The Ten Worlds are the ten folklore realms of MORANA's cosmology, a single saga told ten times over: the wheel of the year has cracked, the boundary between the living and the dead has torn, and every culture on earth turns out to have been describing the same event in its own myths. MORANA: The Open Grave is the first of those worlds; the other nine are the mapped saga ahead.
MORANA is not one game but the first chapter of a planned ten-world story, each world drawn from a different culture's public-domain folklore in its own art style. One engine runs beneath all ten, so the rules never change, only the myths do. A player anywhere can begin with their own childhood stories and still be playing the same game.
The world is built of three layers: Yav, the living world; Nav, the realm of the dead; and Prav, the divine order that holds them apart. The saga begins when the turning wheel of the year cracks and that order tears, so the dead begin to walk back through the wound between Nav and Yav. That single rupture is the engine of every world's story, and it is why the graveyard in MORANA is not a discard pile but a battlefield: in this cosmos, death is a door, not a wall.
In the first world, the Slavic and Balkan lands, the wheel breaks and Wardens race to mend or exploit it. In each world after, a new people meet the same phenomenon and name it in their own tongue, from the Grimm forests to the trials of Olympus, the Norse doom, the glamour of Avalon, the lamps of the Arabian and Persian nights, the nested tales of India, the hundred demons of the East, and at last a great Council Fire in the Americas and Africa where every world's story is shown to be one story. The Turning was never a Slavic-only truth; it is what all folklore was quietly describing.
The worlds share their geography. A river crossing, a market square, a threshold shrine, a burial mound: the same places recur in every culture, reskinned into its own lore. The ten worlds are, quite literally, the same ground seen ten ways, which is the whole meaning of the saga. Every fire, in the end, is the same fire.
Realm I is live and Realm II is fully illustrated as a preview. Realms III through X are the designed saga ahead, a mapped queue rather than a dated calendar: they are announced when real, never promised to a date.
You start in the first world. The Slavic set is playable free in your browser today, and it is the doorway to the whole cosmology.
Sources: MORANA's own cosmology and folklore world-building, drawn from the public-domain myth traditions of each culture named above. The living game and its Slavic spirits are catalogued at folklore.html and in the card gallery. MORANA: The Open Grave, the first world, is playable free now; Realms III through X are a designed-ahead saga, a queue not a calendar, with no cards yet and no release dates, announced only when real. This page describes MORANA only and does not reference any other product.