The Eight Planes
A Multiplanar Empire Awaits
Eight worlds. Eight histories. Eight wars already in progress when you arrive. Scroll down to see what awaits you on each plane.


Aurelith
The Golden Plane
The ancient seat of civilization — where the first spells were inscribed in gold and the first empires rose from dust. Scholar-kings rule from towering arcane academies, hoarding the oldest tomes in existence. Aurelith's endless plains yield the rarest spell components, but political intrigue runs as deep as its gold seams.


Noctharion
The Shadow Plane
A world of eternal twilight pulsing with wild, untamed sorcery. Shadow-lords command undead legions from labyrinthine cities carved deep beneath a sky that never turns to day. Those who master Noctharion's darkness raise armies the living cannot oppose.


Verdantis
The Primal Plane
An endless primordial forest where nature itself wages war. Elven war-druids ride apex predators into battle while ancient nature spirits broker dominion with any faction bold enough to treat with them. The land is alive — and it has opinions.


Infernyx
The Dual-Fire Plane
A plane split between volcanic chaos and iron order — fire elementals and demon princes rule the ashen wastelands, while Archdevils govern iron cities from lakeside fortresses of frozen flame. Infernyx commands two magic schools: Magma for raw destruction and Pact/Binding for those who trade in souls.


Aethermist
The Storm Plane
Storms and floating islands where cloud-riders and storm-weavers dominate the skies. Its aerial highways connect all eight planes — making Aethermist the most strategically vital prize in the multiverse. Control the sky and you control the war.


Abyssal
The Screaming Wastes
A plane of biological horror — bone plains, uphill blood rivers, flesh-cities grown rather than built. The terror is the silence.


Ethereal
The Veil Between
The membrane between planes — matter half-existing, echo ruins that cast no shadows, mist that is the terrain itself. The most haunting place you have never quite been.


Feywild
The Eternal Wild
A plane of impossible beauty and lethal whimsy — where fey courts wage war through trickery and glamour, the Erlking rides eternal hunts, and every bargain carries a hidden price. Time moves differently here. Those who linger too long may never leave.
Key Features
Built for Legends
From noble humans to deep sea serpent-kin — choose your people and shape their destiny.
Ancient wyverns, elemental wyrms, and planar leviathans — some serve, some conquer.
Eight schools of magic across ten tiers — from cantrips to reality-shattering incantations.
Inscribe permanent runes on your cities and cast world-altering rituals that reshape the planes.
Command fleets across inter-planar seas — blockade ports, ferry armies, unleash sea monsters.
Raise siege towers, rain catapult fire, and breach the walls of legendary fortresses.
Development · In Progress
The Forge Burns Bright
Shattered Arcana is under active development. Be the first to receive dev diaries, lore reveals, and early access announcements.
Follow DevelopmentRaces of the Planes
Forty-two races across eight planes of existence — each with unique units, abilities, and ways of war. Choose your people. Shape your destiny.
Aurelith — The Golden Plane
Noble warriors and scholar-kings who built the first empires on Aurelith's golden plains. Masters of heavy cavalry and arcane academies, the High Men field disciplined legions backed by powerful transmutation magic.
Immortal keepers of the oldest magic. High Elves wield centuries of arcane mastery, fielding mages that can reshape battlefields. Their archers never miss, and their enchantments outlast any siege.
Small in stature, vast in cunning. Halfling scouts slip through enemy lines unseen while their slingers rain stones from behind hedgerows. They grow the finest food in any plane — their cities never starve.
Horse-lords of the open plains. Nomad cavalry strikes fast and withdraws before the enemy can respond. Their shamans commune with desert spirits for divination and sandstorm magic.
Brilliant artificers who merge magic with mechanism. Gnome clockwork constructs patrol their cities while illusionists confound attackers. Their inventions command premium trade prices across all planes.
Mountain-born warriors whose axes have carved kingdoms from solid rock. Dwarven cities never fall — their walls are the mountain itself. Unmatched miners, they extract riches others cannot reach.
Noctharion — The Shadow Plane
Shadow-born assassins and sorcerers who thrive where sunlight fears to tread. Dark Elf cities are labyrinths of obsidian, and their armies move through shadow as easily as air.
Dragon-blooded warriors with scales hard as steel and the breath of their ancestors in their lungs. Each Draconian is worth three common soldiers, and their warlords ride into battle on wings of twilight.
Hulking regenerators that shrug off wounds that would kill lesser beings. Troll berserkers crash through shield walls, and their shamans weave curses from swamp-born corruption.
Undying lords of the eternal night. Vampire armies grow with every battle — the fallen rise to serve. Their courts are webs of blood pacts and ancient power, and their lords command death magic without equal.
Entities of pure shadow, barely corporeal. Nightwalkers phase through walls and weapons, strike from darkness, and dissolve back into nothing. No fortress can keep them out.
Verdantis — The Primal Plane
Cold-blooded warriors of the mega-jungle. Lizardman armies ambush from canopy and swamp, wielding obsidian weapons that shatter steel. Their priests channel the primal fury of Verdantis itself.
Living fortresses of ancient wood. Treants are nearly indestructible in forests, regenerating from root systems that span miles. Where they stand, the forest fights alongside them.
Insectoid hive-minds connected by mycelium networks. Chithari swarms overwhelm through numbers and coordination — every drone sees what the queen sees. Their bio-architecture grows rather than builds.
Sentient fungi who wage war through spore clouds and symbiotic infection. Myconid elders remember millennia of evolution. Their settlements are living ecosystems that digest invaders.
Hyena-headed raiders driven by an insatiable hunger. Gnoll warbands strike without warning, devour the fallen, and vanish into the grasslands. Their shamans channel feral spirits for devastating pack magic.
Infernyx — The Chaos Plane
Chaos incarnate. Demon hordes pour through rifts in reality, each one unique in its horror. They cannot be negotiated with, only survived. Their Princes command armies that reshape the battlefield with raw chaos.
Half-blooded descendants of demonic pacts. Demonkin wield hellfire with mortal cunning — more controlled than their full-blooded kin but no less dangerous. Their sorcerers specialize in binding and pact magic.
Towering fire elementals of living brass and flame. Each Efreeti is a furnace of destruction, immune to fire and capable of melting fortress walls. They serve no master willingly — only pacts bind them.
The Ashen are what remains after Infernyx has consumed everything else — undead husks powered by smoldering ember-cores. They feel no pain, need no food, and march through volcanic terrain without slowing.
Serpentine fire warriors who swim through lava as easily as water. Salamander phalanxes wield spears of crystallized magma, and their forgemasters craft weapons that burn forever.
Aethermist — The Storm Plane
Beings of living crystal and pure thought. Crystal Elf sorcerers bend reality through resonance — their spells ripple across planes. Their cities float on crystallized memory, unreachable by ground armies.
Incorporeal entities that exist between waking and dreaming. Dream Weavers attack the mind directly — their victims fall asleep on the battlefield and never wake. Entire armies can be undone without a blade drawn.
Spectral warriors bound to half-existence. Phantoms strike from the echo-realm — a parallel layer where matter is suggestion. Their blades pass through armor to wound the soul directly.
Mages who have learned to weaponize Aethermist's resonance frequency. Echomancer spells duplicate and amplify — a single fireball becomes twelve. Their towers broadcast disruption across enemy supply lines.
Travelers of the spaces between planes. Void Walkers step through reality itself, appearing behind enemy lines or vanishing mid-combat. Their mastery of portals makes them the ultimate scouts and assassins.
Ancient air genies of immense magical power. Djinn command storms and wind with a thought, soar above battlefields on cloud-thrones, and grant boons — always with a price. Their wisdom spans millennia, and their wrath reshapes landscapes.
Abyssal — The Screaming Wastes
Creatures from beyond the edge of reality. Void Spawn are not born — they erupt. Each one is a unique horror of tentacles, eyes, and hunger. They consume magic as readily as flesh.
Warriors whose bodies are in constant flux — growing new limbs, shedding old ones, evolving mid-battle. No two Chaos Fiend attacks are the same, and their berserker rages reshape the terrain around them.
The apex predators of the Screaming Wastes. Each Abyssal Terror is a living siege engine — armored in bone plate, armed with bio-weapons that dissolve stone. Cities that see one approaching have already lost.
Bio-mages who sculpt living tissue into weapons, armor, and war-beasts. Flesh Shaper armies are grown, not recruited — and they can absorb the fallen to heal and strengthen their creations.
Shadow entities that move through tears in reality. Where a Rift Walker passes, the fabric of the world weakens — portals open, terrain shifts, and the laws of physics become suggestions.
Ethereal — The Spirit Realm
Luminous beings who exist as much in memory as in matter. Spirit Folk do not die — they fade, and the Memory Shores remember them. Their elders channel the accumulated wisdom of extinct civilizations.
Half-present warriors who exist on the boundary between the material and echo realms. Shade Walkers can choose which realm to occupy — making them nearly impossible to pin down in combat.
Mages who manipulate the fundamental patterns of reality. Ether Weavers don't cast spells — they remind reality of what it agreed to be. Their magic is subtle, persistent, and impossible to dispel conventionally.
Archivists of the dead. Memory Keepers carry the knowledge of every fallen civilization in crystal libraries. They can summon echoes of dead armies to fight again — not undead, but memories made temporarily real.
Silent warriors of alabaster perfection. Pale Ones move without sound, strike without warning, and vanish without trace. Their ghost blades cut through enchantments as easily as flesh.
Feywild — The Dream Between Worlds
Enchantresses of the Seelie Court whose beauty is a weapon. Fey Elf glamour magic makes enemies see allies and allies see paradise. Their butterfly-winged scouts are the fastest airborne units in any plane.
Vicious Unseelie goblins who dip their caps in the blood of the fallen. Redcaps are small, fast, and murderously efficient. They fight with iron boots and pikes, driven by a supernatural bloodlust that terrifies even demons.
Tree-spirits who are the Feywild's immune system. Where Dryads stand, the forest comes alive — roots grasp, branches strike, and the canopy closes overhead. Destroying a Dryad grove requires burning an entire forest.
Clouds of tiny winged fey that overwhelm through sheer numbers and chaos. Pixie swarms blind, confuse, and misdirect — they cannot be targeted by conventional weapons but can slowly dismantle an army's morale and equipment.
The Erlking's personal guard — antler-helmed warriors who ride with the Wild Hunt. When the Hunt rides, nothing escapes. Erlking Guard track across planes, ignore terrain, and fight with the fury of nature's judgment.









































