The Outlands
The Outlands is the hub of the Great Wheel and the meeting place of neutrality among opposed alignments. Extraplanar creatures and travelers, from infernal to celestial to those of law and chaos can be found here. It resembles and large wheel with an infinitely high spire rising from the center. This is recognized as the heart of the Outer Planes and the axle around which the Great Wheel Spins. It is clearly visible from anywhere in the plane, as it rises above the clouds themselves and ascends into unreachable heavens. The City of Doors, Sigil, floats at the top of the spire.
The Outlands itself is a broad region of varied terrain, with open prairies, towering mountains, and twisting, shallow rivers. Some settlements scatter the area but they are a small fleck against the greater wildness of the Outlands.
As it sets on the top of the Great Wheel the Outlands borders the top layer of all the other Outer Planes. The largest permanent settlements in the plane are the portal towns which lie about 1,000 miles from the spire. These communities grew up around existing portals to these other planes and see a regular flow of traffic between the other Outer Planes and the Outlands. In addition, the Outlands has a number of freestanding portals to the Material Plane, as well as portals to Sigil, the City of Doors. Because portals connect Sigil to each of the portal towns, Sigil is the heart of the heart of the Outer Planes.
The Outlands seems most stable close to the spire, and travelers who go beyond the ring of portal towns may discover the land mutable and continually shifting. One notable aspect of the mutable nature of distance is that once a traveler gets outside the ring of portal towns, another portal town is never more than a few weeks away. No matter where travelers are beyond the ring of portal towns, even thousands of miles, the nearest town is only a few dozen miles away. The reason for this distance distortion is unknown. It seems to be that once a traveler gets farther away from the spire, the Outlands is less significant. No one has found an “edge” to the plane yet.
The Outlands is relatively open space once you get beyond the portal towns and the domains of the neutral deities. Rolling, grass-covered hills, deep canyons, thick forests, and sharp-toothed mountains dot the landscape. The Outlands has a cycle of day and night similar to that of the Material Plane, although there is no obvious sun or stars. During the day, the sky simply brightens; 12 hours later, it darkens for night. In the Outlands, heavy fogs and mists are common. Travelers occasionally get lost and wind up closer to unfriendly portal towns than they anticipated.
• Normal Time.
• Infinite Size: The Outlands is a disk with an infinite radius, radiating an unmeasurable distance from its hub. The area around the hub is the most important part of the plane.
• Divinely Morphic: (Specific, unique beings (deities or similar great powers) have the ability to alter objects, creatures, and the landscape on these planes.) This trait disappears close to the center of the plane, and even deities are affected by the nature of the plane.
• No Elemental or Energy Traits.
• Mildly Neutral-Aligned: Unlike the other Outer Planes, all alignments are equally welcome in the Outlands.
• Normal Magic, Impeded Magic, and Limited Magic: The Outlands has the normal magic trait far from its central spire, but as one approaches the hub of the plane, spells, spell-like abilities, and even supernatural powers are further and further restricted. Where the surface of the plinth is near vertical, almost no abilities (and few deity-level powers) function. Far from the spire, magic functions normally. At about 1,100 miles from the base of the spire, the impeded magic trait begins, impeding 9th-level spells. The Spellcasting DC to overcome those of Impeded Spells is DC30 (failure wastes the spell slot). Moving closer to the base of the spire, spells of lower levels are impeded in this manner, according to the table below. Furthermore, the limited magic trait starts to emerge at 900 miles away from the center of the plane, making 9th-level spells and spell-like effects unavailable. Moving closer still, more and more abilities cannot be used, and finally even the deity-level powers are affected. Extraordinary abilities are never affected by this trait. Outlands Effects on Spells and Abilities
Glorium - Heroic Domains of Ysgard
Xaos - Ever-Changing Chaos of Limbo
Bedlam - Windswept Depths of Pandemonium
Plague-Mort - Infinite Layers of the Abyss
Curst - Tarterian Depths of Carceri
Hopeless - Gray Waste of Hades
Torch - Bleak Eternity of Gehenna
Ribcage - Nine Hells of Baator
Rigus - Infernal Battlefield of Acheron
Automata - Clockwork Nirvana of Mechanus
Fortitude - Peaceable Kingdoms of Arcadia
Excelsior - Seven Mounting Heavens of Celestia
Tradegate - Twin Paradises of Bytopia
Ecstasy - Blessed Fields of Elysium
Faunel - Wilderness of the Beastlands
Sylvania - Olympian Glades of Arborea
Planar Traits
• Normal Gravity.• Normal Time.
• Infinite Size: The Outlands is a disk with an infinite radius, radiating an unmeasurable distance from its hub. The area around the hub is the most important part of the plane.
• Divinely Morphic: (Specific, unique beings (deities or similar great powers) have the ability to alter objects, creatures, and the landscape on these planes.) This trait disappears close to the center of the plane, and even deities are affected by the nature of the plane.
• No Elemental or Energy Traits.
• Mildly Neutral-Aligned: Unlike the other Outer Planes, all alignments are equally welcome in the Outlands.
• Normal Magic, Impeded Magic, and Limited Magic: The Outlands has the normal magic trait far from its central spire, but as one approaches the hub of the plane, spells, spell-like abilities, and even supernatural powers are further and further restricted. Where the surface of the plinth is near vertical, almost no abilities (and few deity-level powers) function. Far from the spire, magic functions normally. At about 1,100 miles from the base of the spire, the impeded magic trait begins, impeding 9th-level spells. The Spellcasting DC to overcome those of Impeded Spells is DC30 (failure wastes the spell slot). Moving closer to the base of the spire, spells of lower levels are impeded in this manner, according to the table below. Furthermore, the limited magic trait starts to emerge at 900 miles away from the center of the plane, making 9th-level spells and spell-like effects unavailable. Moving closer still, more and more abilities cannot be used, and finally even the deity-level powers are affected. Extraordinary abilities are never affected by this trait. Outlands Effects on Spells and Abilities
Distance from Spire | Impeded Spells | Limited Spells | Other Effects |
---|---|---|---|
1,200 mi. | None | None | None |
1,100 mi. | 9th | None | None |
1,000 mi. | 8th–9th | None | None |
900 mi. | 7th–9th | 9th | All creatures gain immunity to poison |
800 mi. | 6th–9th | 8th–9th | Psionic spell-like abilities don’t function |
700 mi. | 5th–9th | 7th–9th | Positive and negative energy can’t be channeled |
600 mi. | 4th–9th | 6th–9th | Supernatural abilities don’t function |
500 mi. | 3rd–9th | 5th–9th | Access to the Astral Plane prohibited |
400 mi. | 2nd–9th | 4th–9th | Divine powers of demi-deity rank and lower annulled |
300 mi. | All | 3rd–9th | Divine powers of lesser rank and lower annulled |
200 mi. | All | 2nd–9th | Divine powers of intermediate rank and lower annulled |
100 mi. | All | All | All divine powers annulled |
Sigil | 9th | None | All divine powers annulled |
Portal Towns
Arranged in a rough circle about 1,000 miles from the base of the spire are a string of small communities. These are known as portal towns, because they exist near natural entrances to the Outer Planes. While other portals to the Outer Planes exist, these portal towns are easy to find and are convenient stopping places for travelers seeking a particular Outer Plane. The various portal towns emulate the traits of the planes beyond their portals. Those bordering lawful planes tend to be neat and orderly, while those near the planes of chaos are more unstructured and rambling. Those near the good-aligned planes tend to be more hospitable to peaceful travelers, while those near portals to evil-aligned planes are more hostile. Town Name - PlaneGlorium - Heroic Domains of Ysgard
Xaos - Ever-Changing Chaos of Limbo
Bedlam - Windswept Depths of Pandemonium
Plague-Mort - Infinite Layers of the Abyss
Curst - Tarterian Depths of Carceri
Hopeless - Gray Waste of Hades
Torch - Bleak Eternity of Gehenna
Ribcage - Nine Hells of Baator
Rigus - Infernal Battlefield of Acheron
Automata - Clockwork Nirvana of Mechanus
Fortitude - Peaceable Kingdoms of Arcadia
Excelsior - Seven Mounting Heavens of Celestia
Tradegate - Twin Paradises of Bytopia
Ecstasy - Blessed Fields of Elysium
Faunel - Wilderness of the Beastlands
Sylvania - Olympian Glades of Arborea
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