Human Ruled; Capital; Dislikes Dragons, Dragonkin, Goblins, and Giants (Allows generally kind of these races, but often provides hardships within the area; Mostly plains, but mountains past that.
West:
Human Ruled; Dislikes Dragons, Dragonkin, Goblins, and Giants, but will not tolerate any in these groups unless they prove pacifism or are under direct watch of three accepted races; Fully forested.
East:
No ruler; All Accepted; The eastern desert stretches as far as the eye can see even after hours of travel, however there's rumors of an oasis somewhere within the desert that leads to a full society of Gnomes and lucky travelers too scared to attempt to make their way back.
South:
Dwarven Ruled; Dislikes Dragons, Elves, Dragonkin, and Goblins, however the lands are strangely accepting of the Koldemar; Extremely Mountainous with a valley in the center.
Major planes are as follows:
Overworld:
The basic layout of the plane; No magic adjustment.
Scorm:
This plane is in a constant state of natural disaster; You'll find that natural and illusion magics are stronger in this plane, but due to the nature of this plane weather control is extremely difficult. +2 CL to Nature and Illusion magic used within this plane. -2 CL to Weather magic used in this plane.
Aquol:
This plane is underwater, literally; Due to this, you'll find dark and nature (of the water talents) magic are strong here, but nature (of any other type) and light magic are much less powerful. +2 CL to Nature (water) and Dark magic used within this plane. -2 CL to Nature (Non-water) magic used in this plane.
Wildlands:
Known to be ruled by elves due to the way this plane is. The plane is overrun with wildlife and overall is a land of flourish and life. Alteration, Life, Nature, Conjuration, and Weather magics are all strong within this plane, but Destruction, War, Dark, Death, and Illusion magics are all weak within this plane. +2 CL to Alteration, Life, Nature, Conjuration, and Weather magic used within this plane. -2 CL to Destruction, War, Dark, Death, and Illusion magic used in this plane.
Distorl:
Distorl is a high raw magic land and very little natural life thrives here. Distorl bonuses all magics except Nature, Weather, Creation, and Time, but it truly bonuses Warp, Illusion, Divination, and Telekinesis. +2 CL to Warp, Illusion, Divination, and Telekinesis magic used within this plane. -2 CL to Nature, Weather, Creation, and Time magic used in this plane. +1 to all other spheres.
In reference to magic:
All magic comes from the land and if the magic within the land dissipates then magic will be useless in that area for a time. There are specific nodes of magic that emanate to areas around them to a certain distance and they require time to recharge to full. Each node requires five days to recharge, and will remain inactive during that time. This is to encourage nomad behavior, however, major cities have developed method to siphon magics to keep the cities charged.