Vaserra
A fantasy setting I've been brewing in my head since my pre-teen years, in a mythical past. Not extremely groundbreaking, in fact using many equivalences and cliches, but hey.
Vaserra exists in a flat, disc-shaped earth which roughly divides the cosmos in two hemispheres; perpendicular to it, the sun revolves around it in an oscillating manner which causes the seasons: winter days are long and summer days are short. The firmament is indeed a vault. The rim of the disc is formed by chasms of ice, and as a rule of thumb, the closer to the center of the disk, the hotter the climate, by induction of an incandescent subterranean core. Vaserra stands fairly close to the center of the terrestrial circumference, to its north and east. This world is mostly inhabited by baseline humans, the most succesful subspecies of humanity, but other subspecies (mainly elves, dwarves and orcs, but also the more secretive and elusive goblins, gnomes and fair folk) live either integrated in human society or, especially in the case of the much-stigmatized orcs, at its margins. You can mostly find dwarven communities in the rugged terrain of Vaserra, the more the further north you go, and some marauding orcish communities, the more the further south you go. In addition to all of this, many animals display obvious signs of sapience. The most technologically advanded nations exist roughly at that point where the Upper Middle Ages ended and the Early Modern Era began. Magic exists, or rather, magically charged artifacts exist and are actually a perfectly normal part of the natural world. That crystal ball that makes you see the future is just emanating a resonance in phase with your pineal gland, making you derive effects from causality so efficiently that it creates an illusion of clairvoyance. That Al-Ragashi flying carpet is woven with a kind of polar filament in a pattern that forces an equal charge distribution of quintessence, nullifying the natural motion of the carpet and putting it at will of the quintessential currents. You get the idea.
The capricious oceanic currents of this world have prevented the expansion of colonialism, and so Vaserra knows little about the Edge peoples and the peoples of the Temperate Western Rim, and only some of her merchant sailors know well about the Southern Empires (though some are starting to write about them). If you sail immediately south, you'll find the Emirate of Al-Ragash -land of minarets, scented tea and assassin clans, flanking the desert at the torrid center of the earth, that once held a foothold in Vaserra. Immediately east you'll find the intrigue-laden and excessive Querobese City-States, at times a glamourized mirror of Vaserra herself. And immediately north you'll find the political and proto-industrial powerhouse of Embervalia, seen from Vaserra with envy-fueled enemity. This includes the territorial marches of Embervalia, which start where the Deserter Mountains end (the mountains themselves a no man's land of fugitive renegades and hostile dwarven clans): Campanha may be almost the archetypical land of chivarly and exquisitely crafted castles and burgs, now existing as a margin of the Embervalian apparatus of civilization. Curious indeed that, in order to reach it by foot from Vaserra, you must meet a depauperated and antagonistic people of refugees of uncertain seafaring origin, dwelling the precarious huts of the Piety Cove. The Lupanar March is a particularly dense forestry area that seems plunged in a battle for ownership between the Embervalian Rangers and a breed of sapient wolves. The safest place to cross between Vaserra and Embervalia, in spite of it all, is the Penitent's Pass, a long cliff path between the sea and the forest, and an informal place of exchange between strangers.
Further north, the Fae-inspired and melancholically romantic Frost Throne of Hjärtavit. Further east, the imperial rule of the Kolonousía. East of Embervalia, the Prester Khans and their steppe hordes. That marks the limits of the Old World most Vaserrans know.
Vaserra itself is a confluence of kingdoms (the number has grown from the four original signataries) operating under a decentralized polysinodial system: many Councils, including the feared Oficio, are shared between kingdoms, which are each administered by its own Council. Terruñés operates as the main lingua franca between the cultivated people, though Porcelanés, Sardunyol, Beleriako, Nebreiro and Viselano are spoken too in their respective lands. The atmosphere is one of resignated hedonism, hypocritical codes of honor and stagnation, the power of the nobility and the clergy being what ties the lands together and the main thing that ostensibly works. And yet, it can be as good of a place for the beginning of an adventure as anywhere else in the world.