Note: the map was created after the start of the game, based on where the two teams chose to establish their base.
Map Key:
The Haunted Jungle: Long, long ago, the great jungle of the west was home to a thriving civilisation. Somehow, this civilisation managed to avoid becoming victim to the wars between Good and Evil; perhaps by chance, perhaps by divine intervention, or perhaps its heyday was before the withdrawal of the gods, before Angels and Demons came to power. However, it was not to last. The foolish mortals meddled with things best left un-meddled, rejected the gods, and attempted to forge their own path. Then came a Demon, whose armies laid waste to their cities. An Angel emerged to combat the Demon, yet in her righteous crusade she razed cities that had been corrupted by Evil. The growing conflict attracted more Demons, more Angels, and the war ground the once mighty civilisation into dust. The capital survived the longest, yet the inhabitants knew there was no hope, and abandoned it. Eventually, having completely depopulated the region, the Demons and Angels alike weakened, some moving on to greener pastures, others slain by their opponents, others still falling into hibernation for untold aeons. For centuries, the region remained bereft of human life, as the after-effects of the war haunted the slowly-recovering jungles; wild monsters, former battlefields still emanating mutation-levels of Good/Evil, and of course a pervasive sense of danger. However, humans are an intrepid lot, and eventually, they made their way back, repopulating the outer edges first, slowly working their way in.
The Forgotten City: Once one of the most advanced cities in the world, the ruins of the ancient empire's capital can still be seen, overgrown and half-buried though they may be, clinging to the slopes of a smouldering volcano. When first re-discovered, the explorers were astonished to find the ruins filled with treasures, both mundane and magical, and made their way out of the jungle weighed down by sacks of loot. This triggered a gold-rush, with scavengers poring over the ruins, seizing everything of potential value, excavating buried chambers once the surface was picked clean. Eventually, however, the party was over, the ruins having been torn apart in a frenzy of greed, and the scavengers departed. Most of them, anyway. Some remained, as did the folks who had established a village in the ruins which had supplied the scavengers with basic necessities. Many considered the location- so far removed from civilisation- a poor place to settle, yet the soil was good, the climate comfortable, and the various deadly jungle beasts weren't so bad once you got to know them. The village did alright for itself, occasionally visited by scholars wishing to study the ruins, or a hopeful treasure hunter thinking to find something the scavengers had missed, or people who wanted to get as far away from legal consequences as possible. Everything was just fine, until a new Demon arose in the vicinity, and made of the villagers his first cultists, and the village his base of operations.
The Forgotten City lies in the middle of dense jungle, on the slopes of an active (though relatively harmless) volcano. Having once been the capital of an empire, it is not especially hard to get to, for though the imperial roads are long overgrown and buried, there are plentiful natural pathways that said roads once followed. A defensive perimeter would likely be drawn up within the ruins, leading to the majority of fighting taking place amongst the tumbled remnants of ancient buildings- a formidable challenge for any attacking force to overcome, when combined with the fortifications the Demon's followers have established.
The Kingdom of Darrin: The King of Darrin is famously reclusive, and more concerned with temples than armies. In fairness, the alliance with the neighbouring kingdom of Lesimor secures the southern border, while the north is guarded by the Imerian Mountains. As a result, the kingdom is littered with abandoned forts, though even the smallest village will have a stone shrine, and the priesthood is quite powerful.
Rice Terraces: The sweltering jungle breaks before the land rises into the Imerian Mountains. Here, the citizens of Darrin have sculpted the terrain over the centuries, converting the rising hills into stepped terraces, where rice is grown (primarily, although other crops are also cultivated) to feed many hungry mouths. There are flatter areas where terracing is unnecessary, steeper areas where terracing is impossible, and roads that meander through the terraces to connect the many towns and villages in the region- but anyone serious about fighting here is going to have to prepare to get wet feet whilst clambering up and down through the flooded fields.
Mountain Passes: The capital of Darrin is precariously situated in the Imerian Mountains; very defensible, but somewhat remote. Whilst there are valleys between the mountains, a key element of fighting in this region is control over the mountain passes that are the only (feasible) means of moving an army from one valley to another. During the winter, the northern passes are frequently blocked by snow, though the southernmost passes are usually traversable year-round. The widest passes through the mountains lead directly to the capital, and offer a fairly quick route through the peaks... but these are overlooked by the king's beloved monasteries, fortified and garrisoned to ensure that pilgrims may pass in peace. Capturing these monasteries would be useful, but would also mean facing the wrath of Darrin's military.
Dusty Plains: The Imerian Mountains drop with dramatic suddenness into wide plains, which being in the shadow of the mountains receive little rainfall. Here the only obstacle is distance and dehydration; marching through the plains during the dry season- which lasts for most of the year- means carefully rationing water as one travels from village to village. Traditionally the plains have been dominated by cavalry, although there are some fortified watering holes along the main routes that are essential to moving large forces between Darrin's capital and the desert.
The Kingdom of Lesimor: The King of Lesimor is... let me check my notes here... currently King Annatha IV. No, wait, sorry, that was last week. See, Lesimor's succession is a complete mess; in the past decade there have been seven dynasties on the throne. Anyone can become king in Lesimor, provided they are rich, well-connected, and willing to engage in some high-intensity politicking. The army, however, is almost completely independent, having taken on the task of keeping the kingdom safe, regardless of the chaos in the halls of politics.
Scholarly Towers: Despite the lack of governmental stability- or perhaps precisely because of the lack of oversight- scholars still flock to the western part of the kingdom, where a multitude of academic institutions make their home. Almost every town in the region has a wizard's tower in it, and literacy amongst the peasantry is remarkably high, due to the surplus of intellectuals looking to earn a few coins by teaching classes to the masses. The region's main city is dominated by two universities, which are engaged in a bitter rivalry. The resident intellectuals are naturally curious creatures, always willing to give new ideas a shot, with little regard for consequences.
Lawless Capital: The capital of Lesimor bridges the river Lesi as it flows south, a great sprawling metropolis of brick and tile. In the great palaces, noblemen scheme and barter, with literally dozens seeking the throne at any time. Actual ruling of the city (and the country) is an afterthought. As a result, the sprawling metropolis is, to coin a phrase, a wretched hive of scum and villainy, where all manner of criminal may be found, engaged in their own brand of politics. There are, of course, opportunities aplenty for those who would exploit this chaos... but at the same time, the common people cry out for a saviour, and may flock to the banner of one seeking to restore order.
Fortified Frontier: To the east of Lesimor, a threat looms. Darrin and Xa-Nam may not recognise it, but the generals of Lesimor remember- the nomads that live beyond the eastern desert have unified before, crossed the desert, and invaded civilised lands- and they may yet do so again. Sure, they are divided right now, embroiled in internal conflict, with no indication of them uniting, but you never know with nomads. So they make ready, just in case. The hills that mark the desert's edge are covered in fortifications, large stretches blocked off by towering walls, with more built every day. A permanent army is stationed in the region, training tirelessly in preparation for the inevitable. Of course, this comes at a cost, and the peasantry of the region grumble of high taxes and forced conscription. Absentee nobles do little to help, while paranoid military commanders ever seek new ways to protect the nation.
The Kingdom of Xa-Nam: Claiming rulership over the length of the Xa river, from its origins in the western jungle to its mouth in the eastern delta, the Queen of Xa-Nam is generally regarded as a wise, benevolent ruler. The river provides prosperity to the kingdom, resulting in a content populace who pay their taxes with minimal complaints. Said taxes are lavishly spent on projects that further improve the population's lot, a harmonious cycle that will surely never be disrupted. Warfare, being harmful to the people's wellbeing, is not high on the Queen's list of priorities, however, and the forts her ancestors built often stand empty.
Light Jungle: The great jungle is mostly untamed these days, as many still fear to delve too deeply into the sylvan labyrinth. However, not everyone is so superstitious, and with each passing year the boundaries of civilisation spread a little further; trees felled to make way for farms, roads, and villages; forgotten paths charted once again. Still, the region is dominated by jungles, with the roads forced to wind their way around hills and swamps, and villages often isolated by miles of verdant canopy.
River Crossings: The Xa river winds its way slowly through bountiful grasslands towards the sea, with dozens of tributaries great and small joining it as it goes. As a result, getting to the capital of Xa-Nam means crossing many, many rivers, a process which would be fairly simple if one could use the large, well-made bridges the kingdom has built over the years. These, however, are one of the few areas where the Queen has been convinced not to cut military spending, as these bridges are of critical strategic importance- meaning the main bridges are all guarded by the kingdom's armies, disinclined to let other armed forces pass. Dislodging them is possible, but it may be easier to find alternative crossings, less well guarded.
River Delta: The Xa is joined by one final tributary, the river that flows through the eastern desert, before splitting into many streams and flowing into the Tranquil Sea. The sprawling delta is hard to navigate on foot, and so most travel happens by boat. Ferries go from island to island, while barges navigate the larger channels. The land is lush, with vast stretches of reeds along the banks, but away from the delta, the desert dominates, as rainfall is uncommon.
The Kingdom of Dolgoth: The King of Dolgoth is not widely loved by the population. The feeling is mutual, for the king does not consider himself a native to these lands. His ancestors conquered the kingdom just over of a century ago, handing out land and titles to their countrymen, keeping the population in check with imported soldiers and mercenaries. The rift has not grown any narrower in the past years, as the king has continued to favour foreigners over natives, and engaged in brutal suppression to keep their rebellious tendencies in check. His sizeable armies, mostly well-paid mercenaries, obey his orders without question, generally secluding themselves from the rest of society.
Wartorn Wastes: Dolgoth is at war with their south-western neighbour, and has been for many years. The conflict is nominally regarding some religious disagreement, but was clearly started by the king's father in order to expand his domain. Unfortunately for him, the southern realm proved a capable foe, and the frontline has shifted up and down the coast for years, devastating the land. Bands of deserters raid and pillage, in contrast to bands of loyal soldiers, who pillage and raid instead. The populace tires of war, and even the king's countrymen, the nobility of the region, are beginning to feel the effects of the unending conflict.
Ostentatious Capital: Far removed from the raging conflict to the west, the capital of Dolgoth is a glittering beacon of what hard work, honour, and temperance can get you: namely, conquered by an aggressive foreign invader, such that their lazy, treacherous, avaricious king and his fawning cronies can lounge in your palaces, growing fat while you toil in the fields. Yes, Dolgoth's capital appears to be paradise on earth, all polished marble and festive banners, while watchmen in shining breastplates keep the streets safe for all- but in truth, the appearance is only maintained for the pleasure of the upper classes, who live in the lap of luxury while the common man pays exorbitant taxes. Yet even the upper classes are not content. For all their silks and spices, there is an emptiness in their lives, a yearning for something more... though what that may be eludes them.
Trade City: Situated on a series of islands in the Tranquil Sea is the source of Dolgoth's wealth, and the foothold from which the king's ancestors launched their invasion of the mainland. Here, merchants from around the world come to partake in the products of Darrin, Lesimor, Xa-Nam, and Dolgoth, and pay a pretty penny to do so. Hundreds of ships crowd the many natural harbours of the islands, with every seaside town competing to attract the most ships. None can truly compare with the largest city in the region, whose grand harbour is a forest of masts year-round, with warehouses galore filled to the brim with luxuries of all kinds. However, all this wealth attracts trouble, and here it comes in the form of merchants- big and small- chaffing under the oppressive rule of the local nobility, some openly musing of a more egalitarian form of government.
The Blessed Desert: East of the Xa Basin lies the Blessed Desert. A favoured destination for hermits, would-be-prophets, and other seekers of divine inspiration, the dessicated hills and shifting sands, though somewhat sparsely populated by living things, nevertheless have a comforting feel to them. It has been speculated that the gods have a special interest in the desert, which has protected the region from hardship. Though not untouched by war, armies always pass through the region without incident, never fighting on the supposedly blessed sands, never raiding the few settlements that eke out an existence there. Plagues avoid the region like... well, an even worse plague. The weather, harsh though it is, is reliable, and the river and oases never run dry. And there is a living to be made there; a few mines, a handful of arable areas, and a quiet but profitable trade route between east and west. Those who live there generally manage their own affairs, finding no need for kings or princes, and- out of deference to the region's holy nature- the neighbouring kings and princes leave them alone.
The Angel's Village: Deep within the Blessed Desert, the solitary river that cuts through the parched wastes tumbles over a waterfall and into a certain valley. Sheltered, cooled by the flowing river, it is the perfect place for a village. Naturally one arose, surrounded by a handful of fields and orchards. Well-situated, traders would pass through the village as they crossed the desert, providing a small but fairly reliable source of extra income. This quiet, modest village prospered, and the villagers were content. Until, one fateful day, news arrived: a rogue nobleman from some distant land had landed to the south with a small force of mercenaries, and was headed north, plundering settlements along the river. This was unheard of, and the villagers were, quite naturally, panicking. Some suggested abandoning the village entirely. Others prayed to the gods. And perhaps, in a way, those prayers were answered, although not by the gods. An Angel emerged, and brought the village under her benevolent protection, uniting them into a makeshift militia, which she personally led against the defiling invaders. Following a literally miraculous victory, she quickly inducted the villagers as her first cultists, and made the village her base of operations.
The Angel's Village, situated deep within the desert, is not so easy to reach, although it is somewhat hard to defend. Anyone hoping to assault the base would have to trek through the desert for days, harassed by angelic forces- it being rather difficult to evade detection on the approach-, before reaching the valley, where the Angel's followers have constructed fortifications, forcing the tired, sun-scorched army to assault prepared positions, as maintaining an extended siege would be infeasible, given the difficulty of supplying an army there (the angelic defenders, meanwhile, would have access to stockpiles of food and supplies).