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* WorldSundering: The section on Confrontations briefly goes over the Final Confrontation, or Last Battle, where the forces of Good and Evil will square off for good in a huge clash where a good deal of Fantasyland is going to get destroyed as collateral damage. This is touched upon in the entry on Conclusions, which mentions that the final leg of the tour typically ends with a dramatic view of the main continent being torn asunder in the final clash.
-->''This is a spectacular sight and should not be missed.''
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* GodSaveUsFromTheQueen: The "old fashioned bad" variety of bad queen. She's an absolute tyrant who has complete control over her realm, with everyone terrified of her. Very cruel, her land is the worst on the Tour, and rapes then murders peasant youths [[{{Sadist}} for fun]]. Invariably she'll demand sex from the Tourists and have them tortured when refused. Their only solution [[ViolenceIsTheOnlyOption will be to kill her]], but with reluctance [[WouldntHitAGirl as a result of her gender]].

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* GodSaveUsFromTheQueen: The "old fashioned bad" variety of bad queen. She's an absolute tyrant who has complete control over her realm, with everyone terrified of her. Very cruel, her land is the worst on the Tour, and Tour; she rapes then murders peasant youths [[{{Sadist}} for fun]]. Invariably she'll demand sex from the Tourists and have them tortured when refused. Their only solution [[ViolenceIsTheOnlyOption will be to kill her]], but with reluctance [[WouldntHitAGirl as a result of her gender]].
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* SweetPollyOliver: One Tour Companion, the Slender Youth, is very often a girl in disguise as a boy (usually a Princess).
* SympatheticMagic: This is one of the commonly encountered kinds of magic. It works by taking some bit of the target and using it as a conduit for casting curses, or making it into a clay model and using it to move the target about. The piece must be gotten back to break the magic; if the caster is using something non-physical, such as a name, this may be a problem.

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* SweetPollyOliver: One Tour Companion, the Slender Youth, is very often a girl in disguise as a boy (usually (she's usually a Princess).
* SympatheticMagic: This is one of the commonly encountered kinds of magic. It works by taking some bit of the target and using it as a conduit for casting curses, or making it into a clay model and using it to move the target about. The piece must be gotten back to break the magic; if the caster is using something non-physical, such as [[IKnowYourTrueName a name, name]], this may be a problem.
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Trope was cut/disambiguated due to cleanup


* HeroesWantRedheads: Princesses who fall for the hero are often redheads in Fantasyland.
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* SoleSurvivor: One Rule is that though every nunnery seen will be recently sacked, a survivor lives to tell about it. She will be an old nun or a Novice. If old, she will die after telling the story. A Novice however will die as well or join the adventurers she's told about this.
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* SolitarySorceress: Wizards live solitary lives in [[MageTower Towers]], Citadels or Cities where they also study.
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* StandardFantasySetting: The book is written as a parodic guide book for tourists (that is, protagonists) through such settings, pointing out the various recurring locations, individuals, races, organizations, perils and story beats that they will encounter along the way, with humorous jokes commentary on more silly elements.

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* StandardFantasySetting: The book is written as a parodic guide book for tourists (that is, protagonists) through such settings, pointing out the various recurring locations, individuals, races, organizations, perils and story beats that they will encounter along the way, with humorous jokes and commentary on more silly elements.
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* WizardsWar: In the distant past, the wizards fought a terrible war against one another. Modern wizards in a foul mood can do things like throw bits of the landscape about, wave storms into existence, move or destroy mountains and cities, summon and unleash demons, and pollute vast chunks of land with magic. The Wizards' War seems to have come about when too many wizards got into foul moods and started doing these things at one another all at the same time. Their battles' remains are still to be seen in the form of wasteland areas full of magical pollution, glassy slag, carnivorous monsters, carnivorous plants, carnivorous slime, and so on.
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* RhymingWizardry: Chanting and rhymes are often required to work spells, many done for hours on end.
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* AngryChef: Without exception, cooks have filthy tempers and rule their kitchens with iron fists. Kitchen aides can expect a rough time and a great many clouts around the ears from a ladle if they don't work fast enough for the chef's satisfaction. Some have hearts of gold under all the shouting, but others are just bad through and through.

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* AngryChef: Without exception, cooks have filthy foul tempers and rule their kitchens with iron fists. Kitchen aides can expect a rough time and a great many clouts around the ears from a ladle if they don't work fast enough for the chef's satisfaction. Some have hearts of gold under all the shouting, but others are just bad through and through.through (with the former [[ChubbyChef being fat]], while the latter [[LeanAndMean are thin]]).



* CityOfCanals: Cited by name as one possible location that tourists may visit. It will be a maze of filthy canals, bridges, and mouldering houses that only locals know how to navigate and is typically ruled by a council of corrupt merchant-princes, once of which is likely to be the leader of the local Thieves' Guild.

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* CityOfCanals: Cited by name as one possible location that tourists may visit. It will be a maze of filthy canals, bridges, and mouldering houses that only locals know how to navigate and is typically ruled by a council of corrupt merchant-princes, once one of which is likely to be the leader of the local Thieves' Guild.



** The Forest of Doom has [[WhenTreesAttack moving, prehensile trees]] that can attack people, {{giant spiders}}, and reclusive tribes that will to sacrifice outsiders to their gods.

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** The Forest of Doom has [[WhenTreesAttack moving, prehensile trees]] that can attack people, {{giant spiders}}, and reclusive tribes that will to sacrifice outsiders to their gods.



* HornyVikings: The Barbary Vikings who live in the north of the world. They love killing and fighting, are skilled sailors, and wear the usual horned helmets. They usually turn as Pirates of a foreign sort, going around looting and burning and killing and such, but may be talked into joining the side of Good. Either way, they are one of the malest peoples you will encounter.

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* HornyVikings: The Barbary Vikings who live in the north of the world. They love killing and fighting, are skilled sailors, and wear the usual horned helmets. They usually turn up as Pirates of a foreign sort, going around looting and burning and killing and such, but may be talked into joining the side of Good. Either way, they are one of the malest peoples you will encounter.



* LizardFolk: Scaly Folk of the "lizard kinds" are found living in on land in warm climates. They can range from knee-high to ten feet tall or more. They are often very knowledgeable and wise, but may be unfriendly to the Tourists.

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* LizardFolk: Scaly Folk of the "lizard kinds" are found living in on land in warm climates. They can range from knee-high to ten feet tall or more. They are often very knowledgeable and wise, but may be unfriendly to the Tourists.



* PowerAtAPrice: One possible kind of magic requires a practical cost for the desired effect. This may involve selling one's soul to a demon, or it may just mean that you grow tired after casting spells.

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* PowerAtAPrice: One possible kind of magic requires a practical cost for the desired effect. This may involve selling one's soul to a demon, or it may just mean that you [[CastFromHitPoints grow tired tired]] after casting spells.



* StandardFantasySetting: The book is written as a parodic guide book for tourists (that is, protagonists) through such settings, pointing out the various recurring locations, individuals, races, organizations, perils and story beats that they will encounter along the way.

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* StandardFantasySetting: The book is written as a parodic guide book for tourists (that is, protagonists) through such settings, pointing out the various recurring locations, individuals, races, organizations, perils and story beats that they will encounter along the way.way, with humorous jokes commentary on more silly elements.



* SympatheticMagic: This is one of the commonly encountered kinds of magic. It works by taking some bit of the target and using it as a conduit for casting curses, or making it into a clay model and using it move the target about. The piece must be gotten back to break the magic; if the caster is using something non-physical, such as a name, this may be a problem.

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* SympatheticMagic: This is one of the commonly encountered kinds of magic. It works by taking some bit of the target and using it as a conduit for casting curses, or making it into a clay model and using it to move the target about. The piece must be gotten back to break the magic; if the caster is using something non-physical, such as a name, this may be a problem.



* VirginSacrifice: The preferred form of sacrifice among evil religions and practirioners of the black arts, which features ritual rape and disembowelment as part of the ceremony.

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* VirginSacrifice: The preferred form of sacrifice among evil religions and practirioners practitioners of the black arts, which features ritual rape and disembowelment as part of the ceremony.



* WeaponOfXSlaying: Rune-enchanted swords are often meant for killing some specific foe, such as dragons, orcs, or goblins. They tend to be intensely underwhelming when use against anything else.

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* WeaponOfXSlaying: Rune-enchanted swords are often meant for killing some specific foe, such as dragons, orcs, or goblins. They tend to be intensely underwhelming when use used against anything else.



* TheWildHunt: The Hunt, a great procession of spectral horses, hounds and riders, with a masked and horned leaders at its head, occasionally crosses the skies of Fantasyland. It does so somewhat arbitrarily and does not always appear to play a clear role in the Tour beyond just being generally ominous, and Jones speculates that the Management doesn't have full control of it.

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* TheWildHunt: The Hunt, a great procession of spectral horses, hounds and riders, with a masked and horned leaders leader at its head, occasionally crosses the skies of Fantasyland. It does so somewhat arbitrarily and does not always appear to play a clear role in the Tour beyond just being generally ominous, and Jones speculates that the Management doesn't have full control of it.
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That was not meant to happen.

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* OurDemonsAreDifferent: Their appearance is generally of a large size, with huge fangs, staring eyes, many limbs and an odd color. It's difficult to pin down however. They do appear to be physical, but of some gaseous substance that lets them squeeze through narrow spaces like keyholes yet not be harmed with ordinary weapons. Sometimes they are found running loose, although they must often be summoned to our world and then bound with Magic. Any sort of [[DealWithTheDevil bargain with them]] is highly advised against, because all demons [[JerkassGenie are]] [[LoopholeAbuse cheats]].

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('''Note:''' As the whole point of the book is to list and {{deconstruct|edTrope}} as many fantasy tropes as the author could identify, it's a fair bet that any fantasy-related trope known to this wiki gets some kind of coverage. But the following tropes are definitely among those included -- and, pretty much to a one, [[SubvertedTrope subverted]] and [[LampshadeHanging lampshaded]].)

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('''Note:''' As the whole point of the book is to list and {{deconstruct|edTrope}} as many fantasy tropes as the author could identify, it's a fair bet that any fantasy-related trope known to this wiki gets some kind of coverage. But the following tropes are definitely among those included -- and, pretty much to a one, [[SubvertedTrope subverted]] {{subverted|Trope}} and [[LampshadeHanging lampshaded]].{{lampshade|Hanging}}d.)



* TheAlliance: A major element of a typical Tour involves running around Fantasyland in order to rally together the various local kingdoms, clans, Elves, Dragons, Dwarves, and sundry tribes and peoples into a grand coalition with which to battle the forces of Evil in a dramatic final battle.
* AlienSky: Fantasyland usually has a moon much like Earth's, but is occasionally described as having multiple moons, which may also be an unusual color such as pink, red or blue. There may also be a cluster of moons that stays unmoving in a single part of the sky, "revealing that Astronomy is not the Management's strong point".
* AllMythsAreTrue: Without exception, every Legend that the Tour comes across will be both factually accurate, very descriptive, and relevant to the events of the story.



* AngryChef: Without exception, cooks have filthy tempers and rule their kitchens with iron fists. Kitchen aides can expect a rough time and a great many clouts around the ears from a ladle if they don't work fast enough for the chef's satisfaction. Some have hearts of gold under all the shouting, but others are just bad through and through.
* ApologeticAttacker: Good King's Men will likely end up in a position where they have to arrest the Tourists. They will do so reluctantly and will tell their targets how much they regret doing this, but are far too competent and professional to let them escape.



* ArborealAbode: Trees often serve as dwelling places in Fantasyland. The three general kinds are straightforward treehouses in the branches, dwellings built inside the trunk (these tend to be within very large trees, and to be BiggerOnTheInside in the bargain), and underground dwellings dug amidst the tree's roots.



* AutomatonHorses: The Tough Guide speculates that in Fantasyland horses may be a type of vegetable.

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* AutomatonHorses: The horses of Fantasyland do not seem to require food or drink, can gallop day or night without tiring, never stumble, bite, shy or slip their gear, and generally seem to function more like bicycles than anything else. The Tough Guide speculates that in Fantasyland horses may be a type of vegetable.vegetable.
* BarbarianTribe: The Northern Barbarians are a fierce and savage people who live in the cold northernmost regions of Fantasyland, but despite this don't seem to wear anything beyond fur loincloths and copper wristguards. They will try to kill the Tourists when first encountered, and the Tour must win their respect by defeating them in battle and then exposing their shaman as a fraud.



* BlackMagic: The Black Arts are a collective name for magics of the unsavory sort, which mostly appear to revolve around enslaving people and summoning demons. Most magic of this sort seems to require a human sacrifice or at least a lot of blood, which practitioners of the Black Arts will get by nabbing convenient targets, who usually happen to be the Tourists or someone close to them. Practitioners can range in skill from simple beginners dabbling with forces that will eventually corrupt them to skilled adepts gleefully performing atrocities, and can appear both as agents of the Dark Lord and running their own little enterprises.



* BornUnderTheSail: Some clans of Travelling Folk live on the rivers, which they ply on brightly painted boats each home to a family. They may give the Tourists passage, albeit grudgingly, in exchange for menial work, but will not hesitate to dump them on shore if this brings the minions of the Dark on their trail.



* BrickJoke: The Gnomic Utterance in the C section describes an incident where the hero Somplac sliced off the left big toe of the sage Algeron. Later on, the Utterance in the O section mentions an in-universe belief that a demon was responsible for cutting off this toe.



* ButNotTooWhite: A character's goodness can be judged by that character’s tan.
* ChubbyChef: The trope and its inverse are {{discussed|Trope}} as fantasy stereotypes:

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* ButNotTooWhite: A character's goodness can be judged by that character’s tan.In Fantasyland, excessive paleness is a sure sign of evil, and pink is unremarkable. Heroes are always deeply tanned.
* ChubbyChef: The trope and its inverse are {{discussed|Trope}} as fantasy stereotypes:stereotypes. As a rule, fat cooks can be trusted to be kind beneath the yelling, while thin cooks are unpleasant through and through.



* CityOfCanals: Cited by name as one possible location tourists may visit. Its canals will be filthy and it will likely be ruled by a council of corrupt merchant-princes.

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* CitadelCity: Some cities are remarkably well-defended, ringed about with high, thick walls and by gates of masterfully worked metal. They usually find themselves under siege about as soon as the Tour enters them.
* CityOfCanals: Cited by name as one possible location that tourists may visit. Its canals It will be a maze of filthy canals, bridges, and it will likely be mouldering houses that only locals know how to navigate and is typically ruled by a council of corrupt merchant-princes.merchant-princes, once of which is likely to be the leader of the local Thieves' Guild.



* ColourCodedForYourConvenience: One can tell a person's character through clothing, eye and hair color.

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* ColourCodedForYourConvenience: One can tell ColorCodedForYourConvenience: Fantasyland is big on color-coding, especially as a means to quickly display a person's character through clothing, eye moral character.
** Black clothes mean evil (unless matched with a white collar, in which case they are a sign of a sober outlook). Grey
and red are for the shiftier sort of neutral. Everything else is good.
** Black
hair color.is evil, red hair displays magical power, fair hair is good, and brown means nothing in particular.
** Black eyes are evil, green eyes display magical talent, grey eyes display healing talent specifically, silver eyes belong to beguilers and hypnotists, brown and hazel imply good humor and niceness but not necessarily Goodness, white eyes show immense wisdom, violet eyes are a mark of royal lineage and along with gold mark their owners for painfully interesting lives, and red eyes are a mark of especially potent evil.
** Corpse-white complexions are Evil, pinkish are just sort of pathetic, and deeply tanned are Good. Other colors do not exist.



* CrystalBall: Crystal Balls are orbs filled with swirling vapor that can be used to see visions of their future, usually bad ones.



* ElementalEmbodiment: Elementals in Fantasyland, besides the usual four classic elements, come in various types, including iron, fog, mist, ice and whirling eddies of sand of indeterminate type.
* EnchantedForest: The Forest Of Doom, which has [[WhenTreesAttack moving, prehensile trees]] that can attack people and {{giant spiders}}. Woods of the second kind as well, where the entire thing is a [[GeniusLoci sentient being]] very often hostile to outsiders and must be appeased by them.

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* ElementalEmbodiment: Elementals in Fantasyland, besides the usual four classic elements, come in various types, including iron, fog, mist, ice and whirling eddies of sand of indeterminate type.
type. They usually appear as a kind of whirlwind, while fire elementals tend to take the shapes of humans or animals made of flames. They are often summoned by wizards to perform tasks, but can be rather single-minded about how they do things.
* EnchantedForest: EnchantedForest:
**
The Forest Of Doom, which of Doom has [[WhenTreesAttack moving, prehensile trees]] that can attack people and people, {{giant spiders}}. spiders}}, and reclusive tribes that will to sacrifice outsiders to their gods.
**
Woods of come in two basic kinds. The first is basically a normal forest, but home to reclusive and hostile forest tribes, usually either humans or elves who live in the second kind as well, where trees or nymphs or satyrs that stay on the ground. In the second, basically the entire thing is a [[GeniusLoci [[IntelligentForest sentient being]] very often hostile to outsiders and must be appeased by them.them. Incautious meditation here is liable to turn a person into a tree.



* EvilSmellsBad: The "Reek of Wrongness". Horses seem to be particularly sensitive to this smell.

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* EvilSmellsBad: The "Reek of Wrongness".Wrongness", a kind of indeterminate scent that warns tourists that Evil is afoot. Horses seem to be particularly sensitive to this smell.



* FakeWizardry: Shamans are invariably frauds, and exposing them as charlatans is a major step in winning the respect of their tribes.
* FantasticFallout: The ancient Wizards' War is likely to have left large tracts of Fantasyland heavy with magical pollution. The ground there is barren and glassy, mist cloaks the land, and living things are mutated and wrong. Plants are twisted, thorny, poisonous and unnaturally colored; many are likely to be carnivorous. Slimes and mosses abound that try to absorb living flesh, rocks may be ambulatory and homicidal, and all animals still living here are horribly mutated, intelligent, and predatory.



* ForcedTransformation:
--> TRANSFORMATION has been defined as "inflicted metamorphosis" and is quite as uncomfortable as it sounds. Someone has, without asking you, turned you into a carthorse or a table with bendy legs. It usually takes a WIZARD to remove you from this discomfort.

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* ForcedTransformation:
--> TRANSFORMATION has been defined as "inflicted metamorphosis"
FishPeople: Scaly Folk of the "fishy-snaky kinds" are found living in the seas. They can range from knee-high to ten feet tall or more, and is quite as uncomfortable as it sounds. Someone has, without asking you, turned you have webbed hands. They are often very knowledgeable and wise, but may be unfriendly to the Tourists.
* ForcedTransformation: Oftentimes, characters will find themselves unwillingly transformed
into a carthorse things such as an animals or furniture. This is a table with bendy legs. It deeply unpleasant situation that usually takes a WIZARD wizard's aid to remove you from this discomfort.remedy.



* GiantSpider: All spiders in Fantasyland are huge, and prey on small Humans, Dwarfs and Gnoemes. They're described like a ripoff of those in ''Literature/TheLordOfTheRings'' (unsurprisingly). It's stated they've evolved to their size because of insects, their former prey, having gone extinct.

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* GiantSpider: All spiders in Fantasyland are huge, and prey on small Humans, Dwarfs and Gnoemes.Gnomes. They live in deep forests and in caves, and spin thick, strong and extremely sticky webs. They're described like a ripoff of those in ''Literature/TheLordOfTheRings'' (unsurprisingly). It's stated they've evolved to their size because of insects, their former prey, having gone extinct. extinct, forcing them to turn to humanoid prey.



* GodsNeedPrayerBadly: One of the two absolute Rules in regards to Religion in Fantasyland.

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* GodsNeedPrayerBadly: One of the two absolute Rules in regards to Religion in Fantasyland.Fantasyland is that gods will wither and fade away without prayer, and as such are very careful to engender and maintain followings among mortals.



* HenotheisticSociety: In settings with many gods, each individual will be fervently devoted to a single deity, and each god will have their own dedicated priesthood, temple and procession of frenzied zealots.



* TheHighKing: High Kings do not occur on all Tours; when they do, they preside over a variable number of kingdoms, dukedoms, principalities and sundry other countries in the northern part of the map. The king's reign will start sometime during the Quest proper -- the Tour usually gets a good look at their very longwinded crowning ceremony and all the lesser lords swearing fealty -- and he will be on the side of Good afterwards, organizing his land and mustering an army for the final battle. As a result of this involved job, he's usually a rather overworked figure.



* HighPriest: Nearly always evil. Sometimes thin and evil, sometimes fat and evil, but evil. You may also meet a High Priestess. Regardless of whether she’s attractive and motherly or thin and severe, she’ll always be good.
* HornyVikings: The Barbary Vikings who live in the north of the world. They love killing and fighting, are skilled sailors, and wear the usual horned helmets. They are one of the malest peoples you will encounter.

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* HighPriest: Nearly always evil. Sometimes thin and evil, sometimes fat and evil, but evil. As a general rule, they do not actually believe in their god, but instead use their position and influence over worshippers to become wealthy, get away with petty cruelty, and acquire catamites and concubines. You may also meet a High Priestess. Regardless of whether she’s attractive and motherly or thin and severe, she’ll always be good.
* HornyVikings: The Barbary Vikings who live in the north of the world. They love killing and fighting, are skilled sailors, and wear the usual horned helmets. They usually turn as Pirates of a foreign sort, going around looting and burning and killing and such, but may be talked into joining the side of Good. Either way, they are one of the malest peoples you will encounter.



* HumanSacrifice: Evil religions tend to practice this, specifically [[VirginSacrifice of virgins]] most often though other people too. The sacrifice being disemboweled, raped and or mutilated in some other way precedes this quite often.
* IKnowYourTrueName: Using PunctuationShaker names is possibly used as a form of protection against this.

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* HumanSacrifice: Evil religions and magic-users both tend to practice this, specifically [[VirginSacrifice of virgins]] most often though of other people too. The sacrifice being disemboweled, raped and or mutilated in some other way precedes this quite often.
often. The characters will arrive either shortly before or just during the event, allowing them to interrupt it before any of the worst of it can happen, or long after the fact, in which case they can do little beyond burying the piteous body.
* IcePalace: Enchantresses and Wizards found in northern climes usually build their palaces out of ice.
* IKnowYourTrueName: Knowledge of a being's name can allow extensive remote control over them. Using PunctuationShaker names is possibly used as a form of protection against this.



* IntelligentForest: In some Woods, the entire forest -- plants, animals, the whole lot -- is an intelligent entity, usually directed by [[WorldTree an immense, ancient tree in its very heart]]. It does not like intruders, and will try to kill them or at least get them lost and let them starve. The only way out is to communicate with the wood and get it trust you, which can earn the travelers some profound wisdom.



* LastOfItsKind: If the Tour ever runs into a {{Unicorn}}, this will turn out to be the very last of its species.



* LittlePeople: There seems to be a wide assortment of them running about in various sizes and levels of hairiness. Some will likely be copies of Tolkien's {{Hobbits}}.

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* LittlePeople: There seems to be There's a wide assortment of them minute races running about in various sizes and levels of hairiness. Some will likely be copies of Tolkien's {{Hobbits}}. They live in hidden places in woods and mountains, and tend to be cheerful, brave and stalwart. They are also the only group that the story will regularly permit to have a sense of humor.



* LizardFolk: Scaly Folk of the "lizard kinds" are found living in on land in warm climates. They can range from knee-high to ten feet tall or more. They are often very knowledgeable and wise, but may be unfriendly to the Tourists.



* MageTower: Nearly all towers are owned by Wizards. Powerful spells and guardian demons protect the towers from intruders.

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* MageTower: Nearly all towers are owned by Wizards. Powerful They typically stand alone in the middle of the wilderness and are nearly impenetrable, and powerful spells and guardian demons protect the towers from intruders.



* MerchantCity: The CityOfCanals generally is one, ruled by a council of corrupt merchants.
* MessOnAPlate: Expect to eat ''a lot'' of stew. And not always know what's in it.

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* MerchantCity: The CityOfCanals generally is one, ruled by a council of corrupt merchants.
merchants and home to a thriving guild of thieves.
* MessOnAPlate: Expect to eat ''a lot'' of stew.stew, which Jones usually describes with adjectives such as "viscous". And not always know what's in it.



* TheMorlocks: Apelike Cannibals are small, white, degenerate humanoids, probably descended from actual humans, that usually live in shallow underground lairs such as in abandoned buildings; they fear the sun and only come out at night. They are physically rather weak, but exist in great quantities and try to overwhelm their victims through sheer force of numbers. The narrator speculates that they may have originated somewhere else and come into Fantasyland via Creator/HGWells' [[Literature/TheTimeMachine Time Machine]].



* MysticalPlague: Natural plague is unknown (possibly due to a lack of bacteria or viruses). Magical plagues though are common tools of the Dark Lord and his minions. Due to this, it isn't caught by those not specifically targeted (like the protagonists).
* {{Necromancer}}: Necromancy involves summoning a spirit or raising a corpse to ask them questions (more in keeping with the original concept). This is usually something that can only be done once, plus dead people are very {{literal minded}}, so care is needed in asking questions.
* NominalImportance: Tourists will feel sorry if Fellow Travelers who have names are killed-otherwise they won't.

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* MysticalPlague: Natural plague is unknown (possibly due to a lack of bacteria or viruses). Magical plagues though plagues, however, are common tools of the Dark Lord and his minions. Due to this, it isn't caught by those not specifically targeted (like the protagonists).
* {{Necromancer}}: Necromancy involves summoning a spirit or raising a corpse to ask them questions (more in keeping with the original concept). This is usually something that can only be done once, once and by a specialized magic-user, plus dead people are very {{literal minded}}, so care is needed in asking questions.
* NominalImportance: Tourists will feel sorry if Fellow Travelers who have names are killed-otherwise killed -- otherwise they won't.



* OurDemonsAreDifferent: Their appearance is generally of a large size, with huge fangs, staring eyes, many limbs and an odd color. It's difficult to pin down however. They do appear to be physical, but of some gaseous substance that lets them squeeze through narrow spaces like keyholes yet not be harmed with ordinary weapons. Sometimes they are found running loose, although they must often be summoned to our world and then bound with Magic. Any sort of [[DealWithTheDevil bargain with them]] is highly advised against, because all demons [[JerkassGenie are]] [[LoopholeAbuse cheats]].
* OurDragonsAreDifferent: They apparently fled to Fantasyland from our world to avoid being hunted into extinction due to being thought to be evil monsters. In reality, they’re actually aligned with Good, even though they eat people.
* OurDwarvesAreAllTheSame: Naturally, the typical bearded, surly and metal-loving standard-issue dwarves show up in Fantasyland, living in hidden fastnesses in the mountains.
* OurElvesAreDifferent: They are, as per always, immortal (and always youthful), and wiser, more ethereal, more magical, better-looking and just generally better than humans. They have been in decline since humans turned up, and now most of them are passing West -- which here means they have been moving to the American Southwest, where they [[Creator/MercedesLackey wear punk clothing and ride motorcycles]].

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* OurDemonsAreDifferent: Their appearance is generally of a large size, with huge fangs, staring eyes, many limbs and an odd color. It's difficult to pin down however. They do appear to be physical, but of some gaseous substance that lets them squeeze through narrow spaces like keyholes yet not be harmed with ordinary weapons. Sometimes they are found running loose, although they must often be summoned to our world and then bound with Magic. Any sort of [[DealWithTheDevil bargain with them]] is highly advised against, because all demons [[JerkassGenie are]] [[LoopholeAbuse cheats]].
* OurDragonsAreDifferent: Dragons are large winged reptiles, usually red, green or black, that live on offshore islands or in hidden valleys; they usually avoid other people, hoard treasure, and wield a unique form of magic. They apparently fled to Fantasyland from our world to avoid being hunted into extinction due to being thought to be evil monsters. In reality, reality they’re actually aligned with Good, even though they eat people.
* OurDwarvesAreAllTheSame: Naturally, the typical bearded, surly and metal-loving standard-issue dwarves show up in Fantasyland, living where they live in hidden fastnesses in the mountains.
mountains that seem to consist primarily of lavishly decorated hallways. They are suspicious of outsiders and will likely arrest the Tourists for trespassing into their fastnesses, but if properly persuaded they can be useful allies for the forces of Good. The convenient thing for Tourists is that, once persuaded to agree to something, Dwarfs will never go back on their word. Jones also chalks up the tendency for Fantasyland people to dig tunnels in, to and from every halfway notable location to interbreeding with Dwarves and thus acquiring an instinctive tendency towards digging.
* OurElvesAreDifferent: They are, as per always, Elves are immortal (and always youthful), and wiser, more ethereal, more magical, better-looking and just generally better than humans.humans. They were, at least according to themselves, the first people in Fantasyland and were created directly by the gods. They have been in decline since humans turned up, and now most of them are passing West -- which here means they have been moving to the American Southwest, where they [[Creator/MercedesLackey wear punk clothing and ride motorcycles]].



* OurGiantsAreDifferent: Giants are very rare in Fantasyland these days; most sightings of supposed giants usually just turn out to be unusually tall people. Occasionally, however, Tours still stumble across races of true Giants.



* OurMermaidsAreDifferent: Merfolk of the fish-tailed kind turn in the seas of Fantasyland. They have largely given up on trying to lure sailors to their death, and tend to be friendly sorts these days.



* PlantPerson: Green Man, either a walking tree being or construct who's woven together. In either case they are malicious, either coming after the Tourists while moving or them being placed inside then burned or thrown into the sea. Tourists are advised to run away immediately on meeting them.

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* OurTrollsAreDifferent: Trolls are huge, strong, knobbly beings that live in moorlands, in hill country, and under bridges, and try to eat passers-by. Traditionally they were turned to stone by sunlight, meaning that they could be defeated by just keeping them busy until dawn; modern trolls seem to have become immune to this, and need to be destroyed the old-fashioned way. Jones speculates that they may be some kind of silicate lifeform.
* OurVampiresAreDifferent: Vampires have largely departed Fantasyland for the Horror tour. The ones that have stayed are likelier to drain people of energy than of blood.
* OurWerebeastsAreDifferent: Weres are people who turn into animals, either at will or under the full moon. They can become almost any animal you might care to think of, although they only get one animal each. Werewolves are among the more common kinds, although most have gone over to the Horror tour. Most are hostile, and they tend to prowl along Fantasyland's many wastes and wildernesses.
* OurZombiesAreDifferent: Zombies are the smelliest and most pathetic form of undead that the Tour will encounter. Confrontations with them usually end with the zombie getting disemboweled and having its rotting innards fall out in a nasty brown glob, at which point it will assume an intensely pathetic expression and fall down dead.
* OrphanedEtymology: Turncoats. Nobody is ever described as wearing a coat in Fantasyland -- it's always cloaks, robes, and sometimes tunics -- but nobody ever talks about "turncloaks" or "turnrobes".
* PlantPerson: The Green Man, Man is either a walking tree being figures of leaves and branches or construct who's that's woven together. In either case they are The living form is malicious, either coming after and will attack the Tourists while moving or in the night. The inert kind will be used to imprison them before being placed inside then burned or thrown into the sea. Tourists are advised to run away immediately on meeting them.



* PowerAtAPrice: One possible kind of magic requires a practical cost for the desired effect. This may involve selling one's soul to a demon, or it may just mean that you grow tired after casting spells.



** Good. The salt of the earth like their liege, they are shown relaxing while off duty, laughing and talking about their families to show they're nice. Assuming they have to arrest the heroes, [[ApologeticAttacker they're apologetic]], though also not easily escaped as they are quite diligent about their duties.

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** Good. The salt of the earth like their liege, they are shown relaxing while off duty, laughing and talking about their families to show they're nice. Assuming they have to arrest the heroes, [[ApologeticAttacker they're apologetic]], though although also not easily escaped as they are quite diligent about their duties.



** Automata. They're in full armor [[TwentyFourHourArmor every time they're seen]], with [[FacelessGoons visors down]], due to no longer really being human, [[{{Brainwashed}} controlled by the Dark Lord]]. They will not stop attacking, [[ImplacableMan no matter what]]. Often they work for a PuppetKing in the thrall of the Dark Lord, but others serve him directly and can form entire armies.

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** Automata. They're in full armor [[TwentyFourHourArmor every time they're seen]], with [[FacelessGoons visors down]], due to no longer really being human, as they are [[{{Brainwashed}} controlled by the Dark Lord]]. They will not stop attacking, [[ImplacableMan no matter what]]. Often they work for a PuppetKing in the thrall of the Dark Lord, but others serve him directly and can form entire armies.



* ProphetEyes: White eyes, especially when blind, are a sure sign that their owner is immensely wise and should not be ignored.



* RapeAsBackstory: The Female Mercenary character's fear of sex is explained due to her being sexually abused in childhood sometimes.

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* QuicksandSucks: Quicksand occurs as essentially patches of land where the sand turns out to be bottomless and causes anyone passing over it to sink down. At least one person and/or horse will be caught in it and will need to be pulled out by dint of a great deal of pulling.
* RapeAsBackstory: The Female Mercenary character's fear of sex is sometimes explained as being due to her being sexually abused in childhood sometimes.childhood.



* RecursiveReality / SelfDemonstratingArticle:

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* RecursiveReality / SelfDemonstratingArticle:RecursiveReality:



* {{Scienceville}}: The City of Wizards, a coalition of good wizards gathering to live, study and debate together. It's usually a decent place to visit - give or take a bit of magical weirdness involving perspective and distances. The inhabitants can be characterized as aloof AllPowerfulBystander-types, quarrelsome human wizards, or collegiate wizards who never agree on anything.

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* SceneryPorn: Played with. The story itself will be remarkably sparse on scenery descriptions, usually leaving the background largely undescribed unless it features in whatever peril is about the befall the Tour. The book cover, however, will be adorned with an extremely picturesque landscape of rugged mountains, gnarled trees and a rushing waterfall, dwarfing the tiny figures of the adventurers, and serving as the main enticement for potential readers.
* {{Scienceville}}: The City of Wizards, a coalition of good wizards gathering to live, study and debate together. It's usually a decent place to visit - -- give or take a bit of magical weirdness involving perspective and distances. The inhabitants can be characterized as aloof AllPowerfulBystander-types, quarrelsome human wizards, or collegiate wizards who never agree on anything.anything.
* SeaMonster: Huge marine creatures, such as krakens, leviathans and serpents, are commonly encountered on the open seas and are likely to wreck the Tourists' ship and leave them stranded and drifting.



* SelkiesAndWereseals: Shapeshifting sea peoples are a common encounter. Most take the form of seals, but others are known that turn to dolphins, whales or fish. They are always called Selkies, nevermind that "selkie" just means "seal".



* SexyDiscretionShot: Under VIRGINS, bolding is ours:
--> 6. As TALENTED GIRLS. These are very likely, towards the end of the second third of the Tour, to come across a male Tourist in his BATH and turn implausibly to jelly (''a surge of some deep, hitherto unknown emotion swept through her'' (OMT)). Thereafter they have a sprightly step, a jaunty gleam in the eyes, a yet more tiptilted nose, and '''a private life over which the Management generally draws a discreet veil.'''
* ShoutOut:

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* SexyDiscretionShot: Under VIRGINS, bolding is ours:
the Guide notes that, should they chance across a male Tourist in his bath, they will afterwards develop a pronounced spring in their step and newfound vitality, strongly implying that sex happened and likely continues to, but the Management will very carefully avoid saying or showing as much.
--> 6. As TALENTED GIRLS. These are very likely, towards the end of the second third of the Tour, to come across a male Tourist in his BATH and turn implausibly to jelly (''a surge of some deep, hitherto unknown emotion swept through her'' (OMT)). Thereafter they have a sprightly step, a jaunty gleam in the eyes, a yet more tiptilted nose, and '''a a private life over which the Management generally draws a discreet veil.'''
veil.
* ShoutOut:ShoutOut: While the Guide mostly talks in general terms, some commentary is aimed at specific works:



* StandardFantasySetting: The book is written as a parodic guide book for tourists (that is, protagonists) through such settings, pointing out the various recurring locations, individuals, races, organizations, perils and story beats that they will encounter along the way.



* SwampsAreEvil: Jones distinguishes two kinds. Bogs are essentially patches of deep mud put in your way to slow you down when being chased by Evil in order to provide dramatic tension. Marshes show up later and involve more of the traditional swampland dangers -- swarms of insects, filthy water, mazelike channels and so on.

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* SwampsAreEvil: Jones distinguishes two kinds. Bogs are essentially patches of deep mud put in your way to slow you down when being chased by Evil in order to provide dramatic tension. Marshes show up later and involve more of the traditional swampland dangers -- swarms of insects, filthy water, mazelike channels channels, hostile swamp tribes and so on.



* SympatheticMagic: This is one of the commonly encountered kinds of magic. It works by taking some bit of the target and using it as a conduit for casting curses, or making it into a clay model and using it move the target about. The piece must be gotten back to break the magic; if the caster is using something non-physical, such as a name, this may be a problem.
* TalkingWeapon: It is not uncommon for swords to contain souls, either their own or someone else's that got caught inside them. These swords tend to be very old, very set in their ways, capable of telepathy, and prone to arguing at length with their wielder or offer unwanted advice at inopportune times.



* {{Transflormation}}: Many trees in Fantasyland used to be people; they can be told from the regular kind because they make noises similar to speech and their branches tend to bleed if broken.



* {{Turncoat}}: Which is only people who turn ''against'' you. People who come over to your side are only doing what is right. "Coats do not exist in Fantasyland -- cloaks are universally preferred -- but turncoats do."

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* TreetopTown: Human, elven and other tribes that live in the Woods tend to stay in hidden settlements built into the canopies, accessing the ground through retractable rope ladders, training birds, and trying to keep to their very private lives up in the boughs. Satyrs and nymphs, by contrast, are usually encountered on the ground.
* {{Turncoat}}: Which is only people who turn ''against'' you. People who come over to your side are only doing what is right. "Coats do not exist The term's etymology is somewhat unclear, since there are no coats in Fantasyland -- cloaks are universally preferred -- but turncoats do."everyone wears cloaks.



* TheUndead: The dead in Fantasyland rarely stay put where they ought to, and are instead prone to getting up and walking around at the least prompting, or often just of their own initiative.
* {{Unicorn}}: Unicorns are rare sights in Fantasyland -- each one met professes to be the very last. Their horns are much more common, and can be used both as healing items and as magic wands.



* VirginSacrifice: The preferred form of sacrifice among evil religions, which features ritual rape and disembowelment as part of the ceremony.

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* VirginSacrifice: The preferred form of sacrifice among evil religions, religions and practirioners of the black arts, which features ritual rape and disembowelment as part of the ceremony.



* WackyWaysideTribe: Your Tour is certain to include a great deal of people, tribes and incidents that will have little or nothing to do with the theoretical main plot of overthrowing the Dark Lord. Jones goes into great detail on each kind of Tribe you’re likely to come across.

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* WackyWaysideTribe: Your Tour is certain to include a great deal of people, tribes and incidents that will have little or nothing to do with the theoretical main plot of overthrowing the Dark Lord. Jones goes into great detail on each kind of Tribe you’re you're likely to come across.across.
* WeaponOfXSlaying: Rune-enchanted swords are often meant for killing some specific foe, such as dragons, orcs, or goblins. They tend to be intensely underwhelming when use against anything else.


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* TheWildHunt: The Hunt, a great procession of spectral horses, hounds and riders, with a masked and horned leaders at its head, occasionally crosses the skies of Fantasyland. It does so somewhat arbitrarily and does not always appear to play a clear role in the Tour beyond just being generally ominous, and Jones speculates that the Management doesn't have full control of it.


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* WorldTree: In the center of a Wood, the tour may come across a tree that is also a god. This will be a huge old thing, with a metaphorical hand in everything that happens in its forest. [[IntelligentForest When the Wood is animated by a single forest-wide mind]], this Tree is often what directs it.

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Bishonen is a Definition-Only fan-speak term used only for Japanese/East-Asian media. No examples allowed. Per TRS. Moving In Universe acknowledgements/relevance to Pretty Boy.


* {{Bishonen}}: The "gay mage" tour companion is described as a long-haired "pretty boy" in beautiful clothing who's indicated to be quite androgynous or effeminate in appearance, and probably CampGay (at least [[AmbiguouslyGay by implication]]).


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* PrettyBoy: The "gay mage" tour companion is described as a long-haired "pretty boy" in beautiful clothing who's indicated to be quite androgynous or effeminate in appearance, and probably CampGay (at least [[AmbiguouslyGay by implication]]).
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* OurDemonsAreDifferent: Their appearance is generally of a large size, with huge fangs, staring eyes, many limbs and an odd color. It's difficult to pin down however. They do appear to be physical, but of some gaseous substance that lets them squeeze through narrow spaces like keyholes yet not be harmed with ordinary weapons. Sometimes they are found running loose, though often must be summoned to our world then bound with Magic. Any sort of [[DealWithTheDevil bargain with them]] is highly advised against, because all demons [[JerkassGenie are]] [[LoopholeAbuse cheats]].

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* OurDemonsAreDifferent: Their appearance is generally of a large size, with huge fangs, staring eyes, many limbs and an odd color. It's difficult to pin down however. They do appear to be physical, but of some gaseous substance that lets them squeeze through narrow spaces like keyholes yet not be harmed with ordinary weapons. Sometimes they are found running loose, though although they must often must be summoned to our world and then bound with Magic. Any sort of [[DealWithTheDevil bargain with them]] is highly advised against, because all demons [[JerkassGenie are]] [[LoopholeAbuse cheats]].

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Already on Exposed To The Elements page, Cross-Wicking better content to here.


* ExposedToTheElements: The Anglo-Saxon Cossacks, despite living on the constantly windy steppes, only dress in sleeveless vests and scanty trousers, probably as a sign of how tough they are.

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* ExposedToTheElements: The Anglo-Saxon Cossacks, despite living on book {{discusse|dTrope}}s and {{parodie|dTrope}}s the constantly windy steppes, only dress in sleeveless vests and scanty trousers, probably trope as a sign of how tough they are.fantasy stereotype:
-->It is a curious fact that, in Fantasyland, the usual rules for ''Clothing'' are reversed. Here, the colder the climate, the fewer the garments worn. In the ''[[GrimUpNorth Snowbound North]]'', the ''Barbarian Hordes'' wear little more than a [[FurBikini fur loincloth]] and copper wristguards (see ''Chillblains'' and ''Hypothermia'').
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* ExposedToTheElements: The Anglo-Saxon Cossacks, despite living on the constantly windy steppes, only dress in sleeveless vests and scanty trousers, probably as a sign of how tough they are.

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Alphabetizing.


* FantasyCounterpartMap: The parody FantasyWorldMap at the start of the book is just Europe turned 180 degrees counterclockwise. All of its geographic features are also named using anagrams of real ones, such as the "Bay of Caysib".



* FantasyCounterpartMap: The parody FantasyWorldMap at the start of the book is just Europe turned 180 degrees counterclockwise. All of its geographic features are also named using anagrams of real ones, such as the "Bay of Caysib".
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* FantasyCounterpartMap: The parody FantasyWorldMap at the start of the book is just Europe turned 180 degrees counterclockwise. All of its geographic features are also named using anagrams of real ones, such as the "Bay of Caysib".

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* WizardingSchool: It's called the "Invisible College", described as being like an UsefulNotes/{{Oxbridge}} university. Within, if anything with magic [[MurphysLaw can go wrong, it will]]. Students should be prepared for every type of magical accident possible. Note this was written before ''Franchise/HarryPotter'', which [[TropeCodifier codified]] the "wizarding school as UK boarding school" trope.

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* WizardClassic: Wizards frequently live in [[MageTower Towers]]; they're distinguished by [[WizardBeard long beards]] and wear robes. All seem to be men too in Fantasyland; women with magic are called Enchantresses or Witches. They are old, solitary men. All of them are very wise, and live [[WizardsLiveLonger quite long lives]].
* WizardingSchool: It's called the "Invisible College", described as being like an UsefulNotes/{{Oxbridge}} university. Within, Within this, if anything with magic [[MurphysLaw can go wrong, it will]]. Students should be prepared for every type of magical accident possible. Note this was written before ''Franchise/HarryPotter'', which [[TropeCodifier codified]] the "wizarding school as UK boarding school" trope.
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* HiddenElfVillage: The Hidden Kingdom, a very beautiful, idyllic, isolated Country. Its people are Elves, Mystical Masters, or both. Tourists will be given a talk by its ruler on magic or their life goals. Food may, surprisingly, not be Stew (but invariably vegetarian). Despite it being utopian, Tourists will quickly grow bored and want them to go. Its people will be happy with that, finding them restive. They will deliver a Prophecy and then send the Tourists off with supplies.

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* HiddenElfVillage: The Hidden Kingdom, a very beautiful, idyllic, isolated Country. Its people are Elves, Mystical Masters, or both. Tourists will be given a talk by its ruler on magic or their life goals. Food may, surprisingly, not be Stew (but invariably vegetarian). Despite it being utopian, Tourists will quickly grow bored and want them to go.leave. Its people will be happy with that, finding them restive. They will deliver a Prophecy and then send the Tourists off with supplies.
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* TheLegendOfChekhov: The entry on Legends notes that if anybody recounts a legend to a Tourist, the Tourist may be sure that it is both true ("Legends are an important source of true information. They always turn out to be far more accurate than History.") and something that will be relevant later in the Tour ("The Management will never allow anyone to tell you a legend unless it is going to be important for you to know.").
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* StormingTheCastle: If TheSiege occurs, it's always ended this way at some point, not just the more safe, realistic method of trying to wait the defenders out until they've starved. Once the walls have been breached after massive bloodshed, the attackers are sure to go all RapePillageAndBurn in the city. Before it the heroes however will have already escaped by SecretPassage to avoid this.

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