I have my own ideas for this thread, but I'm first going to spend some time responding to things that people have already posted. That's going to be long enough already and it helps me order my thoughts.
1. Rename Ameran and Afresa.
Agree. They're WIP titles from before the EM existed and it shows.
2. Make the continents interact, just a little. They can trade occasionally. Cyreans can try to build craft that can sail the weird seas. There could be a historical event where Faskerians try to invade another continent, but largely fail because 2/3 of their battle magics don't work work well, if at all.
This was the goal but it somehow didn't get across or made explicit enough in the final document. The continents explicitly drift on the ocean to allow this sort of thing. We even started (but never quite finished) a roleplay event about the continents all converging in one place leading to lots and lots of conflict (as well as 5 giant Incarnations coming into existing because of that conflict). I endorse making this behavior more explicit, with the caveat that the continents shouldn't drift in predictable patterns.
3. Relax the off-color mana-drain, probably just for planeswalkers and intercontinental travellers with intercontinental and interplanar mana-bonds.
Works for me, but how do other people feel about this? It could make the wedge-distinction even more arbitrary than it already is.
4. Reduce the species diversity slightly: by this I mean, make the Cyrean Merfolk and the Khurvesh the same species with two different cultures. Same for the Ouphes and the Snakefolk. This probably wouldn't work for the vampires, so I suggest renaming either the Gentevan or the Olekian vampires to something else like Lich or Ghoul or Nosferatu
I agree with the sentiment, but I'm unsure how to do this in practice. The Khurvesh are very distinct and (I feel) they represent the core values of Afresa.
5. Make Cyrea, Faskeria, and maybe Afresa slightly less one-note. Faskeria can have a fascist nation that practices "peace" through isolation, having aggressive foreign policy but a peaceful culture at home. Or just describe what Faskerians do other than kill each other, and how they maintain populations. Give Afresa some little
-aligned forest villages and
-aligned wizardly groups. Desribe Cyrean cities and what the people who don't work in labs do. It is a wild place, but why aren't any of the
-aligned inhabitants trying to amass knowledge and power?
I feel its important to note that while Faskeria
is very warlike, their war most closely resembles World War I, where the frontlines hardly move (and if they move it moves centimeters or meters. Hardly ever kilometers. This allows for non-war culture as well (which would still be influenced very heavily by the war and propaganda).
Those villages and wizard-groups already exist on Afresa in the snakefolk and the Vedalken. Or did you have something different in mind?
8. Explain how there are Merfolk and Homarids if the seas are made of mana or aether or whatever.
This was the case early on, but this was reverted later. The seas are just water.
Okay, my brain just stopped working, so I'll write more later.
(Great, now this looks like I'm just picking on Arcades...)