Impatria's major mountain ranges act as natural dividers between major regions of the continent, long serving as borders for ancient kingdoms. The largest of these ranges is the Spine of the North, which runs north to south along the continent's eastern edge. Its southernmost end meets the Azure Channel that separates Impatria from the neighboring continent of Jalafar, and its northernmost end culminates with Mount Fjallzen: One of the tallest mountains and the northernmost point in the known world. Stretching westward from the Spine are the Skyfract Mountains, where there is only a small break in between the two ranges. This break, known as Linlow's Gap, is the only navigable route between the central and northern regions of Impatria. As Skyfract continues westward, it meets the Great Abyss and forms the Iron Strait, across from which sits Tualean Island. As the mountains continue just further westward, it gives way to its child range of Skyfract Minor and form Pioneer's Pass, which connects the western reaches of the continent from the rest.
The many rivers of the central regions are what help to make Impatria such a fertile land. The largest and most integral to societal development is easily the Cadsoline River, which flows southward from the Skyfract Mountains and into the Sea of Kings. It and its countless tributaries have created the fertile Verdant Plains, which served as the figurative breadbasket of many growing kingdoms and later the Empire. East of the central region are the towering canopies of Towerfirth, whose countless creeks and streams flow into the Deep Marsh to the south. West of the central region sits the Silvery Peninsula, with the neighboring Bay of Bounty having waters with plentiful fish. Many islands are found across the Bay within the Sea of Kings, such as Maginia or Sunfall Isle.
The northern regions of Impatria are far less diverse than the rest of the continent, being characterized by the harsh tundra and rocky highlands. What this region lacks in arable soil, it makes up for in expansive ranges in the Hjertlande: A central plain where only grasses can grow in the frosted soil. While far less bountiful than the southern regions of Impatria, the people of the Hjertlande took advantage of the abundant space for their cattle. Running along the western edge of the region is the Northern Finger peninsula, which points north into the arctic. Off its northernmost tip sits Björju Island: A rocky isle pelted with snow. Across from this island sits a region of fjords known as the Veins, whose towering peaks protect habitable havens from the surrounding cold. All of these features surround the North Sea and adjacent Flóanótt Bay, whose icy waters provide both resources and trade routes for the growing Kingdom of Kalvete.
Moving east across the Spine of the North, one can cross through the Spineward Passes and into the region known as Estlan. Estlan sits on what is known as the Sundered Peninsula, where the land meets the sea in jagged cliffs and winds from the ocean bring frequent storms. Jutting further into the Sjóhval Sea are the Shattered Islands, a chain of rocky isles surrounded by turbulent waters. In the center of this peninsula sit the Howling Hills, a region of grasslands broken by rocky outcroppings and patches of forest. It is throughout the hills where one can find small settlements of local people, where the land is as bountiful as it is dangerous. The Tyfal Canyon cuts through part of these hills, snaking north into the Sjóhval through Mitcur Cove. While navigating this region is difficult, countless ruins from bygone ages may hold untold riches within.