Places in the Great Playground

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Regions in the (fairly) nearby world

The Far West

Land of monasteries, occupied (such as the mathematicians' monastery) and abandoned (such as the Order of the Spider's old haunts)

The Banditlands

Pretty much what the name implies; between the Far West and the Keeplands. Frankel's centaur tribe hails from here. The area has presumably expanded eastwards since Rogtymark's keep was abandoned in AK 595.

The Western Keeplands

An allied group of keeps separated by farmland and wilderness, also called simply the West. Mostly LG. Run for centuries by a Council of Lords, then changed to a theocracy after the party retrieved the Cuthbert from Artifact World in AK 592. The recent war between the West and the Marakeel Empire has left the region largely unpopulated. There's some hope that a new "Nation of Good" may take root in the area, but for now everything outside the main Hollerith Temple seems to be Organization/operative territory.

The Frontier

The largely forested region extending from the border of the Keeplands to Lifeblood Forest and the Deadlands; much of this area was held by the Auramkil Empire at its height.

The Deadlands

Part of the buffer between the East and the western frontier. So named because the area is cursed and most creatures die shortly after entering. Rakni has established a gate somwhere in here.

The Marakeel Empire

Bad news LE regime with several bad news LE temples (Death and Earth Worm high among them) and bad news evil adventurers (the Hawks and especially the Ravens). Enslaves elves and halflings. Few wandering monsters and excellent roads. Sometimes referred to as the East. Its capital is, not surpisingly, Marakeel.

The Far East

Land of "spirit folk", including kenku and ogre magi.

The Mountains

These run E-W to the north of everything previously described (in fact, they run all the way around the desert in the center of the continent) and are known to contain a shrine to the titan King Tizhalux (with lots of mountain giants around it) and a powerful community of Moradin-worshipping dwarves. A wind barrier containing a gate to the Cloudlands runs above them.

The Central Desert

The middle of the continent, with a volcano at its center. Contains temples (defunct and active), githyanki power stations, blue dragons, and lots of stuff we don't know about.
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Cities

General notes on cities

Auramkil

Once the capital of the Auramkil Empire, then plunged into anarchy, now becoming a relatively stable port city and trade center. Population mostly human and high-elven, with a less-well-known doppleganger community. Demiloths (whatever they are -- shapechanging partial demons with no ESP?) have recently become active here. Surrounded by an astral and ethereal barrier (a cylinder extending about 50 yards past the coastline, powered by the palace, and complete with roaming creatures) and known for especially convoluted political intrigues. Ganeth and Lorcan grew up here.

Banzeel

City at the western edge of the Marakeel Empire. Several of its factions revolted against Marakeel, and the city was besieged by the Western Army during its war with Marakeel in AK 594. In the wake of the siege, a group of merchant mages briefly appeared to be in ascendancy, but the place shortly fell apart and most of the normals evacuated. Current attractions include ethereal storms, disappearing extraplanars, elementals and escaped zoo animals in the streets, and a very potent cadre of yuan-ti.

Breepul City

Merman city on (and under) the ocean floor southwest of Silverton. LG with a bloated bureaucracy and very long lines to get anything done. Nobles live in the Inner City (where non-nobles only visit with special passes and are generally forbidden to carry weapons); the Outer City (built in 3D) extends into the seabed and has many more inhabitants than any surface city. Breepul City has just declared war on the Locathah, believing them responsible for the disappearance of Prince Julib.

Chthul-Ra

Mostly LN city under the protection of a mysterious demigod. A strong trade center until the war. Hoped to ally itself with a Free Banzeel once things settled down, but as things have gotten worse instead, the city is now closed to non-citizens, and a shanty town has built up outside the walls. Hobgoblins comprise a significant minority of the city's inhabitants.

Circular City

The keep of Lord Rogthermal and the only thing resembling a city in the Keeplands. More info about the keep on Rogthermal's page. Currently thought to be a hotbed of Shade Lord and Organization activity.

Gateway

A merman city on the edge of the continental shelf, a few days' swim from Breepul City. Gateway was the mermen's first line of defense against "the Depths" until the sahaugin overran the city in AK 595. According to the dolphins, humans posing as sahaugin in Gateway's main temple are providing the reptiles with tattoos that protect them from sunlight.

Marakeel

Capital of the Eastern Empire. The Western Army recently cracked the crystal dome protecting the city, leaving it open to attack for the first time in centuries. The army perished in the process, but the Cuthbert's power is continuing to degrade the city's remaining magical defenses.

Regularis

LN city north of the desert, home of the Keepers of the Ketronel (though not the Ketronel itself).

Silverton

Another coast city, once a trade center and a mecca for scheming mages. Known in the Keeplands as the City of Sin. The city is now largely abandoned; with most mortals gone (primarily to Sunrise), the place has become a battleground for extraplanars. Although the Pentat attempted to attack Rakni here late in AK 595, their strike was a complete disaster, and Rakni remains firmly in control of the city (with normal, astral, and ethereal defenses out the wazoo). Tremere's hometown.
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Towns, localities, and landmarks

Gnomonsland

Pre-Khambeer, this was a mining community inhabited by humans and gnomes. Not sure if anything's there now. There's a gate to the drow plane in the mine complex. Rantyr's hometown.

Grey Elven Forest

Also known as the Idyllic Forest, this is basically a demi-plane attached to the Prime at the intersection of two rivers in a forest toward the western side of the frontier. Where grey elves, including Stealth and Silvana, come from. The domain of Plant Dude.

Karbile

A small farming town in the hills of Kormuth that the party explored (at the prodding of the Grey Elven Forest) at the start of AK 577. There was something unusual about the inhabitants, who were unwitting participants in the "Karbile Project" (which had something to do with efforts against the undead), and the place was watched by Ramola and his wererat followers on behalf of a mysterious Organization (in retrospect, probably a front for the Shade Lord) with connections to the Silverton School of Magic. After skirmishes between Ramola and the party destroyed much of the town, the party tried to relocate the villagers to Zubberg but were opposed by high elves from the Organization (who were later discovered to be members of the Nirduk Clan). The vampire king Xirox was eventually able to divert the villagers to Vlurshollow, decisively ending the Karbile Project. (One Karbile native, Marika, stayed with the party as Thorongil's protégé but was killed in AK 579.) Sunrise was built on the site a year later.

Khimar

A forest north and west of the Keeplands. Probably has an entity like Plant Dude at its heart, but this one is evil and spits out werewolves, worgs, and similarly nasty critters. Evil quasi-druidic types are also in residence. With the Keeplands depopulated, one would have expected the werewolves to start expanding to the south, but they haven't -- something (current speculation favors the Organization/Shade Lord) seems to be keeping them in check.

Kormuth

A region of hills northeast of Silverton. In the AK 570s, the caves in this area were kept stocked by the Silverton School of Magic and were used by members and associates for controlled low-level adventuring. Dwibble's Digits Inc., manufacturer of magic missile wands and traps, was based somewhere here. The Temple of the Transmuters was also here, and the experiments performed there created lots of strange monsters that could be found in the area, including owlbears, satyrs, minotaurs, and harpies. The Gnomonsland gnomes may have been mutated dwarves originally from this area; the necrognomes who devastated Zubberg in AK 578 were certainly from here.

Lifeblood Forest

A forest between Chthul-Ra and Banzeel, north of the Deadlands. Until quite recently, the home of the Lifeblood entity (a weaker CE version of Plant Dude), evil wood elves, and evil bloodwood trees that lived off the blood and souls of humans. The heart of the forest (including the entity, the elves, and the bloodwood) has recently been transferred to the Elemental Plane of Plant; the resulting hole in the fabric of the prime has distorted distances in the area. Anyone able to penetrate the distortions will break through into the area "under" Lifeblood, which features gates to the drow plane and the Veins of Abbathor.

Mt. Kathul

A thousand-foot-tall mountain north of Chthul-Ra that sits on tremendous elemental power sources. There's a big cavern complex all through the mountain and a well-defended castle at the top. Formerly shielded from extraplanars and home to the Shadowed Plane Conspiracy, now held by the Alliance for Law. Past occupants include Lord Rognon, various operatives of the Shade Lord, and githyanki summoners. Its caverns connect to the Veins of Abbathor.

Pyrethrium

A town of fire-worshippers on the frontier that was wiped out by the undead before Kambheer. Over a hundred Pyrethrites(?) from the distant past have recently appeared to re-found the town and its university.

Sunrise

Formerly a small farming town in the hills around Kormuth (built on the site of what was formerly Karbile), now the home of Silvertonians in exile (including Daedalus).

The Veins of Abbathor

This seems to be a weirdly configured demi-plane composed of caverns and tunnels that connect to the Prime in many underground locations, including the caverns of the Moradin-worshipping dwarves, the center of Lifeblood Forest, and the complex beneath Mt. Kathul. Its geometry is subject to change over time. Inhabitants include evil Abbathor-worshipping grey dwarves, black xorn, umber hulks, and other nasty creatures associated with elemental earth; a creature resembling a mortal version of an All-Mother was also encountered. Magical bludgeoning weapons are recommended; leave the piercing stuff at home.

Vlurshollow

Once the base of Xirox's undead armies, now a quiet town of human farmers and gnomish miners; warded against evil by the ki-rin (who briefly had a branch of the Temple of the Wind there before the Shadowing). The town sits on a gate to the drow plane, a gate to Artifact World, and secret caverns holding a lot of powerful magic and artifacts.

Zubberg

Originally a small adventuring town, then a mecca for followers of Zub, the god of food. The place was generally peaceful, thanks to the efforts of the Wizard of Zubberg and the grey elves (the latter to keep the area's drow gate sealed), but while the grey elven forest was cut off from the Prime during the drow incursions of AK 577-578, gnomish necromancers from Kormuth slaughtered the population (as well as the orcs living in the nearby forest) to create an undead colossus (which the party later destroyed). Its current status is unknown.
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Remote areas

Dongar

A continent south of the one the PCs live on, where the climate is hotter and armor is lighter. Dopplegangers are originally from here, and there's a large community of elves in a forest called Elvenstar. After Auramkil fell, many high elves relocated here. (In fact, high elves have been migrating between continents for centuries, generally to avoid extraplanars whose influence doesn't span multiple tectonic plates.) The Shorin clan is apparently native to the region. Some areas of the continent are ruled by dragons and behirs.

Dragon Tears Islands

A group of seven islands in the sea south of Dongar where some sort of power game is played by several mortal and extraplanar factions. The party was involved in one such game in AK 591.

The Icelands

A big frozen place on the opposite hemisphere from where the party normally hangs out (or at least the night skies have no stars in common); the campaign world's analog of Antarctica. One area is a bit like the Keeplands -- the inhabitants even speak Western Common -- but the keeps are on ice floes. A snow plain is home to tribes of mammoth- and ice creature-worshippers; these "barbarians" speak dialects of Eastern Common. A long rift canyon, controlled by a cabal of ice liches, houses underground gates to horribly dangerous places, including realms of illithids, beholders, and all-mothers. Frost giants, spiders, gelugons, psionic/necromantic octopi, and the Wind Temple are all active here. The party's most recent trip to this area is described here.
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Other planes

Artifact World

A plane where eight artifacts (one of each alignment, except True Neutral) were sent from the Prime a long time ago; the influence of these artifacts seriously messed up the place. The Cuthbert and Selemine were retrieved from here by the party in AK 592. Asmodanu is reportedly for sale [early AK 596]; Ixoron (the king of the southern continent vampires) is among the prospective buyers. Rakni may have have retrieved artifacts from here as well.

The Cloudlands

A demi-plane that's a mix of Prime Material and Elemental Air components. Has neither sun nor darkness, and invisibility, telepathy, and immunity to electricity are common among the natives (which include hunters, djinn, cloud giants, and cloud trolls). Vaguely solid floating clouds are what pass for land masses here. Gravity is normal, defining up and down, but the plane wraps vertically. Falling damage is halved because the clouds are nice and soft. Air-based magic works at double effectiveness, while magic based on other elements is at half strength. The party's adventures in the Cloudlands are chronicled elsewhere.

The drow plane

A demi-plane with strong ties to the Abyss where the drow went after they were driven off the Prime a long time ago. Some spider factions were apparently there first, and Lolth's attempts to broaden her sphere from creeping plants to spiders has met with some opposition from other spider-involved powers such as Rakni. No daylight, of course. Features include nasty, glassy, brittle rocks and mountains, roaming fungus hills, and glowing green water that provides resistance to the plane's natural radioactivity but is itself poisonous to Prime-dwellers. Access from the Prime is via seven gates; six are in fixed locations (Zubberg, Gnomonsland, Vlurshollow, Lifeblood, and possibly Silverton and Kormuth), while the seventh is a movable network of modules; these gates are powered by the central temple of Lolth (which is itself a ship the party managed to hijack for about fifteen minutes).

Dustworld

A demi-plane containing six finite worlds and several smaller connecting regions, situated in the Astral somewhere near Acheron. The plane was constructed by a cult of human Geometers with aid from illithids, whilgs, and possibly others; it was intended to serve as a training ground for monks, but the illithids had other ideas. Travel there was generally one-way, through the trademark orange gas wielded by the Spider Monks, Rakni's spiders, and sometimes others: nonmagical organic material (including bodies) in the gas was transported to a holding area in Dustworld, magical material was transported to a different holding area, souls and spirits took on a quasi-astral existence on Dustplane proper, and inorganic material was unaffected (as were dwarves, who were simply killed). Victims of an orange gas attack generally wound up on Dustworld with minimal equipment (stuff like leather armor, wooden staves, or bone clubs if they were lucky enough to have them) and a short life expectancy. Because of the plane's shielding, the souls and spirits of the occupants were trapped on the plane, and their energy was harnessed to further Rakni's quest for godhood.
The Dustplane was destroyed in AK 594 through the combined (though not coordinated) efforts of the party, the Shade Lord, Rogthermal, Epicenter, and possibly others. The plane's constituent lands continue to exist as independent, unshielded demiplanes.

The Eightfold Path

From what we can infer from comments by certain LE extraplanars, this seems to be a demiplane that's somehow the dual of the Dustplane, though it survived the latter's break-up. A preserved Corellan follower (in a stasis chamber covering a gate to the Eightfold Path in a crypt under Auramkil's harbor) described the path (via speak with dead) as "an ambush on the way to Arvendor." Streck Nirduk is believed to have vanished here.

Huskworld

A place that's intrinsically hostile to organic life and interferes with magic but is rich in exotic material components. Possibly a demi-plane close to the Abyss, but both it and its local astral plane are well-shielded. Visitors normally have their life forces transferred into husks, specially designed constructs that can withstand the hostile environment. The party's visits to Huskworld are recounted in The Connection of the Ketronel.
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