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The Outlands

Locations in Infinity

[ Index | View of the Spire | Calendar | The Spire | Hinterlands | Tales of the Outlands ]
Psionics | Powers that Be | Itharin | Locations | Monsters and Lore | Wild Hunt ]

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There's No Burg Like HomeOutlands Symbol

Ever noticed that just when you think you've seen it all, something else pops up to suprise you? Well, as planes go, the Outlands does this more than most. Maybe it's due to the strange nature of travel on the plane, or maybe it's just because when you're gawping at an infinite Spire you tend to misread your map, but when you travel between two burgs you can rely on finding something new in between them each time, no matter how many times you make the trip.

Here, then, are some rumours, truths and maybe some lies, about burgs and sites you can look forward to metting, or perhaps strive to avoid, when you're galvanting across the Outlands. Take heed of these planewalkers' warnings, because chant like this doesn't come lightly.


[Please be patient while this chant loads. It's very long!]

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Locations in Infinity

Black Walls (by Chris Murphy)

Black Walls: Never heard of it? Not surprising. This little burg doesn't offer much to travellers, its just a military city that is almost as close to Baator as Ribcage. Or that's what most folks think.

From the outside, this burg gives off one message: Go Away. Surrounded by huge, black walls (hence the name) adorned with spiked battlements that make the Lady of Pain's headdress look positively comfortable, canny berks turn away after just getting a glimpse of it. If you get inside, though, you'll see the dark of what is goin' on. The city is under the brutal military control of Lord Vesherek (Planar / human male / F11 / LE) and his "Council" (Vesherek's top soldiers, assassins, and guards). Everything seems in a constant state of readiness, just waiting (or anticipating) a battle. Guards and soldiers patrol everywhere, even worse than in Sigil's Lady's Ward, peasants and commoners watch their backs and homes, like their enemies are lurking at every corner. The architecture even reflects the readiness-for-war attitude. Buildings are more like small fortresses than homes or businesses, and the whole anthill is dotted with armouries. The most impressive structure in all of Black Walls is The Keep, Lord Vesherek's castle. It's as big any building in Sigil. It also serves as the barracks, the main armoury, and the residence of the city's Council.

Most folks don't understand what's really happening here. See, as insignificant as this little burg may seem, it is very important to the Blood War. See, Lord Vesherek has a very Baatorian outlook. As such, he almost considers himself a Baatezu. He's been building his army for years, in hopes he can one day face a tanar'ri army, and prove his worth to the high-up pit fiends in Baator. His troops, now numbering in the thousands, have been specially trained to fight Abyssal armies. That, however, isn't the real Dark of this place. The real dark is that the Baatezu aren't taking as much interest in Black Walls as the tanar'ri are. An enemy of Lord Vesherek, a merchant in the Cage named Mistress Sailes (Planar / human female / 0-level / NE / The Fated) knows what's going on in Black Walls. She has been an enemy of Vesherek for years (why, no one knows), and has hired spies to see what Vesherek is doing, and what his intentions are. When she found out Vesherek is building an army fierce enough to fight tanar'ri, she knew just what to do.

Black Walls will soon see how strong their defences really are.

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Bram's Folly (by Joshua Jarvis)

Bram's Folly is a widely told cautionary tale. According to the story the earth genasi Bram went to buy land in the Outlands. He was told that he was getting the best land money can buy, tall pines, rugged hills, and untapped mineral wealth. In reality Bram was sold an apparently useless stretch of muddy marshes, tar pits, sparse forest, and hard packed flat land. Bram however was smart and he knew that the best thing to do is make the most of a bad situation. To do this bram set up a store selling the one thing he could here. The store is BRAM'S OOZES, MUDS, AND BRICKS. Here Bram sells what his land is good for: bricks, asphault, boiled tree resin, cement (his own secret formula of transmute mud to stone powder), and what he calls "beauty mud."Outlands Symbol

Of course applications of that to the face would only make you attractive to the inhabitants of the planes of earth and ooze but no one is telling him that. No one knows what asphault from the tar pits is good for but lower planar fiends buy it and guvners pay a pretty penny for bones dug out of the tar pits. The boiled tree resin forms a sticky, bouncy, substance. He tried marketing it as a material for balls for children to play with but it has the problem of turning sticky in hot weather. He also places insects in resin of a different tree to form unique amber pendants. It's suspected that he knows a transmute resin to stone spell to get the amber but no one knows for sure.

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Ceras (by Leir the Explorer aka Greg Jensen)

"What's the character of this town? Sod off, berk! None of your sodding business, that's what! Now if I were you, I'd turn around and leave real quick before my mates here fill you full of crossbow bolts, and that's no bluff!"

Such is the typical response from a native of Ceras. Ceras is located between two giant stone structures resembling two giant horns. Some say these horns come from the same creature that gave the town of Ribcage, about a day's journey away, its ribs. At any rate, you won't find a more inhospitable, xenophobic, and intolerant indep town anywhere on the Outlands. The chant is that the locals here are sitting on the gate to an as yet unexplored outer plane, and they don't even realise it, but so far nobody who knows the dark of it and has proof has lived to tell about it.

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Cycle, the Eternal (by James O'Rance) ... learn more here (off-mimir)

Those that speak of the near-mythical city of Cycle tell tales about portals that go to every point in time, or streets where the gods walk together as mortals, where the mightiest of magics are known, or where those few deities that possess no alignment choose to make their kip.

To be honest, such darks as these aren't worth more than a poet's dreams (although there are Sensates who'll pay highly for those...) In reality, it is extraordinarily tricky to learn the chant of Cycle because like as not, it's not there. Not where somebody else swore it was, anyway.

These are the Hinterlands, berk. Don't expect the territory Out There to be the same twice, or even once. Furthermore, one dark which might just prove to be accurate is that Cycle is the case of a pantheon that's hidden itself away for the last few millennia. There are even whispers about the temple of a god there who was put in the dead-book some time ago, but doesn't want to stay there...

If you really want to know about Cycle, ask a Gelaean. If you can find one...

You can learn more about Cycle off the

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The Drifting Stones (by Joshua Jarvis)

Many have wondered about the drifting stones of the Outlands. These strange rocks seem to move under their own power, but no person has actually witnessed them moving. Even under magical observation all that seems out of the ordinary are the tracks in the sand made by the stones movements. Several facts are known however.
  • Stones closer to the spire are larger and more preserved than those farther away from it. The furthest stones range from pebbles to stones the size of your fist. They become larger closer to the spire until you reach the 20-foot tall Obelisk of Arutin. Some of the ones closest to the spire (such as the obelisk) appear to be man (or other being) made objects and are decorated with ancient runes. Many of the largest stones are tall pillar-like objects. (except for Lariti's Rock, which appears to be a large nondescript boulder.) The stones further away from the spire are heavily influenced by erosion and destruction, the fact that few near the centre are effected this severely makes some people wonder if magical destruction was used against them.
  • Stones closer to the spire move farther and faster. The furthest stones may move just an inch a day, the closer ones may move up to 20 feet a day.
  • Stones make up for movement lost during the time they were observed. A stone that was observed for several days (normally or magically) will be completely motionless. After the observation was done the stone will do several days of travel to make up for the time missed.
  • So far about 34 stones have been discovered (with many others being only suspected of moving without sufficient proof.) most of them are small.
  • They circle. That's right, the stones circle the spire instead of moving in a straight line. Some say that something will happen if they align. It is known, that if they align their tops will create a 45 degree angle arc pointing towards the spire.

Many theories exist for why the stones move, here are a few of the more commonly heard ones.

  • The Blood War Clock: Since the stones move at different speeds many people think something will happen when they align. Some say that when all the stones line up it will be a signal to the fiends that the Blood War is over. And NO ONE (except possibly the fiends) wants to know what that means.
  • Ultimate Countdown: Another aligning of stones theory goes that if they line up Something Bad or Something Good will happen that will change the planes forever. No one knows what that is however, and few want to.
  • It's a Hoax: One of the more plausible theories goes that the stones are moved by some being (or beings) capable of detecting magic. Others say it's a hoax done by wizards or gods. Some even say psionicists may be trying to make you THINK they are moving.
  • Elemental Community: A common theory is that elemental beings have migrated to the outlands and have formed migration patterns. Some elementals state that these are the legendary wild stones that used to romp around the plane of earth to be eaten by the xorn. They state the xorn hunted them to extinction and that's why they to destructively feeding on the valuable minerals of others.
  • It's a Portal to Somewhere: Some say that when they align they will open a doorway to the Ordial completing the unity of rings. Others state that a portal to pandemonium or Carceri opens up freeing all those trapped or exiled there. Others say that some ancient race left the planes and will open a gateway and return when the stones are right. Others say that fiends tried to open a portal to either an enemies plane, or an allies plane but were stopped by an opposing army. And that anyone who completes the circle may open the gate.
  • It's a Calendar: Some say that the stones and their movements line up perfectly with the hours in a day or days in a year on the outlands. If this is true then why don't they move when you watch them.
  • Spire Connection: Some say the stones don't circle .... they spiral. Some say the spire is shrinking and the stones it looses spiral away from the base. Others say the spire is growing and the stones spiral in towards the centre.
  • The Key to the City: Some say that he who has truly mastered the knowledge of the moving stones can control the gates of Sigil!
  • Aoskar's Legacy: Some say that before the lady killed him Aoskar created these stones. And anyone who reads the incantation placed upon them can return the god of portals to life!
  • The Spire Wasn't Always Alone: Some say the stones are remnants of other spires, long since destroyed. They say these other spires helped the great spire hold up the sky, and some even go as far as saying that these spires once had their own cities over them.

Some of the stones are better known than others. Here are some of the most well known of them.

  • Wind Flute: Looking disturbingly like a spire from the harmonica in pandemonium, this hole filled spire makes music when the wind hits it. Some say that the music has mystical powers or that a bard could be inspired by its tune.
  • Obelisk of Arutin: A perfectly crafted obelisk lined with runes of an unknown language. an arc of stone exists near the obelisk and moves with it. They move in such a way that the obelisks shadow on the rocks arches keeps perfect time. The obelisk itself is said to have mysterious properties, but they are unproven.
  • Lariti's Rock: A rock sat upon by the Philosopher and Playwrite Lariti, they say that he infused the rock with his creativity and others may meditate upon the rock to gain inspiration. Others say that if you believe that screed they have a bridge to sell you.
  • The Wind Stone: The only stone to break a rule of moving stones. This shiny pebble was brought to Sigil by a kender. It is said that the stone slid around the table when placed their. Of course others say a mage, psionicist, or Guvner with a magnet was having some fun with a poor clueless.
  • Altar Rock: A rock shaped like an alter with a smooth wall of rock attached to the back. Those who give sacrifices here. (incense, food, flowers, animals, children, etc.) are said to be able to speak with their god. Some proxies feel that they speak with something different .... something that poses as their god. But no message has yet went against a gods view point .... yet.
  • Boil Stone: This stone appears to be a mineral deposit formed by a thermal event such as a geyser or hot spring. But no thermal sources lie along its path of movement.
  • The Arch: Some say a gate of a gatetown is made of the moving stones. No one knows if this is true or not but they know that this arch shaped stone has the ruins of a town around it, no matter where it goes. The similarity of this to the common gate town set up makes some feel this is more than a coincidence.
  • Standing Gate: This stone looks like the entrance door frame of a building. With the two side pillars and the stone lying upon them. Runes and symbols in an unknown language decorate this. Could it have been a gateway to an ancient building.
  • Turtle Rock: A near perfect turtle shaped rock. It moves forward around the ring. If turned over or turned around it somehow manages to face forward/right side up again when no one is looking and continue along its course.
  • Balancing Act: This narrow 12 foot pillar balances a large boulder which never falls of ... not yet at least.Outlands Symbol
  • Glitterball: This round stone has non-valuable gems embedded in it. When the sun light hits it, it shines radiantly.
  • Healer's Bowl: A bowl shaped stone that holds water. Rumour has it that the water enhances scrying, heals injuries, and can be added to clay to make ceramics as hard as stone. All I know is that it makes a fine drinking spot on a long trip.
  • Calendar Stone: This stones only unique property is that it takes exactly a year to go around the ring and lines up with a gatetown at the beginning of each month.

Dur-Lance (by Martin Bourassa)

Over-looked by the Dwarven Mountain, on the edge of the Dragon Lord realm, is the City of Crusades: Dur-Lance. Everyone here is dedicated to the Dragon Lord's will, and those who don't are flayed until they do. The city stands in the High Fangs Pass, the gateway between the dwarven gods's realm and the Dragon Lord's. The latter realm has borders also with Gezmid's realm, Xaos (or whatever it's called) and an expanse of uninhabited mountain. Curiously, the uninhabited border is the only heavily guarded by the folk of Dur-Lance, because the underground dwarves are the Lord's sworn enemies. The walled city is used mostly as a training ground for the Lord's armies of dwarves (converted), humans and Dragonmen (the Lord's proxies). The city is officially divided into four quarters by walls: the Believers' Quarter, the Crusaders' Quarter, the Temples Quarter, and the Unbelievers' Quarter.

The Believers' Quarter is inhabited by the permanent residents who swear loyalty to the Dragon Lord. The Crusaders' Quarter hold the barracks and training grounds for the burg's soldiers. The smallest quarter is the Temples Quarter who hold the temples and monuments (a lot of 'em too) dedicated to the Dragon Lord's glory. The priests also live here. The Unbelievers' Quarter holds the prisons where unbelievers are "converted" in horrible tortures. Merchants and other temporary residents are also sent here.

A little of the Crusaders Quarter has been recently converted into a mining field. The Dragonmen have dug a tunnel which connects with the Dwarven Mountain's abandoned lower level. They wanted to invade from below until they accidentally woke Normegol the Scourge, the Great Wyrm who slept under the forgotten halls for aeons. The tunnel was destroyed when the red dragon slithered out of the mountain.

Normegol now roams the mountains, freed from his sleep. Killing the dragon (chant goes, an almost impossible task) will cause Shanthror's wrath, so the dwarven powers can't do anything about him. Normegol is legendary, and even the youngest dwarves have heard tales about him. Odin's sword, which is now on the prime, was forged from his breath.

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Equinox (by Rick Stokes)

There is a town spireward from Xaos, in 8th ring of the Outlands called Equinox. Equinox began as a one building orphanage in the center of a wide valley which soon grew in to a small village. It was founded by Narina, a young Tiefling priestess of Mishakal, and her husband Gareth, a human warrior from Krynn. As a refuge half-breeds (tiefling, Aasimar, Genasi, etc.), Narina and Gareth raised these outcast children with love and acceptance, teaching them the skills needed to deal with the prejudice they might face outside the village. The large building quickly grew in to a small village.

It became a tradition in the village for everyone to go on a Journey of Discovery as a rite of passage, and later return, either to settle for good or to say good-bye. Many of them return to settle permanently. They provide apprenticeships for the younger orphans. A few of the first generation are listed below: Kaspar is the Mage of Equinox. He is tall with scaly, rust colored skin, prehensile tail, and small vestigial wings. Although temperamental, Kaspar is undeniably brilliant and extremely loyal to his village.

Dangas is the Blacksmith, skilled in his craft and a weaponmaster. He is a tall, muscular, red skinned man with functional bat-like wings and small fangs. This quiet giant seems to be the only person able to endure Kaspar's ceaseless harangue.

Kellian runs the community farm. She is married to Hettar, the weaver. Kellian, an earth Genasi, has bold featur, dark green hair and nut-brown skin. Animals, plants, and children all love her.

Tatara is one of the few aasimar in the village. She has dark gray skin, long black hair, bright green eyes and a muscular build. She has an exceptional strength which would make her an impressive fighter, but spend her time painting as an artist She often works with the potter, Vrespa.

Hettar keeps shop in a large room adjoining to the farmhouse. He is slim man with small scales on his lower body. He has a total of six arms. The top two sets are fully functional, though the middle is smaller. While the bottom set is small and disfigured. The extra hands make him an impressive weaver, while making him an excellent entertainer for the village children. His juggling is also quite fascinating.

Vrespa creates pottery of fine quality, and specializes in doll heads, which are painted by Tatara. By looking at her work, no one would expect that she is blind. She is plump (unusual amongst tieflings) and speaks with a slur. For the past few years, she has been courted by Hemerash, the village butcher.

Hemerash is a large man with green tinted, rubbery skin and wide mouth and yellow eyes. His love of meat is what led him to butchery. Appetite is what he admires most in Vrespa.

Grant is the tailor, and Gareth's best friend. Although he is extremely thin with a short bony tail and tight reddish skin, he is very sensitive and kind.

Narina, herself, is beginning to look her age, 55 years old. But she is still beautiful. She has gray skin and very small features with wide, light pink eyes. She is mother to everyone and unfailingly loving. Gareth is still robust and healthy, and the most skilled warrior in the village.

There are other adults in the village, mostly orphans of the village. The children of the village range in age from infancy to their twenties. Everyone is considered a child until their Journey of Discovery. Narina hopes to open similar houses throughout the planes.

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Eye of the Mountain (by Belarius)

Character: Today is much like yesterday. I have my routine. I'll wake up, eat breakfast, go to work, work, go to my favourite bar, drink my favourite drink, speak to my friends, go home, go to sleep, repeat ad infinitum. Life is good when I follow my routine. It would be bad if I didn't. Then I'd miss my quota and the Lord would have me punished and I'd loose something I own to make up for my missed work. Then I'd miss be drink at my favourite bar and the barman's sales would go down, and he would miss his quotas and the Lord would have him punished. Life is good when I follow my routine.

Ruler: Lord Khulrewxes (Planar / asexual beholder [observer] / 8+8 HD / LN[E]), quite literally an eye tyrant. Khulrewxes is a powerful creature, with mind-numbing psionic powers and powerful magical powers. He acts as the mind of a mostly mindless city, the ultimate decision maker. His goal? To amass all manner of knowledge and power. His tool to accomplish this goal? The city of Eye of the Mountain. Already older than anyone can remember, Khulrewxes has created a working organism to fulfil his scholarly needs.

Behind the Throne: Khulrewxes allows no competition. He is the ultimate ruler for the city. To ease his own managing duties, however, he has appointed four representatives, one for each section of the city. The representative for the Arm Quarter is Oscar Fisc (Planar / male human / fighter 5 / LN). Oscar is respected by the working class of that quarter as a warrior and master blacksmith. The representative for the Head Quarter is Deborah Reah (Planar / female human / mage 3 / N), who is respected for her organisation and knowledge. The representative for the Heart Quarter is Dirk Indabek (Planar / male tiefling / thief 6 / LE), whose sheer wealth earns him the respect of his quarter. The representative of the Mouth Quarter is Omar Collovine (Planar / male human / 0-level / LG), and expert agriculturalist and naturalist. Though all four are fanatically loyal to Khulrewxes and under his mental sway, they could be tricked in ways Khulrewxes couldn't.

Description: Eye of the Mountain is a fortified city at the heart of the mountains Spireward of Rigus. There is an easy trade road leading to Thoth's Estate and to Rigus, which is maintained to the best of the city's abilities, given the shifting nature of the Outlands. Eye of the Mountain, being the brainchild of a single monstrous intelligence, is very organised. The city is divided into four uneven "Quarters," each devoted to one of the town's four main tasks. The Mouth Quarter is the smallest, made up of the homes of farmers who have fields outside the city walls. The next-largest is the Heart Quarter; the financial district and lifeblood of the city, where goods are traded. Next is the Head Quarter, devoted to producing scholarly works and the materials to produce said works, especially paper, ink, and books, blank or otherwise. The largest Quarter is the Arm Quarter, which manufactures weapons, armour, and tools, along with the daily necessities of the townsfolk. At the centre of town is the Iris, a circular compound of barracks, training facilities, and other martial structures. Fortified and defensible, the Iris is the home of the Mindguard. At the centre of the Iris is the Pupil, an oval-shaped castle where Khulrewxes lives and works. If viewed from above, the town would be roughly circular, its outer four Quarters making up the white of the eye. The Iris and the Pupil are at the centre, giving the entire city the appearance of a gargantuan eye.

The four Quarters work together to maintain the city and to fuel Khulrewxes' need for knowledge. The Mouth feeds the whole city. The Arm produces weapons and armour to be sold to Rigus or other military centres, as well as equip the Mindguard. This brings in money, which the Heart distributes to pay for renovations, repairs, and so forth. The Head trades blank materials to Thoth's Library and Estate, in exchange for books and scrolls for Khulrewxes.

There are only two ways in or out of Eye of the Mountain, the Spire Gate and the Ring Gate. The Spire Gate faces the Spire, and the Ring Gate the gate towns. Both are massive stone structures, not easily opened but surprisingly easy to close. Anyone trying to get in will discover that the city has tight strictures on what gets in and what goes out. Trade caravans must pay a tax, unless they have come to trade with Eye of the Mountain. Weapons, armour, tools, and iron goods may not be sold by non-citizens. Weapons and armour especially are not tolerated in Eye of the Mountain on more than a personal scale, and shipments will be escorted from one side of town to the other, as well as be fined heavily. Khulrewxes wants no competition in his city.

Militia: The city has its own military force, known as the Mindguard. The Mindguard are made up of working men from the city, who are brainwashed by Kulrewxes himself. Being a psionic master, this takes no more than a half-hour per sod, and Khulrewxes converts an average of four berks to Mindguard soldiers daily. The Mindguard train heavily, operate with efficiency to rival the modrons, and are completely loyal. They neither request nor require pay, their basic needs taken care of by Khulrewxes. Because of their total lack of independent thought, they receive the initiative bonus of a Master of the Mind among the Ciphers (-2). Unfortunately, they are notoriously uncreative, and require a sergeant to react creatively. These sergeants are quite rare, since they take as much as three hours to brainwash, must be more intelligent than the average soldier, and do not have the Mindguard initiative bonus. There is a sergeant present for every twenty Mindguard.

Services: If a body can stand the stifling conformity of the town, the burg is a good place to do business. Rare tomes, especially magical ones, can be sold to Khulrewxes for incredible prices. It is said that the payment Khulrewxes would be willing to shell out for a complete copy of The Book of Keeping would be beyond imagination. The town also produces excellent weaponry and armour, though the prices are a tad steep. On the average, weapons produced in Eye of the Mountain have a +1 to all saving throws, but cost 125% the normal price. Prices are never negotiable, on any goods in the city, as their prices are set by Khulrewxes and Dirk Indabek.

Local News: Seems Khulrewxes has been getting a bit of a headache of late. Numerous Wanted signs have gone up for the capture of any shapeshifters, archons, or formians in the city. Rumour has it that bloods from the nearby hidden burg of Mountainhold have been committing acts of sabotage and theft against Khulrewxes himself. Chant is that the eye tyrant is in communications with A'kin, the Friendly Fiend, to acquire magical, anti-shapeshifter weapons for his personal Mindguards.

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Gehhenom (by Chris Nichols and Jon Winter)

A tiny valley a couple of days from Torch, Gehhenom is a wasteland of burning garbage. All the worst refuse an infinite place could generate seems to collect here. A thriving community of Lower Planar refugees make a home among the refuse, from fiends dodging their stint in the Blood War to petitioners who've escaped from the tortures of their afterlives. Like Torch, this town hosts a gate to Gehenna. By all rights, this town should slide into the Fourfold Furnaces, but it stubbornly stays put. Some reckon it's a previous incarnation of Torch, or perhaps it's the next burg due to be the Gehennan gate-town when Torch takes the slide over.
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The Gith Confederacy (by Simson Leigh)

A planewalker blood is never lost, but they may become detached form their sense of direction. Fortunately for me, I have a strong sense of direction. But fate one day determined that I found myself in a place I did not recognise whilst traveling across the Land. After wandering for a couple of hours I came across an unusual burg. My relief at seeing a Gith burg not far from the Dwarven Mountain and Illsensine's Caverns was short-lived however....

Last entry by Rola Cello, planewalker and Guvner....

"Long ago the Illithids ruled vast areas of the prime material plane. One slave race rose up and detroyed many illithid bases and their empire crumbled. A civil war broke out amongst this slave race, named after their leader Gith. And the two groups became the Githzerai who live in Limbo and the Githyanki who live on the Astral. This knowledge is fairly common, but the dark I uncovered today is not.

"Study of the Gith races has been a hobby of mine for a number of years (see Diary entries 14 to 201 in the Year of Refrain), but I have never had the opportunity to visit a Gith burg on either the Astral or in Limbo. My reception in a small burg called 'The Gith Confederacy' was very pleseant. After they had seen to my horse and my lodging I was given a tour of their town.

"Being quite close to the Spire, there were no practitioners of the Will and the Way. In fact, there the use of mind powers were forbidden. I ask why this was and the reply I received was that it would alert their enemies to their burg. When I asked which enemies, my guide muttered something about illithids.

"One thing was bothering me for some time. There was a thought locked up in my head that was screaming for attention. And then I realised what that thought was... I did not know if these Gith were Githyanki or Githzerai !

"It is a little known fact that the Githyanki have a special relationship with red dragons, on the prime they are allies. But when I mentioned this, they only shrugged. I asked questions which I hoped would provide a clue as to their attitudes and disposition, all to no avail. These Gith were a mystery to me.

"Fate smiled on me and I stumbed across a large library. My guide was adamant that I should not enter and I had to resort to magic, but my little indiscretion to my hosts was well worth the cost. As my guide was dozing in the corner, the writing in books and scrolls became clear.

"It seems that the act of overthrowing the illithids bore a great cost. The Githzyanki are ruled by a Lich Queen who feeds of powerful githyanki and thus sustains herself. The Githzerai are also limited in power beyond a certain point which they do not go, any who go beyond in either group becomes a rogue and is hunted down.

"You see here was large builiding which exists mostly undergound upon which this burg was built... Just a minute, sorry for the interruption but I must fortify the doors, it seems my hosts are not pleased with my research interests.

"To continue. The large undergound structure is a temple with a special purpose. But first I must mention something about the Spire.

"The Spire nullifies magic and other powers as one approaches it, even access to the Astral is limited and reality is weakened. Because reality is not as strong near the Spire, the temple can channel energy to a place that should (theoretically) be the strongest known prison in existence. I am not talking about the Cage, I mean the prison of the Elder Elemental God. The last of the great beings from beyond whose evil supercedes immortal understanding.

"This little known burg called Gith Confederacy is inhabited by Gith who did not choose sides after the civil war. They are a neutral group who are the guardians of the pact the Gith made to ensure their freedom against a terrifying enemy. The Gith leader made a deal to sustain the Elder Elemental God with the life force of the most powerful of her race in exchange for help in destroying the illithids. The life energy of slain Githyanki warrioirs does sustain their Queen, but mostly it is used to pay back for their pact.

"The pupose of this temple is simple. The Gith do not worship any deity, but they fear one and they must pay back their debt or else pay a great price. This price was learned the hard way and almost caused the end of everything. Shortly after the civil war, the Gith discovered when a Gith rose in power and whose spirit was not given over in accordance to the pact, the prison of the Elder Elemental God became weakened. A small tear would form and to mortal eyes it appeared as if a great cyclone was sucking out the mists in to a large gap. From this description I would surmise that this text refers to ether gaps. In fact, after the Gith civil war the first ether gaps appeared in the Ethereal plane and it was not until the Gith Confederacy was set up that the number appearing decreased. This means that each Gith who goes rogue is responsible for weakening the prison of the Elder Elemental God.Outlands Symbol

"I will continue my research in just a minute. It appears that the walls have grown tentacles and I have an uneasy feeling at the moment."

[Author's Note: The idea of ether gaps leading to the prison of the Elder Elemental God is from one of the quizlets. We live in a world where we take freedom for granted most of the time. What price would you pay to keep your freedom? What price did the Gith race pay for its freedom?]

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Great Ring (by David Whitley)

While many cutters dismiss this town as a mere legend, its name is mentioned often enough that there might be some fire behind the smoke after all. The name of the burg just about defines its nature, it is literally a miniature model of the Great Ring. The burg, situated very close to the Spire is divided into 17 segments, and has a Spire-shaped palace in the middle to represent the Outlands and 16 outer sections each arranged to represent one of the outer planes. The Elysian section of the city is calm and restful with gentle fountains and soft music floating on the breeze, whilst the Carcerian section is a damp and dark labyrinthian prison, with screams being heard every minute although there never seems to be anyone actually making them.

There are 16 doors into the city, but a door to a section can only be opened by someone of a corresponding alignment, Lawful Goods can open the Bytopian, Arcadian and Mount Celestian doors, whilst Lawful Neutrals can open the Arcadian, Acheronian and Mechanical doors. Surprisingly, true neutrals cannot even enter the burg unless they are rilmani or at least have rilmani blood. If they do (it's said some aasimar do) then they can enter any part of the burg, including the Outlands palace at the centre which is otherwise out of bounds. There is no other way in, the city is very close to the Spire and therefore none but godly magics can teleport someone inside.

The entire town is run by the rilmani, but for what purpose remains dark. Many have speculated that the rilmani are trying to create a second Sigil by making the city so much like all of the Outer Planes that it starts to slip in all directions, creating a sixteen way gate town. Others suggest that it is a way of studying how the outer planes work from the safety of the Outlands, finding new ways to keep the balance by experimenting with the townsfolk. Who can fathom out the minds of the rilmani, inside their strange Outlands towers? There are precious few clues to go on, but here's a bit of dark: Somehow, the rilmani have stopped the influence of the spire, inside the burg magic and portals work perfectly normally...

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Kallisti (by Chris Nichols and Jon Winter)

Near Glorium and Sylvania, this burg surrounds a grove of golden apples guarded by pixies and faeries. The inhabitants argue constantly, and generally promote an atmosphere of good-natured randomness with occasional destruction aided by bands of bacchae who crash through portals every so often. The burg's name means "for the fairest", and derives from an ancient legend that the golden apples grow only when Sune, the most beautiful creature in the Multiverse, is happy. It's also said that eating on of the apples makes a body feel younger, look more attractive and softens the mood. Well, since it's forbidden to eat 'em (on pain of being slung through a nearby portal to Carceri), nobody really risks it.
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Mountainhold (by Belarius)

Character: Law is only the first step. We must also hold true to the tenants of good. A city exists that perverts law, making it a painful, forceful thing, rather than a communal brotherhood. We are the champions of our peoples, and swear, to ourselves and each other, to free this city from oppression.

Ruler: The Council of Good is the official ruler of the little burg of Mountainhold, made up of the most capable heroes of the city. General election brings them to office, but there is little competition for the post. Being primarily lawful in nature, the town has come to accept the same council for the last three elections. The Council is made up of three seats, which discuss the best way for the town to accomplish its goals. The current Council members are Leondor (Planar / male guardinal (leonal) / 12+6 HD / NG), the founder of Mountainhold, Desoum (Planar / male archon (throne) / 12 HD / Guardians / LG), a fallen archon who has taken to the battle for good in a less traditional way, and Infris Elemont (Planar / female human / paladin 10 / Guardians / LG), a militant foe of evil, especially lawful evil.

Behind the Throne: Mountainhold is not as formal as one would think, so there are a number of other personalities in the burg noteworthy for their clout and respectability. The foremost among these is "Chitter," (Planar / female formian / 6+6 HD / LN[G]) a nickname given to the Myrmarch formian in charge of all other formians in the city, as well as the head of the city's military. Chitter's real name is far too difficult to pronounce to be converted to text, or even spoken by most humanoids. Since the formians are responsible for nearly all architectural work and repair in the city, and since she is an expert in strategy and tactics, Chitter's opinion carries a great deal of significance.

Another notable figure is Alexandre Bernard (Prime / male half-elf / thief 12 / CG), a swashbuckling rogue. When Mountainhold first began its project to bring an end to Khulrewxes' rule, they had no idea how to do it. It was the not-so-lawful ideas of Alexandre, who had retired from a lengthy carrier of both prime and planar adventure, which got them going. The council respects him and his skill, though they are often at odds with his unlawful tactics.

Description: Mountainhold is an Outer Planar example of the Inner Planar concept of parallelism. When one thing happens, so does its exact opposite. When Eye of the Mountain was first founded, many warriors of good were appalled by the development. Disgusted by the brainwashing and impartial tyranny, Leondor (said to be the phonetic spelling of another language's words for "Lion of gold"), a wandering leonal, decided that his quest would be to free the citizens from their oppressive reign. He travelled to Arcadia, where he consulted with various formian queens. Eventually, he found an ally, a queen with stronger sensibilities toward good, and with that got a work force. With 600 workers, 70 warriors, and 16 myrmarchs, led by Chitter, he travelled to the mountains near Eye of the Mountain and built a community. Subtle messages were sent along the Guardian razorvine and through the ranks of good all across the Upper Planes. Now, three decades later, not only has Khulrewxes begun to feel just how irritating a city of freedom fighters can be, but the town is becoming its own community. Early romances have sprung into full-fledged families, and the city is nearly self-sufficient.

Architecturally, the city is incredible, as well as almost invisible. The area above ground is only about 10 acres square, made up mostly of fields. Most is underground, where the incredible building proficiency of the Formians is evident. Huge halls are filled with flowing buildings and vast subterranean fields. Winding staircases and slanted ladders are freely applied. All is carved directly from the rock itself.

Militia: The city itself is full to the brim with champions of good, which is a powerful defence indeed. The official militia, however, is made up of the formian warriors and myrmarchs (now much more populous than they were originally), warriors and soldiers who signed on to protect the town, and the warrior casts of the various planeborne races who live in Mountainhold, including agathinon aasimon, hound archons, shiere eladrin, and lupinal guardinals. Though many are far more powerful than she is, Chitter usually leads the armed forces of the city.

Services: Mountainhold is not a great city for tourism, and has few services aimed at outsiders. What it does have, however, is an abundance of eager heroes. To those who know of its existence all, it is known as an easy source of reliable and noble mercenaries. Many paladins from Excelsior look for their hirelings in Mountainhold, knowing they will meet their stringent character requirements. Another service available to outsiders is a variety of "noble" rogues. Though usually more on the neutral or chaotic side, there are a variety of saboteurs, spies, and rabble-rousers. As with most hirelings, however, there is a requirement: the missions these rogues are hired for must be for the greater good, and obviously so.

Local News: Chant is that Mountainhold has finally begun to seriously damage Khulrewxes' reign. Eye of the Mountain depends on being an easy way through the mountains, so many caravans felt they could afford the taxes. Now, Mountainhold scouts have rid the area of most banditry, making other passes nearly as safe and, costing nothing, much cheaper. Since jink turns the Great Ring, most merchants choose cheap over safe. On a more personal note, it seems a doppleganger devoted to good (rare enough, but they do exist) infiltrated Khulrewxes' private vaults and made away with two or three tomes which lay open for study. Their content has the Council worried, as they are said to contain some knowledge that will make Khulrewxes even more powerful than before. Darker chant hints at some kind of beholder lichdom or Prolonger vampirism.

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Never Leave Home Without It (by Katclaw)

This walking castle is home to Angelica The Uncorruptable, an aasimaric paladin, and her mother, a retired Krynnish warrior. It can be seen trotting about the Outlands when not rooted in place. It has also made numerous appearances on the first layer of Arcadia, and the Beastlands. Where most walking castles use magic, or technology, but this uses both. Its legs work on a gnomish design, that believe it or not actually works! It penetrates planar barriers with the aid of powerful magic enchantments. The tower is used by the paladin mainly for spreading the will of her power, Torm, or simply for personal jaunts across the planes, ad it still boasts a small burg on the lower courtyard level of the castle, mainly consisting of small shops for the castle's inhabitants. Angelica is very caring of those less fortunate and lets cutters down on their luck use the many rooms in her castle free of charge. She is known for her enlightened view on reformed people, giving them every chance to turn to the ways of good, partially because of her adopted cambion brother KatClaw.
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Oak Island (by Brian)

The Outlands is one of the few places in the Multiverse where magic and psionics is fully disabled. That makes it an excellent place to build protective structures, or hide items of value. Magic can't be used to find or retrieve such items if they are deep enough into the Outlands. That doesn't make it impossible though, so a smart cutter will still look into protecting what ever it is he wants hidden. Some build vaults, fortresses, etc. Others hide their goods. The preverbal buried treasure. Some just dig and hole through it in, fill up the hole but others take far more drastic measures. There is an island near the Spire called "Oak Island." It's the site of one of the most well engineered anti-theft systems ever imagined. Well that's at least what some say.

No one knows for sure what's buried on Oak Island. Some say it was an ancient Merkhant's stash, others say it's a spell book contenting long forgotten spells Only one thing is know for sure its one hell of a setup.

The island is about 10 miles long by 5 miles wide, and has a small cove on the Spireward end. It sits so close to the Spire that no magic or psionics work on the island. The island itself has a number of odd features. The first one discovered was a set of 8 cone shaped boulders. These stones where positioned precisely in the shape of a cross on the on island. One edge of the cross sits on the beach of the Ringward side.

On the Spireward side of the island, a few miles inland from the cove, is a small six-foot wide indent into the ground. The indent sits in the middle of an oak grove. This indent has become known as the money pit because so many Merkhant-funded "digs" have attempted to find the so-called buried treasure at its bottom.

Most of these trips have been well documented, The first dig was done by a small group of friends that orginaly found the pit. The three cutters made it 30 feet down, finding logs at 10, 20, and 30 feet down. They stopped after 30 feet and waited two years while they searched for funding to unearth what was obviously a deep pit. They found such funding and started up digging again. They made it down another 10 feet where they came across a stone tablet with strange runes carved in it. The runes where separated and appeared to be simply a message. The stone was sent to a mage in a distant town (where magic works) to be deciphered. Supposedly the message said that treasure was a mere 40 feet deeper, but the tablet is lost to time now. The group dug 40 feet deeper, but found no treasure. This did not stop them, and they continued to dig. At the end of one day, they thrust an iron pole into the ground to listen for the sound of a treasure chest etc. (it was a common thing, done at the end of each day by the group) only this time they heard something. The next day they dug down and found a set of boards. They unearthed the boards, but were stopped by a flood of water. The pit filled up with water to the 32' foot depth! Well, the group decided to try digging a new pit next to the original and then tunneling over. After more hard work, they broke into the old pit from their new one, only this time much farther down. They were once again flood with water.

The next group to try brought along tinker gnomes with drilling machines, pumps etc. They sent a massive drill down into the pit to a depth of 98 feet and heard a distinctive sound of loose metal! When the drill was brought up, it had a small peace of a gold chain on it! More drilling reviled that there was a layer of wood, then the "gold" then more wood, and then more "gold," then wood, much like two large chest stacked on top of each other. However, regardless of how many pumps they ran, they couldn't empty the pit of the water. Some exploratory drilling else where on the island lead to the answer. A series of ducts, filled with palm tree branches (not from the area) allowed water to flow in from the water table through sand-covered vents. Pumping the water out of the pit would require draining the sea! The entire cove at on the east end was "man made" with such vents in mind.

The next group to try their luck drilled even deeper to find a marble vault filled with papers. A small scrap brought up was found to use rare inks from a type of squid that lives in the river Oceanus. The 2 symbols on the paper are only half visible and are unintelligible. This group setup high-powered pumps that were able to keep the water level down to a depth of 90 feet, deep enough that some one could swim the remaining 10 feet to the top of the "chest." The first person who went in became dizzy and started to drown. Two more people tried to get him out, and also died. The deaths are believed to be from a pocket of gas that bubbled out of the drill hole. The gas is lighter than water, but not air, so it sits at the top of the water. That was the closest anyone has come to the "treasure" as the group packed up and left due to the deaths, and the high cost of running the pumps.

Since then other groups have drilled holes near the pit and claim that there is a cavern about 180 feet down. Also, a group did some digging at the point where the cross over laps, and found a flat rock with shape of a skull profile, and nothing else. The cross does not over lap the money pit or point in its direction.

The Dark: The money pit does hide some treasure in chest some 100 feet deep. This treasure is a decoy. If some one digs the pit, it was hopped that the treasure would be found, and that the digging would end there. At 150 feet deep there is a vault containing the diary of a lich hunter. At 180 feet is a large (50 foot diameter) spherical shaped natural cavern. The cavern holds a chained down psionic lich.

The lich was originally a high level illithid necromancer who was searching for the way to become a lich. It had extended its life by blending (blend life spell) his body with a troll's, thus giving himself the ability to regenerate. The necromancer came across a psionic lich and convinced it to teach him how to become such a creature. After additional years of psionic training, the new lich was born.

This lich reigned terror in the Astral Plane for many years before a band of illithid-hunting githyanki cornered and trapped it in a daring battle. However, the cuel classed a necromancer/psionicist lich proved impossible to destroy, so the githyanki were forced to try and place it in a location where its powers could not help it escape. They chose the Spire.

The githyanki were unable to counter the troll-like regeneration and strange psionic powers so buried the lich while it was still recovering from the battle, and hoped it would never escape. The cross-shaped stones were left as warning that under the ground was something unholy. (The skull shaped stone under ground beneath a cross) They also left the stone tablet, which was correctly translated to promise treasure 40 feet lower. It was hoped, that if some one dug 40 feet deeper, and found nothing, they might give up.

The lich at bottom has gone quite insane, but will try to escape to location where psionics and magic still work before revealing its true power. Most of its abilities and powers don't so close to the Spire, but the regeneration still does. The githyanki have since been forgotten or died from their injuries incurred in the battle.Outlands Symbol

A man currently lives on the island. He was the original man who discovered the cross shaped stones. His name is George Capol, and he knows more about the so called treasure then most people because he has lived most his life on the island, and has personally talked to every expert who has ever look at the pit. For a bit a of garnish he lend such knowledge. He once was part of the group that first started using pumps and drills, and someday hopes to get the treasure himself.

[Author's Note: This concept is based largely on a real Oak Island that has a real Money Pit, that no one has been able to unearth, even to this day. It was first attempted to be dug up in the 1700s.]

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Presence of the Master (by Tom Bubul)

Shield the innocent, and you shall be rewarded in the afterlife by the Master. Help those in true need, and the rest can pike it. Presence of the Master is a rather simple town of thatched huts on the river Ma'at, nestled in a little valley between Fortitude and Thebestys, closer to the latter. The town reflects the 'Givers out-look on life, give and you shall receive. Presence of the Master takes this philosophy a step further and a step back: the residents (mostly tribal hunters and priests) only give to those who really need it, and they believe they will be rewarded in the afterlife (as opposed to this life) by a power they call the Master. They live in relative peace, except for the marauding bands of Minions of Set, the village's hated enemies.

Ruler: Delsonora is the Master's only proxy, rules the burg justly, and has been doing so for 174 years. Dark is, she founded this town 199 years ago because of religious persecution on her home world. Delsonora is a beautiful female human priestess of the Master, and a secret member of the Athar. She believes that the other powers are frauds, but doesn't subscribe to the "great unknown" theory.

Behind the Throne: The Master has animated the now 126 years dead carcass of it's chief creator, Delsonora, to use as a vessel to project its influence. It keeps the body in top shape, and uses it to attract worshippers, which it needs to exist. The Master can grant up to fourth level spells in the Necromantic (healing), All, and Weather spheres.

Militia: Presence of the Master has a small, skilled army of 36 5th-level fighters. They kill Minions of Set on sight, and defend the village with a supernatural fury.

Services: Presence is a major trade route for the fruit and spice industry, also, it is a very good rest stop when travelling down the river. The residents use a barter system for trade, but do like precious metals. Finally, Presence is a great place to get healed. 5 jinx for a cure light wounds spell? Enough said.

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Ril' Town (by Joshua Jarvis)

Tanber Downs, a Guvner eavesdropper, lanned me some fascinating chant about a Spire-town:

A few days back I was busy listening in on bubbers down at Euphoria's Gate (A local drinking establishment here in the lower Ward), hoping that their screed may have something of value. Well I came across something that may be the biggest tall tale of them all or a gold mine of discovery. It seems that this one bubber claims to have returned from a trip to the Spire and decided to look at an oddly shaded patch of stone through his trusty spy glass. Oddly enough it seems he saw a rilmani town carved into the Spire itself. This town is located well above the ground (he says "a body would be hard pressed to climb there") and there is no visible way up or down.

Upon learning of this discovery I decided to contact my colleagues and discuss this bit of dark. We came to some interesting hypotheses as to how the town may be approached, what its purpose is, and what should we do about it.

How would that town be reached? Well Addius Ambessor claims a pulley system could be lowered to raise up visitors (or ril') or hidden handholds or footholds in the rock may be used to reach it. Tolon Leong claimed that he thought he saw steps carved into the Spire on his last trip there but he's not sure if he's remembering his trip to the great Spire or his trip to Centerspire in Bytopia (the addled old buzzard always mixes those two up). Tasha Immuriel says a cave system may reach into some inner passage into the Spire and thus the ril' enter the carved city in the Spire from a distance. The mage Tazakaza the Grey claims that perhaps they found a way to a tap magic at the Spire, something that even gods can't do, and fly there.

As to why, well most of us agreed that a raised city gives a good vantage point, a wonderful view, and protection from all but the most persistent (or airborne) invaders. But Tazakaza has a theory that sounds a bit barmy, he claims the Spire keeps magic and other powers from working by draining the power to fuel Sigil's portals. According to this theory the ril' have found a way to maintain their powers at the Spire. An unlikely but reasonable assumption. After all, not enough is known about the ril'. I personally think it may be the Auromach's kip.

What should be done about this? Not much. Perhaps interviewing others who have been to the Spire and ask if they have seen anything and possibly fund a return expedition to the Spire.

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Skytarlin (by Gothenem)

Greetings Travellers, If you are reading this, than you've managed to find my most secret operative (or some berk who found him). I am Krainius Talfar, leader of Dair's Mercenaries. Let me tell you bashers about an interesting burg I found in the Outlands. See this city found me while I was going around on the Outlands. Yep, the soddin' city came looking for me. I don't just mean the addle coves in the city came looking, I mean the entire city, walls, streets, buildings people...everything. I nearly went barmy with that sight. Then the ruler of the city came to talk with me. The ruler of the city was the most soddin' big tiger I've ever seen. It stood about 70' tall. So I was invited into the city. I looked around. most of the inhabitants were humans, but there were some tieflings, aasimar, and other planar races here too. I was lead to the palace, when I was finally give the name of the burg: "Skytarlin".

The Lord of Skytarlin: (Written By Krainius) The lord of Skytarlin is a tiger. He can increase his size up to 70' tall and 150' long, but can only hold this for ten minutes. Lord Tiger (I thought the berk gets points for originality) rules the city, but is aided by a small council of advisors. Lord Tiger (Planar / male tiger / W10, F10 / N), is advised by Councillor Grosk (Prime / male orc / F5 / LG / Harmonium), Shirl (Planar / female tiefling / R9 / CG / Sensates), Tak (Prime / male gnome / W(Ill)6 / NE), Hattuk (Planar / male half-elf / P(Thoth)9 / N), Farl Two-Axe (Petitioner / male human / F9 / CE / Xaositect), and Kooma (Planar / female kobold / T7 / LE / Dustmen). Lord Tiger and his council make the decisions in an open court. Spectators are welcome, and the general populace is allowed to bring in their complaints. Lord Tiger is a caring individual. He believes that there should be a balance in all things (As his council of advisors show). He is sodding smart for a tiger (Int 20), and can do magic.

The Palace of Skytarlin: (Spoken By Jorus, Written By Krainius) * A note from Krainius: I tried my best to write Jorus' speech the way he spoke it. That berk needs grammar lessons.

While Krainius wuz wif da leader and his bashers. I wuz lookin' 'round da palace. A guide offered ta show me around. Da palace is soddin' BIG. It got 'bout 400 rooms on each floor, and it's got 5 soddin' floors. I found out tha over half the rooms are dedic... er meant for artwork. That's a lot of Sodding art work. The palace serv'nts are all led by Astan (Planar / male human / 0-level), the head of the palace staff. I notice one waitress look at Lord Tiger admir....affectionatly. I felt that interesting times would come of Dat. The waitress wuz real pretty to. Her name was Fauna (Planar / female elf / T1 / N).

The General Populace: (Written By Krainius) The People of Skytarlin are generally kind and friendly, and one wonders why the city doesn't slip into an Upper Plane? I found out that there is a lot of evil there too. It's just better hidden. I found a basher who led me into a secret thieves guild meeting. There were a lot of bloods at the meeting. I think Skytarlin has more thieves than Plague-Mort. The populace is friendly to visitors.

Notable Places in Skytarlin: (Written By Krainius) The Inn of the Walking City (good quality, average prices) is one of the best inns in Skytarlin. It is a very well run establishment with reasonable prices. The Inn of the Weary Tiger (average quality and prices) is another good in to stop at. And it is the only inn in near the palace. The Orc's Gruel Inn (average, and expensive) sits one of the corners of the city (far side from the gate, and left from the gate walking in). It is the only inn in that section, so it's high prices are usually paid.

The Weaponsmith Anvil (good quality, high prices) is one of the better weaponsmiths in the area. His competition is being driven to The Blade's Scabbard (good quality, dirt cheap). The Blade's Scabbard sells things for one tenth the normal price. I think the owner, Iggins, went soddin' barmy.

Notable Temples in Skytarlin: (Written By Elania) Greetings travellers, I am Elania, Sun Paladin of Dairalantarial. Krainius asked me to write a section on the temples of Skytarlin. Before I start, you should know that there are shrines to more powers than I could count. There are only three actual temples in Skytarlin.

The first is the House of Knowledge, a temple to Thoth. It is run by Tarn (Planar / male human / P(Thoth)14 / N). It has some 120 priests and 400 lay worshippers. The second is the House of Evil, a temple to Cyric. It is run by Farklin (Prime / male human / P(Cyric)15 / CE / Doomguard). It has some 80 Priests, and 650 Lay worshippers. And finally the House of Goodness, a temple to Paladine. It is run by Hrulgin (Planar / male human / P(Paladine)15 / LG / Fraternity of Order). It has some 90 Priests, and 550 Lay Worshippers.

The Shrines I found include Shrines to Anhur, Anu, Ares, Auril, Bahamut, Beshaba, Brigit, Corellon Larethian, Cyronax, Denier, Demeter, Finder, Frey, Freyja, Garagos, Geb, Grumbar, Gruumsh, Hades, Helm, Hera, Istishia, Loki, Mask, Mielikki, Nobanion, Odin, Set, Torm, Tyche, Tymora, Valkur, and Zeus. There are many more than this, but this is all I found.Outlands Symbol

The City of Skytarlin: (Written By Krainius) The city itself moves. It travels the Outlands looking for more citizens. Every person who decides to move in the city, makes it grow. It has almost any possible service imaginable. The city was last seen near Excelsior.

Scrawled on the bottom of the last Page: Hello Mortals! My name is Xanxost. I am here to tell you about Skytarlin. I ate it. It was yummy. Xanxost is hungry now. The other writer forgot three things. First, the city of Skytarlin is like Sigil. The Powers can go there. No wait! They can't. Second, Skytarlin has the power to make shifting cities not shift. Third, two Things.

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Snakescale (by Belarius)

Character: Welcome to the nexus of purest Law and most individual Chaos. Here, the laws are solid as fangbone and as flexible as a viper. The Blue God above orders his will, and it is done. We do what we will. Blue God says scour the land, and no living thing survives. Blue god says stay at home, and we are happy with full larders. Law is not as restrictive as one would think, when given the freedom of Chaos.

Ruler: Azure Skystander (Prime / male sapphire dragon / 19 HD / Athar / LN), a dragon of the Very Old variety (750 years) rules over this city as resident god. The populace have their theories on his true nature, but when he says jump, they do so.

Snakescale is an experiment, started by Azure some 500 years ago. He sought to prove that chaotic being, under a strong lawful ruler, could be an incredibly powerful fighting force. He also wants to prove that a populace will believe any super-powerful entity they encounter is a god. He has been right so far on both counts.

Behind the Throne: The three races living in Snakescale each have a High Priest (though Azure is incapable of granting them spells) who interprets the dragon's commands differently. Their respective priesthoods act as high courts, quarrelling over moral and political issues while their god watches with detachment and amusement. Fortunately, Azure has very clearly stated that assassination is absolutely forbidden, but there is a great deal of subterfuge.

Description: Snakescale began as an accident some 500 years ago, when a party of two dozen migrating Ophidians (Monstrous Compendium Annual, Volume One) happened upon the entrance to the wyrm's huge cavern. The Ophidians, as they often do, immediately began to worship the draconic being. Seizing on the opportunity, Azure helped relocate an entire community of Ophidians to his cavern, where they followed his decrees to the letter and grew in numbers.

After some generations, rumour and legend of a "snake city" attracted the attention of two other groups: the yuan-ti (well known for their chaotic evil alignment) and the couatl-kin (not well known, but highly chaotic good beings, related in some way with the couatl, and being winged feathered serpents). Both types trickled into the new city, until their were equal quantities of each. All three worshiped the dragon as a god. Even the Yuan-ti gave up their dark god in favour of the blue dragon (and became significantly less sadistic as a result).

Now, a city of many thousands of snake-men of all kinds lies in the ever-expanding caverns, deep below the Outlands. The strange nature of the local philosophies drags the city all over the Outlands, but it generally hovers a week or so from aXos. The catch is that, over the last 20 years and for the first time since its creation, the city is no longer closed. It's ophidian shock troops, yuan-ti assassins, and couatl-kin airforce is widely feared, as they eliminates any threats near the city (including a number of walking towers!). Further, the town is now open for trade, and snakeman merchants can be found in Sigil and near the Chaotic gate-towns.

Physically, the city is built in a very large cavern which has slowly been expanded over the centuries. Many miles of galleries are hidden from view, containing all that is needed to support the city from within. There is only one known entrance, though there are hints of hidden military passages as well. On the end of town opposite the entrance, the High Temples sit, where Azure makes his will known.

Militia: About half the city is actively involved in the military activities, training and defending the surface, as well as acting as a police force within the city. This gives the city a standing army of nearly four thousand creatures with Hit Dice in excess of 3 or 4. Needless to say, they represent a force to be dealt with very carefully. It is fortunate that neither Azure nor the High Priests desire conquest. Most frightening, however, is the speed needed to repopulate the city. Since all three races possess methods of turning normal demi-humans into their own kind (these yuan-ti have developed this capability only through arcane methods), the city can bounce back from crippled to fully populated in a matter of months, since the warriors always take prisoners, which are divided among the races and transformed.

Services: For all these intimidating factors, merchants still come to the city. The burg does have, after all, one of the most notorious bazaars in the Land: The Yuan-ti Poison Market. Because of their affinity, giant lizards are more common here than cattle, and treated lizard skins of many kinds are available here. Because of their physiological similarities, lizardmen and bullywugs can be found here in some numbers, as well as various rare Primes races such as hurwaeti, gatormen, cayma, and tortles. Those looking for items pandering to members of these races would do well to look here (such as cayma weapons, which are virtually impossible to find elsewhere due to their size). Finally, Snakescale is the place to visit for biologists studying lizards and their kin, having the most extensive library on the subject on all the Outlands (barring the realms of gods, of course), and perhaps the planes in their entirety!

Local News: As usual, the Couatl-kin and the Yuan-ti are having a big philosophical debate. This time, it revolves around Yuan-ti histachii. The Couatl-kin want the Yuan-ti to stop creating them and let those already created free from enslavement. The Yuan-ti have no problem continuing, since their race reproduces more slowly than any other snakemen in the city (since they need magic to turn prisoners into Yuan-ti). The histachii give them an edge, allowing them to make "temporary" citizens to avoid being outnumbered by the ophidians and the couatl-kin. Besides, they make good slaves and bodyguards.Outlands Symbol

Another other controversy revolves around snakemen "half-breeds." It seems that interbreeding between the races has become possible, and half-breeds are popping up all over the place (children are not raised by their parents, but their entire neighbourhoods). Their lack of specialisation makes them undesirable for military service, so most become merchants, ambassadors, or diplomats. They cannot join the priesthoods (which require "pure" blood, especially the Yuan-ti), and are usually shunned by the majority of the city's inhabitants. A select few have completely betrayed their former compatriots and sell their services to the forces who seek to weaken or destroy the city.

Finally, the Athar, not knowing Azure's ancient membership, are up in arms about a fanatical city of snake-men, and have sent a number of emissaries to try to enlighten the snake-men. Azure lets them try, respecting their concern but not able to reveal his faction (if he did, the snake-men would follow his example and renounce him, ruining the experiment). Those evangelists who have tried their luck have had very little, being driven out by a fanatically zealous population.

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The Stalagmites

Last known entry of Explorer and Geologist Rola Cello (Guvner).

[Start of journal extract]

"Whilst on an errand for my faction, I happened to cross a proxy of Blipdooldloop (Queen of fish people who live underground, mostly on the Prime). Seeing as the cutter was none too pleased after our brief encounter, I decided to see if I could lure him to the base of the Spire where a confrontation would be a little more evenly balance. Heck I might even find some loophole in the laws that govern reality at the base of the Spire and find a way to gain the upper hand.

The Rilmani seemed content to let me be and so I had time to explore the terrain and find a place suitable for our little showdown. These primes can be so old fashioned, I wonder if we'll duel or just hack eah other apart.... Anyway, as I was walking in what could be descibed as the "foothill" of the Spire a strange outcropping caught my eye. Cautiously I went over to investigate and discovered that the outcropping was caused by a small pointed outcropping that had toppled over and only its base was left standing. My humble estimate predicts that this pointed vertical outcrooping would have been a pillar or cone-like shape approximately nine feet tall.

I consulted my mimir on the off chance that it might know something of stonemasonry. As luck would have it did I figured out after a short caculation that the angle at which the fallen stone lay and the angle off the cut, that the outcropping had not fallen by itself. Upon closer examination, there were signs on the base of the outcropping which confirmed that tools had been used to topple the narrow cone shapedrock formation.

Rock only hold my interest for so long and I thought that I had learned most of the dark of it when after a short walk I came across a similar outcropping. This one seemed a little older and was quite weathered. I f I had not known what to look for, it would not have caught my attanetion.

A week has passed and signs indicate that my persuer has turned back, there not much water around here and I hear those fish-men loose water pretty quickly. But for some reason I have begun to take a keen interest in these outcroppings, my work so far has uncovered about one or two a day.

It was after I started my research that my dreams became more vivid and fanciful. They turn in to nightmares when I fear that my dreams will cross over in to reality. I hear that reality acts a little different around here and it's beginning to unnerve me. The last dream I had was where I imagined raising my arms and reaching for infinity, my body began to harden and it felt as though I were shooting upwards.

Today I have not done any work, my dreams have become repetitive and I continue to dream of becoming a spear that shoots upwards from the ground, perhaps I should head back to Sigil. I'll leave it for a few days, I feel very heavy and tired." <End of journal>.

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"Aargh, another berk who aspires to reach beyond.
When will they learn?"

- Rilmani patrol leader, shortly after discovering a "budding" spire and just before ordering his men to knock it down

The Dark: There is a belief that at a certain point the Spire reaching a new state and passes out of this Multiverse and pierces in to another. It is said that Sigil floats just below this point and the closeness of a border between realities, is the reason for the high number of inter dimensional holes or portals in Sigil.

So what is the Lady ? Well, some say she's a being from another multiverse who watches over the border between the two. She has sisters in parallel Sigils in each Multiverse. And some say that they are not all sisters but just one being...

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The Steam Park (by Joshua Jarvis)

One of the more interesting sites on the Outlands is the Outlands "steam park". Drimward, a steam mephit discovered this place awhile ago and claims it to be 'a bit of the inner planes somehow drifted into the Outlands." Anyone with half a brain knows that this is all screed. The "steam park" is a strange, steep walled valley filled with hot springs that bubble up from the ground. The temperature and pressure vary and they are hottest and most pressurised around mid day.

The effects of pressurisation is unique, not only do the springs bubble but some of them erupt as geysers. Even the mud boils and bubbles in places. Drimward allows bathers to enjoy some of the cooler hot springs, but be warned, around noon the temperature gets high enough to boil flesh in even the coolest of springs fiends and other heat-resistant beings still enjoy a good warming here however.

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Sylvan Glade (by The Lord of the Shadows, and pZane)

Sylvan Glade, located on average one day's walk from Sylvania towards Faunel, is a seed of a burg more than a burg. Three adventures discovered an inn here which fell into the Outlands from the prime world Oerth. The adventurers decided that the place would be a good business venture and built additions, found employees (mostly Sylvanians who fancied a calmer lifestyle) and set up shop. They renamed the inn "The Sylvan Moon" and a crescent shaped moon symbol lit with continual light shines over the entry.

One of the adventures retired to a tree-house of his own design a few minutes from the inn. He was a ranger/druid of some repute (both good and bad) and he maintains a small grove where he can be found by those who need him.

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Two-Face (by Puck)

Two-Face is a burg filled with twisted mentalities. See, some leatherheaded berk found a way to split his brain-box into two separate personalities, and then the plane decided to make the whole flaming town the same way! Now every petitioner a body stumbles across has two moods that alternate between two moral and ethical extremes. If the sod's first personality is lawful and evil, the other is chaotic and good, so that they equal out to the true neutrality of the plane. Most strangely of all, considering the Outlands is supposed to be a neutral sort of plane, is that neutral types ain't welcome here at all!
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Wanderlust (by Jon Winter)

Never rest, never sleep, never remain the same. Let your mind wander the roads of philosophy, thinking in all directions and never becoming complacent with an idea. Question all things, never take anything at face value.Outlands Symbol

Wanderlust is often a hard burg to find. It's most often on the Outlands, but it moves around faster than a rider on horseback, sliding back and forth through the Land's rings, and even off the plane altogether. As the moods of the nomadic populace (mostly formed of bariaur, kender, gypsies and homeless of all races) change, the burg's moved from site to site on the Great Ring, in Mechanus one week, in Arborea the next. It's said that the best way to find Wanderlust is to close your eyes when you're walking and just keep going where your feet take you. Within a few hours, you'll have reached the gates of the town, wherever it may be...

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Wild Valley (by Joshua Jarvis)

The Wild Valley is located in the Outlands, just outside Faunel, the gate town to the Beastlands. The Wild Valley is unusual in the fact that it gets warmer the deeper down you go. The top of the valley is as cold as a mountain's peak while the bottom is tropical. The petitioners here are everywhere, you just have to realise what they are. The most notable of the petitioners are the animals, like in the Beastlands themselves these animals can talk and cast spells, but unlike the Beastlands these animals do not contain the touch of goodness. They live by rules of nature, the fit survive, eat or be eaten, etc. Like other petitioners in the Outlands they balance out good with bad.

The other petitioners are the trees. From the pines at the top to the palms and mahogany at the bottom, most of the valleys petitioners are plants. And for each tree type their is a tree lord. Betula the birch lord, Quercus king of oaks, Acer the maple king, Salix queen of the willows, Pinus lord of evergreens, etc. You have them all here. This burg (if you can call it that) hasn't always been here. Once it was part of the Beastlands, but when the people started believing that the perfect wilderness was only for the animals (and belief has power berk, the tree lords could feel that) the tree lords (and their followers) uprooted themselves and left. The neutral druids revere oak and mistletoe so they sought out the neutrality in a self imposed exile.

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Copyright 1998 by Jon Winter and respective authors,
art by Jeremiah Golden and Jon Winter

Consult the Mimir Again