The Outlands

The Concordant Opposition of the Outlands is the plane at the center of all others, equally similar and different to all of them. An infinite, flat layer, the outlands is bordered by each of the aligned planes which constantly vie for influence in the plane. 16 gate towns each lead to their respective planes, and at the center of it all is the infinite spire, upon which the planar metropolis of Sigil sits.

 

Inhabitants

Almost anything can be found in the Outlands, as the petitioners of many gods end up on the plane due to the presence of various divine realms. Due to the extremely varied geography and widespread links to other planes, almost anything can find its way to the outlands, whether they be petitioners, planars, or mortals. The divine realms in particular tend to be primarily inhabited by petitioners.

Geography

Outlands geography is tricky at the best of times. Shaped by belief as much as physical reality, distance is not constant on the plane. Thus, while identifiable and persistent locations do exist on the plane, the spaces between them are often stretched and compressed. Traveling between these locations is often a question of belief, and travel between adjacent gate-towns can take between 3 and 18 days.

 

Although in a sense bordered by the gate towns, the Outlands does not have a definable edge. Instead, the far outlands seem to stretch on for eternity, and no matter how far one travels into the unknown regions, returning to Outland proper only takes a few days.

 

On the generally traversed parts, the gate towns are located around the edges, each equidistant from each other in as much as distance matters in the Outlands and each leading to one aligned plane. This outer ring of the Outlands is by far the largest, and many divine realms can even be found here, as well as independent communities of various planar species. The gate towns themselves occasionally slip into the plane they are joined to, as the influences of the aligned planes are particularly strong in the gate towns.

 

As one approaches the spire at the center of the plane, magic slowly ceases function, and even the proxies of the gods themselves lose their powers. At the base of the spire, no magic functions at all. This has made the inner outlands an occasional parlay ground for entities that would otherwise be far too dangerous to eachother to risk meeting. The spire itself rises to an incomprehensible height from the center, and no matter how high one climbed or flew, they would never reach Sigil.

 

Gate Towns

There are 16 gate towns, each connected to a single aligned plane.
  • Automata connects to Mechanus, the plane of law.
  • Fortitude connects to Arcadia.
  • Excelsior connects to Mount Celestia, the plane of law and good.
  • Tradegate connects to Bytopia.
  • Ecstacy connects to Elysium, the plane of good.
  • Faunel connects to the Beastlands.
  • Sylvania connects to Arborea, the plane of chaos and good.
  • Glorium connects to Ysgard.
  • Xaos connects to Limbo, the plane of pure chaos.
  • Bedlam connects to the Windswept Depts of the Pandemonium.
  • Plague-Mort connects to the Abyss, the realm of demons.
  • Curst connects to Carceri, the prison of creation.
  • Hopeless connects to Hades, the plane of purest evil.
  • Torch connects to Gehenna.
  • Ribcage connects to Baator, also known as the Nine Hells.
  • Rigus connects to Acheron, the plane of battle.
Included Locations

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