AUR’KAYNFields (Light Green): A vast expanse of tall grasses broken up by the occasional tree. A few large towns have been built in the area, with farmlands radiating outward. These towns and farms all ultimately work to feed the largest city in the Kaynan Empire. Fighting here will take place first in the fields, then in the city.
(KAYNAN)Woods (Dark Green): Large evergreen trees spread out across this entire region, with the ground between trees covered in moss, short grass, and dense thickets. A small number of towns in the area fuel the lumber industry for the empire, making the operation vital for their long-term survival. As a result, a large military fortress has been constructed and permanently manned within the Woods. Fighting here will take place first in the woods, then at the fortress.
(KAYNAN)Swamps (Purple): A disgusting bog with limited amounts of dry land. Twisted trees and vines decorate the putrid landscape. Deeper in the swamp is the aptly named Deep Swamp, where the treecover is so dense that you could march armies across the braided branches. Which is good, because the Deep Swamp is certain death in the forms of deep water, sucking mud, and sinkholes. Fighting here will take place in the Swamps first, then in the Deep Swamp. If both sides strike while the Swamps are uncontrolled, then the first fight will take place in the Deep Swamp instead, with the subsequent fight occurring in the Swamps.
(NEUTRAL)Mountains (Dark Gray): The Mountains are a collection of high peaks, steep ridges, and deep-cut valleys. Fighting and movements are tedious in this landscape. The Mountains are also home to the Underlair, a network of dark caves and caverns that cross underneath the Mountains. Fighting in this area first occurs in the Mountains, then the Underlair. If both sides strike while the Mountains are uncontrolled, then the first fight will take place in the Underlair and the following fight will take place in the Mountains.
(NEUTRAL)Deserts (Light Beigeish): Sand and dunes stretching from horizon to horizon make up the Desert. The heat during the day and the freezing nights are almost as bad as the lack of water and food to forage. Deep in the Desert lay some mercy in the form of the Oasis. The Oasis is a large lake fed by underground waterways surrounded by reeds and hardy desert plants. A massive fortress was constructed here to act as a waypoint for armies and travelers. Fighting will happen first in the Desert then at the Oasis in this region.
(AURAN)Steppes (Light Brownish): A largely flat region sparsely decorated with patches of grass and low-growing trees. Nomads move their grazing herds freely for the most part, but at the center of the Steppes where all roads meet is the Auran capital city. Fighting in the region will first occur in the Steppes then in the city.
(AURAN)THE PLANESEarth (Light Brown): Home to
Dwarves and
Elves. These two species are locked in combat as representations of two different approaches to the Earth: symbiosis and exploitation. The Dwarves are hardy clannish people who have dug deep into the Earth, and are master miners and craftsmen as a result of their exploits. Elves live in harmony with the Forests, protecting it from the Dwarves who seek to use the wood for fuel with no consideration for long-term environmental damage. The Dwarves are strong, short, stocky fighters. The Elves are a druidic society and are generally highly skilled casters and rangers.
Air (Light Blue): Home to
Faeries and
Avians. These two species live largely at peace with one another in their Plane, but the winds of change are blowing. The Faeries and Avians rule jointly through a Senate split evenly between the two species. There are some Faeries that believe their vastly higher population means their species should have more seats in the Senate to better represent the population while the Avians seek to maintain the status quo. Faeries are small, frail, fast, winged humanoids with potent magical capability. Avians are thin, feathered humanoids with winged arms and beaks capable of flight who prove to be impressively nimble but easily injured warriors.
Fire (Red): Home to
Orcs and
Dragons. The Orcs are a highly industrious species, utilizing fire in whatever way they can to create some of the most powerful, creative, and self-destructive equipment in the Planes. In their home plane they travel in large groups without any real leadership, but one goal drives them all: attaining wealth. Dragons are extremely intelligent, dangerous, fire-breathing flying lizards who prefer to live in solitude. A recent spike in Orcish heist attempts (some more successful than any prideful dragon would admit) has forced Dragons to work together to figure out how to protect their hoards from an enemy that was near-numberless. Orcs are large and muscular humanoids with jutting lower jaws housing a pair of large tusks and are ingenious and suicidal in equal measure. Dragons are massive beasts stronger and tougher than just about anything else in the Planes, and whose mere silhouette can inspire fear in lesser beings.
Water (Blue): Home to the
Lizardfolk and
Illithids. The squid-faced Illithids use their proficiency with mind-warping magics to keep the Lizardfolk enslaved. The Illithids cannot survive the harsh surface of the Water Plane’s marshes and bogs, but rely on the foods and materials within them to sustain their submerged city. Some Lizardfolk have broken free from the Illithid’s grasp and are seeking ways to free more of the Enslaved while the Illithids hope to reign in these upstarts. Illithids are extremely frail but immensely powerful spellcasters, while Lizardfolk are tough, strong, and resistant to illness and disease.
Order (Yellow): Home to the
Seraphim and the
Swarm. The tall, muscular, white-winged humanoids of the Seraphim live in patches of beautiful, bountiful, lush lands they call the Gardens of Eden. Outside of these gardens is a vast flat desert, which wouldn’t be an issue if the Seraphim weren’t constantly forced to find new homes each time the Swarm descended upon them. The numberless Swarm are Order in it’s ultimate form: the hivemind. These insatiable insectoids come in many forms, designated by the Nurse Caste who use their scythed forearms to etch the appropriate rune on the eggs as ordered by the Hivemind. The Seraphim use secrets of the runes to empower themselves and their equipment in their fight for survival, but are looking for a way to help fight off the Swarm for long enough to get use out of their Gardens before they’re overrun. Seraphim are large, strong, flying humanoids who are skilled in both the magical and martial arts. The Swarm are insectoids that come in many forms, each with a specific purpose, and all connected to the same hivemind. Some are more intelligent than others and capable of something resembling independent thought. The Plane of Order is the domain of Runic Magic.
Chaos (Dark Gray): Home to the Infernal and Undying. The Infernal are horned, cloven-hooved, tailed humanoids who were created in a mortal realm long ago but betrayed their creator and were forever cursed to live in the Plane of Chaos as a result. They have worked out a way to slowly infiltrate other Mortal Planes through their single Demongate. The Undying are the remnants of mortals who sought to break the natural Order of birth, life, death, and rebirth by prolonging their life forever. Banished to the Chaos Plane for trying to break the cycle, the Undying are a mix of the undead ranging from skeletons to zombies to specters led by a circle of Liches. The Liches seek to wrest control of the Demongate from the Infernal, not to reach into the Mortal Planes (yet), but to leech from the infinite well of raw magical power that is the source of the Demongate. This is thanks to the terms of their banishment, as a Lich will slowly lose power and fade away into a lesser undead unless they can feed off of a source of magic. Both the Infernal and the Undying utilize the Chaos Plane’s strange flora in the creation of powerful stimulants, potions, and magical draughts. The Infernal are large, powerful beastish humanoids with immense martial skill and proficient casting ability. The Undying come in a variety of forms, but are very resilient and persistent in any shape and size. The Plane of Chaos is the domain of Alchemic Magic.