For two years, a lost fleet of the Terran Republic had drifted through space. The journey had cost
them both their flagship and nearly a third of their population, until finally they discovered
a planet capable of supporting life. It was supposed to be a new home, a fresh start. Instead,
it has become the site of an infinite war, as three powers battle for control of Auraxis.
Similar to Earth in many respects, Auraxis is a planet of deep oceans surrounding numerous island
chains and four vast continents. The first of these, Indar is largely arid and barren.
A boundless, ancient, dried up sea scars its surface, surrounded by low lying hills that give
way to immense mountain ranges. The wide sandy expanses of desert that cover the “Dead Sea”
are frequently ravaged by the wild dust storms that at times can uncover the colossal skeletal
remains of extinct species that once swam the waters of this fossilized seabed. The terrain
outside the Dead Sea is a labyrinth of rocky outcrops, ravines, and mesas. The constant twists
and turns of deep canyons and cliff walls make the region nearly impassible. Vegetation can be found
only in sporadic lowlands across Indar, although only frail grass and trees can grow there.
The continent of Amerish by contrast is renowned across Auraxis for its soft rolling meadows,
lush vegetation, and beautiful landscapes.
Boundless forests have spread across its rolling hills, which rise to form the occasional
majestic mountain range. Ancient formations of craggy Earth have created hidden valleys,
nearly overrun by plant life. Trickling streams and rivers crisscross its surface,
contributing to Amerish’s reputation as the most beautiful, picturesque territory on Auraxis.
Few would say the same of Hossin. It is unique amongst the great continents of
Auraxis in that its surface is nearly entirely covered by dense swampland and jungle growth.
Unnumbered rivers and marshes coalesce into a dark and putrid mushy quagmire. Overhead,
trees and other exotic forms of plant-life intertwine with one another so tightly
that only the barest traces of light can penetrate its canopy. Only the occasional jagged
mesa juts out from the endless swamps, unyielding against the otherwise endless tide of marshland.
The last of the great continents is Esamir, a perpetually frozen tundra
of icy wastelands and frozen lakes. Bright with new fallen snow, Esamir is infamous for
the jagged peaks that protrude from its otherwise flat interminable landscapes.
Gifted such a bountiful world, the initial colonists enjoyed a century of peace
and unity. But as technological development resumed and then proceeded at an exponential rate,
friction grew between the colonial government and corporate interests. The discovery of nanite
technology and transhuman modification, and the subsequent attempts at suppressing these
dangerous innovations by the Terrain Republic would drive a wedge through the colony. From
these divisions arose new nations and laid the groundwork for a seemingly endless conflict.
For fifty years the great continents of Auraxis have become prizes to be won in a terrible,
destructive war between the Terran Republic, New Conglomerate and the Vanu Sovereignty.
The pristine natural landscapes of the planet have been tarnished by new sites of industry,
frontier outposts, and the military bases necessary to keep the conflict going. All thought
and progress of returning to Earth has stalled. And with each side capable of regenerating their
dead and instantly constructing their armaments, the great war of Auraxis may last forever.