The identifying traits of fantasy are the inclusion of fantastic elements in a self-coherent setting. Within such a structure, any location of the fantastical element is possible: it may be hidden in, or leak into the apparently real world setting, it may draw the characters into a world with such elements, or it may occur entirely in a fantasy world setting, where such elements are part of the world.
Within a given work, the elements must not only obey rules, but for plot reasons, must also contain limits to allow both the heroes and the villains means to fight; magical elements must come with prices, or the story would become unstructured.
There are many elements that show up throughout the fantasy genre in different guises. Worldbuilding in particular has many common conventions, as do, to a lesser extent, plot and characterisation. Though it is important to differientate them between themes, which are actually statements or commentaries that recur throughout the story, these are subjects. • Destiny o Stableboy becomes king (or the like) o Prophecy • Good vs. Evil o Downfall of a tyrannical ruler or evil wizard o Preventing conquest by a tyrannical ruler or evil wizard • Creates alternate reality, with believable laws o Magic ▪ Magical Items ▪ Magical Artefacts ▪ Swords ▪ Gems ▪ Stones ▪ Rings o Medieval (usually European) Setting ▪ Feudal Government ▪ Primitive technology (almost always pre-gunpowder) o Legendary creatures ▪ Dragons ▪ Gryphons ▪ Non-Human Races (or variants of them specific to each work) ▪ Dwarves ▪ Elves ▪ Fairies ▪ Trolls • Quests
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