Outlands

The Outlands, the first and by far best known layer of Concordant Opposition, the planes of true neutrality, are sometimes characterized as a boring place, it’s neutral alignment meaning it’s is nothing more than a bland land of inbetweens. Experienced planeswalkers know this to be false however. The Outlands are a collection of every imaginable terrain, culture, environment, inhabitants, etc. They are a mixing pot of ideas, beliefs and alignments and are a major battlefield fought over by archons, devils, demons, eladrin, and every other major planar race, but just as often these meetings are peaceful, though not necessarily friendly. None of these dominate any part of the plane, at least not for very long, as if that happened those places would become a part of other planes.

The major regions of the plane exist in a circle, said to be 1200 miles in radius, spreading out from a central Spire. Distance can be deceptive on the Spiritual Planes, however, and travelling in a certain direction may or may not lead to the same place twice. Far more territory exists in this area than a conventional view of geography would suggest, “overlapping” in a way. Roughly 1000 miles from the center exist gate towns, each with a portal to another plane. As you get closer to the Spire, the natural laws change, the effects including magic being harder and harder to use. Beyond the gate towns is the Hinterlands which is said to paradoxically be both closer to other planes, and deeper into the depths of Concordant Opposition. From here you can reach other planes as well as other layers of Concordant Opposition. However, it seems that the rules of reality break down here, resulting in a variety of strange effects. Generally it is considered more convenient to use portals.

Outlands

Lord Zack's Planescape lordzack lordzack