrkraftia Capital of the Sky Cities
Jokye Sonoko
Keriko Tcono
Kyop Tyr
Kyzir Ukyro
Luo Wereo
Lykir Wokolor
Molpor Xylir
Nifica Zyrko


Main article: Astronomy of Qirsyllviar

Games & Sports

Main article: Qirsyllvian Games & Sports


The World of Qirsyllviar is home to many different races that coexist with one another. Some have their own nation while others live amongst the populace in peace. While humans make up the majority, a number of sentient beings and fauna, magic and non-magic alike, are native to Qirsyllviar.

Main articles: Sapient Races of Qirsyllviar, Qirsyllvian Fauna, and Qirsyllvian Hybrid Sapients & Fauna


Main article: Magic on Qirsyllviar


Main article: Qirsyllvian Religions & Mythologies


Main article: Qirsyllvian Legends & Folklore

Non-State Organizations

Main article: Qirsyllvian Non-State Organizations & Societies


Main article: Languages of Qirsyllviar

Written Script

Main article: Zedylric Script


Main article: Economics of Qirsyllviar

Materials & Substances

Main article: Qirsyllvian Materials & Substances

Terminology & Concepts


Main article: Qirsyllvian Amazons


Main article: Abjaksan

The Abjaksan are a group of people native to one of each of the seven great continents. They are the seven who, through existence alone, maintain balance between good and evil. They are easily identifiable by their unique heterochromatic eyes (crimson in the right and blue in the left) like the twin moons of Qirsyllviar. There are always seven, no more no less, continuously reincarnated when one dies.

Elemental Arts

Main article: Elemental Arts

The Elemental Arts are the collective term for the martial arts techniques that make use of the ability to telekinetically manipulate the elements: Fire, Air, Water, Earth and, to a rare extant, Energy. Practitioners of each individual practice are called "Artists" and the four main disciplines are prefixed with words meaning for Fire, Wind, Water, Earth, Energy. Sub-techniques are also given the same suffix and are prefixed accordingly.


From serfdom to outright labor, slavery is a common practice throughout Qirsyllviar. Only a few handful of nations have either outlawed it or made efforts to. Otherwise, it is a common sight across Qirsyllviar. Slavery on Qirsyllviar has no racial boundaries, so it is not uncommon for one race owning a slave of another race.


Feudalism is a form of government where the entire country, or parts of it, is divided amongst lords who swear oaths of fealty and vassalage to monarch, and the lands of feudal lords are in turn divided amongst lower lords that have sworn oaths of fealty to their liege lord as well as the monarch. This form of governance is the most common form of monarchical rule on Qirsyllviar.

Realms under a feudal society are often akin to a confederacy or a federation, as they generally have some degree of autonomy from the monarch or liege they are sworn to; although a monarch and liege can have many vassals sworn to them, and a feudal lord is often sworn to both their direct liege and the monarch, no feudal lord can be sworn to more than one higher lord of equal footing, especially if the two equal-foot lords belong to different realms.

Feudal lords are often dynastic, with various titles depending on their culture, and individual families are often termed a "House," a "Clan," or something of the like. Dynastic lords pass down their lands and titles from parent to child until something ends the succession or their lands and titles are taken away for any reason. Feudal lords can also be elective, depending on the form of governance the nation employs.

Feudal lords are also obligated and responsible to provide some measure of sustenance to the realm they are subject to and to provide armies in the event of war. Of course, feudal lords can refuse to do either if they feel their rights to their lands are violated, or if they see no reason to oblige their liege's orders.

A lord who refuses their obligations or breaks their oath of fealty in rebellion is often subject to any manner of punishment, but the exact extent of punishment varies depending on the exact standing of the offending and offended lord. If a settlement between a lord and vassal is reached, the offending lord or vassal often simply gets off with a reprimanding, but more serious offenses usually leads to the offender being branded an outlaw and stripped of their lands and titles. An outlaw landholder will sometimes try to defend his rights by waging war in rebellion, especially if his own vassals remain loyal. And sometimes, but rarely, a rebelling lord will try to declare independence for their territory, leading to the establishment of an independent nation.

War between feudal lords is a common occurrence; whether it's a war for a right to inherit certain lands or titles, a conflict over territory or resources, or a simple squabble, feudal lords often go to war with one another for one reason or another, and the conflict usually only ends once the dispute is settled. The liege or monarch the lord is sworn to can also get involved in the conflict, taking one side or the other, to bring about an end to the conflict. This is normally done if the liege or monarch sees a benefit to getting involved, and if the conflict ends favorably. But, since such wars are normally fought between lords beneath the monarch, a monarch getting involved usually turns the conflict into a full-blown civil war, and the war can get so large that other lords are forced to pick one side or the other if they can't stay neutral. In wars of such scale, when loyalty is questionable, lords will often side with whom they think is most likely to win. It is often a gamble, as while being on the winning side of the conflicts conclusion may bring great boons later, being on the losing side can bring severe repercussions.

A rebellion of lord against his liege or the monarch can end in several ways: with the rebelling lord being crushed, the rebelling lord's demands being met, or the liege or monarch overthrown and replaced with the new dynasty.


Knighthood is a common profession for many people across Qirsyllviar. Male and female knights are called Knight & Knightess respectively. Both are addressed as "Sir" and "Dame." While a knight is a profession it is also a level of nobility.


The idea of Republicanism is not a new concept to Qirsyllviar. Regardless, the majority of countries on Qirsyllviar are monarchical and only a handful of nations have implemented some form of republicanism as their form of government, fully or partially. Most notably is in northern central Aquilonis: the majority of states in that region are republics of some form, and most were part of the former Salrinoa Federation before it collapsed following the Salrinoan Revolutionary Wars.

Grand Line

The Grand Line is as it is understood to Qirsyllvians, is a band of ocean 125mi in width out from either side of the equator of Qirsyllviar. As a band of ocean that circumvents the planet and is mostly clear of any obstruction, save for a few islands, it is a haven for maritime trade and travel for all nations and cultures. The Grand Line is generally regarded as the "crossroads of the world," where people from all over mingle and trade in any and all the islands in or adjacent to the Grand Line.


Various methods of travel are used to traverse the world of Qirsyllviar. The most common ways are on foot or beasts of burden such as horses, cattle, or oxen; travel by flight and sea is also common practice. Instant transportation is just coming into practice and is not common.


Travel by sea is one common method. This is a bit more dangerous than by foot or flight, as anything can happen on the sea such as storms or sea-monster attacks (such as krakens or leviathans). The length of travel by sea can also vary depending on various natural or unnatural factors, lasting a few days or taking a few weeks or months. Sea travel by sail, current, and oar (often a combination of the three) are the most common methods, but generally takes the longest. Seafarers will sometimes employ the aid of magic users or elemental artists (mainly wind artists and water artist) to reduce the travel time.

Instant Transportation.

The recent discoveries and developments of teleportation magic have started making instant transportation, commonly simply known as teleportation, available. Instant transport, or teleportation, is just as the term implies, a magical way of moving from one place to another in an instant without any passage of time. The two most common ways of instant magical transport is warpstones and Gate Portals. Warpstones are natural rocks naturally infused with teleportation magic, while Gate Portals are stationary conduits scattered around Qirsyllviar.

Some magical creatures, such as demons and angels, have the natural ability to teleport themselves without some kind of magical tool or spell. Mages are also capable of sending people around Qirsyllviar without warpstones or Gate Portals using hand drawn magic circles and the appropriate spell, but these are tricky to work.

Despite the moderate availability of instant transportation, it isn't very popular, as it can go horribly wrong; the people being transported can end up in the wrong place, or wind up with missing body parts that ended up transported elsewhere (the latter outcome can be fatal).

Gate Portals

Gate Portals are a magical means of long distance travel in an instant period of time. Gate Portals are easily recognized by the stone mosaic with four short pillars in front of it on top of a low platform.

Gate Portals can be used to travel between continents, or from one end of a continent to the other, in short periods; but, they can only be used to travel to another Gate Portal, not a random location. However, Gate Portals require a Gatekeeper to be used. Gatekeepers, as the name suggests, are the Gate Portal's operators and send travelers from one Gate Portal to another, usually for a fee.

The way it works is, the people or object being transported stand in the middle of the platform, then the Gate Portal is activated. A large, shimmering, glass-like sphere appears within the four pillars where the transported people/objects were, then the orb shrinks into oblivion along with those being transported, and the persons and objects being transported appear at the other Gate Portal. It is required for both Gate Portals to have a Gatekeeper for the transportation to work; if a Gate Portal has no Gatekeeper, the Gate Portal is inoperable and useless.

Another downside to Gate Portals is that they can't transport very large groups such as armies. This is because, not only is the Gate Portal platform relatively small, once a Gate Portal is used it needs a few hours (often between two and five) to "recharge" before it can be used again. This limitation makes them useless as weapons of war.

No one aside for the Gatekeepers themselves know exactly how the Gate Portals work, but it is believed that mastery of teleportation magic is a requirement to become a Gatekeeper. It is also rumored that every Gatekeeper has a telepathic connection with one another via the gates they operate so they know which Gate Portals are operable, but this isn't confirmed.

There are as many 350 known Gate Portals scattered around Qirsyllviar. However, it is estimated that only about three quarters of the total have Gatekeepers. Some were built relatively recently while others are as old as time.


The ability of flight as transportation is not new anywhere on Qirsyllviar, and is a popular method of travel on Qirsyllviar.

Flight comes natural to all Qirsyllvian fairies, and riding flying beasts isn't new either, but the practices of riding on broomsticks and magic carpets are relatively new. The most recent flight developments are flying ships called airships, made by adding flight magic to ordinary seafaring vessels.

Airships are an old experiment but are slowly becoming into common practice. However, they're still rare. The reason is because long-term flight magic is difficult to maintain, and therefore makes airships expensive.

The only nations on Qirsyllviar to truly master flight without magic or beast riding are Atlantis and Xotil, via use of alien technology that crashed into their respective homelands centuries ago; but Xotil's aggressive nature, and Atlantis' and strict secrecy, make it all but impossible for outside nations to even begin to understand how, let alone even acquire the method.

Communication, Delivery & Correspondence

Communication over vast distances has always been a problem across Qirsyllviar. The various mail systems across the globe are intricate and complex.

The most common method is overland using couriers on foot or horse, which can take days or weeks to get information to it's destination. Fast Centaurs will sometimes volunteer for this job, but they can still take a long time to reach their destination.

Delivery over water is another method of communication of delivery, but this is restricted to waterways in the case of rivers or canals, and coastal towns in the case of sea; and so this method is often merely part of a relay system of delivery.

Over the recent centuries, air mail has come into popular practice. Air mail involves several methods: one is using trained birds to send messages or small packages. Some popular birds trained to be used for such communication include, eagles, vultures, falcons, hawks, owls, ravens, parrots, pigeons, and sparrows. The bird chosen to make the delivery usually depends on what their carrying; smaller birds like ravens or pigeons are used for carrying messages, while larger birds like falcons and eagles are used for packages; again, chosen depending on the weight of what they're delivering. Friendly harpies or fast fairies will sometimes volunteer for this job as well. Couriers using flying beasts like pegasi and hippogriffs are another form of delivery by air, but this is not a highly popular method.

Mail by air is definitely a faster form of delivery, but mail by land remains popularly in use; but no matter what method is used, the mail can still sometimes be delayed if the courier or gets lost or off track; and sometimes the mail will never reach it destination due to the courier getting intercepted or perishing along the way.

The more recent magical inventions of "Magic Mirrors" and "Crystal Balls" has made communication across distances instantaneous, allowing two or more people in separate locations, even across separate continents, to converse in real-time. Unfortunately, due to being relatively recent discoveries, along with being extremely difficult to make, they're not very common, making them rare sights.


Piracy is the illegal seizure of goods from civilian and commercial shipping, as well as the peacetime capture of warships.

While looked down upon by most civil societies of Qirsyllviar, piracy is still a common occurrence. Most pirates operate in secret, but others take to privateering (attacking ships while under the employ of a nation) during wartime for a legal excuse to raid ships for profit.

Pirates do not usually discriminate, and are more than willing to attack any tempting prize; adding to this, they're normally also willing to let anyone join. As a result, pirates are complete with people and races from all over the world. While not on a job, or attacking shipping, pirates most usually go after rival pirates rather than raid civilian and commercial ships or coastal towns.

Not all pirates are direct threats; some adopt codes and become known for their honor, chivalry, peerlessness, and are willing to do any deed for any nation, so long they pay and its honorable. Some honorable pirates will hunt pirates that openly attack indiscriminately, and are often willing to aid those in distress. Those who follow such honorable styles, tend to earn the honorific "Chivalrous Pirates".

The Spirit World

The Spirit World, sometimes known as the Land of the Dead or the Astral World, is the land where spirits live separate from the living world. Spirits have lived there since the beginning of everything.

The Underworld

The Underworld, also known as Hades, Hell, Purgatory, Tartarus etc., is the uncharted subterranean world beneath Qirsyllviar's surface. The underworld is where the darkest of dark creatures reside and only the bravest of souls dare to enter. It is supposedly the homeland of the Dark Lord that threatened Qirsyllviar before the abjaksan defeated him, and it is hence said to be the place he was banished afterwards. Whether it is fact or fiction is still unknown. The capital of the Underworld is known to all as Tenebrae, but its exact location in the Underworld is a complete mystery.


Main article: Qirsyllvian Calendars


Notes & Trivia

  • Qirsyllviar is a world on another plane of existence from Earth.
  • Qirsyllviar is pronounced "/kɪɹsɪɫviːaɹ/".
  • The word for a person from Qirsyllviar is "Qirsyllvian".
  • The current political maps of Qirsyllviar are of the mid-46th century (by the Solramese Calendar), after the conclusion of the Great Northern Aquilonis War and the Soleillien Civil War.
    • Despite the apparent century, life on most Qirsyllviar, particularly throughout most of Eurodysia, and northern and parts of southeastern Aquilonis, mimics life in the Middle Ages and the early Renaissance. A few places mimic life in slightly earlier or later ages.
      • The age of gunpowder, referred to by its early name "black powder", is also only just barely starting to come play. Fireworks are a common sight across all of Qirsyllviar, but the same cannot be said for black powder weapons. The substance has existed for centuries, but many nations have either yet to officially acquire such weapons, or have simply rejected them outright, preferring to rely on the sword. Hence, early guns are almost nonexistent; as such black powder weapons such as fire arrows and lances are the only type of firearms used on Qirsyllviar, and are only starting to come into common use, while primitive cannons are barely in use at all. The use of grenades is just becoming common practice as well.
      • The Printing Press has also been invented, and is widely used all across Qirsyllviar, particularly in the northern hemisphere, and colonial countries in the south.
      • Ship designs are a combination of sails (usually one or two masts) and oars, mostly resembling galleys from ancient or medieval Mediterranean civilizations, but outward designs can differ from culture to culture. Some designs will do away with one or both sails, relying solely on rowing, to make room for an artillery piece such as a ballista, trebuchet or catapult. The front of ships will also sometimes have a ram, but it isn't relatively common practice.
  • "Qirsyllviar" is the name of an ancient Zedylric deity, the Goddess of the Living World, whom is equated with the world they live in.
  • Geminos, the term for Eurodysia and Aquilonis combined, is the Latin word "twins."
    • Despite what's shown on the map, the actual boundary between Eurodysia and Aquilonis has always been subject to debate among geographers for millennia.
  • Qirsyllviar is slightly smaller than Earth. If you place the maps side-by-side (3 columns, 2 rows), then going by the scales, from the west equatorial end of Qirsyllviar to the east end, the circumference of Qirsyllviar is 19,800mi (31865.011km). Earth's circumference is 24,901mi (40,075km). Thus, Qirsyllviar is 5,101mi (8209.264km) smaller than Earth, that's roughly 1/4 the size. Despite the difference in the size of the planets, the length of Qirsyllviar's days is the same as Earth's, 24 hours, and the gravity is the same as well (that's because, the despite the difference in size, Qirsyllviar is the same mass as Earth).