Updated maps of the Norvath continent. Really happy with how these turned out.

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Updated maps of the Norvath continent. Really happy with how these turned out.
A few more map variants showing the recognized nations and provinces of Norvath in the present day. A few miscellaneous notes:
Aragnia's population almost entirely consists of arags. This is because arags, with their thick fur, can tolerate the freezing climate in the north much better than any human.
Greater Laiacona, also known as the Great Elven Alliance, was formed to combat the mennish armies of Eldenmore when they began to encroach on Eirea to push their borders west. Before then, the four provinces of Greater Laiacona were their own recognized nations.
The Commonality of Eldenmore, or simply the Commonality, is named so in attempt to create unity in its people. Like Greater Laiacona, the country was originally several smaller nations that allied together in a time of crisis.
Some believe the nation was named the "Commonality" not only to inspire its people, but also to describe it. The population of the Commonality largely consists of men, which are also known as the "common race"
Despite the Commonality's size, most of the nation's population is concentrated in the western half, as the land in the east is highly inhospitable and difficult to settle in. The growing danger in the east is what prompted their encroachment into Eirea.
Most of the citizens of Krotan are orcs. Much of the population lives in the western and southern areas of the country due to dangers similar to those in the eastern Commonality.
The nation of Krotan is fairly cordial with both the Commonality and Laiacota, maintaining consistent trade with both nations while trying to stay out of their political affairs.
Though Welwick is currently under Commonality control, the province has traded hands many times throughout history, due to harboring one of the largest and most fruitful trading cities on the entire continent.
The disputed area between Aragnia and the Commonality has been argued over for many many years. Both nations wish to claim the territory, but the perilous environment has prevented them from defending their desired borders.
Found some old-ish art I don’t think I ever posted. Some Mara head fin explorations, and also proof that I can draw humanoids when I really put my mind to it
Notes on Norvath
World - Geography
Norvath is a large Pangaea-like continent. It covers a large portion of the surface of Orth, a planet very similar to Earth. This landmass resides mainly in the northern hemisphere, while the southernmost quarter dips below the equator.
Due to its size, Norvath encompasses many different biomes, shown above, with each in turn containing many unique organisms and ecosystems.
While there are many races living and thriving in Norvath, these nations and borders are the most widely recognized throughout the continent.
Ovark - The largest nation in Norvath, both in population and landmass, Ovark is home to the humans, a diverse and often unpredictable race.
Lorado - The homeland of the elves, a race similar to humans in appearance, save for their pointed ears and shorter average height.
Aragnia - Home of the arags, a large yeti-like race who prefer keep to themselves.
Dracnia - The smallest nation in Norvath, it was once home to a human-like race known as the Dracnids, who were believed to have been descended from dragons. The people vanished hundreds of years ago, and while humans and elves tried to claim the land, it has proven to be very inhospitable and difficult to navigate, even with enhanced equipment. As such, this country is commonly known as “The Badlands” in modern times.
These nations have become rather prosperous throughout history, and their civilizations have grown from scattered villages to large, bustling cities. The above map shows the largest and oldest cities on the continent. Many cities near the borders of Ovark have incredibly diverse populations of races, while those further south consist mainly of humans. The large cities in Lorado reside mainly in the north, though the elves have been quick to colonize the southern archipelago as more and more islands are discovered. Few cities in Aragnia can be seen from above, as most of them spread deep underground. The exact location of Drakkenhurt, the Dracnia capital, is widely debated as no one has set foot there since the Dracnids vanished. Legends say the city sits on the back of a massive dragon, and therefore is constantly moving.
Using Magic
Manipulating mana is like flexing a muscle, though it takes a bit more active concentration. The more you use magic, the stronger your casting ability becomes. Likewise, the less you use, the more your abilities will atrophy.
Just as different physical activities will strengthen different muscles, casting different types of spells will strengthen your ability to manipulate mana in that way. For example, a powerful magician who specializes in illusions my very well suck at casting elemental spells. Dragons and leviathans take this to the absolute extreme: both creatures are incredibly powerful spellcasters, but each individual typically specializes in one very specific type of spell, and are either incapable or unwilling to learn anything new.
Casting spells is dependent on two factors that every living thing possesses: Magical affinity and mana stores. Magical affinity is how easy magic is to use, and how much energy spells take to cast. Essentially, it is your baseline magical ability. Mana stores, sometimes called "magical stamina," is how much mana you have available for casting. As you cast spells, your stores will drain. Drain them too much and you can collapse from exhaustion. Both of these factors can be increased through training.
Different races have different baselines for their affinity and stores; elves usually find it very easy to cast and learn new spells, while arags rarely find any ease in magical endeavors. The magical abilities of most beastfolk are largely unknown as they are rarely seen by humankind.
The Nature of Magic, and Magic in Nature
In it's most basic form, magic in Norvath exists as pure energy. This energy is often called "mana" or "arcana," among other names. It flows through every living thing, as naturally as the blood in your veins. When something dies, all the remaining mana slowly seeps out of its body as it decays. As such, the air of graveyards often feels thick with magic.
While mana is an energy, felt but unseen, under the right circumstances it can solidify into a crystalline form. The energy contained in these crystals, combined with their rarity, makes them incredibly valuable. When a powerfully magical creature dies, such as a dragon, the mana that is released from their copse my sometimes crystallize given enough time.
Many living things have inherent magical abilities. For example, frost wolves - with fur glittering like ice - stir up small snowstorms while they hunt to disorient their prey. While most "magical" creatures are technically manipulating mana and casting spells, they largely do so out of instinct. That being said it doesn't mean they're all completely incapable of learning a new trick every now and then.
It is unknown how this energy came to be, but it has existed in Norvath longer than life itself. Indeed, it is hotly debated in scientific communities whether mana was a catalyst for the beginning of life, or if it merely existed as a passive bystander to life's initiation. Regardless, it is generally accepted that mana sometimes hastened evolution, as "spontaneous evolution events" have been noted in fossil record.
Mana on it's down can be finnicky an unpredictable, leading some to believe that it has a mind of its own. Generations of researchers have done their damnedest to learn everything about mana and the power it holds, but the true nature of magic may never be fully understood.
Made an old-timey version for funsies