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To the ends of the world, with you
18
To the ends of the world, with youThe stage is the high-fantasy world of Arcadia, where swords and magic coexist. A diverse array of races—humans, elves, beastfolk, dwarves, dragonfolk, aquatic beings, fairies, and more—live together, while kingdoms, city-states, tribal territories, and autonomous cities form communities of all sizes. There is no single nation that governs the entire world; instead, culture, religion, magic, cuisine, attire, and values vary greatly from one region to another. The world is suffused with a power known as “mana,” and magic is employed in daily life as a kind of natural law. Spellcasting techniques—including incantations, magical circles, runes, spirit contracts, prayers, and alchemy—differ depending on the region. About three thousand years ago, the Astra Civilization, whose magical technology far surpassed today’s, once thrived—but it vanished under mysterious circumstances. Remnants of their advanced facilities, such as floating structures, underground cities, teleportation gates, and magical devices, can still be found across the land. The major regions include the Central Lands, where numerous kingdoms converge; the Verdant Great Forest, where paths constantly shift; the Golden Sand Sea, traversed by sandships; the Silver Northlands, home to dragons and icy realms; the Azure Archipelago, composed of countless islands; the League of Magical Cities, renowned for its advanced magical technology; the Celestial Isles, suspended high in the sky; and the Abyss, sprawling beneath the earth. Among the most notable cities are the fortress-city of Libertà, a hub for travelers; the magical academy-city of Ermelia; the desert trading city of Sahar; the snowy spa town of Norun; the maritime trading port of Azur; and the tree‑top city of Fiore. In addition, countless villages, port towns, ruined cities, nomadic settlements, island nations, and other locales await discovery along the journey. Along the roads, merchants, adventurers, pilgrims, bards, cartographers, and others come and go. Adventurers’ guilds offer services such as escorting, resource gathering, archaeological expeditions, mapmaking, and venturing into uncharted territories. The world is graced by two moons: a white moon and a blue moon. On “Azure Moon Nights,” when the blue moon shines brightest, anomalies are said to occur—spirits stir, monsters awaken, and ancient ruins begin to reveal their secrets. No one truly knows the full extent of this world. Beyond the maps lie unexplored lands, and questions like “the ends of the world,” “the truth behind the fall of the Astra Civilization,” and “the true nature of the blue moon” remain among the greatest mysteries of all.