The Wild Continent
Morgath is a place of primal magic, where druids and rangers guard ancient secrets and powerful entities slumber beneath the earth. Unlike the organised empires of Terathia or the desert kingdoms of Eshara, Morgath's civilisations exist in constant negotiation with the wild.
The continent's eastern coast faces the Shattered Coast — the busy strait separating Morgath from Terathia — while the southern waters open onto the Crimson Vastness toward Eshara. Dense forests cover the interior, ancient mountain ranges shelter dwarven kingdoms, and beneath the surface, stranger powers hold court in darkness.
Last Bastion of the Shattered Coast
A burgeoning trade city on the edge of a non-human continent, ruled by the Thornburn dynasty under Queen Amalia. Gateway between Morgath's resources and Terathian markets.
The Eternal Forest
Nine thousand years of elven civilisation centred on the Heart Tree. Led by Archdruid Elion Galewind, facing the Sporesworn threat at its boundaries.
The Floating Isles
Elevated realm of the Zephyrai, founded by the dying god Anachron on fragments of the divine realm. Wind-crystals sustain the isles — but they are degrading.
The Gilded Halls
Dwarven mountain kingdom of mining and masterwork craftsmanship. Their Annals of the Deep — begun in Nagarin slave-tunnels — provide the world's most reliable deep history.
Warriors of the North
A collection of tribes and small kingdoms in the rugged northeast — dense forests, hills, and small mountains where survival is earned daily.
Faith & Empire
Island nation where the worship of Solara, Goddess of Light, became the foundation of empire. The Dawnguard's legendary Seven Trials produce the finest knights in the world.
Kingdom of the Griffon Riders
Base of the Aerial Guard — griffon riders dedicated to battling evil forces from the naturally defensible Cliffs of Garron.
Haven of Moral Ambiguity
A dark island of chains and gold — pirates, slavers, and the faithful of Szlasha. Port Aureveil and Karkul-Vesh plunge into shadow.
Kobold Tunnels
Subterranean dominion ruled by kobolds under chromatic dragons. A network of traps, tunnels, and militaristic discipline.
Dusk Elf Stronghold
A matriarchal Dusk Elf stronghold in the Deepmurk. Nexus of arcane power and political intrigue — spider-worship, scholarship, and assassination.
Gnomish Artifice
Gnomish kingdom of crystallography and gemcraft. Manufactures forgeborn — animate constructs that may be developing consciousness.
Underwater Kingdom
Underwater kingdom of bioluminescent coral, wisdom, and environmental stewardship. Accessible only through restricted trade channels.
Vampire Kingdom
A kingdom wrapped in shadows, governed by a secretive vampire council. Dark magic and necromantic rituals pulse through Nightshade Keep.
Tribal Confederacies
Highland confederation of orcs, bugbears, hobgoblins, goblins, minotaurs, and giants. Governed by the Great Moot and bound by a code of honour and trial by combat.
Dark Centaur Necromancers
Dark centaur necromancers roaming the Great Plains. Bone-marked territories, cursed burial mounds, and undead cavalry bound by pacts with forgotten gods.
The Druid Isle
An island of druids, Flamekeepers, and Bardic Councils in the Thalassian Sea. Eternal sacred fires ward against the Maw's corruption while Frostvall raiders threaten the shores.
Mining town
Dwarven forgehold
Lakeside village
Trading post
Frontier outpost
Coastal watchtower
Monastery village
Highland shepherds
Naval garrison
Border outpost
Blighted village
Elvish settlement