A peaceful magical world of nations, continental academies, trade, hidden knowledge, and personal ambitions.
Arcana Terra uses familiar national borders, but magic shapes education, commerce, travel, and public life. North America favors wand and staff focus magic; South America is known for spirit, nature, and rune traditions; Europe specializes in mixed theory and advanced research; Africa is renowned for sigils, seals, relics, and ritual scholarship; Asia emphasizes grimoires, written formulas, scrolls, and script magic; and Oceania is famous for inner arts that can be cast without external tools. Each of these six inhabited continental regions recognizes only one principal magical academy, yet the traditions are cultural rather than biological and can be learned across regions. Every child has a legal right to basic magical education regardless of nationality, wealth, lineage, or initial magical strength. Countries retain their own governments, laws, economies, borders, and diplomatic interests. They sometimes disagree over tariffs, heritage claims, research access, trade routes, or academic influence, but these disputes are handled through ordinary politics and diplomacy at the scenario start. The common currency Aurel supports an international economy built around mana crystals, magical inks, rune stone, spirit resins, enchanted tools, scholarship, transport, and ordinary goods. Legal trade is healthy, while small black markets, independent thieves, smugglers, reform movements, and anti-establishment groups operate at the margins without threatening the global order. The Continental Gate Network links major transport hubs and academies but remains regulated by capacity, fees, and border rules. Less understood disciplines such as Dreamwalking, Astral Art, True Name studies, Chronomancy, Void Studies, and the disputed Seventh Path remain rare, fragmented, and difficult to verify.
On September 1, 840, a new academic year begins while the world remains broadly peaceful. Independent nations trade, negotiate ordinary disputes, and send children from every social background to one of six continental magical academies. Merchants, scholars, journalists, reformers, outlaws, explorers, and students pursue private goals in a society where magic is common but its traditions differ by continent. Rare mysterious arts are discussed only in scattered research and rumor, and no major crisis or interstate war is underway.
The six continental academies are the only principal magical schools of equal continental standing; creating another institution of equal status requires a major legal and political change. Every child is entitled to basic magical education, and admission cannot be denied solely for nationality, poverty, lineage, or weak initial mana. Magical traditions are cultural rather than hereditary; cross-tradition study is possible but requires credible teachers, practice, and time. The Continental Gate Network shortens travel but still depends on gate capacity, fees, schedules, border permission, and functioning infrastructure. Academies are politically neutral institutions; national authorities cannot compel students or seize academy resources without recognized legal process and academy cooperation. A person's Known Contacts may expand only after a credible meeting, introduction, reliable record, or inquiry through someone who plausibly knows the named person; contacts may refuse to share information, possess only partial information, or provide an introduction instead of direct access. Newly introduced people should have a unique name and defined age, abilities, occupation, personality, origin, magical tradition, personal goal, reputation, and background-justified contacts. When several actions are similarly feasible, a person's personal goal, duties, relationships, and temperament should materially influence the choice. Aurel prices and magical commodity prices respond to supply, demand, transport reliability, regulation, and scarcity; illicit trade tends to grow when valuable goods become scarce or heavily restricted. No nation begins at war or in general mobilization; early interstate disputes are resolved through diplomacy, commerce, law, intelligence gathering, and political influence unless later events change conditions. Rare mysterious arts cannot be mastered from rumor alone and require credible texts, teachers, sites, experiments, or sustained study.