The war-torn world of Maanav is a dangerous place, ripe with danger for the many who walk these lands. War, Famine, Pestilence, and Death. The four horsemen of the apocalypse, seem to have taken Maanav as their playground, if only in spirit. Ever since the landing of the Wyvern God of Void, the island of Voidroost has been without life, only the most devoted void worshippers remain to watch for their god's return. In the Amberblood desert, resources are scarce and kingdoms are constantly fighting for what little material can be attainted, it is within these twisting sands and perilous peaks that you may find yourself stumbling upon powerful conduits from the gods among the skeletons of gigantic beasts. The Kibisonji plains are one of the largest sources of life, many kingdoms rise and fall here, bordering the cliff of decay. Trade and commerce are commonplace, as is the loss of life and the roaring of war. Be careful, as that is not the only threat on the plains. Feywoods holds many secrets in its depths, but the Stirge hoards that plague the lands are the most infamous. No matter how many times cities attack these nests, the Stirge always manages to come back. Because of this, dragons have long been tamed and broken down to be used as weapons against The Stirge. They say that if you make it past the nests and make it into the deeper woods, you will be able to claim the powers of the Gods... Well, you'd need to survive to find out the truth. The Poison Isles are a deadland, long destroyed by battles amongst the dark gods of the silver pantheon. This is where criminals are sent to die, as nobody is meant to be able to step foot on those shores and survive. Keyword, "Meant to." If you miraculously manage to procure an ancient poisonbane from Feywoods, you may stand a chance. Great treasure awaits those who do... among other things. The Vosmyae and Zestos woods are infested by civilization, from elves to humans, to mages, to orcs, the forest is teeming with a different kind of life to the wild savagery of Feywoods. Although with civilization comes its form of chaos. As with the plains, these places are plagued by war and regularly reclaimed by the forest in a deadly cycle, however, opportunity abounds for those who know where to look. Razlad Ridge is ruled by the dwarves and is what separates the cold from the warm. Similar to The Wall in Game Of Thrones, Razlad Ridge is meant to be untraversable, with limited passes through to the other side. All across the border, dwarves patrol the boundary in large numbers, leaving Razlads Ridge ironically the safest place to cross, these dwarves don't let anything through otherwise. However, if you prove yourself as a skilled traveler, and show your capabilities, you might prove worthy enough to cross the ridge. Wing Tip Islands was aptly named after the general structure of the continent and is the only other way to get to the north besides Razlad Ridge. However, this is a lawless territory, and if you're not fighting bandits, orc settlements, trolls, or other monsters, then you're facing the dwarves. To try and cross through the islands is seen as the greatest crime to the species, and they will most certainly try and kill you. Yudria's Tundra is an unforgiving place, and yet life persists. The people of these lands are as cold and as cruel as the ice that makes up their homes. They have to be, for every night they are plagued by horrors even most heroes would quake at the sight of. With so few resources, what kingdoms miraculously crop up are either snuffed out or destroyed by another kingdom to survive. This place is truly kill or be killed. Further north still is the Lost Soul Forest, where the dead wander through increasingly thick frozen forests in search of living people to devour, if you manage to make it through the woods to the ruined castle... well, then the woods will bow to you as their ruler, though you need to kill the lich king first. The Silver Archipelago is a sacred group of islands that mark the true location of the silver pantheon, the group of gods that watch over the land, and are often the source of many wars. Only the high priests or the best paladins are allowed to even approach the archipelago, and not without the blessing or summoning of their god. To step foot on the sands of the main island is the highest honor anyone can receive. The seas go unnamed, due to each kingdom regarding it with their own name, but one thing is certain. To sail outside of the continent or the islands are certain death, feral, violent sea serpents, destructive storms and hurricanes, and the malicious spirits that ghost through the storms, waiting to drag down anyone who comes upon them. Only a few beings have crossed the seas, but those who have are greeted by a new continent entirely... Malark. Link to view in better graphics: https://inkarnate.com/m/mRxD90--maanav/