Outer Planes
The Outer Planes are physical manifestations of moral and ethical alignment, of belief, and of the will of the gods. Most of the Outer Planes are subdivided into layers, which are essentially sub-planes that represent one particular facet or theme of the plane. (For example, Baator's geography is reminiscent of Hell as depicted in Dante Alighieri's The Divine Comedy.) There are seventeen Outer Planes in total.
The Outer Planes are typically represented in a ring, with the Upper Planes (the planes of Good alignment) at the top and the Lower Planes (the Evil planes) at the bottom; the Lawful Planes are at the left and the Chaotic Planes the right. Clockwise from "top", they are:
- Elysium (Neutral Good alignment). The "Plane of Peace". The guardinals, noble immortal humanoids with bestial features, dwell here.
- The Beastlands (Neutral Good/Chaotic Good). The plane of idealized nature. The animal lords--archetypal rulers of the various animal species--reside here, as do many rangers;s.
- Arborea (Chaotic Good). Also called Olympus and Arvandor. Elves and other fey reside here, as do the mystical eladrin and the gods of Greek mythology.
- Ysgard (Chaotic Good/Chaotic Neutral). Also called Asgard and Gladsheim. The gods of Norse mythology and of various barbarians and berserkers reside here.
- Limbo (Chaotic Neutral). All manner of alien, anarchic and unpredictable beings dwell here, such as the frog-like slaad and the monastic githzerai.
- Pandemonium (Chaotic Evil/Chaotic Neutral). An infinite network of pitch-black catacombs, wherein the winds drive men mad.
- The Abyss (Chaotic Evil). The infinite armies of the demons;s reside here.
- Carceri\ (Neutral Evil/Chaotic Evil). Also called Tartarus. Innumerable liars, cheats and traitors are imprisoned here by their own deceptions, as are the Titans of Greek mythology.
- The Gray Waste (Neutral Evil). Also called Hades. Here, all emotion and compassion are drained away, until only hopelessnes, selfish desires and apathy remain.
- Gehenna (Neutral Evil/Lawful Evil). The yugoloths;s, fiendish creatures of true evil, hatch unimaginable plots here.
- Baator (Lawful Evil). Also called the Nine Hells. The empire of the devils;s marshals its forces here.
- Acheron (Lawful Evil/Lawful Neutral). This is a plane of constant, pointless war, where identity is forever lost. The gods of the goblins and orcs live here.
- Mechanus (Lawful Neutral). Sometimes called "The Clockwork Nirvana". This clockwork plane is the ultimate in order; constructs, scholars and modrons reside here.
- Arcadia (Lawful Neutral/Lawful Good). Also called "The Land of Perfect Order". A peaceful place where all live in harmony; consequently, it is quite dull.
- Mount Celestia (Lawful Good). Also called the Seven Heavens. Home of the devas and angels. Countless paladins and saints have ascended here.
- Bytopia (Lawful Good/Neutral Good). Also called the Twin Paradises. Gnomes and other industrious folk dwell here.
- And at the center, The Outlands (True Neutral). Also called the Plane of Concordant Opposition. As the Outer Planes lie at the pinnacle of the planes, and the Outlands lie at the center of the Outer Planes, the infinite Spire reaches up from the center of the Outlands, and at the pinnacle of that infinite Spire is the city of Sigil.
Sigil
Geometrically, Sigil is a torus; the city itself is located on the inside of the ring. There is no sky, simply an all-pervasive light; over the edge of the ring is an infinite, impenetrable void. Sigil cannot be entered or exited save via portals; although this makes it quite safe from any would-be invader, it also makes it a prison of sorts for those not possessing a portal key. Thus, many call Sigil "The Cage". Though Sigil is commonly held to be positioned atop the infinitely tall Spire, some argue that this is impossible since the planes are infinite in all dimensions, and therefore there can never truly be a center to any of them, let alone all of them; thus, Sigil is of no special importance. Curiously, from the Outlands one can see Sigil atop the supposedly infinite Spire.
Nevertheless, Sigil contains an innumerable number of portals: any bounded opening (a doorway, an arch, a barrel hoop, a picture frame) could possibly be a portal to another plane, or to another point in Sigil itself. Thus, the city is a paradox: it touches all planes at once, yet ultimately belongs to none; from these characteristics it draws another of its names, "The City of Doors."
The ruler of Sigil is the mysterious Lady of Pain. The Lady is sometimes seen in Sigil as a floating, robed Lady with a face bearing a mantle of blades. The Lady does not concern herself with the laws of the city; she typically only interferes when something threatens the stability of Sigil itself. However, she is an entity of inscrutable motives, and often those who cross her path--even accidentally--are flayed to death or teleported to her hidden Mazes, lost forever.
Sigil is, theoretically, a completely neutral ground: no wars are waged here, no armies pass through. Furthermore, no deities can enter into Sigil; the Lady has barred them from the Cage. Of course, Sigil is hardly peaceful; with such a condensed population, consisting of everything from devas to demons, violence is common, usually befalling the foolhardy and incautious. Most natives of Sigil ("Cagers") are quite jaded as a result of living here.
Sigil is divided into six districts, called wards:
- The Hive Ward, the slum and the ghetto, home to the poor, the rogues, and the unwanted dregs of the city.
- The Lower Ward, an industrial district, clogged up with the smoke from the foundries and from the portals to the Lower Planes.
- The Clerk's Ward, an affluent district, home to most of the city's lower-rung bureaucrats and middlemen.
- The Market and Guildhall Wards are the home to the traders, craftsmen, artisans, guild members and other members of the middle class.
- The Lady's Ward, the richest and most exclusive section of the city, is home to the elites of society and of its government.