Orvenn
Orvenn is the whole known world: three continents above, two open seas between them, and a sunless continent under everything. Your story begins in Brightmeadow, at the very centre, and spirals outward for as long as you care to follow it.
Corveth, the mainland
Where you start, and where most of the story happens. The old lands around Brightmeadow teach you the ropes; the great cities, from the walled Crown City of Coronmar to the mage-spires of Highspire, carry you the rest of the way. Its north-east corner burns: the Scorchlands are the mainland's deadliest ground.
The Sunfall Sea and the Gilded Coast
East across the bright water lies golden Meridia: the landing port of Goldstrand, the gilded capital of Auremont, the scholars of Vessa, and the silent crater of The Hollowvale. The sea itself is dotted with islands worth the stop, and worse things than islands.
The Southern Seas
South, the water warms. Island-hop to the paradise of Sunhaven Isle and on to Velmora, the Marble Metropolis, the grandest skyline in the world.
Vespera, the Evening Continent
West across the Dusk Sea. Its capital Vesperion opens its one gate only to those who earn the Warden's seal, and inside waits the Eventide Colosseum.
The Fabled Depths
Under it all lies a dead continent of five ruined cities, the deepest and most dangerous ground in the game.
Crossing it
Feet, skiff and the teleport network. Travel covers all three.