| Major Region / Nation | Geldanos | Human kingdom; K-10’s current location. Capital: Linden. Known for fertile land and disciplined military forces. Population is predominantly blonde-haired with blue or light eyes. Contains the ancient Black Forest. |
| Major Region / Nation | Sariyaz | Oldest and largest human kingdom, ruled by King Josquin Nez Toron. Features extensive southern trade routes and maintains the largest standing human army. |
| Major Region / Nation | Corinthia | Small religious kingdom closely associated with priests, paladins, and Saint Leanore. |
| Major Region / Nation | Tharmatur | Nation of mages, engineers, and inventors renowned for combining magic with machinery. |
| Major Region / Nation | Ansell-Vend | Elven homeland known for powerful illusion, enchantment, and nature magic. |
| Major Region / Nation | Darven-Imus | Darvenim (dwarf) mountain kingdom. Capital: Tharsis. Famous for metallurgy, construction, smithing, and producing the highest-quality Lunarium ingots. |
| Major Region / Nation | Grun’Dor | Territory inhabited by Goblins and Orcs, historically unified by Grun the Unifier. Goblins dominate trade and construction, while Orcs provide military protection. |
| Major Region / Nation | Shanda-Wold | Island nation inhabited by the Shanda-Woldn, descendants of ancient human populations who migrated away from the continent. |
| Major Region / Nation | Shalne-Tadd | Dangerous, poorly understood territory beyond the western Unclaimed Lands. Contains undead activity; map readings become unreliable deeper inside. |
| Major Region / Nation | Unclaimed Lands | Frontier territory positioned between settled kingdoms and dangerous wilderness, bordering Shalne-Tadd to the west. |
| Major Region / Nation | Black Forest | Ancient forest inside Geldanos imbued with extremely powerful illusion magic, supernatural inhabitants, and ancient structures. |
| Major Region / Nation | Mt. Kan-Alon | Mountain housing ancient ruins where K-10 originally awakens. Features the first known instance of the mysterious eye symbol. |
| Race | Humans | Widespread population across Tarmynia, culturally distinct from K-10’s Earth origin. Most magic-sensitive humans have only one affinity. |
| Race | Vend | Proper term for Elves. Known for long lifespans and multiple magical affinities (commonly nature, illusion, and enchantment). |
| Race | Darvenim | Proper term for Dwarves, originating from Darven-Imus. Masters of smithing, engineering, construction, metallurgy, and Lunarium refinement. |
| Race | Grun’Dor | Goblins. Have a shorter lifespan than humans (approximately 50 human years) and focus heavily on trade and construction. |
| Race | Orcs | Separate race allied with the Grun’Dor who handle much of their military defense. |
| Race | Tigans | Half-Giant race residing in Tarmynia. |
| Race | Shanda-Woldn | Distinct human ethnic branch originating from the island nation of Shanda-Wold. |
| Magic | Magical Affinities | Established physical reality with known affinities: Fire, Water, Earth, Air, Light, Shadow, Healing, Nature, and Illusion. Most mages possess 1 affinity; 2 is rare, 3 is extremely rare (though more common in Vend). |
| Magic | K-10’s Affinity | K-10 has no detectable magical affinity, making him extraordinary. Despite lacking magic, he possesses exceptional physical capabilities. K-10 possesses the Otherwolder power called “Infinite Stasis.” |
| Material | Lunarium | An exceptionally strong, highly durable magical metal capable of conducting magic and withstanding forces ordinary steel cannot. Used across multiple races, with the finest ingots crafted in Darven-Imus. |
