Outlands: Difference between revisions

From Threesong

Fio (talk | contribs)
No edit summary
Fio (talk | contribs)
No edit summary
Line 1: Line 1:
The Outlands are vast, infinite but for the time one might have to take to travel, and will serve as the campaign's Material plane, including all the standard connections to inner planes like [[Faerie]] and the [[Shadowfell]]. It contains oceans bigger than planets, and any material plane origin you need can be set somewhere over the horizon; The material planes were in fact absorbed into the Outlands during the [[Apocalypse]], including the city the party starts out fleeing from, Myth Drannorland, a piece of former Faerun which contained a theme park based on a lost city elsewhere in that world, which grew into a large city in its own right after the end. The Spire and Sigil are no more, as such, but the center of the Wheel still contains an antimagic zone now pockmarked by sinkholes into what appear to be the former oubliettes of Sigil. Many other things will still be in common with Planescape.
The Outlands are vast, infinite but for the time one might have to take to travel, and will serve as the campaign's Material plane, including all the standard connections to inner planes like [[Faerie]] and the [[Shadowfell]]. It contains oceans bigger than planets, and any material plane origin you need can be set somewhere over the horizon; The material planes were in fact absorbed into the Outlands during the [[Apocalypse]], including the city the party starts out fleeing from, Myth Drannorland, a piece of former Faerun which contained a theme park based on a lost city elsewhere in that world, which grew into a large city in its own right after the end. The Spire and Sigil are no more, as such, but the center of the Wheel still contains an antimagic zone now pockmarked by sinkholes into what appear to be the former oubliettes of Sigil. Many other things will still be in common with Planescape.
In the east is a great rift, the [[Dreamless Void]], and in the north, travel is obstructed by [[The Fold]].


The gods live, but when the end of the world began, they lost sight of us and went silent, their minds apparently trapped outside the eternity we live and the end which is always just arriving. Yet, their bodies still extend through the universe, and their metaphorical hearts beat in their home planes, from where their clerics draw their power and their agents draw their missions. In the ages since the Silence of the Gods, most of them have taken on motifs in line with their silence, whether being depicted as being more like trees or elemental forces than people, or as heroes "dead but dreaming" and lying in tombs as they wait for the end of eternity.
The gods live, but when the end of the world began, they lost sight of us and went silent, their minds apparently trapped outside the eternity we live and the end which is always just arriving. Yet, their bodies still extend through the universe, and their metaphorical hearts beat in their home planes, from where their clerics draw their power and their agents draw their missions. In the ages since the Silence of the Gods, most of them have taken on motifs in line with their silence, whether being depicted as being more like trees or elemental forces than people, or as heroes "dead but dreaming" and lying in tombs as they wait for the end of eternity.

Revision as of 13:35, 28 August 2025

The Outlands are vast, infinite but for the time one might have to take to travel, and will serve as the campaign's Material plane, including all the standard connections to inner planes like Faerie and the Shadowfell. It contains oceans bigger than planets, and any material plane origin you need can be set somewhere over the horizon; The material planes were in fact absorbed into the Outlands during the Apocalypse, including the city the party starts out fleeing from, Myth Drannorland, a piece of former Faerun which contained a theme park based on a lost city elsewhere in that world, which grew into a large city in its own right after the end. The Spire and Sigil are no more, as such, but the center of the Wheel still contains an antimagic zone now pockmarked by sinkholes into what appear to be the former oubliettes of Sigil. Many other things will still be in common with Planescape.

In the east is a great rift, the Dreamless Void, and in the north, travel is obstructed by The Fold.

The gods live, but when the end of the world began, they lost sight of us and went silent, their minds apparently trapped outside the eternity we live and the end which is always just arriving. Yet, their bodies still extend through the universe, and their metaphorical hearts beat in their home planes, from where their clerics draw their power and their agents draw their missions. In the ages since the Silence of the Gods, most of them have taken on motifs in line with their silence, whether being depicted as being more like trees or elemental forces than people, or as heroes "dead but dreaming" and lying in tombs as they wait for the end of eternity.