Qirsyllviar

The World of Patria is a world with five main continents (Aquilonis, Eurodon, Necrosia, Ingodija and Marlakcor) and a large ocean (Maritimus) on the surface, and a smaller continent (Alfheim) flying over the equator over the course of a year. There are also three smaller islands flying overhead, but unlike Alfheim, they remain stationary.

Eurodon
The northwestern continent of Patria; modeled after Medieval and Renaissance Europe.

Aquilonis
The north-central continent of Patria; has the most republics than any other continent. Mostly resembles parts of Europe and Asia. Most of the south and southeast is modeled after the Middle-East.

Marlakcor
The northeastern continent of Patria. Mostly modeled after East and Southeast Asia, primarily China.

Necrosia
The southwestern continent of Patria; modeled after Pre-Colombian cultures of the Americas.

Ingodija
The south-central continent of Patira; modeled after India.

Maritimus
Patira's southeastern ocean, and the largest ocean on Patria; modeled after Oceania.

Arctica
Artica is the northernmost continent of Patria.

Alfheim
Patria's smallest of continents and the main homeland of all Patrian Fairies. It is in constant motion circumnavigating the world eastward over the Grand Line over the course of one full Patrian Year. Homeland of one of the seven Lunaculi.

Lunaculi
The Lunaculi (sing. Lunaculus) are a group of people native to one of each of the seven great continents. They are the seven who, through existence alone, maintain balance between good and evil. They are easily identifiable by their unique heterochromatic eyes (crimson in the right and blue in the left) like the twin moons of Patria. There are always seven, no more no less, continuously reincarnated when one dies.

Elementalism
Elementalism is the manipulation of the five elements: Fire, Air, Water, Earth and, to a rare extant, Energy. Practitioners are called Elementalists or Elementeers, the actual action is called Elementeering, and each individual practice is given the suffix "-teering". The four main disciplines are called: Igniteering of Fire, Caeliteering for Air, Aquateering for Water, Terrateering for Earth, and Naviteering for Energy. A couple of sub-techniques also given the same suffix.

Largely hereditary, most Patrians lucky enough to have this gift can usually only manipulate one or two elements, and only a few others are able to manipulate three or more; those who can use all five are extremely rare.

Elementeers are most common in Eastern Aquilonis and throughout in Ingodija, but is also seen in parts of the other lands; Alfheim is the sole exception.

Sub-techniques

 * Aquateering:
 * Cruorteering: Cruorteering is a sub-skill within Aquateering, recognized as the darkest and deadliest of all specialized techniques. The practice of Cruorteering essentially allows a user to manipulate the water inside another body, or their blood, allowing control over a victim's individual movements. Due to being such a dark art, the practice is outlawed in most Patrian societies.
 * Healing: Healing is a special ability possessed by many Aquateers that enables them to heal those who have been wounded, including themselves. This is accomplished by drawing upon the life-giving properties of water, which are used to heal numerous types of physical wounds and illnesses. Healing can also alleviate certain types of stress caused by mental strain. Though the technique is effective in many contexts, it is limited in scope. For example, healing is ineffective in treating birth defects, such as blindness or random complications associated with birth. In most instances, healing is also ineffectual when treating scars or fatal injuries.
 * Phasmateering: Phasmateering is a variation of the healing technique which allows the user to instill a balance or an imbalance within spirits. To perform the technique, an Aquateer encircles the spirit with a thin stream of water, which begins to glow when the technique is taking effect. When used to change a spirit's negative energy into positive energy, the water, followed by the spirit, will begin to glow a golden light, at which point the spirit dissipates or assumes a pacified form. When the technique is used to change positive energy into negative energy, the water and spirit emanate a purple light. When used against humans, this variation has the potential to destroy their souls.


 * Terrateering:
 * Lavateering: Lavateering is rare ability allows the Terrateer to phase-change earth into lava, or lava into earth, and otherwise manipulate existing lava with great dexterity. Since the earth is liquid instead of solid, it requires some form of Aquateering techniques to perform properly.
 * Seismic sense: Seismic sense is the ability to perceive an environment by feeling acute vibrations through the ground. Similar to sonar and echolocation, seismic sense enables the practitioner to detect earthen objects and objects in contact with earth when out of sight. The technique provides a specific mental-map of the user's surroundings, detailed enough so a blind person can navigate effortlessly. It can also be used to detect when someone is lying by feeling their heart and breathing rates through the earth.
 * Sabulteering: Sabulteering is the manipulation of loose sand rather than large rocks. Since the sand is loose, it requires some form of Caeliteering techniques to perform properly.


 * Igniteering:
 * Lightning generation: Lightning generation is a sub-skill of igniteering that allows an Igniteer to produce and guide a bolt of lightning from their fingertips. Physically, generating lightning involves a circular motion with the arms. Mentally, it involves a complete absence of emotion as well as peace of mind, thus allowing an individual to separate the energies of yin and yang, also interpreted as positive and negative electrical potential, respectively. When the forces collide, the bender guides rather than controls the lightning's direction. This process is taxing on a bender's chi reserves, due to its complexity. Lightning attacks usually take much longer time to initiate than standard fire attacks.
 * Lightning redirection: Lightning redirection is a sub-skill of Igniteering that allows an Igniteer to absorb lightning into their body as energy and release it in a more desirable direction. The technique was developed by Igniteers after studying master Aquateers redirecting force rather than opposing it head-on. Lightning redirection works equally well for both natural and generated lightning.


 * Caeliteering:
 * Flight: Flight is a complex and extremely rare skill that has been demonstrated by very few Caeliteers. It was such a unique ability, that it was believed to only exist in legends. It is achievable through a complete denouncement of all earthly desires, which results in true freedom. The principle behind flight is to become one with the wind, mimicking its freedom from limitations and inhibitions, in both the physical and mental sense. Once a Caeliteer has embraced these principles, they can fly and hover. However, the Caeliteer is still at the mercy of the surrounding environment.

Slavery
From Serfdom to outright labor, slavery is a common practice throughout Patria. Only a few handful of nations have either outlawed it or made efforts to. Otherwise, it is a common sight across Patria. Slavery on Patria has no racial boundaries, so it is not uncommon to one race owning a slave of another race.

Republicanism
The idea of Republicanism is not a new concept to Patria; Regardless, the majority of countries on Patria are monarchical and only a handful of nations have, fully or partially, implemented Republicanism as their form of government. Most notably is in northern Aquilonis, where the former Sarona Federation was before it collapsed following the Sarona Revolutionary Wars.

Grand Line
The Grand Line is the Equator of Patria. It is 175mi in width and has the strongest currents anywhere on Patira. The currents are so strong that even the sailors with the best of skill can't cut through them without being swept off course by several nautical miles. Fortunately, at regular intervals along the Grand Line there are a pair of currents that flow north and south independently of the Grand Line's currents. It's using these currents that make safe passage and maritime trade between the northern and southern hemispheres even possible. The main currents always flow from west to east, and their strength makes many believe that they are what drags Alfheim along as it flies across the world over the year.

Dragon Slaying & Dragon Taming
Dragon Slaying was an ancient "sport". It was originally believed that slaying a dragon was a glorious achievement, and made one legendary for being able to conquer one of the most powerful beasts in the world, since at the time they were believed to be nothing more than ferocious mindless monsters.

However, when a certain young girl, known to Patrian history as Minerva Eurodon, the first Lunaculus of Eurodon, became lost in a mountain range, she came across a dragon. Though she was afraid of it at first, she soon realized that the beast's wing and rear leg was injured from an attack by a dragon slayer, and was in no condition to attack her (though it tried but was unable to breath fire). Minerva, taking pity on the creature, instead nursed it back to health, even stealing meat from a nearby village to feed it. Eventually, the dragon, which she named Draco, was able to move on it's own again and did something most unusual: He allowed Minerva to climb on his back, allowing her to experience the dragon's flight. Because of her frequent visits and kindness, Draco had grown to trust her, even care for her. Minerva had become the first person in the world to tame a dragon and earn it's companionship. And the two remained companions for the rest of their days, and fought together with the rest of the Lunaculi during the war against the Dark Lord.

Minerva and Draco's story soon sparked the realization that dragons could be their friends, and soon people all over Patria were taming dragons, for the use of military and labor, but most importantly: companionship.

Dragon Slaying in general was soon outlawed in many parts of the world, but there are still people hunting and killing dragons.

Communication, Delivery & Correspondence
Communication over vast distances has always been a problem across Patria. The various mail systems across the globe are intricate and complex.

The most common method is overland using couriers on foot or horse, which can take days or weeks to get information to it's destination. Fast Centaurs will sometimes volunteer for this job, but they can still take a long time to reach their destination.

Delivery by water is another method of communication of delivery, but this is restricted to waterways in the case of rivers or canals, and coastal towns in the case of sea; and so this method is often merely part of a relay system of delivery.

Over the recent centuries, trained birds have been used to send messages or small packages. Some popular birds trained to be used for such communication include, eagles, vultures, falcons, hawks, owls, ravens, parrots, pigeons, and sparrows. The bird chosen to make the delivery usually depends on what their carrying; smaller birds like ravens or pigeons are used for carrying messages, while larger birds like falcons and eagles are used for packages; again, chosen depending on the weight of what they're delivering. Friendly Harpies or fast Fairies will sometimes volunteer for this job as well. Couriers using flying beasts like Pegasi and Hippogriffs are another form of delivery by air, but this is not a highly popular method.

Mail by air is definitely a faster form of delivery, but mail by land remains popularly in use; but no matter what method is used, the mail can still sometimes be delayed if the courier or gets lost or off track; and sometimes the mail will never reach it destination due to the courier getting intercepted or perishing along the way.

The more recent magical inventions of "Magic Mirrors" and "Crystal Balls" has made communication across distances instantaneous, allowing two or more people in separate locations, even across separate continents, to converse in real-time. Unfortunately, due to being relatively recent discoveries, along with being extremely difficult to make, they're not very common, making them rare sights.

Half-breeds
A half-breed is the offspring between two different races. It is not uncommon to find half-breeds produced from the mating between two different races as a result of societal coexistence. The most common half-breeds in Patira are between Humans and another race; However, since the majority of Patria's sentient beings value racial purity, half-breeds are often looked down upon by most societies. Only a handful of places on Patria don't discriminate between pure-bloods and half-breeds, particularly where two or more races have lived and coexisted for generations.

Piracy
While looked down upon by most civil societies of Patria, Piracy is still a common occurrence. Most pirates operate in secret, but others take to privateering during wartime for a legal excuse to raid ships for profit.

Pirates do not usually discriminate, and are more than willing to let anyone join. As a result, pirates are complete with people and races from all over the world. While not on a job, or attacking shipping, pirates most usually go after rival pirates rather than raid civilian and commercial ships or coastal towns.

Not all pirates are direct threats; some adopt codes and become known for their honor, chivalry, peerlessness, and are willing to do any deed for any nation, so long they pay and its honorable. Some honorable pirates will hunt pirates that openly attack indiscriminately, and are often willing to aid those in distress. Those who follow such honorable styles, tend to earn the honorific "Chivalrous Pirates".

Flight
The ability of flight is not new anywhere on Patria. Flight comes natural to all Patrian fairies, and riding flying beasts isn't new either, but riding on broomsticks and magic carpets is relatively new. The most recent flight development is flying ships called airships, made by adding flight magic to ordinary seafaring vessels. The only nations on Patria to truly master flight without magic or beast riding are Atlantis and Xotil, via use of alien technology that crashed into their respective homelands centuries ago; but Xoltil's xenophobic nature, and Atlantis' and strict secrecy, make it all but impossible for outside nations to even begin to understand how, or even acquire the method.

The Spirit World
The Spirit World, sometimes known as the Land of the Dead or the Astral World, is the land where spirits live separate from the living world. Spirits have lived there since the beginning of everything.

Adam and Eve
The first Human man and woman. They were banished from Eden for eating the forbidden Fruit of Knowledge. Legends say that direct descendants of them possess a unique sense.

Oberon and Titania
The first fairies of Patria, and the King and Queen of all fairies, these two have ruled over the ten fairy races of Patria, and Alfheim, since the time of Adam and Eve.

The Underworld
The Underworld, also known as Hades, Hell, Purgatory, Tartarus etc., is the uncharted subterranean world beneath Patria's surface. The underworld is where the darkest of dark creatures reside and only the bravest of souls dare to enter. It is supposedly the homeland of the Dark Lord that threatened Patria before the Lunaculi defeated him, and it is hence said to be the place he was banished afterwards. Whether it is fact or fiction is still unknown. The capital of the Underworld is known to all as Tenebrae, but its exact location in the Underworld is a complete mystery.

Gates
Gates are a means of long distance travel in a short period of time. Gates are easily recognized by the stone mosaic with four short pillars in front of it. Gates can be used to travel between continents, and from one end of a continent to the other, in short periods if traveling lightly, but they can only be used to travel to another gate, not a random location. Gates also require a Gatekeeper to be used. Gatekeepers, as the name suggests, are the Gate's operators and send travelers from one gate to another, usually for a fee. If a Gate has no Gatekeeper, the Gate is useless.

Zedylrian Steel
Zedylrian Steel is an indestructible and immensely sharp alloy originally forged during the days of the ancient Zedylrian Empire. It is exceptionally sharp and tremendously strong, yet light, keeping its edge forever without the need for sharpening. Zedylrian steel is recognizable from its sharpness, as well as a distinctive humming-ringing sound it makes when struck with enough force.

Calendar
The Patrian Calendar, also known as the Solramese Calendar, was first adopted at least five thousand years after the lifetime of the first seven Lunaculi. Created by Solramese astronomers during the reign of Solram I, founder of the Kingdom of Solram, an ancient state once resting in southern Eurodon.

The calendar originally used the year of the official inauguration of the Kingdom of Solram as the start year, marking the first year and all years after as YS (Year of Solram), thus making years prior YBS (Years Before Solram). But since the Fall of Solram a generation afterwards, the calendar was revised and the epochs were renamed as BFS (Before Fall of Solram) and AFS (After Fall of Solram); and thus societies everywhere began recounting years from scratch, marking that year as 0AFS. The most accurate of any previous calendar, this calendar was at first only used by the Solramese Kingdom, but has since been adopted by the majority of Patria. Even while the Kingdom of Solram has ceased to exist, it remains the most trusted calendar of Patria.

The Patrian year lasts 373 days. There are twelve months ranging from 30-32 days and weeks last for seven days.

Months;

 * 1) Lanayan, 31 days
 * 2) Haneyan, 30 days
 * 3) Trisca, 32 days
 * 4) Yuis, 30 days
 * 5) Windoni, 32 days
 * 6) Rasanova, 32 days
 * 7) Gopaco, 31 days
 * 8) Jesoran, 31 days
 * 9) Canagan, 30 days
 * 10) Opesagan, 31 days
 * 11) Nomagan, 32 days
 * 12) Lassagan, 31 days

Days of the week;

 * 1) Goddya
 * 2) Rerudya
 * 3) Yuldya
 * 4) Leodya
 * 5) Kiomidya
 * 6) Eardya
 * 7) Hoderdya

Stories

 * The Chronicles of Patria: The Silver Bat
 * The Chronicles of Patria: The Secret of Soleil
 * The Chronicles of Patria: Princess Isabella

Notes & Trivia

 * The current political maps of Patria are of the mid-46th century by the Patrian Calendar, after the conclusion of the Great Northern Aquilonis War and the Soleilian Civil War.
 * Despite the apparent century, life on most Patria, particularly throughout most of Eurodon, and northern and parts of southeastern Aquilonis, mimics life in the Middle Ages and the early Renaissance. A few places mimic life in slightly earlier or later ages.
 * The age of gunpowder, referred to by it's early name "black powder", is also only just barely starting to come play. Fireworks are a common sight across all of Patria, but the same cannot be said for black powder weapons. Many nations have either yet to acquire such weapons, or have simply rejected them outright, preferring to rely on the sword. Hence, early guns are almost nonexistent; as such black powder weapons such as fire arrows and lances are the only type of firearms used on Patria, while primitive cannons are barely in use. The use of grenades is just becoming common practice as well.
 * "Patria" is the Latin word for homeland.
 * If you place the maps side-by-side, then going by the scales, Patria's circumference is 24,300mi around the the Equator, that's 39,107.059km, which is just slightly smaller than Earth; about 601mi.
 * Adding to that, Patria would also have a radius of 3,867.465mi, and a diameter of 7,734.93mi, that's 6,224.08159296 and 12,448.163186km respectively.