Plane

The Planes consist of the Underworld, the Dreamlands, and five Middle Planes. Gods only exist in the five middle planes, and the Underworld and the Dreamlands are not only home to Old Ones but they also have multiple distinct locations that Heroes/Agents can visit, though often with great difficulty. The large white numbers on every plane is the Danger of the plane, for several of them it is significantly higher then even the most dangerous regular POI - journeying through the Planes is extremely dangerous.

The five Middle Planes are the homes of the gods. Each of these planes has unique abilities associated with it as well as thematic to the gods that live there. These planes can be destroyed, and if each is destroyed this has serious repercussions on the game - for instance Azlan cannot complete his awakening ritual without a plane connecting to the Underworld, the AI is aware of this and can, with sufficient desperation, attempt to "Nuke the Heavens".

The central plane is the Plane of Balance and represents abstract ideals and eternals. This plane is the hardest for any hero to adventure to, but is also the only middle plane that can give information about the Old Ones. It has no special power of note but its chief God can alter global culture towards its own leanings. Strife is rare in this plane.

The plane to the right is the Halls of Glory - the stereotypical Viking afterlife of endless conflict and heroic deeds. The Gods of this world rarely interfere with the world, but do beckon heroes to do great deeds. You can see on this screen an active quest from the Gods of the Plane of Glory - this extremely dangerous quest will be rewarded with a unique divine gift. The Plane of Glory also immortalizes heroes who die heroically, and if you battle in their halls you may find yourself fighting old foes.

The rightmost plane is the Eternal Mount - stereotypical Mount Olympus. The Gods here are capricious and more human than most, they are very likely to interfere with humanity. The gods of this plane can more easily create quests, artifacts, and respond to miracles. This plane can ready Elite Units to deploy to the world below in times of trouble.

The left plane is the Wyld, a chaotic land of monstrosities and oddities. This plane possesses strange deities as prone to help as to harm and connects easily with the world. Portals randomly open to the world itself allowing creatures to escape and bold adventurers to enter. Adventures in the Wyld are dangerous but also filled with potential returns.

The leftmost plane is the Abyssal Crag, home of the infernal demons. These creatures war amongst themselves as well as the world in order to sit atop the throne of the Crag. They are not all evil, though they are all ambitious. Gods here can sponsor demonic princes to raise armies who will then rampage into the world, their successes raising the divine power of the sponsoring deity.

Each of these planes can hold an infinite number of gods. Gods are shown through a simple white background with a symbol - we use this system so that the symbol can be automatically placed onto the heraldry of relevant countries that follow that God. Each has a Divine Power which is their "standing" amongst the Gods of their plane as well as Faith, which is the currency Gods use for their miracles and actions and it also counts as their health. Divine Power and Faith are both gathered based on the plane the god calls home as well as the type of God. Gods of War, for instance, would gain faith from battles while Gods of the Hearth gain faith from worship in large cities.

The Underworld and the Dreamlands contain specific regions with their own dangers and challenges, though mostly wandering heroes will be as lost in those planes as they are in others. The growing strength of the Old Ones in their respective planes will augment the danger of these planes. These two planes often have specific challenges that can undertaken directly against them, though the Middle Planes require indirect manipulation through Agents.