Major Region / NationGeldanosHuman 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 / NationSariyazOldest and largest human kingdom, ruled by King Josquin Nez Toron. Features extensive southern trade routes and maintains the largest standing human army.
Major Region / NationCorinthiaSmall religious kingdom closely associated with priests, paladins, and Saint Leanore.
Major Region / NationTharmaturNation of mages, engineers, and inventors renowned for combining magic with machinery.
Major Region / NationAnsell-VendElven homeland known for powerful illusion, enchantment, and nature magic.
Major Region / NationDarven-ImusDarvenim (dwarf) mountain kingdom. Capital: Tharsis. Famous for metallurgy, construction, smithing, and producing the highest-quality Lunarium ingots.
Major Region / NationGrun’DorTerritory inhabited by Goblins and Orcs, historically unified by Grun the Unifier. Goblins dominate trade and construction, while Orcs provide military protection.
Major Region / NationShanda-WoldIsland nation inhabited by the Shanda-Woldn, descendants of ancient human populations who migrated away from the continent.
Major Region / NationShalne-TaddDangerous, poorly understood territory beyond the western Unclaimed Lands. Contains undead activity; map readings become unreliable deeper inside.
Major Region / NationUnclaimed LandsFrontier territory positioned between settled kingdoms and dangerous wilderness, bordering Shalne-Tadd to the west.
Major Region / NationBlack ForestAncient forest inside Geldanos imbued with extremely powerful illusion magic, supernatural inhabitants, and ancient structures.
Major Region / NationMt. Kan-AlonMountain housing ancient ruins where K-10 originally awakens. Features the first known instance of the mysterious eye symbol.
RaceHumansWidespread population across Tarmynia, culturally distinct from K-10’s Earth origin. Most magic-sensitive humans have only one affinity.
RaceVendProper term for Elves. Known for long lifespans and multiple magical affinities (commonly nature, illusion, and enchantment).
RaceDarvenimProper term for Dwarves, originating from Darven-Imus. Masters of smithing, engineering, construction, metallurgy, and Lunarium refinement.
RaceGrun’DorGoblins. Have a shorter lifespan than humans (approximately 50 human years) and focus heavily on trade and construction.
RaceOrcsSeparate race allied with the Grun’Dor who handle much of their military defense.
RaceTigansHalf-Giant race residing in Tarmynia.
RaceShanda-WoldnDistinct human ethnic branch originating from the island nation of Shanda-Wold.
MagicMagical AffinitiesEstablished 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).
MagicK-10’s AffinityK-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.”
MaterialLunariumAn 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.

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