Fairy tail
Description
Based on the anime and manga
Entry
Earth Land is a world in the Fairy Tail Universe.
Ishgar
The eastern part of Earth Land is occupied by a very large peninsula called Ishgar, that around is surrounded by scattered isles of differing sizes; the peninsula itself is linked to the mainland, whose geography is mainly unknown.
The territory seems to be split into several countries:
The Kingdom of Dragnof, a country that existed 400 years in the past; the population was made up of both humans and Dragons co-existing peacefully with each other.
The Kingdom of Fiore, occupying a smaller, secondary peninsula sprouting from the main one, to the west.
The Land of Isvan, a country located to the east of Fiore, although its exact location in Ishgar is unknown.
The Principality of Veronica, a small country located in the mountains north to Fiore.
The country of Seven, occupying a peninsula northeast of Fiore.
The country of Bosco, located east of Fiore.
The country of Iceberg, located to the east of Seven, northeast of Bosco, north of Joya, northwest of Bellum and west of the Pergrande Kingdom.
The Kingdom of Stella, located to the east of Bosco, the north of Iceberg and the southwest of Joya.
The country of Minstrel, located to the southeast of Fiore, separated from it by a large gulf with an island in its center. Minstrel is regarded as the “Holy Land of Dance”, where its residences practice and excel in the art of dancing.
The country of Midi, located on a small peninsula south of Minstrel.
The country of Desierto, a large region located east of Minstrel.
The country of Joya, located north of Desierto.
The country of Bellum, located east of Desierto, on the eastern shore of the large lake separating it from Desierto and Joya.
The country of Sin, located on a peninsula in the southern part of the continent.
The island of Caelum, located in the sea not far from Minstrel’s western shores.
The island of Enca, located south of Sin.
The Pergrande Kingdom, the largest country, located in the easternmost part of the peninsula, linking it to the mainland.
Alakitasia
The western continent of Earth Land is called Alakitasia which is much more monolithic compared to Ishgar, with few islands.
The Alvarez Empire, the only country that has been shown is a military-run empire, that once attempted to invade Ishgar in X781, and did again in X792.
Nakenaria, was a place that would frequently trade merchandise with a small desert village within Fiore, that is until a volcano erupted.
One of the kingdoms within the Empire was a small country where Ajeel Raml was from and originally a prince of. Little is known about this kingdom’s locales and culture, but given the desert-themed attires of Ajeel and his personal army it is seemingly similar to nations of the Arabian Peninsula.
Guiltina
The northern continent of Earth Land is called Guiltina, which is also monolithic compared to Ishgar, with few islands.
The territory seems to be split into several regions:
The Valeria Region is located south of Guiltina.
The Central Region is located at the centre the of Guiltina and is the largest region on the continent.
The Bargo Region, is where the demon Deliora was frozen in ice within the northern continent. Its exact location is unknown.
Eastern Continent
An unnamed eastern continent of Earth Land, which is hinted at having a more oriental-style culture compared to Ishgar. Some nations on this continent are well known for designing kimono and other such outfits.
Water Body
Blast Sea, a large sea located north of Ishgar and south of Guiltina.
Races
There is a variety of races inhabiting Earth Land, including larger sized varieties of creatures such as giant rabbits, penguins, anteaters etc. as well as sentient anthropomorphic animals. Other creatures are unique to certain locations some even appear as mixes between other animals such as winged fishes and pigs with antlers. A handful of these races also posses magical abilities:
Human: The main race in Earth Land.
Dragon: A rare, large and immensely powerful reptilian creature. They are known to be very intelligent, and, in some cases, to appreciate humans, sometimes taking them under their protection and teaching them Dragon Slayer Magic.
Exceed: Anthropomorphous talking cats capable of sprouting wings and flying through the use of the Magic Aera. They hail from Edolas, a dimension parallel to Earth Land, and they were all transported to the latter by interdimensional Anima portals.
Vulcan: Large creatures reminiscent of gorillas with a massive horn topping their heads; they are capable of understanding human language and speaking a rudimentary form of it. They employ Take Over Magic to take the form of humans. They are known to reside on Mt. Hakobe, in the Kingdom of Fiore.
Hane-Sakana: A rare species of fish gifted with wings for flight that is capable of breathing air.
Wyvern: Somewhat reminiscent of Dragons, these winged reptiles are much smaller and more beastly in nature. Blizzardverns are a subspecies that inhabit places with cold climate like mountains unlike Wyverns, which appear to live in the forest.
Goblin: Humorous little creatures reminiscent of otherworldly rodents, which are capable of wielding makeshift weapons.
God: A race of immensely powerful deities, usually large in size, with various types of destructive Magic Power.
Giant: A race of, as the name implies, exponentially large human-like beings. They are known to reside in the Sun Village.
Demon: A race of humanoid beings with demonic features. Some of them are known to reside on Galuna Island. There also exist Demons artificially created by Zeref known as the Etherious.
Celestial Spirits: Magical beings that herald from their own separate universe: the Celestial Spirit World.
Angels: A race of white-winged creatures that can be summoned using Angel Magic.
Bakshi: Small, reptilian creatures highly reminiscent of chameleons that reside on Tenrou Island.
Clipper: A species of bird residing on Tenrou Island known for their brutality and pack mentality.
Curily: Small rodent-like creatures distinct to Tenrou Island.
Doscadon: Enormous, carnivorous dinosaur-like creatures covered in scales that reside on Tenrou Island.
Grand Magic Games Monsters: Artificial life forms created by the Grand Magic Games organizers.
Hodras: A very common species of animal, reminiscent of pigs, that reside in Fiore.
Machias: A machine-like species that are all capable of using and retaining Magic.
Mole: Subterranean creatures that live in Earth Land.
Cubina Gamal: Large and bizarre herbivorous creatures with short, thin limbs and human-like hands; distinct to Tenrou Island.
Lizardman: Humanoid lizard-like creatures with spiked scales covering their body.
Artificial Lizardman: Humanoid lizard-like creatures that are manufactured artificially.
Rollidillo: Massive, strong, quadrupedal reptilian creatures that reside on Tenrou Island.
Spirit-Luminescent Bug: Bugs whose bodies glow; they reside in the caves of Tenrou Island, lighting the area around them.
Tenrou Squirrel: Small rodent-like creatures, highly reminiscent of squirrels, who live only on Tenrou Island.
Weretiger: Humanoid feline beasts known for their immense speed.
Fish: They are underwater creatures found all over Earth Land.
Frogman: A group of short-bodied and tailless amphibians; mainly seen as employees of the Magic Council.
Goatman: A race of humanoid goat-like creatures, with long floppy ears, covered in fur especially on their chin.
Chickenman: Large anthropomorphic fowls that resembles chickens and covered in feathers.
Werelion: Horned humanoid lion beasts with immense strength.
Sand Beast: Massive creatures that can absorb sand.
Harpy: Avian humanoids with feathered winged arms and clawed feet.
Mermaid: Aquatic creatures with the upper body of a human and lower body resembling that of a sea life.
Nine-Tailed Fox: Fox-like creatures with a total of nine long tails.
Giant Anteater: Massive sized anteaters with long tongues that can pick up a Human.
Magic
Magic is a supernatural force that occurs regularly in everyday life, used as tools and bought and sold all over the world. It is also the main form of art or combat utilized by Mages. Magic is the physical embodiment of the spirit. When the physical spirit of an organism connects with the spiritual flow of nature, the spirit forms Magic as a product of the connection. Though Magic goes beyond reason, it is still born of reason and it takes an enormous amount of concentration and mental ability to use it. One’s Magical Powers are also tied to one’s life force. All kinds of Magic are used in Earth Land and formerly in Edolas, and they can be used for many purposes such as offense, defense, support, and healing, as well as other, more practical purposes. Magic is used by exerting Magic Power as a wide variety of spells or by focusing it into an external source. However, some items and weapons such as Edolas Items use Lacrima to power them. In order to learn Magic, you must train your intellect and spirit. However, it should be noted that the stronger the Magic, the more it tends on selecting its wielder; if the Mage’s mind is frail, the Magic will take over and destroy them.
To utilize Magic, a Mage must use the Magic Power in their body, which is composed of Ethernano, the source of Magic Power for all Mages. Every Mage has a container of Ethernano inside their body that determines the limits of their Magic Power. In the case that it becomes empty, Ethernano will come from the atmosphere and enter the Mage’s body and, after a while, their Magic Power shall return to normal. However, recent studies have identified another, unused, part of a Mage’s Magic container that contains a large amount of dormant power: the Second Origin. If a Mage somehow manages to unlock their Second Origin, they will then receive an enormous boost in Magic Power, or they can wait until the right moment to unleash the Magic Power of their Second Origin in order to gain an advantage in the battle.
As Magic is tied to a being’s life force, complete or at least near deprivation of one’s Magic Power can be detrimental to the Mage’s health unless medical actions are performed. Likewise, too much Magic Power can also be dangerous in an underdeveloped body, as was the case with a young Ultear. Furthermore, exposure to high concentrated levels of Ethernano can also be toxic to any living creature. When a Mage constantly overexerts their Magic Power over the course of their life, the body develops a malignant mass in the form of an Anti-Ethernano Tumor, this is extremely difficult to treat as even Healing Magic is ineffective, requiring only surgery to remove, even then there are few known to have the skills to do so.
Magic Power can be quantified, with Edea existing as a unit of measurement to do so. It was mentioned that powering the R-System, a Magic Item of immense power enabling someone’s resurrection, would require an amount of Magic Power exceeding 2.7 billion Edeas.
While young Human children aren’t necessarily born with the capability to use Magic right away, on rare occasions some children inherit a tremendous amount Magic Power as a cause from being born from typically powerful Mage parents.
Mages, also known as Wizards, are individuals who can wield Magic of any kind.
Legal Mages are those who are a part of official Guilds, take on legal jobs and usually heed the words of the Magic Council. These are the Mages people tend to look up to, with the most famous of them having the chance to be featured in the Sorcerer Magazine.
Dark Mages are Mages who are members of Earth Land’s illegal Dark Guilds, Guilds which are not acknowledged as such by the Magic Council, having either lost their rights due to crimes, or having never been affiliated with the Council in the first place. They are Guilds that the Council refuses to recognize. After being deprived of the Council’s approval, Guilds are ordered to disband, and, if they do not abide to such order and keep functioning, are then categorized as Dark Guilds, becoming known to all intents and purposes as criminal organizations.
In collective imagination, Dark Mages usually have evil intentions, think little of others, putting their own desires first, and can be very cruel, if not downright depraved and insane. These Mages are said to take illegal Jobs and are reputed as the main opposition and threat to official Guilds and to the Magic Council itself. Many of the Dark Mages introduced so far are typically dismissive of Legal Guilds, viewing their law-abiding ways as restrictive of their full potential. Frequently, Dark Mages seek out methods of reviving evil creatures and acquiring destructive Magic to carry out their shady plans; some of them have even attempted to resurrect the legendary Zeref, who was believed to be dead 400 years ago.
Independent Mages are Mages that are not officially recognized by the Magic Council and don’t belong to either Legal Guilds or Dark Guilds, instead being part of the so-called Independent Guilds.
Magic in Earth Land is located inside the body of living organisms. In some races, Magic occurs in all individuals, but only 10% of humankind uses it. Magic can be divided into two main classifications:
Caster Magic: It is Magic which, as the name suggests, is generated and expelled from the caster’s body, as opposed to Magic done through the use of a weapon or outside source.
Holder Magic: It is Magic that requires a Mage to employ an external source to be produced.
Curses
Curse is a darker counterpart to Magic, being more malefic in nature, its power source is the manifestation of negative emotions from Human beings, accumulated into Cursed Power.
Alchemy
Alchemy in Earth Land is different from Magic as Alchemy has no limited use, as Magic has a limited reserve of energy within a Mage that depletes from every use while Alchemy stays at full power. It is the transmutation of matter, altering and controlling its shape and material. It’s also used to form weapons and tools for others to use.
Technology
The majority of the advanced technology and machinery in this world is powered by Magic, such as weapons, transportation and everyday conventional tools, a handful of which are powered by Lacrima or a Mage’s own Magic as its power source. The minority of this world’s technology relies on different power sources, reminiscent of the Industrial Age, such as steam locomotives and horse-drawn carriages. Some even possess technology to create giant mechanical robots powered by Lacrimas as its cores, even capable of turning into a building on standby. Certain cities for one reason or another will even have a built in mechanisms that shifts the entire layout of the town. It is also possible to create functional bionic mechanical appendages for those who’ve lost their limbs, it’s also still possible to use Magic through these items.
Earth Land also includes non-magical yet complicated weaponized contraptions, typically for those who don’t use magic, such as a chain sword, hammer and various types of gunpowder firearms. Certain parts of the world are advanced enough to create robotic humanoid beings, capable of also using Magic and Alchemy.
A Guild is a type of organization in Earth Land, characterized by a member base and common trade. The purpose of a Guild is to obtain and disseminate Job requests to the members of the Guild.
There are three different types of Guilds: Legal, Dark, and Independent. A Legal Guild is one that has been approved and registered by the Magic Council. A Dark Guild is one that has not been approved by the Magic Council and is treated as a criminal organization. An Independent Guild is one that is not approved by the Magic Council, but at the same time is not considered a criminal organization. Very little has been shown about Independent Guilds, though it appears that they can do anything they please as long as the Magic Council doesn’t disapprove of the actions.
Aside from Magic Guilds, there are a variety of other Guilds, such as merchant, Mercenary, Treasure Hunter, Alchemist, Coal Miner and even Bandit guilds. Happy once implied that there are craftsman Guilds, too. To join any guild in the country, one requires proof of citizenship, this citizenship can be revoked however by those wealthy enough with high influence and status. Mavis Vermillion also once mentioned that there are also combat and industrial Guilds dotting the countryside. In general, Guilds are formed for individuals to take Jobs and earn Jewels. Legal Guilds also work to defend against Dark Mages and other criminals; Independent Guilds likewise fight illicit Guilds.
There are Guilds all over the world, but the most popular ones are said to be the hardest to get into. It’s also said that Mages who aren’t officially part of any Guild aren’t considered a fully fledged Mage.
Guilds in general have a huge influence on the towns and surrounding regions they’re stationed in, providing a rudimentary economic system to the aforementioned areas. Should the Guild in question be disbanded, its economy falls into chaos until another Guild rises up to take the place of the previous one.
Several Mages have great respect and pride for their respective Guilds, seeing it as something that connects them to their fellow members. In fact, they consider it offensive for an outsider to proclaim to be part of their guild, regardless if their intentions are good or bad, usually it’s to take advantage of a guild’s popularity for their benefit anyway. Therefore the Mages of said Guilds will seek to punish any imposters for besmirching the name of their guild.
The total number of Guilds in the continent of Ishgar is 500. In comparison, Alakitasia, the Western Continent, has 730 Guilds (including Dark Guilds) which have also united into a single, centralized and militaristic Alvarez Empire.