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<blockquote data-quote="MechaTarrasque" data-source="post: 8490361" data-attributes="member: 6801226"><p>Mine tends to be Great Wheel (although it actually forms a shell around the multiverse, largely protecting it from the Far Realm), but souls are split apart after death with the LG part going to Mt. Celestia, the CE part going to the Abyss, etc. Outsiders can be formed by the two biggest parts of a soul (so angels want you to be LG to increase the chance of making an angel, etc.); any parts of the soul that are less than the two biggest just becomes part of the land or part of the body of an outsider. Most outsiders of CR 2 or less are almost like constructs built out of the "soil" of the realm with as much "programming" as they need.</p><p></p><p>The Shell is also continuous, so there are 8 transition zones where, say LN stuff mixes with LG (or LE): Arcadia, Bytopia, the Wildlands, Ysgard, Pandemonium, Carceni, Gehenna, and Archeron. The gods hang out in these areas, since the area is more malleable. Any CR 2 or less outsider that hasn't already been claimed by another god that enters the god's realm can be changed to anything else with the same CR (or less) at the god's whim (and in most cases, this is automatic). The gods tend to recruit higher level outsiders with the promise of power (and transformation), protection (particularly in the Lower Planes), and a chance to engage in a particular mission (particularly in the Upper Planes).</p><p></p><p>The Plane of the Outlands is special, since this is where souls are broken up, and it is both a primary realm (N) and contains transition zones in its border. Most of the outsiders encountered there are servants of the gods that live there, but my interpretation of N on the L vs. C axis tends to involve the phrase "don't want others thinking about me when I am doing this", so the natural outsiders may just be sneaky or pretending to be servants of the gods.</p></blockquote><p></p>
[QUOTE="MechaTarrasque, post: 8490361, member: 6801226"] Mine tends to be Great Wheel (although it actually forms a shell around the multiverse, largely protecting it from the Far Realm), but souls are split apart after death with the LG part going to Mt. Celestia, the CE part going to the Abyss, etc. Outsiders can be formed by the two biggest parts of a soul (so angels want you to be LG to increase the chance of making an angel, etc.); any parts of the soul that are less than the two biggest just becomes part of the land or part of the body of an outsider. Most outsiders of CR 2 or less are almost like constructs built out of the "soil" of the realm with as much "programming" as they need. The Shell is also continuous, so there are 8 transition zones where, say LN stuff mixes with LG (or LE): Arcadia, Bytopia, the Wildlands, Ysgard, Pandemonium, Carceni, Gehenna, and Archeron. The gods hang out in these areas, since the area is more malleable. Any CR 2 or less outsider that hasn't already been claimed by another god that enters the god's realm can be changed to anything else with the same CR (or less) at the god's whim (and in most cases, this is automatic). The gods tend to recruit higher level outsiders with the promise of power (and transformation), protection (particularly in the Lower Planes), and a chance to engage in a particular mission (particularly in the Upper Planes). The Plane of the Outlands is special, since this is where souls are broken up, and it is both a primary realm (N) and contains transition zones in its border. Most of the outsiders encountered there are servants of the gods that live there, but my interpretation of N on the L vs. C axis tends to involve the phrase "don't want others thinking about me when I am doing this", so the natural outsiders may just be sneaky or pretending to be servants of the gods. [/QUOTE]
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