Because Rumerra is vast and this story takes place across various locations, I have created a map for your convenience, so that you can always jump back here and know where in the world we currently are. After all, no adventurer, if he deems himself wise, goes on a journey without a map.
[img][https://i.imgur.com/iG3nKp7.jpg][/img]
You should initially skip this next part if you wish to uncover the world as you read and not be told about things ahead of time.
As the story progresses, I will be listing places and concepts mentioned here, to create a sort of index. If there is demand, I can also list specific spells and what they do here. Let me know in the comments below!
LOCATIONS
Simula - Velvet’s hometown. A small town in the southeast part of Ardor. There used to be many wizards in this town, but now its more or less become a stopping point for adventurers seeking to venture into the Kamatayan forest to the south.
Fun fact: Simula means ″beginning″ in the Indonesian native language of Tagalog.
Everdale – The capital of the kingdom of Ardor. This is where the human king resides.
Everdale Academy of Magic (EAM) – Arguably the best magic academy in Ardor. They have produced numerous great sorcerers throughout the years. Argus Finkleshore, one of the most well-known sorcerers in all of Rumerra and one of only two tier four sorcerers alive at present is the headmaster there. This is the academy Velvet and Arianna went to.
WORLD & HISTORY
Weeks, Days – A week in Rumerra has seven days. These days are in order: Ondan, Sedan, Thidan, Fodan, Fidan, Sidan and Nedan.
Months – Rumerra’s year has twelve months, just like ours. Their names are a bit different, though. The first six months end with –dayn and are in order: Jadayn, Fodayn, Modayn, Andayn, Madayn and Jodayn. The last six months end in –kayn and are in order: Jukayn, Aukayn, Sokayn, Ookayn, Nokayn and Dokayn. The length of a month is always 31 days.
The great racial war – A great war that broke out between all five sentient races of Rumerra (fairies did not participate) approximately 50 years before the story is taking place. After it was finally concluded, a new era has begun. Borders between the kingdoms were closed and left open only for merchants and people with special permits to cross, while the general public was prohibited from doing so, dividing all kingdoms and effectively confining each race to their own territory. The Council of Mages was also formed after its conclusion.
Council of Mages – A council consisting of 20 most influential mages from all five kingdoms who govern and impose rules on magic use across the entirety of Rumerra. What they decide is law and who doesn't abide by it can be sanctioned or even imprisoned. The first 20 members were preselected, but from then on when a seat clears (due to one person dying or stepping down) the new members are evaluated first and voted on by the rest of the council. One has to be at least a tier three sorcerer to be an eligible candidate for the council.
The Grand Magus – He is the head of the Council of Mages and their representative, leading meetings and providing guidance. The council vote one of them into this position every five years, but anyone can challenge them for this position during their mandate. If the Grand Magus is challenged, he has to fight the challenger in a one-on-one magic duel. Should he lose, the challenger can preemptively take his position without an election. One can argue that the Grand Magus is the most important figure in the world of magic.
This tale has been unlawfully lifted from Royal Road. If you spot it on Amazon, please report it.
RACES
Humans are physically the weakest and thus have to rely on their wits and tools more so than other races. This also forced them to be more resourceful when it comes to fighting.
MAGIC AND CONCEPTS
Elemental magic – There are six types of elemental magic in the world of Rumerra, each represented with a mark that appears on the back of the user’s palm once they attain it. These are: air, water, earth, fire, light, and darkness.
Each one of them has its strengths and weaknesses and they counter each other in pairs: air-earth, fire-water, light-darkness. However, most depends on the skill of the user and how well they can utilize their magic.
Not everyone has the “seed” of magic in them and those who do not possess a seed of a certain magic will never be able to attain it, no matter how long they train. Those with no seeds are called markless, as they will never attain any mark of magic.
Light magic excels in the speed and accuracy of its spells. It is versatile and can be used both offensively and defensively. However, spells hitting their target nearly instantly makes it one of the hardest to master. Its natural enemy is darkness magic.
Air magic is especially praised for the mobility it grants its user. It is the strongest when used in large open spaces where one can take full advantage of this. However, it can prove difficult to use in closed spaces. Its natural enemy is earth magic.
Fire magic is the most destructive of the elemental magics. It is unmatched in the amount of damage it can dish out. However, it lacks on the defensive side and if not careful, can leave its user trapped in his own area of effect spells. Its natural enemy is water magic.
Earth magic is the ultimate defensive magic. A skilled user can terraform the terrain to his advantage and protect an entire area from attack. However, its offense is a bit lackluster and the inability of most spells to hit a single moving target makes it a bad choice for a one-on-one battle. Its natural enemy is air magic.
Water magic is the only magic that can provide healing. This makes water mages invaluable in any battle as they are the only ones who can bring back allies from the brink of death. However, it's exceedingly hard to go on the offensive with this type of magic, and only the most skilled users can do it effectively. Its natural enemy is fire magic.
Darkness magic enables its user to move around undetected, quickly jumping in and out of the shadows. Naturally, it is the strongest when used at night, but can prove to be tricky to use while under the blazing sun. Its natural enemy is light magic.
Magic user tiering - Mages are separated into tiers based on how many different elemental magics they can use, one being tier one and all six being tier six respectively.
Spell tiering – In a similar fashion, spells are separated into tiers based on their difficulty and effect. These are: beginner, apprentice, master, grandmaster and mythic. Mythic level spells take months or sometimes even years of practice to learn and master.
The same type of tiering is used for transformation spells, which are a special type of spell.
Transformation spells – These are spells that allow the caster to take on a different form for a period of time. Most of them transform you into an animal connected with your respective element, but the most advanced ones (mythic level transformations) allow you to take on the form of mythical creatures and beings of legend. These are extremely powerful and in some cases allow the user to cast a different type of magic that they don't really have an affiliation with and couldn't otherwise use. For example: the angel mythic air transformation allows a user to cast light magic spells, regardless of whether he/she has attained a mark of light.
Crystals – Crystals are a conduit for magic storage and transfer in the world of Rumerra. Much like spells they are arranged into tiers based on how much magic they can handle. They go from sapphire, over emerald, ruby, diamond, dragonstone, and finally, onyx. They are being mined in large quantities, particularly in the dwarven kingdom of Kharil.