The primary setting of Tales from Equestria is during the Age of Reclamation (AR), though creators are welcome to depict historical events as well. This is the time period where Equestria reconnects with the rest of the world and uncovers the secrets of Wild Magic.
During this time, small settlements were frequently at risk, resulting in frequent abandonment or relocation. The Wilds, unclaimed and unprotected spaces between civilization, were especially dangerous and unpredictable. Larger towns and cities with greater protection experienced some stability, which only solidified as the Equestrian Railway expanded and increased trade opportunities.
Travel between secure areas became routine using the Equestrian Railway, but was facilitated primarily by the Knights of Equestria as new routes were added and between areas where track could not be laid. A great deal of resources went into protecting the Railway and maintaining its functionality through the ever changing Wilds.
Many citizens in safe areas live similarly to the Age of Princesses in terms of technology, but the wealthy and influential utilize the advancements seen in the past centuries through the use of enchanted items and artifacts. Artificers can imbue materials with magic and create useful tools for increased efficiency or ability (see Arcanepunk). These advancements can be seen most in locations highly concentrated with populations of magic users, such as Canterlot.
Many species across Equestria and other lands have access to magic or abilities. Most Equestrians are one of the three primary species (Unicorn, Pegasus, and Earth Ponies), which leaves two common types of magic: Traditional Magic and Wild Magic.
Traditional magic (also known as true magic or institutional magic) is magic performed by unicorns and alicorns through magic spells and incantations. A great amount of discipline and study is required for higher level traditional magic. A bit like language, simple spells can be picked up through observation, while complex magic must be studied.
Wild Magic (also known as natural magic or corrupted magic) is magic any individual can access by connecting with magic sources typically found in nature. Since any being can access this type of magic, even creatures with lower intelligence or sentience can be imbued with wild magic. Wild magic is channeled rather than controlled, making spells and scripts unnecessary. Wild Magic is typically channeled through a specific element and those that have wild magic abilities of a specific element are said to have an elemental affinity.
Other magic and abilities can be found uniquely in other species more common outside of Equestria’s borders (see Species).
Wild Magic is typically channeled through a particular element or aspect of the environment, which is why some refer to it is "natural magic". Below are the list of known affinities, as well as where the affinities typically originate.
Earth Affinity: Found commonly in those who have been to the Crystal Empire or Caninia. Allows to user the channel magic related to soil, stone, minerals, and gemstones.
Plant Affinity: Found amongst the deer of the Everfree Forest and in those that visit the Forbidden Jungle and Farasi. This allows users to channel magic related to all manner of plants.
Ice Affinity: Found in the population of nomadic reindeer, it gives users control over ice-related wild magic.
Lightning Affinity: Some of the residents of Cloudsdale have acquired this affinity and can pass along the knowledge. It gives users the ability of channel electricity related magic.
Wind Affinity: One faction of the hippogriffs have embraced a wind affinity channeled on Mt. Aris and some residents of Cloudsdale have also gained this affinity. This allows the channeling of wind related wild magic.
Fire Affinity: Mastered by the dragons, going to their lands is the fastest way to acquire this affinity. Fire related magic can be channeled through this affinity.
Water Affinity: Many seaponies have started experimenting with water affinity, but there does not seem to be a set location where forming an affinity with water is most common. This allows the user to channel water related wild magic.