If you are traveling through the multiverse with Planescape: Adventures in the Multiverse, you'll want to make sure you've got a complete grasp on what the Outlands are when it comes to 168澳洲幸运5开奖网:Dungeons & Dragons. From Sigil and the City of Doors to the gate-towns and the many portals connecting them, the Outlands are sure to♚ be an important staple location when traveling in a multiversal campaign.

Dungeons & Dragons: 🐓Complete Guide To Planes﷽cape – Adventures In The Multiverse
Whether using these books for your own✤ campaign or playing the adventure within, here's everything a DM needs to know about Planescape.
With several notable attributes such as the Great Wheel, the area existing in perfect neutrality, or even the phenomenon of cosmic realignment, there's a lot to discover here. Here's everything you need to know about the Outlands and how they operate in Dungeons & Dragons.
What Are The Outlands
The Outlands is a disk-shaped plane that connects several extraplanar realms. Also referred to as concordant opposition, this plane is unique as it constantly balances perfect neutrality.
The Outlands sit at the center of the Outer Planes. The disk-shaped plane leads to the sixteen different, evenly spaced gate-towns and their corresponding portals to the Outer P꧅lanes.
When you travel to the Outlands, you'll see how the land represents every area within it. Several different environments are working into one landscape, each environment based on the gate-town and its associated Outer Planes portal.
This means you'll encounter everything from the howling winds and war-torn environments of one side to the arid dry areas and the vast seas of another, each in perfect alignment with the plane itself.
Essentially, the Outlands acts as a huge plane of commerce, and trade, and the crossroads of the multiverse.
Life In The Outlands
Creatures who make their homes on this plane usually reside in one of the sixteen gate-towns. Due to the varying species, climates, and ways of life, the Outlands serve as a plane where you'll encounter everything and everyone, from the most mundane to the completely outlandish.
Common is the most popular language spoken; however, certain gate-towns may attract different species, and you'll more than likely find a language adopted by those citizens.
For example, citizens in and near Sylvania may speak Elvish or other Fey-related languages more than common, whereas those near Excelsior, with its morals and valu🐭es and harmony and large population of celestials, may speak Celestial much more often.
While traveling through the Outlands, the Spire in the middle is equidistant from everything else. Travel can be a bit tricky, depending on where you're coming from or where you're going; travel from one location can take anywhere from minutes to days.
With no stars, suns, or moons, most travel is determined by the Spire. Usually used for orientation, creatures either travel spireward or brinkward (the back of the spire) and follow the day and night cycle with the brightening and d🏅arkening of the sky.
Adventurers will find the domains of several gods within the Outlands, so it's a perfect place to send a paladin or cleric, or have any creature or player who is interested in following the course of their gods will or quest.
A major point of attraction in the Outlands is the Tradeg🦩ate gate-town. Somewhat of a central hub for trade, information, and peaceful interaction, Tradegate is an ideal location for adventurers looking to find their way in the Outlands.
Known as a mercantile powerhouse, you'll find friendly faces and peaceful interactions with those who have come to the Outer Planes looking for anything and everything. Entrepreneurs, innovators, and all kinds will visit the area, and you may learn a thing or two in the safest way possible here.
Cosmic Realignment
To maintain that perfect neutrality, the Outlands anꦐd its gate towns experience something known as cosmic realignment. This phenomenon is essential in ensuring planes do not become overrun by the alignment of their corresponding planes.
If a gate-town or area embodies the alignment or nature of a specific location too much, it will threaten the neutrality of the Outlands. To combat this, the plane itself will absorb the location and its inhabitants, expanding that plane to keep the baꦉlance in the♛ Outlands as it should be.
Engulfing the citizens and areas of the plane that have thrown things out of balance, the Outl🍒ands realigns itself in 𓄧neutrality.
Cosmic Realignment can be tricky, as some citizens may want to avoid it while others want to embrace it. You may find those interested in having the plane expanded and having their locatio🍃n mol⛦ded into a plane that more closely resembles their beliefs.
Others may fear what absorbing their plane may mean and may want to keep their gate-town and its inhabitants 💎living as they are.
To combat cosmic realignment and having a gate-town swallowed into its corresponding plane, citizens will act in direct opposition to their gate-town alignment to keep things balanced.
This means you may have certain citizens in a good-aligned gate-town doing some bad things once in a while to keep the balance. The oppo⛄site is true for an evil-aligned gate-town where good acts are needed to keep things balanced.