Outlands Geographic Location in Theras | World Anvil

Outlands

The Concordant Domain of the Outlands, is in the center of the Outer Planes. It connects to all other Outer Planes and is truly neutral in alignment.   The Outlands is the exception to many of the rules governing the Outer Planes, the first being its lack of alignment or true neutrality. It is an infinite plane, yet it has a definite center (the Spire with Sigil on top). The properties of all the other Outer Planes are mixed together in the Outlands. Good, Evil, Law, and Chaos existed here in all their forms, but they were are able to affect each other due to the neutralizing effect of this plane.   While there is no sun in the Outlands, the plane still have day and night cycles.  
Inhabitants
Although the Outlands has no known native species or races, members of all intelligent species can be found here meeting in dead magic zones, trading goods, or traveling between planes, often in service to the higher powers. All manner of demons, devils, spirit legions, einheriar, planetars, devas, rilmani and slaadi can be found here, for example.  
Notable Locations
Gate-Towns A rough map of the Outlands, showing the relative locations of the 16 gate-towns and the city of Sigil above the spire. Around the outer edge of the Outlands are sixteen evenly spaced settlements that are each constructed around a portal to one particular Outer Plane. For that reason, each gate-town shared many characteristics of the plane to which it connects.   The sixteen gate-towns are:
  1. Excelsior A beautiful, well-defended city with a kind population, it connects to Mount Celestia.
  2. Tradegate A star-shaped city that bristles with commerce and constant activity, it connects to Bytopia via a complex trade system with a bariaur known as the Master Trader.
  3. Ecstasy A peaceful, pastoral town, it connects to Elysium.
  4. Faunel A ruined city, but bristling with life, it connects to the Beastlands.
  5. Sylvania A constantly partying town where music plays day and night, it connects to Arborea.
  6. Glorium A fishing village built at the edge of a fjord, it connects to Ysgard via two different portals.
  7. Xaos Also known as aXos, sXoa, oasX, and all other permutations, it is an ever-changing city that connects to Limbo.
  8. Bedlam A fan-shaped town built haplessly on the slopes of the Maurash hill, it connects to Pandemonium.
  9. Plague-Mort A diseased, ruined, and decaying town, it connects to the Abyss.
  10. Curst A bleak, dusty city organized in rings, it connects to Carceri.
  11. Hopeless A large city with a single entrance and organized as a spiral, it connects to Hades.
  12. Torch Built on the slopes of a range of volcanoes and surrounded by a disease-ridden marsh, it connects to Gehenna.
  13. Ribcage A mid-sized settlement, beautiful, but oppressive, located at the bottom of the Vale of the Spine, it connects to the Nine Hells.
  14. Rigus A huge military encampment, it connects to Acheron.
  15. Automata A perfectly ordered city, it connects to Mechanus.
  16. Fortitude A mid-sized, well-ordered city with an oppressive population eager to enforce the law, it connects to Arcadia.
 
Realms
  • Io was believed to lair in the Outlands under his name of Io by some planar scholars, while their Therasian colleagues maintained the location of his realm could not be pinpointed within the Outer Planes, or at all.
  • Dugmaren Brightmantle of the Morndinsamman resides in Soot Hall within the Dwarvish Mountain.
  • Dumathoin of the dwarven pantheon have a large underground realm called Deepshaft Hall that reached almost to the center.
  • Eadro of the merfolk and locathah lives in a huge sea outside the ring of portals.
  • Pheistus the Wonderbringer has a realm called Wonderhome here.
  • Gzemnid, the Gas Giant of the beholders, keeps his realm of tunnels close to that of Ilsensine.
  • Ilsensine, greater god of the Illithids, once had its base, the Caverns of Thought, here.
  • Falazure, draconic deity of judgement, has a realm named the Mausoleum of Chronepsis in his aspect of the Guardian of the Lost here, with some link to the Negative Energy plane, the Plane of Shadow and the Mausolem of Pain on Carceri.
  • Oghma the Binder, patron of bards and god of knowledge, had a realm named the House of Knowledge close to the center of the plane where he maintained a prison for trouble-makers, usually demons and devils.
  • Semuanya of the lizardfolk, has a realm in a large swamp that bordered the sea of Eadro.
  • Sheela Peryroyl had a farm and orchard together named Flowering Hill here.
  • Shekinester, the three-aspected deity of the nagas, made her Court of Light in the Outlands.
  • Farraj, Creator of Bayjan, has his primary realm here, the Labyrinth of Life.
  • Vergadain, dwarven god of wealth and luck, once made his home, Strongale Hall, here.

Ecosystem

This plane defies description by changing the perception of those who enter, becoming a completely new and yet familiar plane with each visit. Typically on the first visit the plane appears as a larger version of the visitor's homeland. (A farmer would see vast farmland, a scribe would see a huge library for example.) Subsequent visits would reveal a different face but demesnes remained in the same spatial location—a city on one visit might be a forest with inhabitable trees on the next—chaotic variation but with the same order and placement. Deities can not fully control what visitors see and hear in their realms, but they can influence the appearance to represent their proclivities   The Outlands have a neutralizing effect on the randomness of weapons and spells, reducing all healing and damage to the minimum possible while having no effect on strength or magical bonuses. In addition to this, magic itself is gradually neutralized as you approach the center of the plane (which appear as a huge mountain, tree, fountain, tornado, tower, column, etc.). At about 1,000 miles (1,600 kilometers) out, high-level spells ceased to function. Every 100 miles (160 kilometers) or so, lower level spells would begin to fail, until finally at 200 miles (320 kilometers) from the center even first-level spells would not function. This applies to divine magic and the powers of the gods as well. Therefore, this ring around the center of the plane became a meeting place, bazaar, and common ground used by every intelligent species of the Outer Planes including greater deities of differing alignments. Moving in closer to the center, at about 100 miles (160 kilometers), all chemical reactions cease to function and even the gods can not get any closer to the center of the plane.   The Astral Plane is connected to the plane of the Outlands by color pools, which are never closer than 600 miles (970 kilometers) from each other.   The Outlands connect to all the other Outer Planes via portals. According to one early scholar, these sixteen portals are always seen as white disks of various sizes laid into the ground and are found at the 1,000‑mile (1,600‑kilometer) mark in a ring around the center of the plane. Each disk can send travelers to any plane they concentrated on. If a group use the portal, the destination is determined by the majority. Beings of a chaotic nature would sometimes be taken to the wrong destination. However, all later reports from visitors to the Outlands instead report the existence of sixteen gate-towns leading to the other Outer Planes.
Alternative Name(s)
Concordant Domain of the Outlands,, Concordant Opposition, Godsland, Friendly Opposition

Articles under Outlands


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