
- "Welcome, Child of Earth, to Fillory! (Both the planet and the kingdom.) Wonders, dangers, inscrutable creatures, and magical mysteries await you. Explore with caution."
- ―Official description
Welcome to Fillory was an official website for The Magicians written by Alex Ritter, Jay Gard, and Elle Lipson as a companion website for the show's second season. It was later taken down following the series' finale.
Features
Map of Fillory
Castle Whitespire
The sparkling gem within the magical world of Fillory, Castle Whitespire houses its ruling monarchs, the Children of Earth. The towering and lavish fortress protects the Four Thrones from which the kings and queens rule. However, Whitespire has been collecting dust since the tyrannical reign of The Beast, Martin Chatwin. But those thrones are about to get occupied by our own Brakebillian magical brood as they take their rightful crowns.
The Rainbow Bridge
As multicolored horticultural constructions go, you can't beat the Rainbow Bridge for practicality, wonder, or visual saturation. An ancient magic formed this 100-meter suspension bridge across the gaping maw of an unnamed chasm. But it's not just a tourist attraction; this ecological edifice is the gilded path to royalty for tetrarchically inclined Children of Earth. Brave the bridge, conquer the Knight of Crowns's test, and assume your place in a lineage of rulers both benevolent and... not.
The Wellspring
The fountainhead of magic and a reservoir of pure power upon which Fillory was constructed, The Wellspring isn't for the casual wanderer. Martin Chatwin's been drinking undiluted Wellspring for decades, so its majesty is only mildly overwhelming these days, but still worth a visit. While there, take of the decor; the spring has taken the form of author Christopher Plover's office, the site of the unhappy encounters that drove Martin to search for a way to stay in Fillory in the first place.
Ember's Tomb
This shrine to ram god Ember, one half of the pairing who created Fillory, has been abandoned since The Beast banished Ember and killed his twin brother, Umber. Formerly a display of glory and leisure, in his absence Ember's temple has become disheveled and, er, ripe. But Ember doesn't mind. As long as someone brings him little cakes.
Chatwin's Torrent
Seeking healing? Take a dip in Chatwin's Torrent! Named for one of Fillory's most beloved rulers, Rupert Chatwin, who mended his wounds in its waters, this river is one of the most profoundly magical places on this profoundly magical planet. It has cured countless physical and magical ailments, and no one knows the full extent of its restorative powers. But don't assume you'll have a cure-all at your disposal for every paper cut or head cold - Chatwin's Torrent is to be revered and used wisely.
The Flying Forest
The Flying Forest's name is as misleading as the forest itself. 'Tis not, in fact, a place to spread one's wings and soar. And why would you want it to be? Trees are giant flight path obstructions, George of the Jungle – a Flying Field would be more practical for such purposes. No, The Flying Forest is a place where the mind sets sail on the winds as sweet as lullabies. Once you've found this place, you're lost. But once lost in the Flying Forest, you've taken the first step to finding yourself.
Retreat
Bright and tranquil, the Retreat is a Fillorian monastery populated by centaurs adept in the healing arts. But check your sass at the door, because these doctor half-ponies are serious and have a rigid approach to healing. So take a stroll amongst the towering trees and the – rumor has it they keep a paddock of talking horses for pleasurable pursuits...
The Clock Barrens
The Clock Barrens are one of Fillory's greatest enigmas, and the handiwork of the Watcherwoman, a.k.a. Jane Chatwin. Seemingly overnight, a desolate landscape gave rise to a grove of mysterious clock trees. No one knows exactly why Jane created them, or what function they serve beyond a slightly sinister synchronized ticking. But inside the bounds of the Clock Barrens time runs a bit differently, - sometimes faster, slower, in reverse, or stopping altogether - without any discernible rhyme or reason.
The Darkling Woods
Dense and, well, dark, the Darkling Woods are a mysterious and unnerving place. Much of this forest remains uncharted - a perfect hiding place, some would say, for several of Fillory's rare and powerful Questing Creatures. Rumor has it that this was where Martin Chatwin completed his transformation into The Beast, using hoarded Wellspring power to learn unspeakable dark magic from the sinister denizens of the forest. If you're seeking adventure, you'll definitely find it here - but proceed with caution.
Loria
Loria is a land of harsh tundra and warlike people who have spent centuries resenting so-called "Fillorian privilege." It's also the site of Ember's banishment while The Beast ravages Fillory, and even the ram god himself complains about the conditions in Loria. What kind of kingdom doesn't even have little cakes? Loria and Fillory maintain a cold peace - for now - partially because the Lorians would prefer to stay off The Beast's radar (it helps that Loria has nothing The Beast would ever want).
Quests
To be added
Notable Figures
King Quentin Coldwater
Quentin thought if Fillory was real, he'd finally be happy, problems solved. Of course, that's what he thought about magic, too. Will becoming a King of Fillory do the trick?
Quentin Coldwater grew up on a diet of fantasy with his best friend Julia Wicker. An obsessive fan of the Fillory and Further novel series, his dreams came true when he learned magic is real and gained acceptance into the prestigious Brakebills University. Sadly, Julia didn't make the cut and Quentin pressed on without her into the fantasy they once shared.
But Quentin has begun to realize that his childhood dreams are a bit naive. Learning magic is a rewarding but painful process that requires Q to bare his soul to study his ass off. And for all the power Q has gained, magic still has its limitations - it can't cure cancer, it can't prevent Q from self-sabotaging his relationship with Alice, and it can't make him happy.
When Quentin learned that the Fillory of his childhood stories is also real, it felt like another dream come true - at first. If only magic wasn't being drained from the most magical place in the universe by a thirsty Beast hell-bent on killing Q and his friends. If only The Beast wasn't actually Martin Chatwin, Quentin's beloved hero of the Fillory books. And if only Julia had gotten into Brakebills. Because she just made a deal with The Beast before Quentin could kill him.
If he and his friends survive, maybe ruling Fillory will give Q the hero's journey he's always craved. Or maybe it'll be the perfect opportunity for him to make newer, bigger mistakes But against all odds, no matter how disillusioned he may get, Quentin still manages to believe in magic.
High King Eliot Waugh
Newly crowned High King of Fillory, Eliot takes the mantle literally. He's not one to abandon his hedonistic pursuits for royal duties - Fillory's about to get fabulous.
Eliot's beginnings were far from elegant. Born into a simple family in Indiana, he grew up on a farm. Needless to say, Eliot did not fit into this country aesthetic, and always longed for more. It didn't help that his childhood was marked by pain and guilt; he realized he could perform magic when an errant angry thought led to his bully's death.
A Physical Kid at Brakebills, Eliot transformed himself from a lonely Midwestern boy into an extravagant-yet-apathetic Magician dabbling in the decadent and debauched. Admitted to Brakebills due to his raw, natural talent, Eliot is a well of untapped potential. Along with his best friend, Margo Hanson, he ruled the Brakebills social scene with a diamond-crusted fist, creating a lavish party-fueled empire. But the familiar pain returned when Eliot had to kill his Beast-brainwashed boyfriend to save his friends.
A realist, Eliot never expected magic to change the world. Instead, he's used it to his advantage, if you call a cultivated substance abuse issue an advantage.
Now, thrust onto a throne a world away, he can never return to Earth and its planetary pleasures. And he's bound forever in a royal arranged marriage with Fen (who isn't exactly Eliot's usual type). But never doubt Eliot when he's motivated. This Magician will use every ounce of his unpolished talent and adept social artistry to rule his kingdom and bring some Physical Kid flair to Fillory.
All hail!
Queen Alice Quinn
Don't be deceived by Alice's timid exterior - beneath lies a formidable intelligence and strength that will serve her as Queen of Fillory and destroyer of opposing forces.
Descended from a long, eclectic line of Magicians and Brakebills alumni, Alice has magic in her blood. She grew up in the shadow of her parents' accomplishments, and maybe an orgy or two. So exerting herself in the world has not been easy. After her brother perished in a magical mishap at Brakebills, Dean Fogg never invited Alice to attend. But that didn't stop her. Always resourceful, she used her already impressive magical ability to discover Brakebills' hidden location and sneak into the entrance exam.
Passing with Flying Colors, Alice joined the Physical Kids with an emphasis in Phosphoromancy. What she lacks in social graces and typical Physical Kid exuberance, she makes up for in brilliance. But she joined their ranks with a secret: she came to Brakebills to save her brother, Charlie, who was consumed by magic and transformed into a Niffin. But even with all her strength and wit, she failed to save him.
Alice continues to hone her skills, brimming with characteristic compassion and self-criticism – traits that drew Quentin Coldwater to her. Along with a little Arctic fox-on-fox action. But forces beyond her control once again brought her pain when Quentin cheated on her with their friends, Margo and Eliot. So she broke up with him.
Now, imbued with God-power, Alice must use her juiced-up magical gifts to fight The Beast, save her friends and take her place upon the Fillorian throne. No big deal, right?
High Queen Margo Hanson
As freshly minted High Queen of Fillory, the indomitable Margo has finally taken on the position of authoritarian - er, authoritative - leadership she's always felt she deserves.
Margo is a lifelong achiever accustomed to others doing her bidding, whether she's student body president of her high school, head of her sorority at UCLA, captain of her [[[Welters]] team at Brakebills, or a key administrator of The Trials for first-year Brakebills students.
Such Experiences as a leader (or, more often, ringleader_ may not quite have prepared Margo for running an entire country while combating The Beast, but if anyone doubts her ability to rule, she'll fight tooth-and-manicured-nail for Fillory. Even if it's just to prove her naysayers wrong.
A product of mostly indifferent parents, Margo is fiercely independent and adaptable (though if need be, Margo will make Fillory adapt to her). The only person upon whom she has ever relied is Eliot Waugh. While Margo is still slightly miffed that Eliot married a woman and it wasn't her, the magical marital agreement that forever binds Eliot to Fillory also serves to emotionally tether Margo here as well.
Her blunt, direct manner should make Margo a decisive queen, but also may require some tempering from her fellow monarchs; the excuse that Margo is unfamiliar with Fillorian customs can only work for so long before she legitimately offends someone. Her long-standing symbiotic (definitely not codependent) relationship with High King Eliot should help keep things diplomatic for both of them. At the very least, they have a cohesive vision when it comes to introducing Fillory to their Brakebills revelry traditions - if they can survive The Beast long enough to actually rule.
Kady Orloff-Diaz
Despite her murky past and recent trauma, Kady is a tenacious, resilient, and talented Battle Magician to have in your corner - if you can manage to pin her down.
Kady has been through a lot in the past year: the looming threat of The Beast, a tumultuous relationship with Penny Adiyodi, blackmail by Marina, her mother's death (...by Marina), expulsion from Brakebills, the slaughter of her fellow Free Traders - one could conclude she has, in colloquial terms, supremely shitty luck. Although Kady escaped Reynard the Fox with her life, she's not unscathed. Only time will tell if her pain and survivor's guilt will drown her or drive her.
Thanks to her itinerant, unstable childhood and absentee Hedge Witch mother, Kady is no stranger to overcoming adversity. Prior to her brief stint at Brakebills, Kady sought out and taught herself a wide array of spells, including notoriously difficult Battle Magic. Determination and resourcefulness have kept Kady afloat for years, but she tends towards isolation and uses her attitude as a defense mechanism. As a result, Kady has a hard time trusting people, and others have a hard time trusting her.
Kady is completely unfamiliar with Fillory, having never read the childhood stories thanks to an unorthodox upbringing that didn't exactly leave room for books in the backpack she carried between temporary homes. As such, she could provide a valuable, unbiased perspective on the goings-on here, were she ever to rejoin her former Brakebills cohorts. With both The Beast and Reynard the Fox on the loose, Kady's ingenuity, talent, and strength could prove vital to well, saving the world.
William "Penny" Adiyodi
Rude, aggressive, sarcastic, Penny is a dick. But deep down (way deep down) he has a loyal heart. When he cares about something, or someone, he'll show up at any cost.
Penny's past is mostly unknown, as he likes it that way. An elective loner, Penny has lived a nomadic existence doing as he pleases. But he couldn't wander forever.
Penny's enrollment at Brakebills was a last ditch effort to understand the distressing voices in his head that plagued him night an day. Self-medicating with drugs and alcohol didn't work, drifting place to place didn't work, so Penny did the last thing he'd ever want to do: join others and ask for help.
But seeking solace isn't as bad as he thought, especially when that solace is Kady. Aiding Penny in his psychic endeavors, Kady helped Penny open up and face his demons. And those demons turned out to be extraordinary gifts.
Designated a Traveler, the rarest of magical Disciplines, Penny can teleport at will and astral project into people's minds. This is a gift that has gotten him into fun, danger, and Quentin's case, annoyance. Especially when Quentin is humming Taylor Swift.
Now in Fillory, Penny is the least interested in the wonders of a magical world. Yet in the days ahead, his immense magical abilities will be tested, and he just might need the resources of Fillory to help him. Plus, post-Beast battle, he'll need to figure out that hand situation. Dammit.
Julia Wicker
A hedge witch, survivor, and a fighter, Julia has taken on gods an... lost. But now she's got a god-killing blade, the air of a powerful Magician, and a recipe for revenge.
Growing up, Julia Wicker always had a skill her best friend Quentin lacked - the ability to keep her Fillory and Further fandom on the DL and fit in with the cool crowd. Julia had it all figured out: stellar grader, a bright future at Yale grad school, a future hedge fund manager and avid skier boyfriend, James - but when she found out magic was real. And suddenly, her normal life wasn't enough for her anymore. Who wants Kansas when you can gave Oz?
When Julia discovered magic, she wasn't about to let little things like a Brakebills rejection letter, memory erasure, and Quentin's abandonment stop her from pursuing its study. Nor did she let a relationship with a well-meaning but hapless James, ejection from the Hedge Witch order, and multiple near-death experiences hold her back from her quest for knowledge. Julia joined up with the Free Traders in a search for magic's main power line and the beings that have access to it - gods. Which is how she ended up summoning Reynard the Fox.
Unfortunately, not every god in the universe appreciates a strong female Magician. While Brakebills students take classes and read books, Julia is in the real world struggling to keep her trauma at bay, while chasing down the murdering rapist god she and her Free Trader friends unleashed upon the world. So when Quentin and pals team up for some Beastly destruction in Fillory, Julia is willing to do anything she can to get revenge on Reynard and prevent him from hurting anyone else - even if it means allying herself with the sociopathic Beast.
Dean Henry Fogg
Dean Fogg runs magical Brakebills University and has neither tie nor inclination to coddle students trying to defeat evil Magicians, kill gods, or rule storybook worlds.
The threat of The beast has loomed over Dean Fogg 39 times before, but never with stakes as high as these. A lifelong Knowledge student with natural magical prowess, Fogg is fully aware that he's been locked in a time loop created to give Quentin and his friends repeat chances at destroying The Beast.
Knowing that the timeline can always be reset in the event of a disaster, Fogg has lived a colorful life that includes love affairs, heated artistic rivalries, deadly magical feats, and a steadfast refusal to see the film Groundhog Day. The only real difficulty is keeping all his overlapping life experiences straight. And of course, guiding his students down the right path to defeat The Beast and save the source of all magic hidden in Fillory.
That all changed when Jane Chatwin died. Gifted with a mastery of time magic by the gods of Fillory, Jane was the key to all those free do-overs. She was also Fogg's resident Beast whisperer since they're, you know, related – The Beast is Jane's brother, Martin Chatwin.
With Jane gone, if The Beast kills everyone this time, there's no undoing it. So Fogg has to guide his students to victory once and for all. Which he does by being enigmatic, disengaged, and curt, since historically his students get further when they're forced to stand on their own two feet. That's why he rejected Julia from Brakebills in this timeline. But even if the only way to help is by being unhelpful, it's a challenge to watch these children bumble through life with the fate of the universe in their hands.
Fen
Fen, royal wife of High King Eliot, had been promised to him since before she was born. A shy country girl at heart, she is now married to the most powerful man in the land.
Born into a family of knifemakers and swordsmiths, Fen has lived her whole life in Fillory. Like every Fillorian girl, she went through Tree School, had a life, friends, and various extracurricular activities. However, it was always her destiny to marry into the monarchy. Her grandfather made a deal with Quentin and Julia when they Traveled through time, guaranteeing Fen the king's hand in exchange for a special blade that could kill The Beast (too bad Quentin already lost it).
Now that the Children of Earth have arrived in the present, the marriage pact has been fulfilled. Not thrilled to be uprooted from her home and married to enigmatic Eliot, Fen will have to accept her new role in the kingdom in the midst of great turmoil.
The High Council
Since Fillorian monarchs hail from Earth, the High Council, led by Tick Pickwick, is essential to acclimating new rulers to the inhabitants and customs of their kingdom.
In the years since Martin Chatwin became The Beast, no Child of Earth has managed to hold the thrones of Fillory for very long. Tick Pickwick and his family, longstanding pillars of Fillorian society, heard their kingdom's needy cries and stepped into the power vacuum as Stewards of Castle Whitespire, maintaining continuity of leadership for Fillory in these trying times.
Before long, Tick Pickwick ascended to the head of the High Council. He has since been a key advisor to the various waves of monarchs who have come and gone from the halls of Castle Whitespire.
As leader o the Council, Tick acts as the primary consultant for matters of policy, law, and Fillorian cultures. The rest of the High Council consists of the Secretary of War, the Secretary of Agriculture, and the Ambassador of the Talking Animals. Together the Council, well, counsels the four rulers and represents the diverse families, flora, and fauna of Fillory.
Tick and his fellow advisors are sincerely and positively thrilled to meet the four Children of Earth who will now need to e taught everything about Fillory.
About Fillory
You may think you know what to expect from Fillory after reading the highly flawed books by the entertaining yet morally bankrupt Christopher Plover, but they barely scratch the surface. Fillory's monarchs preside over a primarily agricultural and artisanal society that runs on a steady current of magic (or used to... Fillory has yet to recover from the blight of The Beast). To many, Fillory is home. To others it's a fantasyland, an enigma, a prize to control or possess. What Fillory will be to you, only you can decide.
The Gods of Fillory
Magicians use magic, gods control it. The twin ram gods Ember and Umber are the mysterious, mercurial, all-powerful creators of Fillory. Brotherly disputes long ago drove them apart, but their ongoing quarrel was cut short when The Beast killed Umber, banished Ember, and seized Fillory. Ember is counting on Quentin and company to vanquish the Beast so he can return to his former glory. Yeah, good luck with that, Ember.
The Monarchy
By decree of Ember and Umber, the magical world of Fillory, its native peoples, and its talking animals are ruled by Children of Earth. Obviously. Since the Chatwins did a less than bang-up job, our Brakebills heroes step into an unenthused kingdom. With its four thrones, two kings and two queens, the monarchy resides in Castle Whitespire.
The Wellspring
The Wellspring is, well, a spring of pure magic. It is Fillory's foundation and the source of all magic in the universe. While the Wellspring flows, magic stays plentiful across the universe. When drunk, its waters temporarily provide Magicians like Martin Chatwin with incredible power, but doing so depletes magical resources for everyone else.
The Species of Fillory
As a newcomer to Fillory it's safest to address all flora and fauna with the presumption of sentience. Eventually, you'll learn to distinguish dryads vs naiads, talking animals vs livestock, intelligent trees vs. lumber, dwarves vs. short grumpy humans - and all their delightfully specific customs.