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The Concordant Domain of the Outlands,[9] also known as Concordant Opposition, was the center of the Great Wheel of Outer Planes. It connected to all other Outer Planes and was truly neutral in alignment.[8] Other names for this plane were the Outlands,[10] Godsland, and Friendly Opposition.[1] Some characteristics of this plane were ascribed to the World Tree cosmology unaligned planes of Cynosure[11] and the Fugue Plane[12] when that cosmology became popular. Both of these planes survived the Spellplague to float in the Astral Sea.[13]

The Outlands was the exception to many of the rules governing the Outer Planes, the first being its lack of alignment or true neutrality. It was an infinite plane, yet it had a definite center (the Spire with Sigil on top). The properties of all the other Outer Planes were mixed together in the Outlands. Good, Evil, Law, and Chaos existed here in all their forms, but they were less able to affect each other due to the neutralizing effect of this plane.[8]

Description[]

While there was no sun in the Outlands, the plane still had day and night cycles.[14]

Geography[]

This plane defied description by changing the perception of those who entered, becoming a completely new and yet familiar plane with each visit. Typically on the first visit the plane appeared 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.[8] Deities could not fully control what visitors saw and heard in their realms, but they could influence the appearance to represent their proclivities.[1]

The Outlands had a neutralizing effect on the randomness of weapons and spells,[8] reducing all healing and damage to the minimum possible while having no effect on strength or magical bonuses. In addition to this, magic itself was gradually neutralized as you approached the center of the plane (which appeared 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 applied 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 ceased to function and even the gods could not get any closer to the center of the plane.[1]

The Astral Plane connected to the plane of the Outlands by color pools, which were never closer than 600 miles (970 kilometers) from each other.[1] In addition, Yggdrasil, the World Ash, extended a branch to one of the realms in the plane.[15]

The Outlands connected to all the other Outer Planes via portals. According to one early scholar, these sixteen portals were always seen as white disks of various sizes laid into the ground and were found at the 1,000‑mile (1,600‑kilometer) mark in a ring around the center of the plane. Each disk could send travelers to any plane they concentrated on. If a group used the portal, the destination was determined by the majority. Beings of a chaotic nature would sometimes be taken to the wrong destination.[1] However, all later reports from visitors to the Outlands instead reported the existence of sixteen gate-towns leading to the other Outer Planes, as described below.[9][16][17]

Notable Locations[]

Gate-Towns[]

Outlands3e

A rough map of the Outlands, showing the relative locations of the 16 gate-towns and the city of Sigil above the spire.

Main article: Gate-town

Around the outer edge of the Outlands were sixteen evenly spaced settlements that were 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 connected.[9][17]

The sixteen gate-towns were:[9][17]

Excelsior
A beautiful, well-defended city with a kind population, it connected to Mount Celestia.[9][17][18]
Tradegate
A star-shaped city that bristled with commerce and constant activity, it connected to Bytopia via a complex trade system with a bariaur known as the Master Trader.[9][17][19]
Ecstasy
A peaceful, pastoral town, it connected to Elysium.[9][17][20]
Faunel
A ruined city, but bristling with life, it connected to the Beastlands.[9][17][21]
Sylvania
A constantly partying town where music played day and night, it connected to Arborea.[9][17][22]
Glorium
A fishing village built at the edge of a fjord, it connected to Ysgard via two different portals.[9][17][23] Another branch of Yggdrasil led to a cavern near the city.[24]
Xaos
Also known as aXos, sXoa, oasX, and all other permutations, it was an ever-changing city that connected to Limbo.[9][17][25]
Bedlam
A fan-shaped town built haplessly on the slopes of the Maurash hill, it connected to Pandemonium.[9][17][26]
Plague-Mort
A diseased, ruined, and decaying town, it connected to the Abyss.[9][17][27]
Curst
A bleak, dusty city organized in rings, it connected to Carceri.[9][17][28]
Hopeless
A large city with a single entrance and organized as a spiral, it connected to Hades.[9][17][29]
Torch
Built on the slopes of a range of volcanoes and surrounded by a disease-ridden marsh, it connected to Gehenna.[9][17][30]
Ribcage
A mid-sized settlement, beautiful, but oppressive, located at the bottom of the Vale of the Spine, it connected to the Nine Hells.[9][17][31]
Rigus
A huge military encampment, it connected to Acheron.[9][17][32]
Automata
A perfectly ordered city, it connected to Mechanus.[9][17][33]
Fortitude
A mid-sized, well-ordered city with an oppressive population eager to enforce the law, it connected to Arcadia.[9][17][34]

Realms[]

Inhabitants[]

Although the Outlands had no known native species or races, members of all intelligent species could 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 could be found here, for example.

Appendix[]

Appearances[]

Novels

References[]

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 115. ISBN 0880383992.
  2. Jeff Grubb (April 1987). “Plane Speaking: Tuning in to the Outer Planes”. In Roger E. Moore ed. Dragon #120 (TSR, Inc.), pp. 42–43.
  3. Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 62. ISBN 0880383992.
  4. Jeff Grubb, Bruce R. Cordell, David Noonan (September 2001). Manual of the Planes 3rd edition. (Wizards of the Coast), p. 49. ISBN 0-7869-1850-8.
  5. Jeremy Crawford, Christopher Perkins, James Wyatt (December 2014). Dungeon Master's Guide 5th edition. Edited by Scott Fitzgerald Gray, et al. (Wizards of the Coast), p. 47. ISBN 978-0-7869-6562-5.
  6. Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 73. ISBN 0880383992.
  7. Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 75. ISBN 0880383992.
  8. 8.0 8.1 8.2 8.3 8.4 Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 114. ISBN 0880383992.
  9. 9.00 9.01 9.02 9.03 9.04 9.05 9.06 9.07 9.08 9.09 9.10 9.11 9.12 9.13 9.14 9.15 9.16 9.17 9.18 9.19 Jeff Grubb, Bruce R. Cordell, David Noonan (September 2001). Manual of the Planes 3rd edition. (Wizards of the Coast), pp. 147–151. ISBN 0-7869-1850-8.
  10. Monte Cook (1996). The Planewalker's Handbook. Edited by Michele Carter. (TSR), p. 13. ISBN 978-0786904600.
  11. Richard Baker, James Wyatt (March 2004). Player's Guide to Faerûn. (Wizards of the Coast), p. 148. ISBN 0-7869-3134-5.
  12. Richard Baker, James Wyatt (March 2004). Player's Guide to Faerûn. (Wizards of the Coast), pp. 152–153. ISBN 0-7869-3134-5.
  13. Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide. Edited by Jennifer Clarke Wilkes, et al. (Wizards of the Coast), pp. 62, 63. ISBN 978-0-7869-4924-3.
  14. Monte Cook (1996). The Planewalker's Handbook. Edited by Michele Carter. (TSR), p. 5. ISBN 978-0786904600.
  15. Wolfgang Baur and Lester Smith (1994-07-01). “The Book of Chaos”. In Michele Carter ed. Planes of Chaos (TSR, Inc), p. 104. ISBN 1560768746.
  16. Monte Cook (1996). The Planewalker's Handbook. Edited by Michele Carter. (TSR), p. 10. ISBN 978-0786904600.
  17. 17.00 17.01 17.02 17.03 17.04 17.05 17.06 17.07 17.08 17.09 17.10 17.11 17.12 17.13 17.14 17.15 17.16 17.17 17.18 Jeremy Crawford, Christopher Perkins, James Wyatt (December 2014). Dungeon Master's Guide 5th edition. Edited by Scott Fitzgerald Gray, et al. (Wizards of the Coast), p. 67. ISBN 978-0-7869-6562-5.
  18. Jeff Grubb (May 1995). A Player's Primer to the Outlands. Edited by Ray Vallese. (TSR, Inc.), p. 15. ISBN 0-7869-0121-7.
  19. Jeff Grubb (May 1995). A Player's Primer to the Outlands. Edited by Ray Vallese. (TSR, Inc.), p. 26. ISBN 0-7869-0121-7.
  20. Jeff Grubb (May 1995). A Player's Primer to the Outlands. Edited by Ray Vallese. (TSR, Inc.), pp. 13–14. ISBN 0-7869-0121-7.
  21. Jeff Grubb (May 1995). A Player's Primer to the Outlands. Edited by Ray Vallese. (TSR, Inc.), p. 16. ISBN 0-7869-0121-7.
  22. Jeff Grubb (May 1995). A Player's Primer to the Outlands. Edited by Ray Vallese. (TSR, Inc.), p. 24. ISBN 0-7869-0121-7.
  23. David "Zeb" Cook (1994). Planescape Campaign Setting, Sigil and Beyond. Edited by David Wise. (TSR, Inc), pp. 40–41. ISBN 978-1560768340.
  24. Wolfgang Baur and Lester Smith (1994-07-01). “The Travelogue”. In Michele Carter ed. Planes of Chaos (TSR, Inc), pp. 42–43. ISBN 1560768746.
  25. David "Zeb" Cook (1994). Planescape Campaign Setting, Sigil and Beyond. Edited by David Wise. (TSR, Inc), pp. 50–51. ISBN 978-1560768340.
  26. David "Zeb" Cook (1994). Planescape Campaign Setting, Sigil and Beyond. Edited by David Wise. (TSR, Inc), pp. 30–32. ISBN 978-1560768340.
  27. David "Zeb" Cook (1994). Planescape Campaign Setting, Sigil and Beyond. Edited by David Wise. (TSR, Inc), pp. 45–46. ISBN 978-1560768340.
  28. David "Zeb" Cook (1994). Planescape Campaign Setting, Sigil and Beyond. Edited by David Wise. (TSR, Inc), pp. 35–36. ISBN 978-1560768340.
  29. Jeff Grubb (May 1995). A Player's Primer to the Outlands. Edited by Ray Vallese. (TSR, Inc.), pp. 19–20. ISBN 0-7869-0121-7.
  30. Jeff Grubb (May 1995). A Player's Primer to the Outlands. Edited by Ray Vallese. (TSR, Inc.), p. 25. ISBN 0-7869-0121-7.
  31. David "Zeb" Cook (1994). Planescape Campaign Setting, Sigil and Beyond. Edited by David Wise. (TSR, Inc), pp. 46–50. ISBN 978-1560768340.
  32. Jeff Grubb (May 1995). A Player's Primer to the Outlands. Edited by Ray Vallese. (TSR, Inc.), p. 23. ISBN 0-7869-0121-7.
  33. David "Zeb" Cook (1994). Planescape Campaign Setting, Sigil and Beyond. Edited by David Wise. (TSR, Inc), pp. 28–29. ISBN 978-1560768340.
  34. Jeff Grubb (May 1995). A Player's Primer to the Outlands. Edited by Ray Vallese. (TSR, Inc.), p. 17. ISBN 0-7869-0121-7.
  35. Ray Winninger (September 1995). Giantcraft. Edited by Karen S. Boomgarden. (TSR, Inc.), p. 44. ISBN 0-7869-0163-2.
  36. Jeff Grubb (May 1995). A Player's Primer to the Outlands. Edited by Ray Vallese. (TSR, Inc.), p. 29. ISBN 0-7869-0121-7.
  37. Gwendolyn F.M. Kestrel, Jennifer Clarke Wilkes, Kolja Raven Liquette (2006). Races of the Dragon. (Wizards of the Coast), p. 155. ISBN 0-7869-3913-3.
  38. Dale Donovan (January 1998). Cult of the Dragon. Edited by Julia Martin. (TSR, Inc.), p. 120. ISBN 0-7869-0709-6.
  39. Nigel Findley, et al. (October 1990). Draconomicon. Edited by Mike Breault. (TSR, Inc.), p. 25. ISBN 0-8803-8876-5.
  40. Colin McComb (October 1996). On Hallowed Ground. Edited by Ray Vallese. (TSR, Inc.), p. 175. ISBN 0-7869-0430-5.
  41. Eric L. Boyd (November 1998). Demihuman Deities. Edited by Julia Martin. (TSR, Inc.), p. 57. ISBN 0-7869-1239-1.
  42. 42.0 42.1 42.2 42.3 42.4 42.5 42.6 Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 116. ISBN 0880383992.
  43. Gary Gygax (August, 1985). Unearthed Arcana (1st edition). (TSR, Inc.), p. 111. ISBN 0880380845.
  44. Eric L. Boyd (November 1998). Demihuman Deities. Edited by Julia Martin. (TSR, Inc.), p. 60. ISBN 0-7869-1239-1.
  45. 45.0 45.1 James Ward, Robert J. Kuntz (August 1980). Deities & Demigods. Edited by Lawrence Schick. (TSR, Inc.), p. 111. ISBN 0-935696-22-9.
  46. Ed Greenwood, Jeff Grubb (August 1987). “Cyclopedia of the Realms”. In Karen S. Martin ed. Forgotten Realms Campaign Set (TSR, Inc.), p. 11. ISBN 0-88038-472-7.
  47. Jeff Grubb and Ed Greenwood (1990). Forgotten Realms Adventures. (TSR, Inc), p. 20. ISBN 0-8803-8828-5.
  48. Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc.), p. 62. ISBN 978-0786903849.
  49. 49.0 49.1 Colin McComb (October 1996). On Hallowed Ground. Edited by Ray Vallese. (TSR, Inc.), p. 136. ISBN 0-7869-0430-5.
  50. Carl Sargent (May 1992). Monster Mythology. (TSR, Inc), p. 61. ISBN 1-5607-6362-0.
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  52. James Ward, Robert J. Kuntz (August 1980). Deities & Demigods. Edited by Lawrence Schick. (TSR, Inc.), p. 29. ISBN 0-935696-22-9.
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  55. Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc.), p. 131. ISBN 978-0786903849.
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  57. Gary Gygax (August, 1985). Unearthed Arcana (1st edition). (TSR, Inc.), p. 115. ISBN 0880380845.
  58. Eric L. Boyd (November 1998). Demihuman Deities. Edited by Julia Martin. (TSR, Inc.), p. 172. ISBN 0-7869-1239-1.
  59. Colin McComb (October 1996). On Hallowed Ground. Edited by Ray Vallese. (TSR, Inc.), p. 113. ISBN 0-7869-0430-5.
  60. Colin McComb (October 1996). On Hallowed Ground. Edited by Ray Vallese. (TSR, Inc.), pp. 136–137, 176. ISBN 0-7869-0430-5.
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  62. Ed Greenwood, Jeff Grubb (August 1987). “Cyclopedia of the Realms”. In Karen S. Martin ed. Forgotten Realms Campaign Set (TSR, Inc.), p. 14. ISBN 0-88038-472-7.
  63. Jeff Grubb and Ed Greenwood (1990). Forgotten Realms Adventures. (TSR, Inc), p. 30. ISBN 0-8803-8828-5.
  64. James Ward, Robert J. Kuntz (August 1980). Deities & Demigods. Edited by Lawrence Schick. (TSR, Inc.), p. 55. ISBN 0-935696-22-9.
  65. Eric L. Boyd (September 1997). Powers & Pantheons. Edited by Julia Martin. (TSR, Inc.), p. 129. ISBN 978-0786906574.
  66. Eric L. Boyd (September 1997). Powers & Pantheons. Edited by Julia Martin. (TSR, Inc.), p. 88. ISBN 978-0786906574.
  67. Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 116. ISBN 0880383992.
  68. Colin McComb (October 1996). On Hallowed Ground. Edited by Ray Vallese. (TSR, Inc.), p. 105. ISBN 0-7869-0430-5.
  69. Gary Gygax (August, 1985). Unearthed Arcana (1st edition). (TSR, Inc.), p. 110. ISBN 0880380845.
  70. Eric L. Boyd (November 1998). Demihuman Deities. Edited by Julia Martin. (TSR, Inc.), p. 88. ISBN 0-7869-1239-1.
  71. Ed Greenwood, Jeff Grubb (August 1987). “Cyclopedia of the Realms”. In Karen S. Martin ed. Forgotten Realms Campaign Set (TSR, Inc.), p. 16. ISBN 0-88038-472-7.
  72. Jeff Grubb and Ed Greenwood (1990). Forgotten Realms Adventures. (TSR, Inc), p. 36. ISBN 0-8803-8828-5.
  73. Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc.), p. 176. ISBN 978-0786903849.
  74. Nigel Findley, et al. (October 1990). Draconomicon. Edited by Mike Breault. (TSR, Inc.), p. 28. ISBN 0-8803-8876-5.

Connections[]

The Concordant Domain of the Outlands
Realms
Caverns of ThoughtCourt of LightDwarvish Mountain (Deepshaft HallSoot HallStrongale Hall)Flowering HillGzemnid's RealmHidden RealmLabyrinth of LifeMarketplace EternalMausoleum of ChronepsisPalace of JudgementSemuanya's BogSigilSleeping LandsTir na Og (Deep Forestthe Great SmithyHouse of Knowledgethe PinnacleTir fo Thuinn)Thoth's EstateWonderhome
Gate-towns
AutomataBedlamCurstEcstasyExcelsiorFaunelFortitudeGloriumHopelessPlague-MortRibcageRigusSylvaniaTorchTradegateXaos



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