WORLD
It's "Felder-reach" you animal. And it is a continent in which the entirety of our story takes place. War is a non-issue, peacetime has been all people have known for as long as they can remember. A place that just does its own thing, and is not really bothered by outside forces. Think a Scandinavian country, Luxembourg, or CANADA.
Because there is no war, no grand quest to save the world, no looming civilization-ending event , people have become focused on, well, people. For better and for worse, which are inseparable from each other. So let's call it, for borse. People can thrive for being unique, for realizing what is valuable, for finding their niche. For example, instead of finding a bog-standard blacksmith, you'd find Greaves & Leaves, where yes, the smithy crafts armor, but he knows amateurs have taken up Wraith Hunting for coin, and that takes reading, spells and armor for when it all goes wrong.
You'd also find Scarecrow Enchanters because people are serious about their corn.
Again, people have the luxury to be inwardly-focused. Their relationships with those they love, those they hate, and those that they will grow to. Why we do the things we do for each other or to each other is so powerful to people here, that it has become powerful to the world itself. What decisions did we make that lead us to this? (And you, too, in your adventure will face nothing but devastating choices.)
The most extreme cases of this are curses, and they are a large part of our adventure. Curses that have affected people, but can sometimes even alter the very physical land they live on. Soaking into it like an ink stain. And we know the only way to get rid of an ink stain is to either crumple up the entire piece of paper, burn it, or add even more ink to just turn the whole thing to black. (This may be something to think about in the THINGS section.)