Qirsyllviar

The World of Patria is a world with five main continents (Aquilonis, Eurodon, Necrosia, Ingodija and Marlonx) 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 late 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. The southeast is modeled after the Middle-East.

Marlonx
The northeastern continent of Patria. Mostly modeled after Asia

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.

Asgard
Ancient homeland of the Scandinavian People. It is stationary over the southern bay of Scandinavia.

Avalon
An island floating over the channel separating Britannia and Gallia. It was once the land bridge linking Britannia to mainland Eurodon

Skyloft
A floating island said to be the ancient homeland of the Hylians of Hyrule.

Magic
Magic on Patria exists in the very air. Those sensitive to it can manipulate it and do a variety of feats.

Alchemy
Alchemy is a branch of magic and an ancient science concerned with the study of the four basic elements, as well as the study of the transmutation of substances; it is thus intimately connected with potion-making, chemistry and transformation magic. Alchemy also concerns philosophy; alchemical literature is dominated by mystical and metaphysical speculation.

The science dates back to the first Lunaculi, and remains actively studying and practiced in the 16th century. A less well known branch of Alchemy is Spagyric, or "plant alchemy".

Spagyric
Spagyric (or plant alchemy) is a less well-known branch of Alchemy and the name given to the production of herbal medicines using alchemical procedures.

Chi Magic
Chi magic, involves chanting complicated spells, and using one's own "Chi", the natural magical energy in their bodies, to perform magic of various kinds. Elves are particularly proficient in this type of magic, but other races have mastered the craft as well.

Dark Magic
While looked down upon by most civil society, the practice Dark Magic, aka the Dark Arts, is not uncommon. Dark magic is not automatically "Evil Magic", as it simply refers to the use of minor jinxes, hexes or curses.

Only when Dark Magic is the used for selfish gain or ill will does it become evil; and those who use the Dark Arts for evil, particularly powerful Dark Sorcerers, are known for causing death and destruction wherever they go. Using Dark Magic this way is generally outlawed by most societies.

Fairy Magic
Fairy Magic involves chanting complicated spells without interruption. Most spells can be used by all fairy races, but certain spells can only be used by certain races.

Kalahese Magic
Kalahese magic involves the manipulation of the three Kalahese elements, Sand, Fire and Glass. This art was first invented by the mystics of the ancient Kalahese Empire, and is now primarily used by Southeastern Aquilonians.

Witchcraft and Wizardry
From charms to jinxes to curses, witchcraft and wizardry is the most common form of magic on Patria, but is primarily found in Eurodon and parts of Aquilonis. It involves channeling magic through tools such as wands and casting incantations.

Wandlore
Wandlore is an ancient, complex, and mysterious branch of magic dealing with the history, abilities, and actions of wands, quasi-sentient magical tools used by wizards and witches to cast spells.

Elementalism
Elementalism, also known as the Bending Arts, is the manipulation of the five elements: Fire, Air, Water, Earth and Energy. 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. It is most common in Eastern Aquilonis and throughout in Ingodija, but is also seen in parts of the other lands; Alfheim is the sole exception.

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.

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 Solona Federation was before it collapsed following the Solona Revolutionary Wars.

Grand Line
The Grand Line is the Equator of Patria. It is ten miles 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
Communication over vast distances has always been a problem across Patria.

The most common methods are couriers or birds, which can take days or weeks to get information to it's destination.

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 to converse in real-time; Unfortunately, due to being relatively recent discoveries, 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.

The most famous and influential pirates of Patria are the Cooper Pirates. Operating worldwide with thousands ships for more than a millennium, they are known for their honor, chivalry, peerlessness, and are willing to do any deed for any nation, so long they pay and its honorable. They are not discriminate, and are more than willing to let anyone join. As a result, they are complete with people and races from all over the world. While not on a job, they most usually go after rival pirates rather than raid civilian and commercial ships and costal towns, and are always willing to aid those in distress. Hence their nickname "The 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 nation on Patria to truly master flight without magic or beast riding is the Cuotl Empire in southern Necrosia, but their xenophobic nature, and top of the line secrecy, makes it all but impossible for outside nations to even begin to understand how.

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 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.

Calendar
The Patrian Calendar, also known as the Solomese Calendar, was first adopted at least five thousand years after the lifetime of the first seven Lunaculi. Created by Solomese astronomers just a few years prior to the reign of Solomon I, the years started counting upon adoption, upon the official inauguration of the Kingdom of Solomon, marking the first year as 0 A.F.S. (After Founding of Solomon), making years prior B.F.S (Before Founding of Solomon). The most accurate of any previous calendar, this calendar was at first only used by Solomon, but has since been adopted by the majority of Patria. Even while the Kingdom of Solomon has ceased to exist, it remains the most trusted calendar of Patria

Months

 * 1) Lanayan, 31 days
 * 2) Haneyan, 28 days
 * 3) Trisca, 31 days
 * 4) Yuis, 30 days
 * 5) Windoni, 31 days
 * 6) Rasanova, 30 days
 * 7) Gopaco, 31 days
 * 8) Jesoran, 31 days
 * 9) Canagan, 30 days
 * 10) Opesagan, 31 days
 * 11) Nomagan, 30 days
 * 12) Lassagan, 31 days

Days of the week

 * 1) Goday
 * 2) Reday
 * 3) Yuday
 * 4) Leday
 * 5) Kiday
 * 6) Erday
 * 7) Hoday

Sentient Languages
Several Languages are spoken by sentient beings across Patria, Patrish being the most common.
 * Alfheimian: The language spoken by all fairies of the aerial continent Alfheim.
 * Centaurian: The language of Centaurs and related races
 * Dwarfish: The language of Dwarfs
 * Eltharian: The language of the Elves
 * Gargoylese: The language of Gargoyles
 * Giant: The language of the Giants
 * Gobbledegook: The language of Goblins
 * Hylian: The language of the Empire of Hyrule and it's vassal states
 * Mermish: The language of merpeople
 * Patrish: The language developed by humans and spoken across the majority of Patria, both as a Primary Language and as a lingua franca between cultures.

Animal Languages
Animal Languages, also known as Faunatongues, are languages associated with certain animals and the ability to speak them. The ability to converse with animals is considered a gift by many, though it is extremely rare. It is normally hereditary, but it is known to skip generations, and every once in a while it can pop up in a person, though only one in a million are lucky enough to have the gift.

Known Faunatounges include, but are not limited to;
 * Avitongue: the language of birds
 * Equestongue: the language of horses
 * Parseltongue: the language of serpents
 * Scalthortongue: the language of Dragons, also the language of Dragonnewts.

Language Rings
Language rings are magical devices invented so that people who do not speak the same language can understand one another without the hassle of learning another language. The default language for these devices is Patrish, as it is the most widely used language of Patria, but they can be changed.

Notes & Trivia

 * The current political maps of Patria are of the mid-26th 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 15th-16th century. Most parts of Patria mimic life during the Renaissance Era and the Middle ages.
 * The age of gunpowder weapons is also only starting to come into use and most nations have either yet to acquire it, or have simply rejected it outright, preferring to rely on the sword. Hence, matchlocks 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.

Stories

 * Assassin's Creed: The Vampire Princess
 * The Chronicles of Patria: The Secret of Soleil