In desparation they sailed for months until landing in a place that did not want them there. Through resilience and cunning they carved a place for themselves amidst a foreign world; eventually integrating with its peoples and creating new cultures from their collective parts.
The Old World is home to lands left destroyed. Immortal beings stalk this carrion world, fighting over the scraps of an ancient conquest.
The Dreg Wastes are home to the Dregfolk, born of elven magic. While the fortress cities of the elves are located here, the elves are locked within. Made up primarily of cold desert, the Dreg Wastes are home to countless ancient battlefields and ruins; many of which have been repurposed or rebuilt into the settlements Dregfolk call home. Most notably the Dregfolk inhabit the Fortress City of Reclaimation, a formerly elven city that fell marking the end of The Last Crusade. Since its capture, no warmblood has been seen outside the elven walls.
High Cauldron is nearly inhospitable. The Dregfolk tend away from here. The ruthless chill is enough to freeze solid their undead bodies. High Cauldron is a vast frozen plain bordered between the peaks of immense mountains. The ground itself is no ground at all, but a glacial sea; frozen miles above any earthen soil. High Cauldron is home to the Skryth Nomads, who make settlements within High Cauldron's ice caves.
The New World is home to younger peoples, hungry and ambititious to build their legacies. The ancient elves who arrived here, now long forgotten by the shorter-lived peoples who they've integrated with, have nonetheless left long legacies within the culture, religion, and philosophies of the region.
Highnor is the seat of power in the New World. The Highnorian Empire is one not bound by royal blood and ancient birthrite, but of financial incentive, and innovative spirit. Power in Highnor is won through capital. Capital that moves through the dangerous harbors into the plentiful waterways that Highnor exports goods from. Central to the Highnorian capital city is the Grand Tower of Highnor. The Tower looms over the city, casting its great shadow across entire districts as the sun rises and sinks. At its peak rests the Longlit Watchlight, illuminating the city and its coastline in an artificial daylight.
Isolated far across the Highnorian frontier are the Rotwilds. A region characterized by its mysterious ruins, giant evergreen trees, and constant fog. The region is home to one Highnorian settlement named Wormwood, which has returned after having thought been lost many years ago. The Rotwilds are oppressively loomed over by immense evergreen trees. The forest floor is inhabited primarily by fungus of many varieties, lending the Rotwilds their name, and attracting alchemists from far and wide. The canopy made by the trees is so oppressive that from the ground the forest seems in perpetual night. Torches and lanterns are an adventuring requirement for the region. Without them the darkness and the fog would be impossible to navigate. Luckily, many pathways in the region are marked by lanterns that are upkept by locals.