World
This is a quick rundown that is meant to give you an idea of what kind of life your adventurer may have in the world of Lydera. Each section will contain a list of links to relevant lore pages that expand on the topics.
Feel of the World
Lydera is a hard-magic high fantasy late Renaissance world with predominantly Europe-inspired cultures. That's a lot of words, so here's a breakdown:
Hard-magic means that magic is like a science. It has specific rules about what magic can do and why it works, unlike the soft magic of franchises like Lord of the Rings, Chronicles of Narnia, or Star Wars. The people of Lydera study magic interchangeably with science - a real-world chemist would be regarded as a skilled magician, and gunpowder is considered a magical substance. Magic is generally viewed as a good thing, but some cultures fear the powerful weapons that magic ha created throughout history.
High fantasy means that fantastical elements are common in the world. Knights wield flaming swords, inventors design flying bicycles, and a local magician can be found in nearly every village. Strange creatures also roam the lands, from monopods and goblins to dragons and fairies. Many of these creatures may not be quite what you're familiar with, as they tend to take after older folk-tale versions of creatures. Dwarves, for instance, turn to stone in the daylight.
Late Renaissance means the world can be best compared to the technology level of the mid 17th century. Guns are common, but they haven't yet eclipsed the sword. Incredible machines are being invented, but they aren't being built in factories. Certain fields of study are more advanced than this, especially chemistry, but as a general rule technology is about equivalent to the era of the 30 Years War and the beginnings of the Golden Age of Piracy.
Lastly, many cultures in Lydera are inspired by those of Europe. Not all of them are, of course, and Lyderan culture is very much a thing of its own, but a mental image of castles and knights is pretty accurate for Lydera's strongest powers.
To summarize, imagine a knight in shining armor on an enchanted bicycle using a flaming lance charge against a row of goblin musketeers. That's about what the world feels like.
Geography and Politics
Alderia
The Alderian Empire, ruled by the royal Valdemir family, was united in 0 AE by Zebulon the Peacekeeper. They are the most technologically advanced nation, boasting great schools of magic, well funded public libraries, a well equipped standing army, and a high standard of living. While they have generally been peaceful with other nations, they are still greatly feared on the world stage. Critics say their government is highly corrupt and that order is only maintained by shadowy orders of assassins.
Fairhaven
The Fairhaven Confederacy, also called the Fairhaven Alliance, was formed in 1032 by several city states near Alderia's border. It elects a council to create laws and a chancellor to act as head of state. Each city state retains a high level of autonomy, and citizens are given extensive rights - especially goblins. Their government tends to act inconsistently, however, often leading to their central council being called schizophrenic. Civil unrest is also fairly common, and their disorganized army tends to be slow to react.
Runeheim
The City of Runeheim is the only true Fey city and is populated almost entirely by dwarfs. Their government and culture is structured after human kingdoms of old, with royal families and antiquated religious sects. Despite the human-like nature of Runeheim, the fairies still insist that it remains isolated from humans, just like the rest of the fey. This hasn't stopped the dwarfs from covertly dealing with humans, however, a fact that has nearly brought them to war with the other fey.
Organizations
The Cult of Dag
A mysterious organization known for their red robes and fiery displays of destruction in Alderia. Their motives are unknown aside from their war cry "burn the world!" Some speculate that they are preparing a ritual to destroy all of reality.
The Archmage Council
An international alliance of the world's most powerful and influential mages. Those who wish to become Archmages must entirely revoke their citizenship and national ties. It is unclear how old the Council is, but their iconography can be traced back to ancient times.
The Riftseekers
An order of knights commissioned by the Alderian government, but mostly autonomous in its actions. Their stated mission is to investigate and seal off rifts where arcane dimensions leak out into the physical world. Riftseekers can be identified by their iconic blue bracers and reckless acts of heroism.
Pontificatioriums
Bizarre legal entities, generally run by goblins, that specialize in performing ludicrous amounts of bureaucracy for fun. Some call on their services to act as legal defenders, to sabotage local government, or to perform white collar crime. While they are synonymous with crime, their founders are often legitimately kindhearted and earnest.
Fey Enclaves
Small communities of fey that hide near human settlements to act as spies. They tend to be more strict than normal fey society and will hunt down defectors with brutal efficiency.