The Lands of Arr-Kelaan
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The World

[Globe] Somewhere in the multiverse lies the Prime Material plane of Kel, the private domain of a Supreme Being of the same name. Amid the vastness of Kel's universe, circling a golden G-type star, is the planet Arr-Kelaan. A largely Earth-like world in both size and climate, it circles its primary once every 360 days and revolves on its axis once every 24 hours.
The polar regions exists above the 70th line of latitude, and the tropical regions exist below the 24th line of latitude. Four seasons are experienced in the temperate zones that lie between the polar and tropical regions. 

Taal Immerisan

[Taal Immerisan] The Lands surrounding Taal Immerisan (The Sea of Splendor), called simply The Lands by its inhabitants, is the area in which PC adventures and campaigns take place.
The center of the Taal Immerisan rests on or about the thirty-fifth line of north latitude. The climate of the Taal Immerisan region ranges from the sub-arctic coniferous forests of the northern Elven nations of Mehilaesahmi, Hirinanthas, and Llusellanaeri to the sub-tropical/tropical rain forest empires of Sollanellura, Inellarasagetha, and Velajerumaetha in the south. The tractless and constantly shifting sands of the Rha'id-Jun desert marks the eastern edge of the Taal Immerisan region.
Since the dawn of time, The Lands have seen an enormous amount of expansion and contraction. Shifting political and racial borders have left their mark upon the land. Ruins of forgotten civilizations are often discovered near modern cities. The Lands have never been a stable environment; border skirmishes, non-human raids, and outright war are the hallmarks of the history of The Lands. In The Lands it is possible for someone quick with blade or spell to become rich, famous, and powerful ... that is, if they can survive.
The Lands are rich in magic, the development of which is led by the Wizards' Guild and the Magiocracy of Langhaeth. Clever Elven LifeShaped constructions are available in nearly every major city. The largest of cities are linked by the gleaming steel rails of the Dwarven steam-powered RailShips; powerful vehicles of iron and steel capable of hauling tons or ore, goods, and passengers along at speeds greater than any horse or temraahk.

 

The Underdark

[Torch] Far beneath the surface world, deeper than the deepest Dwarven mines, lies the Underdark; the homeland of the Drow, Duergar, Illithids, and other evils terrible that their names are not spoken -- a nightblack realm of danger, terror, and mystery.
It is a place where savage creatures hunt in vast forests of giant fungi, where cities of evil slumber on the shores of vast underground seas, and nameless horrors lurk in the ruins of millenia-old civilizations. In this nearly endless maze, these powerful and evil races plot the destruction of those who dwell on the surface and bathe in the hated light of the sun, moons, and stars.

 Take the torch if you dare to explore this nightmare world of endless night, but first speak a prayer to Sharra, Goddess of Good Fortune, that it does not go out.

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