Molgatta

Description
Molgatta (Sometimes spelled Molgadda) is a named shared by the setting it exists in, and the largest continent in the world within. Molgatta is currently divided into three countries, and some patches of untamed wilderness.

Landscape
Molgatta has been shaped by years of destructive wars between the nations it is divided into. In recent years, Molgatta has not seen a large-scale war, but the continent bears many scars of it's past battles. The Northern most reaches of Molgatta are rocky, and barren. These areas are dotted with colossal skeletons, belonging to beasts never witnessed to walk by the people of Molgatta. Beneath this is the country of Navos, which is made up of rolling hills, small mountains, and marshland. Much of Navos has seen extensive deforestation, because of the war machine. Just south of Navos, there is the Molgatta Chasm, an enormous ravine which nearly splits the continent in two. There are several bridges across the chasm, but they are all guarded by Navosi soldiers. Southwest of the Molgatta chasm, is the Molgatta Steppe, home of the Plain-walker Elves and the elusive Reapers. South of the Chasm an east of the Steppe, is the country of Mirios, which makes up most of the southern half of the continent. Mirios is made up of lush forests and expansive plains. The southern tip of Molgatta is home to the Miriosi Capital.

Territories

 * Molgatta Steppe - (Elven Tribes)
 * Molgatta Chasm - (Mining Guilds)
 * Mirios - (Kingdom of Mirios, Iron Alliance)
 * Navos - (Kingdom of Navos, Iron Alliance)
 * Northern Reach - (N/A)
 * Molgattan Swampland - (N/A)
 * Molgattan Jungle - (Blightwood Brood)
 * Sahldred - (Kingdom of Navos, Iron Alliance)

Factions

 * Order of the Mother
 * Elven Tribes
 * Mining Guilds
 * Faith of the Sun
 * Orcish Tribes
 * Covenant of Night
 * Kingdom of Navos
 * Kingdom of Mirios
 * Miriosi Dauntless
 * The Iron Alliance
 * Silver Owl Syndicate (SPOILERS)

Current Conflicts

 * The Miriosi Dauntless are at war against the The Iron Alliance.
 * The Mining Guilds are on the verge of a war with the Elven Tribes.
 * The Faith of the Sun are at war with the Covenant of Night
 * The Kingdom of Mirios is trying to prevent a war with it's native Orcish Tribes.
 * The Drow are intensely hostile to any other people entering their territory.

Races

 * Humans
 * Orcs
 * Plain-walker Elves
 * Dwarves (Daumiiran Colonists)
 * Drow (Hostile)

Danger of Night
When the moon rises over Molgatta, many creatures of the night begin to prowl. Monsters leave their shelters and caves, and begin to hunt those who stray from the warmth of settlements.