The Grand Arena has been the center of this world for generations. Recently with the control of the Grand Leader and the conjuring of portals, the Grand Arena has consumed the resources of the world. The separation between those in the Grand Arena and those who live outside is clear. The Grand Arena is nearly impenetrable, existing on a heavily patrolled mesa and protected with a powerful aura of mana barriers. There is one long tunnel that originates near the Grand Leader's palace that leads all the way to a long waste tunnel that leads to Durnmagon. The Grand Leader personally negotiated with Durn and Magon for this 'privilege'.
Durnmagon. A slum that processes the waste and grey-water from the Grand Arena. The most profitable area in the outlands as it has one of the most steady supply of "water" on the world. The residence of this slum are skilled in repurposing and recycling waste and some are skilled in various ways of filtering or purifying the grey water for use. Most of the water is traded to the Harrowed Fields for their modest skill in growing food. Toxic materials and sludge is poured into the Sludge Lake.
Sludge Lake. A toxic lake that grows deeper every passing day. Rumors now circle that the toxic mixture has spawned something terrifying. The mythological monster in this zone is the Sludge Lake Abomination. The Abomination Core can be used by Scav Shamans to generate significant power or it can be sold to the Grand Arena for 500 Gold Flex.
Between Durnmagon and Slum Towne is Slum Row. Slum Row is the main area for trade and activity in the outlands. Scavs, a relatively young race of Outland natives, trade with the native and non-native slum residence for rare spices and curios from the more perilous Outland areas.
Slum Towne is an area of housing and recreation. Mostly used for the very young, the very old, and the injured, Slum Towne is the most solidly built rest areas in all the Outland slums. The workers of Durnmagon and the farmers of the Harrowed Fields both do what they can to look after the saftey and security of this area. A few secret and guarded areas contain volunteer healers who do what they can to heal the injured and return to the working slums.
The Harrowed Fields are over a deep nearly inaccessible aquifer, but water does seep up enough for the skilled farmers to grow modest crops. When they have a surplus they trade their supply for water from Durnmagon and brass from Scavs on Slum Row. Certain farmers are becoming skilled at constructing aquaponics with these traded materials. The recent introduction of the tomato seed to these contraptions are about to change the dynamics of the slums.
The Scarred Expanse was an ancient forest that was destroyed to build some of the earliest Grand Arenas. Now a wasteland it is home to the youngest native race on the world, the Scavs. They scavenge the wastes and find valuable metals and other items used to trade in Slum Row. The mythological monster in this zone is the Scav Raider. Scav Raiders usually carry some brass and copper, these precious ores can be used to barter in Slum Row. Estimated 40-80 Gold Flex for each ingot of ore.
The Whispering Sands are a vast desert filled with large dunes. Packs of terrors beneath the sands hunt this area. Scavs avoid traveling across the sands whenever they must enter or cross these lands. The mythological monster in this area are packs of Desert Worms. Terrifying alone their social nature makes encountering more than one of these at a time. If either the Matron or Patron of the pack are slain the rest will flee. The Chitinous armor of these worms can be sold or traded to the Grand Arena or in Slum Row. Estimated 150 Gold Flex for each intact segment, 500 Gold Flex for a Pristine Skull.
Desolation Salt Flats. The remnants of a long dead ocean now dry and wasted. A crust of salt prevents most living things from living here but the descendants of the ocean exist in dangerous psychoactive spore colonies. These colonies make passing this area without adequate breathing and eye protection a certain death sentence. A vial of these mythological monsters can be traded in Slum Row for an estimated 800 gold flex.
The Southern Wastes. Like its northern desert cousin this large dune filled desert is home to an underground terror. Unlike the Whispering Sands the southern wastes holds only one lonley and dangerous creature. The presence of this enigma prevents almost any exploration of the southern hemisphere. The mythological monster in this area is the Sand Kraken. The meat from the Sand Kraken is exceptional but spoils too quickly to be traded. The only hard point on its corpse is its beak. The Sand Kraken Beak is prized by Monster Hunters but nobody else will trade it for what it is worth. The right Monster Hunter will pay up to 1000 Gold Flex for this Beak.
Hillbadon. An area of brushland fertile with hills created by burrowing creatures. The soil is pristine but the dangerous surrounding areas prevents farmers from accessing the land. Lurking beneath the hills are the Hill-Bears. Grizzly-bear-sized burrowing beasts who cultivate the hilly terrain like monks looking after a rock garden. These mythological beasts have prized pelts that make the toughest of leather armors, ideal for the non-lethal fights in the Grand Arena. A Hill Bear pelt can be sold to Grand Arena armor crafters for 700 Gold Flex.
Briggs Mountain Range. A series of jagged and eroded ancient volcano stands. The razor sharp rocks make living in this area nearly impossible. Creatures still find a way to roost on the high peaks. The mythological monster in this area is the Buzzard-Wasp. A terrifying predator of the skies. It's wings can be traded to tailors and clothing merchants for 100 Gold Flex. It's venom, if harvested correctly, can be sold for up to 800 gold per vial with a recently deceased adult producing up to 5 vials with a successful nature check for each vial.
The Petrified Expanse. An old forest that was petrified in a sort of cataclysm. Petrified trunks remain of some ancient happening. A difficult to locate statue of a mage exists somewhere within, this statue is protected by a Ghost. The mythological monster in this area is the ghost of the Mad Mage. Defeating the Mad Mage will leave his ghost key behind which is the only way to access the hidden vault beneath the Petrified Mage's statue. The vault contains an estimated 150,000 Gold Flex and an additional 50,000 Gold Flex worth of gemstones.
Briggs Frost Plains. A large southern barrier wasteland of ice and rock. On a dangerous and inhospitable planet, the Briggs Frost Plains is one of the most dangerous and inhospitable. The mythological creature in this area are the nomadic community of Briggs Ice Giants. These elemental monsters are comprised of rock and ice, but they focus pressure to form claws as hard as diamonds. Heavy and difficult to move, a single claw can be traded for over 1000 Gold Flex.
The Frostfell. An arctic land of plenty. Arctic beasts and creatures of plenty inhabit this land.
The Primal Lands. A primal forest of plenty. Primal and ancient beasts and creatures inhabit this land.
Floating Forest. Shrouded by clouds is the floating forest, an ancient forest that holds at its center the Mana Tree. The magic of this world can pour into a creature in the forest to protect any threat to the Mana Tree. The mythological monster in this area is the Mana Beast. The destruction of the Mana Beast and by extension the Mana Tree will cause the erasure of all magic on this world. The Corpse of the Mana Tree will be the Mana Sword. Holding the Mana Sword will give you and you alone access to magic. With all magic gone from the world the Grand Arena, primarily sourced by magical portals will fall into chaos.