All-That-Is is a magical land. The land can be divided in many ways, by oceans, islands, or pirate clans, but the most common way is to split it into the countries, defined as the homelands of the 10 different races. In alphabetical order,
- Calobia, home of the Gnomes
- Damuck, home of the Demons (who prefer to be known as "Underlings")
- Nirenda, home of the Elves
- Ellay, home of the Peedlings
- The Heartland, home of the Humans
- kronktoN, home of the Orcs
- Land of Ogres, home of the Ogres
- The Narcarbia Islands, home of the Dwarves
- Nevah-Nevah, home of the Angels
- Thebaz Isle, home of the Fairies
There are also three areas of the world not considered part of any of the above ten countries. These are rogue states, considered by some to be countries themselves.
- The Big Desert, home of the Desert Tribes - mostly made up of Orcs and Ogres
- Mount Zeddy, the mountain that leads to the home of the gods.
- Nomad's Land, populated by a mix of all races, with a particularly strong halfling population.
Most people believe that the Gods look down upon All-That-Is, and that they were the original creators of life and the cause of magic in the world. Which gods are worshipped is determined mostly by race, location, and culture. Those who offend or particularly please the gods may be subject to Curses or Blessings. Most gods have their own church, with various rankings and positions of power - the head of a church is known as a Voice.
All-That-Is is home to a number of plants and animals, as well as the 10 races listed above. These are almost invariably unfriendly, and the few useful animals who aren't constantly attacking people are domesticated and used on farms. The most common farm animals are the Moop and the Mississippi.
People of All-That-Is can have any number of jobs, whether they are raised into a trade, or travel the land, working whereever they can find employment. Some of the more popular jobs are farmers, pirates, church officials or finding casual employment at one of the number of Clubs and Guilds around.
Almost everyone in the world can use magic of some kind, whether simple spells around the house, offensive kurses, or the more powerful magic of wizards or sorcerors. Only a few people have no magic abilities of any kind - full-time Pirates and Ninjas, and people who have become PARA of some form. Society dictates the appropriate use of magic, though it differs from country to country, and even town to town.