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World Geography and Races

The world doesn't have a name . It has 3 major continents where one is in the northern hemisphere and the other two are in the southern hemisphere forming a kind of triangular shape.

1) Valerian Continent

 This continent is the only continent in the northern hemisphere of the world. It has a shape similar to Ukraine (without the Crimean peninsula) , just imagine it in the size of Africa. It is the biggest continent in the world. Humans are the most prominent race here , followed by demihumans . This continent can be divided into 5 regions. 

Northern Region: The north was mostly high, jagged mountains that stayed frozen most of the year. Not many people lived here—just a few scattered human settlements or wandering tribes who could handle the cold. Most of the region was too harsh for kingdoms to claim, so no human kingdom dared to settle here.

Monsters roamed these mountains freely, and dragons were said to appear from time to time. There were even legends about Draconoids living in the peaks, though no one could say for sure.

Further south, the mountains gradually flattened into highlands and plateaus, where the land became a bit easier to travel. The largest river on the continent, The Lorynth, began here, flowing down through the mountains to bring life to the lands below.

(AN : Lorynth river is like the Dnieper river which divides the continent into east and west but only in a much larger scale)

Central West Region: The icy mountains of the north gradually turned into the rugged Central-West Mountains. The western edge of the region even had the only desert on the continent, dry and harsh, where barely anything grew. Dwarves had long lived in these mountains, building huge underground cities full of tunnels, halls, and forges. They mined the rich minerals and metals, and their craftsmanship was famous across the continent. Humans sometimes come here to trade for rare ores or to commission dwarves for their work.

Beastpeople wandered the high passes now and then, but most stayed in their own lands. There were some small plains along the banks of the Lorynth River where beastpeople could farm and settle. Their settlements were few and far between, and life here was simple and hard, but steady.

Central East Region: The Lorynth River split the central lands in two, and the eastern side of that split became the Central East Region. Unlike the rough, icy mountains to the west, this land rolled into gentle hills with smaller rivers running through them and forests scattered across the valleys.

People lived here in small villages or fortified towns along the Lorynth, mostly humans with a beastpeople minority. 

Their homes were built to handle long, cold winters. Here and there, minor kingdoms and city-states claimed land on the hills or near the rivers, trying to control trade or expand their influence.

The land wasn't as harsh as the mountains, but it was still hilly and tricky enough that whoever controlled it had an advantage. That made the region useful and important, a playground for the powerful south-eastern kingdoms to exert their influence.

South Eastern Region: This was the largest, wealthiest, and most prosperous region on the continent, dominated by the sprawling Virellian Empire, which claimed nearly sixty percent of the land. Its size and wealth made it the most powerful empire on the continent. Fertile plains, gentle rolling hills, and the wide delta where the Lorynth River met the Ardanis Sea made this region the breadbasket of the continent. The empire thrived at this strategic crossroads, its harbors bustling with ships from across the continent, turning the region into a hub of trade, politics, and military power.

Around the Virellian Empire, smaller but influential independent kingdoms dotted the land. They served as buffer states, trade partners, or occasional rivals. Humans overwhelmingly populated the region, making sightings of other races rare. This rarity made the trade of other races a lucrative business, and while slavery was officially outlawed in all the kingdoms here, it still persisted quietly in the black markets.

South-Western Region: The region was dominated by a vast and untamed territory known as the Great Expanse, covering over 90% of the area—its sheer size even surpassing that of the Varellian Empire. Within this massive stretch of land, almost every type of geography could be found. The northern reaches were marked by icy mountains, while the eastern stretches gave way to the arid Gaia Desert. Temperate forests followed the banks of winding minor rivers, providing pockets of life amid the wild.

Despite its abundance of natural resources, no major power dared to claim the Great Expanse. The reason was simple yet formidable: the region was teeming with monsters, dungeons, and untold dangers that made conquest almost impossible. Adding to the mystique were whispered rumors of elves and celestials who had established a grand, hidden civilization deep within the heart of the forest.

To the west, the Eldoran Mountain Range formed a natural barrier, separating the perilous interior of the Expanse from the continent's western coastline. Beyond these mountains, along the coast, lay the settlements of the Merpeople, aquatic demihumans who ruled the seas. Skilled sailors, fishermen, and naval warriors, the Merpeople controlled trade along the western waters and maintained a distinct culture deeply tied to the ocean.

2. Serandia Continent:

Serandia is located in the western part of the southern hemisphere, a vast landmass roughly the size of North America. It is separated from the Valerian continent by the Eryndral Ocean, a wide and sometimes treacherous body of water that few humans dare to cross without careful preparation.

The continent's shape is reminiscent of Brazil, sprawling with irregular coastlines, river deltas, and vast inland expanses. The heart of Serandia is dominated by the Verdant Expanse, the largest forest in the known world, dense and largely untouched, home to countless species of flora, fauna, and hidden civilizations.

Humans are rare here, mostly found along the coasts and on the scattered islands off the eastern shore. The interior, by contrast, is predominantly inhabited by demihumans. Beastmen roam the highlands and plains, elves dwell in grand forest civilizations, celestials occupy hidden sanctuaries, and dwarves carve underground strongholds in the mountains. Draconoids are rumored to nest in the deepest, most remote parts of the forest and the high peaks.

3. Terynnis Continent:

Terynnis lies in the eastern part of the southern hemisphere, a vast landmass roughly the size of South America and with a shape akin to Australia. Its shape is jagged and sprawling, with coasts broken by bays, peninsulas, and scattered archipelagos. Humans are not the majority, but they thrive along the coasts and on the islands, forming powerful maritime empires that dominate trade and diplomacy in the region.

The continent is separated from the Valerian continent by the Aurathal Sea, a stretch of deep, often stormy waters. Among its many islands, the Verdermar Archipelago stands out, strategically placed between Valerian and Terynnis, serving as a hub for commerce, naval power, and occasional skirmishes between empires and pirates.

Unlike the distant Serandia continent, Terynnis maintains relatively strong trade and diplomatic ties with Valerian, allowing goods, culture, and information to flow across the seas.

The interior of Terynnis is harsh and unforgiving. Jagged plains, arid plateaus, and vast deserts dominate the landscape. Rivers are rare, though some fertile valleys and basins exist in the southern regions.

Most of the interior is sparsely inhabited, home to hardy races such as draconoids and dwarves, who carve out settlements amid the unforgiving terrain. Life here is tough, and survival demands skill, strength, and cunning.

Different Races

Humans:

Humans are the most widespread and adaptable race in the known world. While they lack the innate magical talent of elves or the physical specialization of many demihumans, their greatest strength lies in versatility. Humans can survive and establish societies in nearly any environment, from frozen mountain valleys to fertile plains and storm-wracked coastlines.

They are the dominant race on the Valerian Continent, where most of the world's largest kingdoms and empires originated. Human populations are especially dense in the southern and central regions, where agriculture, trade, and large-scale governance thrive. In contrast, human presence thins drastically in harsher regions such as the northern mountains and the monster-infested Great Expanse.

Humans do not possess a natural affinity for mana compared to other races, but they compensate through structured learning, institutions, and innovation. Human mages rely heavily on formal education, spell theory, and external tools. While individual human prodigies exist, human magical strength is defined more by numbers and organization than raw talent.

Culturally, humans are fragmented. Countless kingdoms, empires, city-states, and merchant republics exist, often competing with one another for land, trade routes, and influence. This internal division is both a weakness and a strength. While human nations frequently wage war among themselves, this same ambition drives rapid technological, military, and political development.

Demihumans:

It is a broad term used almost exclusively by humans to refer to all non-human races that possess a humanoid form. This includes races such as dwarves, elves, beastpeople, merpeople, celestials, and others with similar body structures. The term is one of convenience rather than accuracy, grouping together vastly different cultures, abilities, and origins under a single label, often ignoring the distinctions that those races consider essential.

Beastpeople:

Beastpeople are a diverse race, encompassing countless species. They resemble humans in form, but each carries distinct animal traits—ears, tails, wings, claws, or other features—that grant them physical and magical abilities beyond what ordinary humans can achieve.

Within their ranks are numerous subgroups, such as Catpeople, Dogpeople, Harpies (Birdpeople), and many more, each with unique cultures and abilities tied to their animal heritage. Rather than forming large empires or centralized civilizations, Beastpeople typically live in small, scattered tribes or clans across all continents.

Their rarity and distinct abilities make them highly sought after, particularly in the black-market slave trade. While their talents can offer great value, it also means that Beastpeople often face exploitation, keeping them from forming stable, large-scale societies despite their potential.

Elves:

Elves are a long-lived and graceful race, easily recognizable by their slender features, pointed ears, and ethereal beauty. Their senses are keener than humans, granting them exceptional sight, hearing, and agility. Elves also possess a natural affinity for mana manipulation, which is second only to the powerful races like Dragons and Phoenixes.

Elven society is built around close-knit communities and hidden cities, deliberately concealed within forests, mountains, and other remote landscapes. Their primary homeland lies within the Verdant Expanse, a sacred region where the World Tree stands ,an ancient, colossal tree revered as the origin of the elven race.

Through generations of unparalleled mastery over wood mana arts, elves have forged a near-symbiotic bond with nature. Because of this, elves are widely known as the Protectors of the Forests.

While fewer in number compared to humans, elves are highly respected or feared for their magical prowess and longevity. 

Merpeople:

Merpeople are an aquatic race naturally adapted to rivers, lakes, and the open sea. Their bodies are humanoid from the waist up, while their lower halves form strong, streamlined tails that allow them to swim far faster and more precisely than any surface race. They breathe underwater through gills, have webbed fingers, and often possess fins, crests, or other aquatic traits. These physical features differ greatly between regions and clans, shaped by the waters they inhabit.

They possess an unmatched affinity for water and ice magic. No other race comes close to their level of control in these elements. Merpeople settlements are built mostly entirely underwater, often in rivers, reefs, or deep-sea trenches. Because of this, they often dominate key waterways, straits, and coastal regions.

Their culture places great importance on song, oral history, and rituals connected to tides, seasons, and sea creatures. Communication underwater allows them to share information across vast distances, giving them strong coordination in times of conflict or trade.

Although they rarely travel on land, merpeople exert significant influence over coastal trade and naval movement. Many maritime empires depend on alliances with them, whether openly or in secret. 

Draconoids:

Draconoids are a rare and ancient race, born with traits reminiscent of dragons. Their bodies are humanoid in shape but often covered in scales, with claws, fangs, and sometimes horns or wings. Some possess tails, and their eyes carry a predatory gleam that hints at their draconic heritage. Their physical strength, resilience and magical capabilties surpass that of most other races, and many can channel elemental power naturally, especially fire, wind, or lightning.

Draconoids are solitary by nature, rarely interacting with other races. They prefer highlands, mountains, or isolated plateaus where they can survey their territory and remain largely undisturbed.

In society, Draconoids are respected, feared, and sometimes hunted, as their rarity and raw power make them coveted .

Dwarves:

Dwarves are a hardy, mountain-dwelling race known for their strength, endurance, and skill in craftsmanship. They are shorter than humans but broader and more solidly built, with dense bones and powerful muscles suited for life underground. Their senses, especially sight in low light and spatial awareness, are well adapted to tunnels and caverns.

Most dwarven settlements are carved directly into mountains or built beneath the earth, forming vast underground cities of stone and metal. They are master miners and smiths, producing weapons, armor, and tools that are considered among the finest in the world. Dwarven society values discipline, tradition, and lineage, with great respect given to elders and skilled artisans.

While not naturally inclined toward elemental mana arts as other races, dwarves excel at runecraft and enchantment through forging rather than spellcasting. They are slow to trust outsiders but are reliable allies once bonds are formed. Through trade in metals and crafted goods, dwarves maintain steady influence over surface kingdoms despite their reclusive nature.

Celestials:

Celestials are an almost mythical race, widely believed to have gone extinct long ago. Very few reliable records of them exist, and most modern scholars treat them as legend rather than fact. Still, scattered accounts and ancient texts suggest that small, hidden settlements may survive within the Verdant Expanse of the Serandia continent, far from the reach of surface nations.

In terms of mana arts, celestials are said to rival even the elves in raw talent and control. Among all known demihuman races, only elves are spoken of in the same breath when it comes to grace and beauty. Unlike elves, however, celestials do not possess elongated ears. Instead, they bear wings upon their backs. These wings are not a single defining trait ,,celestials can possess more than one pair, and the number of wings they have is believed to increase as their mana core develops and progresses.

They are often confused with harpies, but the two are fundamentally different. Harpies are beastpeople and are much smaller in stature, typically no taller than a dwarf. Celestials, on the other hand, are tall and humanoid in build, closer to humans or elves in form. Their wings are also fully functional for sustained flight, not merely gliding.

Celestials are most strongly associated with light element. They are renowned healers, capable of restoring wounds and purifying corruption that would be beyond the reach of most other races. Some accounts suggest their healing extends beyond the physical, affecting mana damage, lifespan and spiritual exhaustion as well. Because of this, they were once highly sought after during ancient wars, which many believe contributed to their disappearance.

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