"Oris" is the overriding term that the humanoid races use for the known world. Here is a World Map of Oris.

The Countries of Oris, and brief descriptions thereof:

The Empire of Waolung: Whether Waolung is older even than Borcea is undetermined, but Borcea is gone and Waolung remains. Waolung is the seat of ancient human knowledge and innovation. The Waolese people are strong and proud, masters of agriculture, industry, warfare, magic, the arts, and even philosophy. At one time, the Waolese Empire stretched over everything north of the Tsojian Mountains. Now under their sixteenth dynasty, they have lost over half of their lands and are hardly big enough to be called an empire, but they keep the name nonetheless.

Taine: An Island nation to the north, until recently a part of the Waolese Empire. It is populated by two races of people, the Sitton herders who live in the mountains and the Ni'an fishers who live on the sea. Neither are native to the isle, which is home to more types of fae and drae than can be named. While externally different, the cultures of the races are intrinsically similar, given their ability to coexist with the whims of the spirits. Nevertheless, the two groups hate each other; mostly the Sitton hate the Ni'an because the Ni'an look Waolese, and the Ni'an hate the Sitton because the Sitton think they look Waolese. Even so, they were able to overcome their differences in order to claim their independence from Waolung.

Norsia: Inspired by their neighbors on the island of Taine, the pale-skinned Norsians have also, after a long time of revolting, claimed their independence from Waolung. Their victory is indeterminate, as Waolung withdrew due to financial difficulties. It is entirely possible that the Waolese government might revoke the charter for independence in the coming years.

Naijak: A completely unremarkable province, aside from the presence of the university city of Lodriat. The engineers of Lodriat, long praised for the invention of the cannon, are rumored to be inventing a hand-held version of the large fire-arm. Lodriat is also often used for international summits, despite it being in comfortable Waolese control. The rest of the towns and villages sometimes dream of following in the paths of Taine and Norsia but are, however, too scattered and underpopulated to create an uprising. Instead, they skimp on taxes whenever they can get away with it.

Yatuk: This expanse of northern tundra in considered uninhabitable by most humanoids. Only a few dwarfen mining villages exist in its south westernmost reaches.

Feifs of Brakweir: The marshlands are good for farming if you know how, which is what the people of Brakweir do. Out in the wilds, commonly dealing with drae and dragons, feudal society is the best the people of Brakweir can muster.

The Kingdom of Sheren: The smaller of the two kingdoms that sprung up from the wreckage of the Borcean Empire. It is currently ruled by the Alessendre family. Sheren society is not considered as comely as that of Ceris, but the country thrives from trade, and is the most financially stable area in all of Oris.

The Kingdom of Ceris: The larger of the two kingdoms that sprung up from the wreckage of the Borcean Empire. It is currently ruled by the Dubrique family. Ceris is constantly expanding its borders...in fact, it is in border disputes with all of its neighbors save the high elves (you just don't argue with elves). Despite this, Ceris is considered to be the crown of culture, featuring its university city of Jeysten, the center of all the arts and humanities. The capital city, Bureau, is also home to the High Temple of Alos and the archbishop thereof.

The Highlands: Throughout the wild highlands that eventually rise into the Tsojian Mountains are scattered several Dwarfin farming and mining settlements, most with deep histories and traditions rooted thousands years old. They have not taken kindly to Ceris attempting to make citizens of them. Skirmishes between the dwarves and the Cerisian military are commonplace in the southern expanse. The dwarves in the northern expanse and mountains are not bothered by the Cerisians, and, unfortunately, are not usually bothered to help their southern neighbors.

Morova: This province finds itself unfortunately nestled between the four great southern powers, most evenly amidst the three that might be interested in claiming it. However, no agreements have ever been reached on any counts, so Morova has remained something of a no-man's land. The people living in Morova have never  had any qualms with this, and have lived in self-governed towns for as long as they can remember. They also do not tend to be suspicious of stangers, as travelers are quite commonplace. As a result, the province has become a refuge for all sorts of fugatives.

The Nation of Mallala: Run entirely by the wealthy merchant families, this "nation" is little more than a nest of thieves of every kind. Even so, the merchants are good at putting on airs and throwing their money around when it's useful, and they have thus become a power enough to rival the great kingdoms.

Eirondrian Jungles:While most Elfin settlements are wild and aloof, the high elves in Eirondrian have a strongly developed bureaucracy. Everything within the otherwise feral jungle is managed like clockwork by the attentive elves. The priestesshood and nobility are the rulers in the high elf community, and they have no trouble keeping their neighbors out of their lands.

Plains of Doranan: A few self-governed human and sun elf communities beset this otherwise prairie wilderness.

The Maurn: What was once the badlands guarding the outer fringes of Borcea has since become an enormous wasteland stretching from the Naiyuk Mountains to the vast ocean. A few oasis towns form the trade routes for people brave or desperate enough to trek costly textiles and spices through the desolate wastelands and sands.

Fallen Empire of Borcea: Little is left of the legendary empire...merely a few pieces of wall standing lonely up from the sands. Lost so long ago that many do not believe it ever existed, sometimes scholarly expeditions brave the Maurn to uncover the secrets of the ancient city. Few ever return.

Wailin: Wailin is actually the name of the mountain with the highest peak on the entire continent. Here thrives a magical settlement where the wisest of the world have gathered to store their knowledge. Pilgramages to Wailin are considered crucial to young mages and historians, and many die trying to reach the peak, despite its stonewrought roads and the magical supervision thereof.