Outlands

From Threesong

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. The Sun rises from the farthest reaches of Elysium in the north and sets at the far edge of Hades in the south, and local regions experience seasonal patterns influenced by themes rather than orbital dynamics.

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