of the Spire |
of the Outlands
that Be |
and Lore |
Mysteries do the Hinterlands Hold?
Mikhara, a planar
The Hinterlands are not the
birthplace of the planes. Quite the opposite in fact;
they are the junkyard of planes. Not in the same
way that Thuldanian, the 2nd layer of Acheron is, that is
only a junkyard for objects, the Hinterlands are were the
leftover bit of the planes are kept.
the Outer Planes were created out of pure belief, there
were pieces of belief left over. Theories, inspiration
and illusions for example. Things that could be used for
good, evil, law and chaos depending on who was using
them. These leftover bits of thought were not big enough
to form their own planes, but they didn't fit in with any
existing plane. So they swirled around in the centre,
around the Outlands, to create the Hinterlands. These
strange and changeable beliefs, and the influence of the
other planes on the Outlands through the gate-towns are
what give the Hinterlands its strange and unpredictable
nature. I must do some more research into this, but let
me warn you that in the Hinterlands anything can happen
in the leftover parts of the planes.
Planewalker of Some Renown
"So what is in the
Hinterlands? I know you are all as curious I was; I've
been asked it many times. Well, cutters, I've walked many
planes and seen many strange sights, and here's what I
"The Hinterlands are the Cradles of
Probability -- they are an infinite frontier filled with
alternative histories and versions of the Outer Planes; a
frightening mix of bizarre and improbable events. Why do
I think this? The things I saw...
"Burning Horizon was, or
rather will be, an ancient city of traders that does not
yet exist. Travelling as it does backward through time,
it appears only as ancient ruins from the future, filled
with reflections of its future inhabitants.
"Mirror, a realm where
doubles of all that exists manifest themselves at
random...doubles that twist and distort the "original",
if those who visit truly are real...
"Singing Void, the homelands
of Entropy, and the Valley of Vanishing -- a landscape
that drains belief itself to create indescribable shapes
that some believe are the underpinnings of the
"Those things are some of the
majestic horrors that I saw on my sojourn. I have no wish
to return, for now I know that some places were never
meant to be walked by mortals. The Hinterlands are just
Wild Mage Performer in the Taverns of
Sigil (by J.
"The closer you get to the
Outer Ring of the Outlands, the more frequently gates
appear connecting the Outlands with the adjacent plane.
So, when you walk past a gate-town you simply can't avoid
stepping into a portal by accident. 'Course, you might
not know you've stepped through a portal 'till it's too
Explomm, Priest of
"Everyone knows that magic is
weakened the closer one gets to the Spire. Is it that
much of a jump to think that perhaps magic would be
stronger in the Hinterlands, out past the
Gate-Towns? I don't know, but I know plenty of Guvners
who're aching to find out..."
Sage of Ysgard
"From the tomes I've read, I
believe that if you walk far enough past the
land-altering nature of the Outlands' gate-towns, you
come across a second ring of towns leading to previously
unknown planes. Or maybe there's only a couple, not an
entire ring; the books ain't entirely clear on this. Of
course, due to the time-distorting nature of the
Hinterlands, you can walk away from a gate-town for a
year, turn towards the Spire, and be back at the
gate-town you left in just a day. Nobody said it was easy
to find unknown planes, berk!
"Then again, maybe the distortion
of the Hinterlands is a magical effect created
specifically to prevent explorers from finding the second
ring. Makes a body wonder who'd stand to gain from
keeping whole planes hidden, don't it?"
Rule of Three,
Responding to the Above
"Interesting idea, basher. Of
course, there would probably turn out to be three
Mystic Zog, Psychic
or Cross-Trader? You Decide
"So other than just the
travelling aspect, what kind of things would we find by
travelling into the Hinterlands assuming we don't get
sucked into the neighbouring plane? Well, forget that
screed from the planewalkers, garnish me and I'll travel
there psychically right before your eyes.
<Waves hands over a
rainbow-coloured crystal ball>
"Oh! I'm getting something...I can
see shadows. Shadows, perhaps, of gate towns which've
slid? Yes, it looks like Darkspine, only it looks more
like an echo than a burg...In a strange way, it's like
it's been inverted: What's black is white, and white is
black. Good and evil, too, are reversed. Morals and
ethics polarised and inverted...devoid of life as we
"Oh, now the image is fading...What
do you mean you don't have more jink?
"Oops. It's gone
Gosling, haughty Prime
"Hinterlands? Who cares! It's
as unreal and crazy as the rest of this cursed place!
Have I been there? Sure, I've travelled most of these
Outer Planes. And you know what? I think the whole
setup's the creation of some barmy overpower. What? More
about the Hinterlands? Who cares!? The Outer Planes're
nothing but a bunch of glorified Prime spheres where the
bigwigs make their kips, and the Hinterlands is no
different! Just another crazy realm of lunacy!
"No where's this portal back to
Waterdeep you promised me!?"
notes of Keljios, a 'Walker who walked out-of-town one day
and kept walking...
"The Hinterlands contain the
gates to planes, and as the first ring contains ideas, so
does the second. Some of the locales which exist out
Temporos: One can walk onto
the Temporal Prime, chronomancer or otherwise.
MirriM: Where your
reflection is as real as you.
The Grey: Not the Wastes,
but where all those barmy (and highly dangerous)
Athasians say they draw power from.
Treileste: Where everything
literally comes in threes, good/lawful, evil/chaotic, and
neutral (Cast a spell here berk!).
Dimentia: They say that here
one can walk from any point in the multiverse to another,
because they are all contained here.
Xerdia: Where what wasn't
"Interestingly, those in Dimentia
seem to worship Aoskar successfully, and also say that
the Lady is a native. Maybe she's the one who blocks
access to the Hinterlands, for fear that one lucky blood
might find her secrets...
"There are many other planes and
powers out here, and I am bound to find and catalogue
them all. First, I must send this to the Guvners. Then, I
may continue my quest."
Explorer who's Been There,
Allegedly (by Ian
"When you watch a wheel turn,
the outside has to spin much faster than the inside, just
to keep up with it...
"The Outlands are turning so
incredibly slowly that no one at the centre (Spire, Gate
towns, etc.) notices, but way, way out in the
Hinterlands, things are whipping around so fast that if
you throw something in the air, it'll fly sideways a few
hundred metres before landing. That's why the terrain out
there ain't stable, and why there are howling gales the
further you go out. No, there are! I've seen it
Sirocco, an Air
(by Christopher John
"Picture a hurricane. The
centre of the hurricane is relatively calm and stable,
only being slightly turbulent (time flow). However, move
past the eye and into the various wind currents, and all
Hells break loose. Where the wind isn't gusting as hard,
the towns that are reported to be out there can form.
When the wind picks up, all bets are off. That's the way
the Spire and the Hinterlands are related,
(by Christopher John Record)
"The Land is vibrating in the
manner of a circular disc attached at the centre. For the
sake of this analogy, we'll say there is an edge
somewhere. The vibrations cause nodes and anti-nodes
where the vibrational waves amplify and cancel. The
ultimate anti-node, the Spire, where the disk is fixed,
would go so far as to negate magic. Close to this node,
it's fairly easy to live, since there is not much
displacement, whereas near the vibrational nodes, the
area becomes so energetic as to be impassable. Depending
on the vibrational frequency of the disc, there might be
other various stable permanent anti-nodes out there,
holding areas similar to the Spire."
Unusually Helpful Amnizu Associate of the
Above (by Jason S.
"One of the issues primes
have trouble tumbling to is that each of the Planes is
infinite, yet still has borders that can be crossed. An
explanation, which is probably harder for them to grasp
than the problem itself, is as follows:
the disharmony between mortal understanding and infinity
grow too great (for example, at the edge of 10011001's
disc, where the wobbling caused by spinning becomes too
traumatic for the legs of an inhabitant to take, he
therefore falls down), then the subjective reality of
planar physics kicks in, and the mortal understanding
places itself into something more stable (i.e. a nearby
disc that ain't so turbulent). Everything comes together
neatly (frighteningly so, for some):
"Subjective reality gives the
limited mortal understanding the ability to place itself
on a more comprehendible footing. This also explains the
exceptional abilities of planars of the same species as a
prime: His understanding of the multiverse is far
broader, and as a result, his ability to walk on the
oscillating edge of the disc increases. Thus, the
teleportation abilities of planeborn are simply due to
their better-accustomed and more evolved psyches stepping
off the philosophical plane and actually knowing which
direction to move in order to reach a particular spot on
a neighbouring wobbling disc..."
The Groke, a
Mysterious Prophet of Grammatology
"The multiverse is composed
of threes - ises, ain'ts and
"The Outer Planes are whatever the
"The Outlands are defined by
neutrality, while the Outer Planes are defined by
"The Hinterlands are the maybes -
they are the difference between Outland and Outer Plane
but not in terms comprehensible to any conscious
"Confused? You're only just
beginning to understand..."
Dark Heart, cambion
"I don't know why so many
cagers spout so many barmy theories of some mysterious
Hinterlands beyond the Great Ring. I have travelled to
the Outlands numerous times, visiting the gate town of
Plague-Mort quite often. There is certainly no
Hinterlands. That became clear to me in my exploration
outside of Plague-Mort as a youth (about 200 years ago).
As I travelled with my back to the Spire past the gate
town (so it seemed), I eventually arrived back where I
started. I tried it again, this time travelling a few
hours then turning back, and found I was only a short
distance from town. I repeated this, and soon discovered
the longer I tried to walk past the gate town, the sooner
"For much a time, I was baffled by
this phenomenon, but as I learned the nature of the
Outlands, it became clear what was happening. The
neutrality of the Outlands takes many forms as reflected
by its distinct gate towns and their surroundings. Still
though, the Outlands are totally neutral and separated
from the Outer Planes, their philosophies, and their
powers. Therefore, the Outlands doesn't have an edge, it
is a Great Ring. The balance of thought and philosophy on
the Outlands causes it to curve in on itself. As the
neutrality of the Outlands comes infinitely close to an
Outer Plane it forms a single point of connection, a gate
to the Outer Plane. Overtime, towns have formed around
these gates. However, one cannot go beyond the gate town,
because the neutrality of the Outlands has reached the
limit it can extend towards an Outer Plane before it
becomes like the Outer Planes. It is sort of hard to
understand how space can curve back on itself, but one
should consider your not on the Prime, berk. The Outlands
is the Outer Planes, where thought and belief are
elven Mathematician (by
"Hinterlands, what a silly
idea! I have gone over the calculations, and it just
doesn't exist. Let me clarify.
"The Outer Planes arrange
themselves in the Great Ring. Of course, they will will
arrange as to have diametrically opposed planes
positioned at the maximum conceptual distance from one
another. That is simply following the alignment
segregation theory. Alignment cohesive theory comes into
effect as well as like planes position themselves near
one another. The Spire, being the most neutral point,
positions in the conceptual middle point between each
pair of diametrically opposed planes. The conceptual
neutral reality the Spire generates spills out in all
directions to create a balanced and thereby neutral
conceptual plane. Applying the Planar Nullification Law,
one realises that the Outlands must remain neutral to
exist as a separate plane from the Outer Planes that
surround it. Neutrality can take on many forms, seemingly
like all other alignments.
"From these facts, one can then
generate a conceptual reality function for the Outlands.
The Outlands equals the limit conceptual reality as
neutrality approaches the not neutrality. Clearly, the
conceptual reality Outlands, extending from the
conceptual central point Spire, ends at this limit
creating a Great Ring within the circle of Outer Planes.
The conceptual reality Outlands doesn't exist beyond this
"Therefore, there is no
Hinterlands. Walking to the limit would only lead a berk
around the Great Ring, because conceptual space Outlands
doesn't exist beyond the limit.
"But wait, you may argue what of
the gate towns and their gates. If the Outlands limit is
the Outer Planes, how then can their be gates? Well, it
is easily explained. The limit of the function for the
Outlands is what is "jump" limit. The closer conceptual
reality Outlands approaches any Outer Plane, the more
similar it becomes to it. At the limit, the conceptual
reality of the Outlands would equal that of an Outer
Plane, but because of the Planar Nullification Law it
cannot. However, the conceptual reality can & does
exist as a point in the Outer Plane.
"The function of any Outer Plane is
equal to the limit conceptual reality as non-neutrality
approaches neutrality. This too is a "jump" limit, which
exists as a point on the Outlands.
"This common point or singularity
between both Outlands and each Outer Plane is the gate
between the two. Of course, planes appear very similar at
their gate because their limits are equal.
"All the wisdom of the universe can
be revealed with planar mathematics."
Metamage (by Rob
"He's right about the magic,
you know. I mean Explomm, that priest of Azuth. The
farther out into the Hinterlands you go, the better the
magic is. Of course, you can't take it with you.... you
can't go cast an eleventh level mega-wish spell in the
Hinterlands and expect to reap it's benefits in the rest
of the planes. But you can sit in the Hinterlands and
cast tenth-plus level spells to your heart's content.
"That is, if you
"Greater magic yields greater
monsters. Beyond anything you've ever seen You ever been
to the prime? There're things on the prime called
Tarrasques... they say there's only one, but unless it
can go to different prime worlds, there's more. These
things, I can't begin to describe their power... but I do
know that the average creature from the eleventh ring in
the Hinterlands (that'd be the ring where you can cast
eleventh level spells) could kill a Tarrasque in about
"Far-fetched? Most people haven't
seen monsters that can wield seventh level magic, and I'm
talking about eleventh! This stuff is so... but that's
another story. Do you have a few extra Talismans of the
Sphere? I need them to control a few material components
for a new spell I'm working on..."
Tiefling Bleaker (by
"The Hinterlands don't really
exist. If they did you'd think cutter would have been
there and come back to spread the chant. The whole idea
of the Hinterlands is about as ridiculous as me being the
Lady of Pain, or a (stifles a chuckle) reason for our
existence. Think about it berk, but not too hard, you
might hurt yourself. Besides if it does exist who cares,
I know I wouldn't want to go there."