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Faction
Musings
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of the Spire |
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Spire |
Hinterlands
| Tales
of the Outlands
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What
Mysteries do the Hinterlands Hold?
Azalam
the Geometer, Known for his Somewhat Circular
Logic
"Out there, anything that can
happen, happens. Anything that could have happened,
happened. There are literally an infinite number of
possibilities for any thing. So there are an infinite
number of possible realities. In a slaadshell, if you can
think of it, it's out there. And it's probably out there
if you can't think of it, too!"
Debris, Doomguard
Planewalker and Eavesdropper
"Absolute rubbish! Any cutter
worth his salt knows that you can explore the Hinterlands
without being blipped into another plane. Once you walk
past the gate-towns, the influence of the adjoining plane
gets weaker, not stronger.
"No, what I've been exploring the
Outlands to find is the very edge. I'll bet that it's
crumbling away slowly towards the centre, as the
Multiverse itself erodes. Near the end of time, the
gate-towns'll be swallowed up by the encroaching
nothingness, and at the very end, the Spire itself'll
collapse into nothing, and the Outer Planes will fall to
the Prime. Ah! What a beautiful thought!"
Nomin Bookchaser, a
Guvner who Believes Sigil is an Artifact
"The Hinterlands are formed
when The Lady moves Sigil around. See, the Hinterlands
are described by planewalkers as a sort of ghost-town,
with illusions of past and future events, warped
perceptions, and the like. This is all formed because the
Lady is moving the entire surrounding areas around,
including all the Gate-towns within a certain distance of
the Spire.
"Part of the function of the Spire
is to provide the magical energy needed to do this.
Everything within the Spire's circle of influence - the
Rings around it - is transported when The Lady uses Sigil
- actually an artifact. The vast amounts of energy used
in the transportation of the 'Lands and Sigil cause the
warped reality of the Hinterlands.
"Why does she do this? Good
question, berk! Who can tell what music She's dancing to?
Maybe the Spire's a vortex of Planar Energy, sucking
unshaped belief from the Outlands up into Sigil. As an
area's depleted of energy, the Lady shifts the Spire,
Sigil and the gate towns to a virgin area of the
Outlands.
"How often does Sigil move and when
was the last time that this occurred? Once again, who can
tell? Perhaps it has something to do with Aoskar's
Death?"
Thalvish, Screamer
from the Sensates
"The tanar'ri are trying to
eat through the gate towns quickly to get to Sigil. Each
time they pull a gate town into the Abyss, the distance
between the gate and the Spire is reduced. The chant goes
that there's a string of ruined burgs on the Plane of
Infinite portals, so it sounds like the tanar'ri're
getting closer to their goal. Who knows what'll happen if
they reach the Spire?"
Erodine, a Sinker
who's Counting the Seconds the Multiverse has
Left
"That's absolute flam, as
anyone who's ever watched a burg slide full knows. The
Outlands merely fills in the gap with new ground, and the
gate-towns remain equidistant from the ring. Sodding
hells, now I sound like a Guvner!
"Still, entropy has one trump card
to play. What if all the gate towns were to slide
at once? Perhaps then the Outlands'd start to shrink.
Now, how in the Planes could we fix that
up...?"
Modus Vivendi,
Guvner Theoretician, on the Nature of
Everything
(by Jon
Winter)
"The Outer Planes are created
from the collected beliefs of billions of mortals on the
Prime, right? What then of belief systems or ideas which
aren't represented by the collection of mortal thoughts?
Which plane do they go to?
"For example: A mirror. Now mirrors
aren't thought of ethically, and there ain't a Power of
Mirrors that I've ever heard of. Does that mean there
ain't a place in the Outer Planes that embodies the
essence or mirrorness? A place where the perfect
mirror exists, where reflections and diffusions and
refraction themselves exist in a corporeal
form?
"So where would a place like this
be found? Mirrors don't have morals, so where does that
put 'em? The Ethereal? Astral? Both are planes with no
substance of their own. Inner Planes? They're more basic
than a complex structure like a mirror. How about the
Outlands? There's plenty of space out there in the
Hinterlands for such things that don't fit in with the
belief structure of the Planes.
"Some other theoretical facets of
the Hinterlands:
Spirals (there may be a new spiral
planar pathway)
Colours (maybe there's an emerald
city, or a tower of blue hues)
Bells (the temple of a thousand
bells, perhaps)
"So that's what I postulate you'll
find in the Hinterlands: A collection of things, ideas,
concepts and phenomenon which don't belong anywhere else.
Physical forces personified, and Spheres of Control that
no Power's yet claimed.
"Maybe a planewalker could trawl
around in the Hinterlands and come across some concept
that's never been dreamed of before by mortal or
Power...something that's natural in the multiverse but
hasn't been discovered yet? That's the Hinterlands for
me.
"Give me a nice thick book any day
of the week, basher."
Salabim, Signer
Projector and Dreamer of the Real All
"In my interpretation of the
Multiverse, and therefore, in My Multiverse, I imagine
that new planes are spawned from the Outlands as I dream
up new types of morals and ethics. There are be budding
planettes out there in the Hinterlands somewhere, just
waiting for a final mental nudge, and they'll drop off
and form whole new realms of belief.
"Hmmm.....An eighteenth Outer
Plane...What shall I name it?"
Tobba Nedwin,
Guvner Spatial Mathematician
"I've been studying the
nature of the planes for years, and it seems to me that
the best way of looking at the whole picture is by means
of analogy. How's that work, you ask?
"Take a flat sheet of paper and
draw a circle on it. For simplicity's sake, that circle's
the Spire and Sigil doesn't exist on the paper. Now, if
each gate town is a smaller circle spaced around this
"flat-Spire" then you can see that the Hinterlands lies
beyond this "flat-Great Ring."
"Here's the rub, friend. Instead of
a flat sheet of paper, you take the surface of a sphere.
Put a the "flat-Spire" on the top of your sphere, and
place the "flat-Gate Town" circles around the "Spire."
Can you picture that? Good. Now if a little flat person
walks from the "Spire" to a "Gate Town," nothing seems
odd. But if that same berk keeps going, keeping the Spire
at his back, you see where he'll end up? That's right! At
the opposing "Gate Town" of the "flat-Great Ring!" Now
all you've got to do is bump the whole picture up one
dimension and you've got the Outlands! Follow
me?
"No? That's fine, just go to our
Library and ask for my works on Extra-Directional
Mathematics and Its Applications to the Existing
Multiverse (a twenty-seven volume set). Wait!
Where're you going! I've more to tell!"
Remmer
Tal, expanding on his Barmy Idea that the Spire is the
source of all Entropy
"The Hinterlands are parts of
the planes which have reached their final stage of
entropy. When a part of the Outlands directly adjoining
the Spire is ready to fully decay, the Spire ejects it
out to the nonexistent edge of the Outlands (no one said
paradoxes were easy, berk). The Outlands are reinforced
by pieces taken from adjoining planes.
"One day, however, the so-called
'infinite' planes will run out. At that point, the
Multiverse will begin its final stage of decomposition.
When the first ever ejected piece reaches the Spire, it
will all finally collapse in on itself.
"Of course, I imagine that there
might still be some bits of reality floating around, kind
of like Limbo, I would think. But eventually, even that
will be gone, and the Multiverse will be nothing- kind of
like what you see when you look over Sigil's rim,
actually. And you still don't believe it's the
capitol of entropy?"
Rowan de Gallas,
Sensate Bard
(by Paul
Nasrat)
"You know the Centre of the
Outlands is where powers meet on equal terms. The Centre
of the Centre is where powers can't meet:
Sigil.
"The Hinterlands are where powers
meet on uneven terms. This is where powers are promoted
and demoted - at least according to some Godsman I
met.
"The place where gods fight are on
the edge of the Hinterlands. The Hinterlands themselves
are a result of powers' powers pure, combined or
reversed. Thus you might find Baal's Temple of Life, or
Brihaspati's realm of Stupidity.
"Best advice is don't go there more
than once. Experience taught me that
wisdom."
Eblis, Tiefling
Factotum for the Bleakers
"Dark of the Hinterlands?
There ain't none. Don't lead nowhere special, ain't any
Powers there worth speaking of...
"Take my advice. Do something else.
Why?" *Sigh* "You don't get it, do you?"
Anacoluthon the
Xaotician
(by Alex
Roberts)
"The Land's a system, like a
climate or something. People moving in it find that it is
pretty stable: They can't seem to leave the area near the
Great Ring.
"However, there is evidence to
suggest that:
"a) There are a few things, like
the Eternal Carnutes (home of Toutatis and Belisama, and
the other Gaulish powers) that lie outside the Ring but
inside the system.
"b) That the system is not 100%
stable, and someone walking the right way, or using the
right key, might be able to reach other rings, as
explained by Keljios above. Those rings are semi-stable
systems too."
Sacrimarn the
Godsman
"It's all about belief.
No-one much seems to believe in the reality of objects in
the Hinterlands, and so they can't travel to them. Just
like the rest of the Land. The Hinterlands therefore
contain stuff just like what's currently in the Land, but
with fewer believers.
"We should try to find out about
the Hinterlands. The more we know about them, the more
places we can visit, and the better we'll become. The
Guvners and the Sensates would both like this idea,
too."
Oax, of the
Xaositects
"Hinterlands?
"Come hinter" *giggle*.
"you'll this And. headaches Just
tell does. I'll Chaos Lots. everything And. and Stare
people there's. nothing Athar too there and no Lots me
showers of at one you Today powers I'm get have so. rules
chaos all."
Anacoluthon the
Xaotician, with a new
Perspective (by Alex
Roberts)
"The Outlands are in three
parts (by the Rule of Three) and each is a ring. The
innermost is a degenerate ring...the part containing the
Realms of really neutral Powers, the Rilmani empire and
and the Spire. The second ring includes the Great Ring
and the Realms near it. The Third ring is also
degenerate, because it has no outer edge. That is the
Hinterlands. They are the opposite of the Spire, and yet
like the Spire: Infinite and largely empty. But the Spire
is an infinite peak, and the Hinterlands are an endless
plain."
Renee of the
Signers
(by Emlyn
Shannon)
"It's quite simple. The
Hinterlands are the realm of no power, and are governed
by no belief. Because of the total lack of ideas in this
area, practically anyone can shape the Hinterlands'
terrain. But the emptiness of the Hinterlands can never
be defeated... If you imagine something on the
Hinterlands, that doesn't help. It's you, and you alone,
giving shape to the land. That's why it's so easy to get
out of the Hinterlands... You can't bear the
psychological agony of being alone with your thoughts, so
mentally propel yourself as fast as you can manage to
some known ground, where there are other people around.
(You did know that travel on the Outlands is affected by
your mind, didn't you?).
"Now, if enough people went into
the Hinterlands together, they might be able to between
them imagine a new gate-town, and who knows, even a new
plane for it to be a gate-town to.
"But, did you come to me to hear my
bone - box rattling, or did you have something else in
mind...?"
Caffren K'Taleth,
Guvner and self-proclaimed
HinterMage (by
Vincent Schoefer)
"The key to understanding the
nature of the Hinterlands is easy for a berk, once he
gets familiar with some basic principles of magical
energy. Magic flows in different directions on different
planes, but on all of them (save the Outlands), it's
parallel to the plane itself or nearly so. This is
apparently its only usable form.
"On the Outlands however, the Spire
draws magical energy into the Weave and directs it
upwards, through the centre of Sigil, (which might,
incidentally, explain why Sigil is empty in the middle).
A funnel effect is created where, the closer you get to
the Spire, the more perpendicular the magical energies
are to the plane. Thus, they become less useful (and are
eventually nullified).
"The further you get from the Spire
however, the closer to parallel the magic gets and thus
strengthens as it becomes more available. It also flows
more rapidly towards the Spire (this explains both why
the outer rings are wider than the inner rings and why it
takes longer to walk away from the Spire then it does
towards it). I suspect that the energy never really
reaches parallel (merely coming infinitely close to it)
or the plane would become entirely magical. Perhaps it
does and that's where all creatures draw magic from, I
must research further..."
Gradient,
a Prime Factor of the
Mathematicians
(by Alex
Roberts)
"The Outlands are divided in
three portions and each is a ring. The innermost is a
degenerate ring...the bit containing the realms of really
neutral powers and the Spire. The second ring includes
the Great Ring gate-towns and the realms near it. The
Third ring is also degenerate, because it has no outer
edge. That is the Hinterlands. The rings are the opposite
of the Spire, and yet like the Spire: Infinite and
largely empty. But the Spire is an infinite peak, and the
Hinterlands are an endless plain."
Encan Weltax, a
Bleaker knowing the only meaning must be within
yourself
"Well as you go spirewards
the magic starts to fail, but as you start going anti
spirewards your magic starts to work better and when you
get to the Hinterlands magic becomes so powerful even a
sodding berk's got more magic than he can control and
since they can't control it , because no one can at least
no mortal can control, only powers can and then only
maybe!
"The power of the flow of magic in
the Hinterlands starts to rule over time and space, and
you got all the weird phenomena that you've seen, the
stuff that bashers find out there are formed by their
subconscious, because it has to do what it can with this
raw energy so the brain-box doesn't blow, so it starts to
channel the magical flow and just a little of the magical
flow is enough to produce whole cities or realms, but
since our minds are weak we can't control all the stuff
that we produce, and then you find all these barmy
things, fundamental concepts like mirrors (personality
problems), spirals, dreams (so you better start learning
how to interpret dreams, berk) and other bizarre stuff
you got packed in the back of your brain-box.
"Well now I'm going to visit
another dark of the back of my mind."
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