As a note, this website is designed with an over all index for speed of access to relevant information; however, this archaic notion of "pages" and "chapters" leftover from an ancient form of recording known as "the book," whatever that is, have been retained. For those of you interested in simply reading straight through this collection, "Next Page" and "Previous Page" links have been included at the bottom of every entry.

Welcome to the Lords of Playground campaign setting. This setting is the final product of a year long project originally designed as a game which eventually grew into a complete universe. With over thirty unique contributors, each taking the role of a deity, the world grew from a literally blank canvas to form a unique setting spanning the multiverse.

Once the project began to grow to a close, the currently active members began to review the history of the world, eventually choosing a particular point in the world's history which was considered to be the height of the story, the overall best point in time. From this particular point, a few of the more dedicated members began to revise all the collected information into a coherent setting which we could share with players.

Despite the efforts of many people, not everything has been included, and much of it has been edited from the original on some level. This was done primarily to spread some of the more densely populated regions of the world out into the more barren areas and otherwise flesh out the game. Some new things have been added, and some of the people, places, and organizations which were mentioned only in passing have been created practically from the ground up to fit into the world while others which had literally pages written about them have been reduced to significantly smaller entries. We have done our best to maintain the flavor of the world and keep the efforts of everyone intact, but at times, this just wasn't possible.

Over all, we are happy with the result and hope that you enjoy using this material as much as we have enjoyed creating it.

The Tone of Playground

Playground will at first feel like most standard high fantasy settings, and this is a fairly accurate assessment. In many ways, it is exactly like a traditional fantasy game. You will find that this world contains a unique blend of medieval fantasy with ancient myths and legends, more modern ideas, and the tiniest bit of steampunk thrown in for good measure. Each major region of the world carries a distinct flavor formed from the unique people which worked to create it and further shaped by others who have expanded upon it.

The world of Playground has a full history, from the very beginnings of time, built up through the ages of time. The heroes of Playground are more than just passing adventurers. Rather, they are a part of the grand tapestry, adding to the richness of the world. Good and evil fight an endless struggle, though defined in such black and white standards by most, it's not always clear as to which side is actually the best for the world. Despite the best intentions, or the worst, the gods and mortals of Playground may be better defined as varying shades of gray. The world is fluid, with ever shifting currents and many sides in the constant conflict of growth.

Races and classes traditional to D&D may have radically different histories or may simply not exist in Playground. Despite this, we have attempted to design the material in such a way that you can add anything from the core D&D books to the Playground setting with minimal effort or can transport large pieces of this setting into any campaign you are using. We simply urge you to bear in mind many of the differences when playing in Playground, particularly the active role of the gods.

A Divine World

The world of Playground is one steeped in divine influence. The gods themselves walk the earth, even in the current age. Fortunately for the mortals of Playground, the gods here are far less powerful than would normally be expected of the gods. The gods themselves are extremely active in the world, influences people, events, and even the land itself on a regular basis in their constant struggle for dominance or peace or merely the desire to play with their Playground. Mortals know that their world as they know it can shatter at any moment at the whims of a god. Large scale wars almost always find an avatar or two and greatly powerful mortal agents of the gods on each side in direct combat with one another while the mortal armies rage around them. Gods in Playground are often petty, jealous, or just insane and are actively involved in the world much as the gods of the ancient Greek and Roman pantheons were, there are even a number of weaker gods and demigods actually living directly with the mortals who worship them.

Where arcane magic permeates the majority of most settings, on Playground, divine magic takes this role. Clerics are numerous and powerful, and at least one or two powerful or influential mortals in every generation will receive direct divine intervention at some point from their patron god or patron god's avatar. Arcane magic has its place as well, and gods are just as apt to bless an arcane caster as a divine one, provided they further the goals of the deity. Even martial fighters or noncombatant political figures might find themselves blessed, or cursed, by a god. Most societies are based around the worship of one god or an aligned pantheon of cooperative gods, though a few are based on the precept that the pettiness of the gods is abhorrent and no gods should be worshiped or revered. While it is possible to be influential without drawing the attention of a god, it is difficult for a significantly powerful group of people, such as adventurers, to do so for long.

As the campaign begins, Playground has emerged from two devastating wars in the heavens, one between the native gods and alien gods from another multiverse, and a second great war among the factions within the native deities which arose from long standing grievances and opportunities arising from the first war. A time of peace has settled across the lands, and the nations have once more begun to flourish as the land heals.

Though no peace is ever permanent. The remnants of the mortal armies of the Invader Deities, cut off from their home worlds, seek places of their own, constantly struggling just for the right to survive, ancient animosities between natives of Playground begin to churn towards the surface, Gods again seek to advance their agendas in the mortal realm, and in the farthest reaches of the Void, the defeated Invaders once more begin to stir.

Important Things to Know

Every Dungeon Master and player should know and remember these facts about the world of Playground.
This list is more or less lifted from the EBERRON campaign setting. They did a good job, so we are emulating it here.
  1. If it exists in D&D, then it has a place in the Playground. A monster or spell or magic item from the core rulebooks might feature a twist or two to account for Playground's tone and attitude, but otherwise everything in the Player's Handbook, Dungeon Master's Guide, and Monster Manual has a place somewhere in Playground. If we do not mention something specifically, then it is assumed to function as written in the core books.
  2. Tone and attitude. The Playground setting combines elements of several major genres with a heavy overlay of divine influence akin to the ancient Greek and Roman pantheons. While no god is omniscient, it is nearly impossible for any significant event to take place without at least one of them noticing. Whether or not they act depends on the disposition of the god. Alignments are representations of a character's viewpoint, and quite often characters of opposing alignments may work together towards a common goal. Alignment is not absolute, and the lines between them are, at best, heavily blurred. "Good" is primarily defined as furthering the goals of a god, while "evil" is hindering those goals. What is good is not always Good, nor is evil always Evil. It's important to remember that no matter what a character does, it is likely to send vibrations along the web of ambition, drawing the attention of those who would use them.
  3. A world of divinity, magic, and machines. The world has developed primarily through divine influence, though there are many who prefer to seek other means to meet their own aspirations. Some shy away from the divine source, delving into arcane magics, and have done much to shape the world, creating powerful items and wondrous devices. Others view arcane magic as still being too much like that power of the gods, utilizing a more scientific approach to life. Most mortals accept some blend of the three, taking what is most convenient or most accessible to better their own lot in life.
  4. A world of conflict. Playground is a world of near endless conflict, broken only by short spaces of relative peace. While conflict doesn't always mean war, the two are often synonymous. The plots and ploys of the factions, both mortal and divine, should draw adventurers from one region of the world to another across nations, continents, and even distant planes. Every major point in the world has something to draw a character there, and they should be utilized as much as possible to create stories for the players.
  5. New races. There are nearly twenty new or heavily modified races to play, and most of the basic races are included with minimal alterations. Some core races are identical to what is found in the core books with only historical and flavor changes. Due to the number of psionic races included, we strongly recommend the use of the Expanded Psionics Handbook.
    As a basic rule, any race not listed in this setting can be added into a game set in Playground exactly as written with one change. They are assumed to have entered Playground, either intentionally or accidentally, through one of the cracks in reality created by the Invader gods linking separate multiverses. Such races gain the Outsider type and (Native) subtype in addition to whatever types they already have (do not recalculate anything, and they still count as their original type/subtype for the effects of spells and abilities), and if they are not almost physically identical to a native race on Playground, the attitudes of NPCs are one step closer to Hostile than normal as a result of the long wars against such interlopers.
  6. New Systems. The setting introduces a few new ideas and systems to the standard D&D 3.5 game. Skill Discordance is essentially the exact opposite of Skill Synergy. A new magic system, Bending, has also been introduced. The Bending system is a collaborative work of an entirely different group of people, and full credit goes to them. For more information on their work, please visit their website at

Next Page ->
Valid XHTML :: Valid CSS: :: Powered by WikkaWiki