The Outlands
wildfly02

The Outlands

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A No Mans Land in the Planes

Score 192

01/25/20
Petitioners to the Outlands are unremarkable common folk who didn't believe strongly in anything. The plane looks like your average Prime Material, with only a few significant differences (aside from the usual traits of outer planes). Firstly, the plane still has a morphic nature, making maps impossible and travel a crapshoot if you don't know what you're doing. That said, you'll usually run into a town or village within a week or so of travel, and they can point you in the right direction. Secondly, because it represents no ideal, portals to other planes (outside of Sigil) warp their immediate area in the Outlands to reflect the plane that they lead to. Anyone can identify a portal and the plane it goes to from miles away.
Thirdly, the Outlands rejects no creature. Angels, devils, elementals, fey, modrons, slaadi, and even yugoloths can be found here, albeit in small numbers. That isn't to say that the people of the Outlands feel the same as their plane. Violence is always looked upon poorly, and Outlanders will kill or imprison anything that gets violent for unjustifiable reasons. Demons are generally kill-on-sight, because their destructive natures are uncontrollable. And lastly, Sigil sits in the center of the plane. Sigil may be part of the Outlands, but it's a whole different beast, and it plays by its own rules.
 
Ideal: Lack of an ideal altogether. Trait: Excessive time spent on the outlands does not warp a creature's mind or body in the way other outer planes do.

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