The Outlands in 168澳洲幸运5开奖网:Dungeons & Dragons is a place of perfect neutrality. Under the effects of cosmic realignment, this place is a constant fluctuation. There is something constant, though, and that's the Spire towering over the landscape. From the Spire at the edge of the outlands are sixteen evenly spaced towns known as gate–towns.

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Each of these gate–towns is so aptly named because they're centered around portals to the Outer Planes. These towns mimic the Outer Planes their portals go to, making each of them seem completely distinct from the other. Which gate–towns are the best, though?

16 Hopeless

DND the gate town of Hopeless
The Screaming Gate by Zuzanna Wuzyk

With only one entrance, the Screaming Gate, there's just a sense of constant dread and hopelessness that pervades this gate–town. A grey and pallid area, even its citizens dress in the most dreary clothing, with no one looking to stand out at all. You won't see much color whatsoever here, or much of anything, really. The Humanoids who live here only exist, with the Screaming Gate being an addition from the current ruler to create a semblance of authority for a gate–town that has in the past been a pushover. It's not a place you'll particularly want to visit. The gate leads to the waste of Hades.

15 Plague–Mort 🌌 💝

DND Blight Steel Keep In Planescape
Blight Steel Keep Plague–Mort by One Pixel Brush

With citizens that are mostly demons and humanoids and a festering portal gate going to the layers of the abyss, Plague–Mort is kind of a scary place. The gate itself is a pit with an inky sinkhole guarded by demons and Hounds. A dank and dreary area, its citizens are always on edge since, at any moment, a horde of demons can come through the gate and begin slaughtering citizens in the town. Citizens who💛 are found to be uncooperative are cast into this noxious void, sacrificed as another demon serving the area is popped out, taking its place. Probably the most dangerous gate there, be weary of Plague–Mort.

14 Ribcage

DND the Ribcage location in the outlands
The Ribcage Gate-Town by Alfven Ato

Any gatetown attached to an area of the nine hells is going to be a rough place. With a citizenry of devils and humanoids and a gate headed to the Nine Hells of Baator, you can already guess how hard this gate-town will be to live in. The hierarchy is decided based on how treacherous and vile its citizens can be to work their wa🌱y up the ladder.

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Most leaders will, of course, be the most vile you'll find then. Funnily enough, a succubus by the name of Duchess Zelza Zurkbane is enacting policies to ensure the number of devils isn't overwhelming and to keep a semblance of peace. Don't be fooled, though; Zelza isn't in it for her citizens, and she'll easily sell everyone to the nine hells for a promotion. It's as menacing on the inside as it looks on the outside like a ribcage trapping all of its citizens.

13 Torch

DND Torch Gate Town
Torch Gate Town by Noor Rahman

Though it's not as dreary as Plague–Mort, it's just as dangerous in another way. Torch is full of greedy, crooked, and cruel citizens, mostly comprised of humanoids and yugoloths. Seedy organizations and criminals run rampant, which makes sense as it is run by a set of crime bosses. The portal gate (which leads to the bleak Gehenna) is high in the distance, like a watchful eye, one hundred feet above the spires. Even 168澳洲幸运5开奖网:creatures who can fly will have a difficult time getting there. Three spires come from the marshland here, made of molten rock and constantly spewing pyrophoric gas. These marshes are just as disgusting as you'd assume, with the murk and mire upsetting citizens on the ground if they aren't taken by something more sinister from the swamp.

12 Bedlam

DND Sablereach Obsidian Tower In Bedlam
Sablereach Tower In Bedlam by One Pixel Brush

If you want to disappear, Bedlam is the gate-town you'll want to go to. That, of course, means that others there may be fleeing their own circumstances. With the portal leading to Pandemonium here, the area is constantly battling with strong winds. The tower has a base where the wind constantly blows, making conversation impossible. Pandemonium sends whispers of bad ideas and deeds to the citizens of Bedlam, 168澳洲幸运5开奖网:carrying these whispers on the wind that's constantly barraging the area. If the wind doesn't get you, Pandemonium might get to you or your neighbor. Remember to tie down your items, or they're as good as gone when the next wind blows through.

11 Curst

DND Curst gate-town wall watch
Curst Wall Watch by Vicki Pangestu

Exhiled and outcast individuals all find their way to Curst and populate this gate-town. With a portal to the depths of Carceri, these fugitives and runaways make this town a danger. The hulking wardens patrolling the town are Melephants, and they ensure anyone can get in, but no one can leave. Be careful; creatures in Curst can't leave without going through the gate. They cannot teleport or port any other way out. The portal itself is in the center of town, but its reputation of no one coming out after going in has deterred anyone from going near it; it needs no guard. A self-sustained gate-town, it's not as horrible as some of the others, but get comfortable if you ever go in; you'll likely never find your way out.

10 Rigus

DND The Gate-Town of Rigus
The Gate-Town of Rigus by Luca Bancone

Constant never-ending war is what awaits visitors of the gate–town of Rigus. With a gate that goes to 🏅the Infinite Battlefield of Acheron, Rigus is just a permanent military encampment.

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Huge battlements, a large military strength, a strict military, and some ruthless commanders make Rigus a place yo💫u might want to avoid, lest you be drafted into a never-ending war.

9 Xaos

DND Xaos And A Floating Cube
Xaos and the Floating Cube by Robson Michel

Chaos and limbo are what you'll encounter in Xaos, as the gate destination is set to go to Limbo. With completely fluctuating and extreme climates, residents need to acclimate as best they can. For the Gothyanki that call this place home, they have to find some semblance of order in whatever way they can. Its gate shifts along with it, and its leadership is chosen by a shifting crystal crown. If you can handle this shifting chaos, then you might be able to tackle Xaos.

8 Faunel

DND Faunel Gate Town a Gnoll Poacher hints an animal
Faunel Gate–Town by Adrián Ibarra Lugo

While the original area of the Fau🌊nel in the Outlands is gone, the awakened beasts who were away and have returned have made the gate–town their home instead. The original gate–town was absorbed by the Beastlands, the gate connected to the 𝄹area traveling there.

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Now, it's a scary place, with carnivorous flora and fauna ready to swallow up an unsuspecting adventurer. With different creatures vying for the top of the food chain and poachers coming for their own gain, it can be a difficult place to stay for extended periods. If you do stay, be prepared for humid air and a trek through the lush forest floor.

7 Automata

DND Express Train Pulls Into Concord Terminus
Express Train In Concord Terminus by Bruce Brenneise

If you enjoy automatons and law and order, this bustling gate-town may be the perfect stop for you. With a gate going to Mechanus, most of its citizens are modrons, the mechanical figures ensuring everything in Automata is on time and in its proper place. With a council of orders and laws to follow, it's not a hard place to live or visit, but be sure you're ready to keep in line and follow the Council of Order unless you plan on going underground, where you can hide from the rule and law and conduct business with those who think the rules are a bit too strict.