Argentry: The largest city on Omni-Terra and the home of the survivors of Aurentine, it is a mercantile city combined with a fortress. It is nestled within the Silverwoods, and is surrounded by a thick stone wall, which itself holds a mighty tower guarded by archers and mages. Inside the tower is the magical Heart of Argentry, which protects the people from ill fate. Argentry is led by an emperor, much like ancient Rome, and has a culture similar to Rome combined with medieval England and Renaissance Italy. They are a proud nation with proud ambitions.
Silverwoods: This northern forest encompasses the northeastern portions of Omni-Terra. A fertile land well-suited for the growing of crops (especially to the south where the trees thin out), this is where Argentry gains most of its food supply. The farming villages of Solshire and Evendell keep the population of Argenty well-fed and happy, possibly to the detriment of the small villages.
Fort Righteous: An island to the east of the strait leading into the Central Sea, Fort Righteous is a defensive stronghold protecting Argentry from naval attack. The city keeps troops stationed on this island constantly, and it makes Argentry very difficult to invade by sea.
The Starplains: Nestled between two mountain ranges and the Silverwoods, the Starplains are a wild frontier. The eastern portions are mostly fertile and green, while the western areas dry out often, turning the grass a warm gold colors. At night, the Starplains give an unparalleled view of the sky due to the absence of trees or unnatural light sources, hence the name. Unfortunately, the presence of oni and dangerous wildlife makes the Starplains fairly difficult to live in.
Verducci: A colony of Argentry located to the south of the Starplains, Verducci has the misfortune of being located nearby the Verdok Marsh, where it is rumored a dangerous dragon keeps his lair. Nonetheless, this forboding town is quite friendly and welcoming, if you can get past the sense of danger. The amiable ranceau make their home here as well: an amphibious race skilled in natural magics.
Chill Pass: The grass gives way to trees to the north of the Starplains, and coniferous trees at that. It is the only terrestrial route to Eisvelt and the temperature sharply drops when this area is entered. Warm and humid winds from the Central Sea rarely reach this region due to mountains blocking winds and rain.
Eisvelt: A cold and nearly inhospitable northern region, frozen cyclones buffet the northernmost portion, making it icy and barren. The southern bits are dominated by huge taiga forests, chilled by the northern winds and the dominant ice giants.
Karbor: The stronghold of the Eisvelti, a faction of humans used to living in cold climates. If you would ask any man from Argentry, they would find Karbor barbaric; the buildings are constructed from thatch, fur and bare stone and the Eisvelti do not hold on to marvelous landmarks like the Aurentinians did. However, the Eisvelti have a strong sense of warlike spirit, making them rather similar to Earth's Viking warriors.
North Watch: A small Argentrian outpost on the borders of the Western Wastes. This area is one of the driest portions of the Starplains, quite a bizarre contrast from the nearby Chill Pass, being very hot.
The Western Wastes: A vast desert to the west of the Bolgdan mountains, inhabited by lizard-like beings known as ghillah. They are a very greedy and thieving race, and thus travelers through the Wastes are either asked to be careful or on the ghillah's good sides. Sand dunes stretch as far as the eyes can see, and there is very little water here. Travelers to this hot and dry area are recommended to pack a full waterskin!
Al-Kalir: Off the beaten path between North Watch and Santorem, Al-Kalir is a trading outpost manned by the Kaliri humans. The western portions of Al-Kalir are surprisingly lush and fertile, and the Kaliri Bay is a small boat-port as well. Usually travelers take boats between Al-Kalir, Santorem and Zakudo to get out of the Western heat.
The Bolgdan Mountains: The largest mountain range on Omni-Terra. Despite being right next to the hottest and driest portion of Omni-Terra, they are cold and snowy at the tops due to their height. They create a rainshadow that dries out the western portion of the continent, and they are home to two very different races: the dwarves and the sky elves.
The Underbolg: The Underbolg, rivaling Omni-Terra itself in size, is a massive sprawling network of caverns and tunnels that winds like a web underneath the continent. It is constantly being dug and expanded by the greedy dwarves looking for gold and jewels. The stronghold of the dwarves is located here, in the area under the north of the Bolgdan Mountains.
Dragonsmouth: This is a pair of cliff faces jutting off the side of a mountain, where stalactites and stalagmites form the illusion of a dragon's teeth. In between the cliffs, where the dragon's "throat" would be, is the sky elven capital of Dragonsmouth. The sky elves live here in seclusion from the rest of the continent. Their culture resembles most closely the Plains Indians of the American Midwest; they have a vast respect for nature, they are aloof, and they are wise.
Santorem: The halfling homeland is a barren waste. Unlike the Western Wastes, the land is hilly and rocky, and is similarly unsuited for growing anything. That is, however, except for within the Delta, an area surrounded two rivers (the Rico and the Domino). Life flourishes in the Delta, and the capital city of the santorin (Ciudad Santor) thrives alongside the twin rivers.
Clearwood: An Argentrian outpost to the south of Santorem, it exists primarily to keep Zakudo in check, and soldiers are sent there to keep the place safe. The civilians living there often feel threatened by the military presence of their own people, wishing only to live in peace. The waste tapers off into deciduous forest to the east, then into dense jungle.
The Lin'taki Jungle: A small rainforest near the southern part of the Central Sea, this area is very lush and rich in wildlife. However, most of the wildlife is dangerous and predatory. For this reason, many people head south to Zakudo to avoid the jungle. The recent war has made this difficult, so the zao have stepped in to guide travelers through Lin'taki. The dangerous Koatlan live here, a vicious and evil race of snakemen who capture travelers as sacrifices.
The Mermaid Isles: Some of the only large islands jutting out from the great Central Sea, they are named for their lovely inhabitants: the sea elves. They are tropical and lush, much like most of the islands of the central sea, and they have gained a mythic lore and reputation. There is a legend that any man drawn to these islands will find himself unable to leave.
Merae: The stronghold of the reclusive but friendly sea elves, it was an elven stronghold even before it was flooded in ancient times. The inhabitants were transformed and the city was left intact, even after thousands of years beneath the waves. Because it is so difficult to reach by terrestrial races, there are many rumors about this place. A veritable Atlantis of Omni-Terra, it hides many secrets.
Linatharan: The primeval forests of Linatharan are one of the oldest-standing woodland areas on the continent. They are protected by elven magics, and it is said that all the ley lines of the world meet in this elven land. Hill elves are native to these woods, and thus the land is permeated with arcane magics. It is a pristine deciduous forest where grassland should exist, and aside from the jungle is the most lush landscape on Omni-Terra.
Liniatha: The ancient stronghold of the hill elves, Liniatha is literally as old as the Central Sea. The very air here courses with magic, and it is the most magical area on Omni-Terra. Sorcerers and wizards the world over come here to study and hone their magical skills. The tall spires here hold the elven king's palace.
Nanako: These foothills taper off from the Bolgdan Mountains to create a cool steppeland where nature thrives untouched, under the hill elves' protective hands. Unfortunately, the oni thrive here too, making Nanako almost as dangerous as the Starplains. In addition, the violent sarui come up from the southern areas of Rossick.
The Fallen Lands: This ravaged, plagued landscape used to be the human empire of Aurentine. Now it is Faela's stronghold. The ground is cracked and barren, the trees are dead, and an evil aura contaminates the land. It is a land where men rise from the dead, and indeed the dead keep this inhospitable nation. The empire of Argentry want nothing more than Faela's army destroyed permanently, and Aurentine restored to its former glory. The other nations of the continent simply wish this hellish area to be abandoned to its fate.
Zakudo: This is an island nation off the southwestern coast of Omni-Terra. The islands are rich and volcanic, providing the empire with quite a bit of defense. The Zakudan navy circles around the islands protecting it from harm as well. A deeply spiritual people, the Zakudans are similar to Argentry in that they are noble and imperialistic, but they are much more in tune with nature than their brethren (having an animist religion), and closely resemble feudal Japan in culture and demeanor.
Rossick: A cold and brutal waste south of the Nanako foothills, instead of trees there is nothing but permafrost and ice. Very little can survive here, yet the simian sarui are able to eke out a living here. They are incredibly violent and xenophobic, and attack settlers trying to live here. It is for this reason that Rossick is considered to be a dead land, and with the encroachment of the Fallen Ones into this region, it is becoming an increasingly true moniker.