The Lands of Guild Wars
Elona (Nightfall)
This is a land in the midst of an apocolypse, with an encroaching evil that will reveal itself as you travel across the regions of Elona. All adventurers start in the idyllic region of Istan, even those arriving on ships from Cantha and Tyria. While the danger unfolds slowly, it is ever present and threatens to expand its influential touch on Tyria and Cantha. As far as hints to the danger goes, it is important to remember that in the lands explored by adventurers so far, worship to date has thus far centered on five deities. It is only with the emergence of Elona that we finally hear of another nearly-forgotten sixth deity. This god is angry, desperate, and ready to make a return. While remaking the world is a daunting task, in hushed whispers they have already collected followers - some of them you will meet on your travels.
Lands of Elona
Istan, Kourna, Vabbi, Desolation, and the Realm of Torment
Cantha (Factions)
While Tyria grew in one direction, sometime in the late pre-Imperial Era, humans appeared in the lands known as Cantha. These humans began settling across the continent and eventually uniting under their first emperor, Kaineng Tah. Things progressed, and trade was even established with nearby Tyria. Shortly after the Jade Wind took hold and the prior to the Guild Wars, this trade was dissolved and would not emerge for another 169 years. A year after the Guild Wars concluded ( 1581 CC), trade between Cantha and the now-devistated kingdom of Tyria took an upsurge. A year after that brings us to the present day and the summoning of monk Mhenlo to the Shing Jea Monastery.
Lands of Cantha
Shing Jea countryside, Kaineng City, Echovald Forest, Jade Sea
Tyria (Prophecies)
The history of Tyria is long and well documented, following the lands from their prehuman and serpentine days up to the present. It tells of how the gods bestowed magic, and greed corrupted the world so far that the gods had to take it back. Over time, humans collected themselves to form societies and guilds, and the desire for power pushed them into a perilous position as they fought each other. The Charr took advantage of the weakened state, destroying most of the three kingdoms of Tyria, and leaving the rest to make what they can out of the rubble and rebuild - if they can.
Lands of Tyria
Ascalon, Orr, Kryta, Shiverpeak Mountains, Maguuma Jungle, Crystal Desert, Fire Island Chain, the Rift