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ASTRAL

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ETHEREAL

 

The Outlands - True Neutral

In the "AD&D" universe, the great ring of alignment planes has, at is center, the plane of "Concordant Opposition" or "The Outlands". Introduced later in the history of AD&D than the other planes, it is the universe where good and evil, law and chaos find a near balance, and can meet in truce. Don't expect to find unselfish love here. But the ordinary loves -- family, friendship, romance -- must be very similar to our own world.
Each visitor experiences the plane slightly differently -- whatever is most comfortable. A Maztican concept is that primitives are likely to see the caves "from which all kinds of people emerged in ages past." The weather is always temperate, and there are few extremes of any kind. The plane is flat and circular, but those who try to walk past the ring of towns out to the edge will never reach it, but will turn back towards the center. Magic begins to fail, from strongest to weakest, as a visitor travels inward. Up to nine hundred miles from the center, ninth-level spells fail, and so forth. One hundred miles from the center, where all magic is nullified, creatures have little ability to battle one another, but can still communicate and understand. Here, they meet in truce, if not in friendship. Most cannot remain here for long. The rulers of realms on the outer planes, and the dead assigned to areas on the outer planes, cannot usually enter other such areas. However, they can travel freely to "Concordant Opposition". The Rilmani, who seek to preserve all moral and ethical outlooks, have their abode near the spire, and can enter other worlds when a powerful outer-planar creature is called. Perhaps the Rilmani wish to be sure that every creature always has moral and ethical choices. Here the Fates spin the web of destiny, but they will never reveal the future, only give wholesome advice. Some may see the Greek Fates, while others see the Norse Norns among the roots of the world-tree. This is a common location for the headquarters of amoral sects devoted to destiny, luck, nature, theft, time, trickery, wealth, or the wilderness. At the very center of the plane, everyone sees something rising to infinity. A few powerful druidical creatures and their friends, certain clergy dedicated solely to pleasure (the Temple of Delight from Li Po's own world) or greed (the Palace of Prosperity, the neutral dwarves), and certain wise scholars and cold intellectuals (there are a mind-flayer cult and a beholder cult headquarters), can make their permanent homes in the Outlands. There is a small but stable community of half-orcs. The Time Dragon sleeps among running hourglasses that tell the lifespans of living dragons; perhaps every grain of sand is the spirit of a dragon who has died. Enter his realm, and your apparent age will change greatly from moment to moment. The mind-flayer cult territory houses a gigantic brain ("Ilsensine") which will expose all a person's secrets, and which will trade any information for the theft of your skills, or the likelihood of making you insane. Those in power send mind-wiped spies into other worlds. Come here with your mind magically shielded, or lose points of intelligence permanently as well. Beholder cult territory is here also, since both mind-flayers and beholders make war on good and evil, law and chaos. Lady Luck reportedly has an abode here. The naga realm will test each visitor to see whether he or she has been true to professed ideals and chosen role in life. Success brings complete healing and rewards, while failure brings oblivion. At the center, be prepared to confront your own expectations, fears, and regrets. There is a huge farm for rustic halflings, where it is never winter. The dwarven mines (the gems are linked with the souls of the inhabitants) and gambling halls (you can bet anything, and they can collect it) are here. The Chinese Hall of Judgment is here, where the Chinese faithful line up for processing and final disposition by a monstrous Confucian bureaucracy. The Celtic Druids have a nature preserve ("Tir Na Og", or "The Land of Youth"). Here one can find the Rainbow Horses, gaudy, plane-shifting females that can change color at will and which mate with male equines of other kinds. The nature preserve includes an entire underwater kingdom, and the headwaters of the River of Truth. The library of Thoth, the Egyptian Scholar, is further down the river; you can find any knowledge here. Lizard Folk heaven is in a swamp adjacent to the nature preserve.   There are altars which read simply, "Moderation in all things." Gray pools leading back to the astral only appear far from the central tower. Public portals take many forms and lead to all the outer planes, and around each, a city has sprung up with that plane's ethos. If and when the city really exemplifies the alignment, with no counterculture, it shifts permanently into the other universe. Modron parades march the circle of these cities, going in and out of the other alignment planes to make the appearance of a huge gear. Very few modrons survive to complete the circle.

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