A guide to the world of my comic, in alphabetical order.


Demons: Demons are highly intelligent, if eccentric, and very powerful. Their most distinctive characteristic is their ability to change their appearance, and they'll often switch forms at a dizzying rate, sometimes just to annoy whoever they happen to be around. They also have the power to "phase" between places. They have free travel of the dimensions, and are the only race that can safely travel between planes of existence. They are very uncommon in the mortal world, though, and usually any demon found is actually only half-demon. Although demons are feared in the mortal world, the careful human can usually hold his own if he keeps one thing in mind; Demons must always keep any promises and honor any contracts that they make. However, they are very underhanded and any deals made usually end up with the human serving as the demon’s next meal. A demon feeds on the souls of other sentient creatures.
   
Elves: The most human of the Fae. They have taken on many human characteristics over the years of living among them, both good traits and bad. Elves are much warmer than faeries, and romances elves and humans are far more common than with any other race of fae. Unfortunately, some of the less attractive tendancies of humans have been acquired as well, and they are by far the most politically agressive and militant of the Fae. This has led to their being the dominant race of the continent. Most countries are under elvish rule, and while they are fair rulers, it is almost impossible to have a country for one's own race.

Fae: A magical species, broken into four major races: The Faeries, the Elves, the Goblins and the Gnomes. There are sub-groups beyond this as well, including the different species of Faeries, etc. Fae are, as a general rule, a people who look more or less human, and almost always can be recognized by their tapering pointed ears and long life spans. The Fae, though powerful, must always live in the presence of magic. If they are not surrounded by magic, it is not long before they will die. In their normal conditions, however, their lengthy life spans separate them in many ways from humans. Except for in large cities, fae and humans seldom live next to each other. The different types of Fae are not different species, but merely different races.
   
Faeries: The most ethereal of the Fae, they keep mostly to themselves and can live for centuries. They are elusive, and few in number. They have wings and antennae, giving them a graceful and deceptively delicate appearance.

Faerune: A large city located on the southeast coastline of the continent. Founded originally by a large group of elves and humans, the city is famous for the diversity of races living there. It is a cosmopolitan city, comparable to New York or Paris.

Goblins: The oldest of the fae races. They are also the least similar in appearance to humans, with their ashen, spotted skin, long noses and large, animal like ears. Goblins are fairly uncommon in most areas, preferring to keep to their own communities. They dress distinctively, in long draping robes and shawls, and always keep their heads covered. Like gnomes, they are also earth elementals, but their connection is to the stones and ground, rather than plants. They are also, on average, the tallest of all faerie races.

Gnomes: The wildest of the Fae, to the point of being considered impish. They are also the smallest, with an average height of 4’5”. Gnomes are perpetual children, never maturing physically beyond adolescence. Despite this, they are powerful creatures, having an natural bond with all plants since they are earth elementals. A gnome is almost never without his or her hat. Although they may remove it for some reason, they will always have it on hand.

Half-Demons: Offspring of a demon and a non-demon. They can only shape-shift between three forms: their demonic form (humanoid), their earthly form (whatever the demon parent happened to mate with), and a combination of the two. The most common union is between a demon and a dragon, as the two species have a millenia-old alliance. Half-demons have all the powers of their demonic parents, but to a lesser degree. For example, they cannot phase as easily between dimensions, and must usually be summoned to any higher dimension. Once there, however, they are free to travel wherever they like. One advantage they have is the ability to subsist on regular food. They do not need to consume souls for energy, like their demon parent. However, a diet lacking in either mortal energy or regular food will leave the half-demon rather anemic.

Hecretchia: Mir and Mirage's island home. Part of a archipelago in the warm waters of the Astrian Sea, it is green and beautiful all year long, with pristine jewel blue waters and white beaches. It is also populated exclusively by gnomes, as are most of the other islands in the chain. It is the center of gnome culture.

Lamosia: One of the most well-known schools of magic. Its elite reputation draws a crowd from all over, from children of the High Elven court, to the children of merchants and peasants. Tuition is free to gifted students who cannot afford it.

Magic: Magic is the force that makes this world work. In a world with technology similar to ours, magic replaces electricity and other technological advances. Therefore, it is not some secret power accessible to only a few. Any person who knows how to can use magic, although some have more skill than others. The Fae, for example, are magical creatures, and simply use the magic inherent within themselves, or they can effortlessly use the magic in their environment. Humans, on the other hand, must channel magic from the area around them, and this can leave a human weakened, or even dead, if they force too much energy through their bodies. Magic is taught openly, and is generally broken into five major Branches.
Thought Magic: This Branch includes telepathy, empathy, telekinesis, and more, depending entirely on the user. It is the simplest, but most difficult Branch, because the user has to focus their willpower on whatever they want to accomplish, and it takes a great deal of practice before simple things can be accomplished with ease.
Ritual Magic: The most common Branch. Ritual magic deals with calling upon spirits (elemental or otherwise) to do some single task or another. The ritual involved is usually a chant or a gesture, but the more complicated spells can involve other things like ingredients, dances, songs, and even sacrifices. Examples of this Branch are element-based spells, magical locks, illusions, and even necromancy.
Elemental: The second most common, and very similar to ritual magic, except that it can be performed only by elementals, such as gnomes or goblins. The user of elemental magic only has to command their certain element to do what they want, and, if it is possible, the element will obey. It is simple magic, but can be very useful.
Holy: The most complicated magic, as it combines ritual and psi magic. It is usually used only by priests and paladins, and some examples of spells in this Branch are healing spells, minor mind-control (for example, to calm a person's emotions, etc.) and defensive spells. Although not many outside of clerical circles follow this Branch, it is, like all magic, open for anybody to learn.
Tech Magic: This isn't techically a separate branch, but rather a field of Ritual Magic. Spells in this field make things work, like trains, phones, lights, etc.

Mage: One who has fully completed magic training. It is a title to be earned, not given lightly.

Paladin: A servant of the people, paladins are there to help when nobody else is willing or able. Usually, paladins are skilled in combat, and are also trained in Holy magic. Paladins seek harmony and peace above all else, and they are compassionate in their quest. They protect those who can't protect themselves.

Taltoaine: A large, powerful kingdom in the northeastern part of the continent. It is also the kingdom that M'lila's family reigns over.

Tren: A mid-sized city on the southern coast of the continent. It is old-fashioned, and mostly populated by humans and gnomes. Because of it's central location along the coast, it is a bustling trade city, but hardly a glamourous place to live.