World Reference

Overview

Earth-sized fantasy world with one dominant continent divided by a major mountain range. West: monsters, demons, corruption, refugees, instability, and successor factions after the Demon King's death ten years ago. East: major human kingdoms, city states, trade routes, and most organised civilisation. Day/year/solar cycle are Earth-like; the story begins in the northern hemisphere, so seasons track familiar spring/summer/autumn/winter instincts despite local calendars.

World Authoring Traps

Hero System

Every century a Hero is normally summoned. The latest summoning was believed to fail; in truth, a system error incorrectly targeted Thomas at the moment of his death on Earth and rerouted into reincarnation because it could not summon a corpse.

Ancient infrastructure beneath Ironvein Hill implies the Hero System is artificial or semi-artificial, not simple divine miracle. Recent events suggest the system or related continuity infrastructure may be over-correcting around Thomas: Rank C advancement, disproportionate mana expansion, Revive, Homegate, sealed B-rank confirmation in Chapters 118-119, and later private Rank A pressure all suggest the world is trying to fit him into a Hero-shaped vacancy he refuses. The sealed B-rank confirmation is private/contained, not public Guild reclassification. The kingdoms intend another summoning in about ten years.

Geography

Place Canon facts
Central Mountain Range Continent-spanning east/west physical and political barrier.
Western Territories Monster strongholds, former demon lands, fragmented post-Demon-King factions, corruption, incursions, refugees, instability.
Eastern Civilised Regions Northern/Central/Southern Human Kingdoms, merchant city states, smaller polities. Southern/eastern dry trade corridors regulate wells, cisterns, water barrels, route tokens, and public casting; Thomas's Create Water/Form can violate law, custom, and survival agreements.
Elven Woods Vast forest about 100 km east-west and 1000 km north-south; ancient woodland, rivers/streams, ground settlements, elevated tree cities; ruled by Wood Elf king; humans tolerated only in limited circumstances.
Merrowford Former Green Road human base. Adventurers' Guild, trade routes, inns/markets, Lantern Festival, low-rank dungeons, Ironvein Hill proximity, Southbank Lower demi-human district with mixed tailoring/food and more relaxed attitude to unusual couples.
Ironvein Hill Supposed abandoned mine concealing ancient administrative facility linked to Hero System.
Thomas's Family Farm / South-Field Cottage Human farm/village emotional anchor. Thomas and Isha built a small south-paddock cottage with family/village help and later spent about six months recovering there from Wood Elf probe, Isha's death/restoration, and Thomas's Rank C transition.
Harn's Ford South-road river town with ford, footbridge, warehouses, inns, Guild branch. First low-profile southern stop after avoiding immediate return to Aelira. Marsh gnawers under Tallow House reinforce ordinary help/practical adventuring.
Lowmere Damp southern lowland town of drainage, ditches, eel ponds, marsh edges, waterworks. Green Road handled reed maulers, mire wisps, stone-leaper/sluice quarry. Introduces southern Guild scrutiny, practical water infrastructure, first conduct letter affirming judgement.
Werrin's Cross Caravan-facing road town where routes meet. Green Road exposed impostors, rescued Pellin from greybacks, and received formal identity confirmation from Clerk Veyra; reputation becomes legally useful and harder to keep private.
Cotham Dry / Saint Veir's Chapel Dry village near abandoned chapel ruin. Chapel has magic-suppression boundary around unknown buried stone/object; Thomas cannot cast inside, forcing mundane action and Isha-led combat. Source unknown.
Tareth's Gate Last major human city before dry roads/desert fringe. Controls road access through water law, caravan registration, public casting restrictions, well accounting, route permissions. Thomas/Isha receive and reply to Aelira/Thalen letters, then leave south as independent walkers near Fifth Umber. The Water Exchange is a major regulatory landmark; bells mark public measure; public casting restricted around it, market wells, cistern yards, caravan measure-stations, Guild court, bonded workshops.
Dry Roads / Desert Fringe Transitional south of Tareth's Gate, not always true desert, but water is law/contract/survival infrastructure. Caravans, well-keepers, route tokens, ledgers, and associations matter more than ordinary Guild habits.
Black Glass Basin Crater-like black-glass field beyond Tareth's Gate. Magic thins/suppresses less absolutely than Saint Veir's but enough to matter. Raiders used shards and suppression; Thomas carries one wrapped shard under strict handling limits.
Bracken Shade / Old East Line Point where Green Road leaves Fifth Umber for abandoned Old East Line: old cisterns, buried pale paving, dry shrines, passage marks older than visible road; links dry-road motif to older water/wayfinding/passage infrastructure.
Kelrin Lock / Hest Quay Canal/river-route settlements west of dry-road transition. Kelrin Lock enforces public casting/waterwork rules; Hest Quay hands off to foothill roads/Marrowick. Reedlark carries Green Road west after Thomas treats its ill mage.
Marrowick / Aqueduct Trace / Lower Harl Step Foothill staging town of carriers, pack trains, mercenaries, smithies, refugees, route rumours. Green Road rejects Bright Mantle, travels with Pellam Tor along old aqueduct trace. Trace has maintenance chambers, dry-road/canal/aqueduct/hidden-descent marks, and "keep flow, keep way." Lower Harl Step is western threshold where they take Old Spill Road alone.
Old Spill Road / Black Lock Outer Channels Blurred western frontier of old water-control ruins. Black Lock inherited/occupied part of water-road system: listening channels, broken arches, sluice mouths, hidden maintenance chambers, glass-tone signalling, road-warden routes, minor demon handlers, altered agents, living anchors, counting gates, claimed-worker routes. Ch 113-116: Lock seen as occupied waterwork/prison/command system with gates, flood basins, causeways, black-glass frames, bound people, road-warden procedures, and something large under central water. Green Road blinded one counting gate, recovered Kelda's shield, and left before full answer. Treat as organised infrastructure, not one lair.
Karrick Gate Northern mixed trade/quarry/dungeon city reached Ch 120 after leaving West, family recovery month, Wood Elf visit, then ordinary northern road. Dwarf stonework, demi-human labour/commerce, human Guild procedure: bridge markets, lower stone quarter, quarry roads, registry offices, mixed inns, underground municipal rules. Pressure-release arc: classic Guild work, inn logistics, monster suppression, cultural texture. Former base: The Lantern Badger; Thomas/Isha double room, Kelda reinforced single. Public work: C-rank Third Drain and red-gate lower-works incident. Green Road leaves rather than become municipal answer.
Karrick Red-Gate Lower Works Third Drain leads to older stonework, organised goblins, orc chieftain, missing-worker tags, traps, pressure gates, and municipal danger around what should not be opened. Green Road survives, recovers evidence, gives incomplete public report. Red gate remains sealed, not ordinary dungeon access.
Hearthmere Tundra-edge settlement of peat fires, low roofs, windbreaks, bell-goats, smoked fish, wool, dark mere, small Guild board at The Long Eave. Practical, suspicious, slower to forgive than organise. Arc: missing bell-goats, old-road lights, bell resonance, guide stones, white cairn, watch ridge ruin, Sella Varr misusing roadwright knowledge.
Hearthmere Old Road / Watch Ridge Abandoned road NE past Little King's marker, white cairn, broken bridge ground, old watch ridge. Guide stones, open/closed circle marks, bells/road-metal tones. Open circles guide; closed circles keep/bind. Sella Varr turned system inward through grief. Green Road opened trapped circle and made ridge safe enough for Hearthmere; road remains damaged/unresolved.
Frost Road / Rimeholt Direction Road north to Rimeholt: last reliable Guild house before frontier custom, wayhouses, watch huts, handshakes, weather law. Larger than Hearthmere, smaller/rougher than Karrick: frozen river/ford, stone wayhouse, sparse Guild authority, herders, dwarf prospectors, northern scouts, suspicion of paper rank.
Rimeholt Frontier Frost Road town. Green Road's ordinary work showed too much breadth for public C-rank: Thomas's Form/Cleanse/repair/detection/food/water/healing, Isha's Wood Elf field authority, Kelda's C-rank half-dwarf competence. Practical rather than courtly; prejudice exists but usefulness matters.
Northern Human Kingdom / Crownholt Lawful, hierarchical, human-first capital culture around crown authority, noble privilege, military readiness, existing order. Not demon-equivalent evil; danger is lawful coercion and belief that the failed Hero-summoning anomaly is state matter. Crownholt capital is older than its polished court image and built over/around Crown Deep. Common citizens know rumours; royal household, senior military, court mages, old nobles, selected Guild/treasury officials, and dungeon units know more. Dungeon is strategic resource, training ground, state secret, giving plausible defence-preparation motives for exploiting Thomas. Capital racism: demi-humans tolerated as workers/traders/soldiers/servants/residents; half-dwarves/half-elves face lineage/inheritance/blood-purity stigma. Kelda's carriage exclusion is protocol-shaped racism, not full legal ban. Working-quarter extraction geography: Stone Needle Lane, The Crooked Last, blue-leaf apothecary lane, Brindle Yard, Stonejaw Freight, west work gate.
Crown Deep / Load Descent Twelve Lower routes include unstable old shafts, black-seam boundaries, Load Descent Twelve, unmapped depths. Thomas staged false death during real collapse using Form, concealed Holy Shield, Slow Fall, rubble-pocket shaping. North believes Deep took him. Secretly he fell near true bottom: black water, broken causeways, chained columns, failing green-gold seals, vast presence below; warning: Do not wake what keeps the gate shut. Major unresolved ancient/deep-dungeon mystery; not normal boss reveal, but containment/failed stewardship beneath Crownholt policy.
Tidefall Haven Small narrow eastern coastal port recommended by Aelira after false death. Too small for most northern attention, too useful to be lawless, used by no-question boats. Kelda arranges passage. Ugly, practical, salt-stained, irregular eastern-island trade.

Pocket Island / Magic Island

Use spells.md for Pocket Island mechanics: entry/exit, cost, time relation, mana recovery, passenger rules, and secrecy. In world.md, treat it as a private pocket place with consistent visual geography. It is known only inside Green Road and should not be described in public-world terms unless the secret is deliberately exposed.

Core visual:

Things present:

Things absent unless later canon deliberately changes them:

Tone and use:

Eastern Island

Large island many days off the eastern coast, internally varied rather than exotic monolith: human-facing west port, sparse central highlands, severe northern mountains, deep-dwarf interior civilisation, southern lowland/tundra, demi-human mixed authority, dark-elf court territory. Chosen because the North cannot easily reach it, Wood Elf shelter would make Thomas a local political problem, and deep dwarves/dark elves may know sealed works beneath old stone. Aelira's sealed message requests quiet audience with dark-elf nobility, not sanctuary, employment, custody, patronage, or general passport.

Named/known items: Westhook main west port; Larchmeet highland village/base; Kethrun large demi-human highland/common city; Granitethroat deep-dwarf border settlement/outer witness house; Seventh Understep deep-dwarf great house, not clan; Stonecutters' Court Kethrun contact point; Ashbrace Hold road hold under Irondeep's southern root; Irondeep first lesser great peak reached; Great Peak deep-dwarf capital and receiving threshold; Court of Stone deep-dwarf high governing court; King Beneath monarch title. Still unnamed: dark-elf capital/monarch names, King Beneath personal name, six major clans, most inter-settlement roads.

Place/region Canon facts
Westhook Main west port and most human-facing settlement; concentrates human visitors, sailors, merchants, workers, envoys, scholars, fugitives, mercenaries. Crownholt death report may have reached some people and likely dark-elf monarchs/inner circle, but should not automatically be known to village locals or Kethrun authorities.
Larchmeet Highland village of managed forest, charcoal shelves, winter stores, practical authority, rural suspicion. Green Road establishes quiet base: workshop, Thomas/Isha house, separate Kelda house. Kelda's separate house preserves dignity/independence while inside chosen family.
Kethrun Large demi-human city/de facto capital in highland/common region; "demi-human" is umbrella, not a people. Council of eleven elders represents species/interests; practical governing compact, not unified crown. Contains Stonecutters' Court where Harra Deep-Set and Dorruk Stone-Under-Water of Seventh Understep give Granitethroat approach token.
Northern Mountains Deep-dwarf clan territories, sacred interior routes, mines, temples, craft halls, old stone roads, mountain-interior civilisation. Most deep dwarves spend much time underground/interior, not necessarily below sea level or never seeing surface. Giant mountains can hold halls, caverns, shafts, temples, ventilation roads, reservoirs, ore roads, workshops, markets, fungus farms, natural chambers enlarged by craft.
Great Peak / Lesser Great Peaks Great Peak is common-language name for tallest island mountain, western side a little north of highlands, snow-capped, ~10 km, possibly world's tallest, ~1 km taller than next known, deep-dwarf capital and King Beneath seat. Six lesser great peaks are ~7-9 km, each tied to a major deep-dwarf clan, identity, craft lineages, sacred obligations, mines, legitimacy. Most other mountains <=5 km but still shape weather/travel/settlement/culture. In Ch 181-183 Green Road reaches the Great Peak receiving threshold under sealed witness; the receiving chamber routes matters toward Court of Stone, heat/lower-sign priesthood, work court, or sealed council rather than beginning as a final court.
Highland Middle Region Narrow mixed/common ground between northern mountains and southern lowlands: small farms, managed forests, woodcutters, foresters, camps, bridges, tracks, mills, winter stores, local custom; buffer between deep dwarves and dark elves.
Granitethroat Not deep hold/clan capital. Outer witness house, border settlement, threshold where deep-dwarf law, roads, surface petition, trade, craft questions, and outside contact are handled without admitting strangers. Southern outer settlement is mixed/liminal: traders, petitioners, surface-facing workers, outward-preferring deep dwarves, people awaiting/refused entry, recognition seekers, outside-choosers, half-placed folk, stable yards, repair courts, ledgers, tool exchange, lodgings, road business. Northern core border is severe formal threshold hall/north gate with pale line. Crossing requires witness, trade right, work order, house permission, priestly reason, invitation, or emergency. In Ch 173 Green Road crosses under Seventh Understep witness only: no deep holds, clan/house recognition, sanctuary, or right to speak of sealed works.
Ashbrace Hold / Irondeep / Great Peak route Ashbrace Hold is an outer road hold under Irondeep's southern root. Irondeep Lower Hearth is a vast working deep-dwarf city under the first lesser great peak, with lower witness courts, craft tests, lifts, galleries, heat roads, and severe spell restrictions. After the fall/Magnog incident, Green Road travels from Irondeep to the Great Peak under sealed witness rather than as honoured guests or prisoners.
Southern Lowland/Tundra South of highlands cools into lowland then tundra. Unnamed dark-elf capital lies at lowland/tundra edge. Dark-elf centre of gravity: shadowed courts, old territories, lowland routes, tundra-edge authority, courtly intrigue.

Named Lesser Great Peaks

The six lesser great peaks below the Great Peak are major deep-dwarf clan anchors. These are common-language or trade-facing names; deeper interior names may differ by clan, house, priesthood, or local tongue.

Lesser great peak Working associations
Irondeep First relevant lesser great peak for the current arc. Closest to the southern highland/forest edge; associated with iron, charcoal routes, outer furnaces, practical road-facing craft, and the lower witness court currently being approached from Granitethroat.
Copperspire Warmer, more visible, and trade-facing; suited to older surface-visible metalwork, exchange, fittings, vessels, and worked copper traditions.
Silver Peak Plain common-language prestige name; associated with fine work, coinage, delicate craft, oath-gifts, or high-status visible metal.
Flintcrown Mineral/fire-starting/edge associations; hard, practical, and sharp-edged culture, potentially linked to tool-stone, sparks, quarry craft, or austere house traditions.
Quartzfall Mineral clarity, pale seams, water, record-keeping, precision, and possibly priestly or archival associations.
Basalt Throne Magma-rooted dark stone, old authority, heat, pressure, and heavy civic or ritual presence.

These names do not yet define the six major clan names. A clan may be named after its peak, but this is not automatic. Avoid fixing clan names until prose needs house/clan politics directly.

Political Situation

Magic

Ranks and Schools

Ranks: E, D, C, B, A, S, SS, SSS. E is weak/useful; D reliable low-risk field magic; C serious professional capability, valuable/respected/uncommon but not automatically political. B-rank mages are rare strategic assets; a confirmed unaffiliated public B-rank mage is a jurisdictional problem for guilds, nobles, military, temples, senior mages. A-rank users are extremely rare and political. Thomas privately reaches Rank A in Crownholt after forced Crown Deep work/separation; North notices usefulness/endurance/growth but not true rank. After false death he is publicly dead/missing, not an A-rank asset. S+ are Hero-class/anomaly territory.

Thomas's saved state from Ch 118-119: sealed private B-rank confirmation under Wood Elf authority; after Crownholt, outdated but politically relevant paperwork. True private state: Rank A, abnormal breadth, Holy magic, Homegate, Known Presence message-pushing. None should become ordinary Guild registration.

Spell breadth usually follows training, school, profession, rank. Thomas's abnormality is pattern: too many channels from E-rank, unrelated domains, need-responsive emergence, fast advancement, and cooperation across healing/logistics/detection/purification/protection/perception/food/water/infrastructure.

Spell levels normally advance Lv.1-Lv.5 slowly. Thomas's Rank C raised some ceilings toward Lv.6; restricted B-rank confirmed abnormal ceiling pressure; Crownholt Rank A appears to raise private ceiling toward Lv.8. Abnormal and not broadly understood.

Common schools: Fire, Water, Earth, Wind. Rare: Light, Dark. Unique: Holy.

Ordinary schools interact through counteraction: magic answers magic by matching, opposing, redirecting, or suppressing its effect. The known examples are a basis, not an exhaustive fixed-pair system; suitability, rank, control, and how well the counter matches still matter (Ch.5-6).

Effect / school Known counter-interaction Canon basis
Fire Water quenches; Earth smothers; Wind disperses All three are ordinary answers to fire, not proof that Fire has only one opposite (Ch.5).
Light / Dark Light reveals where Dark conceals; they oppose one another Explicit ordinary-school example (Ch.5).
Holy No known ordinary opposing school or natural counter interaction Holy Shield did not block, quench, or overpower D-rank fire: it refused the interaction and imposed denial. This absence of counter-school negotiation explains much of Holy's disproportionate strength and political danger, though intent/emotional coherence can prevent it from answering at all (Ch.5-6, Ch.43-44).

Do not infer a complete elemental wheel from these examples. In particular, canon currently supports Water, Earth, and Wind as different counters to Fire, not a fixed Fire-Water / Earth-Wind pairing. Holy's lack of an ordinary counter does not make every Holy cast automatic or unbeatable: rank, mana, structure, intent, coherence, attention, and the spell's own limits still apply.

Key Magic Mechanics

Races

Kelda as C-rank half-dwarf fighter anchors a front line Thomas/Isha could not alone. Bless on her clarifies stance/grip/leverage/path of existing strength rather than generic strength.

Adventurers

Guild profession. Rank correlates with danger, capability, permissions, expected success, and trust. Adventurer and magical rank overlap but differ: magical rank measures mana/spells/control/threat; non-mage rank measures contracts, threat history, field judgement, physical ability, equipment, party reliability, survival. C-rank mage vs C-rank fighter may both handle C-rank work, but fighter usually earns it through longer experience/conditioning/tools/tactics/survival. B-rank non-mages are elite veterans; A-rank non-mages legendary master-tier combatants/scouts/commanders; S+ not normal mundane categories without supernatural support, monster-blood physiology, artefacts, Hero anomaly, or equivalent.

As of Ch 158, Kelda is Green Road's only confirmed normal-path C-rank non-mage adventurer. "Normal-path" does not mean ordinary: she is half-dwarf, dense, tested, recognised by multiple guilds. Isha starts as D-equivalent trained royal attendant/scout and reaches high-D/borderline-C by Ch 120 in favourable scout/archer conditions, especially after Greater Heal restoration and road experience. Thomas's Farsight/Bless/Quickened Sight can make her perform above standalone category as party synergy, not formal rank.

Green Road began as Thomas/Isha. After Tareth's Gate they travel near caravans/carriers without accepting ownership, then west beyond Lower Harl Step. From Ch 158 onward, Green Road is three people using Thomas's official northern death as cover; by Ch 183 they are on Eastern Island at the Great Peak under sealed deep-dwarf witness, still hiding Rank A, Homegate, Pocket Island, Magic Pocket, dark fire, Revive, Known Presence message-pushing, Crown Deep bottom knowledge, and Black Lock details. Sealed deep-dwarf witnesses now know some Holy force, healing, support, Form, endurance, Magnog, and refusal-of-detention evidence, but not Thomas's private/northern secrets.

Religion and Ancient Systems

Ancient-System Terms