Far Realm
The Far Realm is an unfathomable expanse of alien madness, lying outside the known multiverse and utterly detached from the ordered structure of the planes. It is not part of the Great Wheel, nor even truly adjacent to it—it is other, a reality that obeys no natural laws and recognizes no boundaries of time, space, or reason.
The Far Realm is not a plane in the conventional sense. It is more accurately described as a cosmic infection, a place of impossible geometries, living thoughts, and ever-shifting concepts. Its “landscape” is a fluid hallucination, where the difference between solid and void, living and dead, real and imagined, simply does not apply. Gravity bends sideways. Colors scream. Thoughts echo as thunder. Space folds in on itself like a Möbius strip and births new horrors with every twitch of its incomprehensible logic.
Those who look upon it—or worse, enter it—often describe vast, fleshy expanses, pulsing orbs, or intricate crystal lattices that breathe and whisper in languages no mortal mind can understand. But such accounts are unreliable, as the Far Realm twists perception and memory, turning observers into conduits of its unreality.
The Far Realm is the antithesis of the multiverse—not evil, not chaotic, not even neutral, but utterly alien. It is the nightmare behind reality’s eyelids, the pressure in the deep mind that whispers of forms that should not be and ideas too large to grasp. It is beyond alignment, beyond comprehension, and beyond reason—a truth that mortals are not meant to know, and a place that should never be.
To encounter the Far Realm is not merely to risk death, but to risk unmaking—not destroyed, but rewritten into something other. Something that never should have been.
Fauna & Flora
The Far Realm is home to beings so alien they defy the categories of gods, demons, or elementals. Many are immense, timeless intelligences whose very presence causes madness, their minds extending across dimensions in ways that mortal cognition cannot map. Others appear as writhing masses of mouths, eyes, tentacles, or fractal growths that speak directly into the soul.
Among the most infamous Far Realm entities are aboleths, mind flayers (illithids)—whose origins may lie within its depths—and the elder evils, some of whom have brushed against reality like a hand on a mirror.
The influence of the Far Realm occasionally leaks into the multiverse through thin spots in reality, often located deep underground, far beneath the sea, or in forgotten ruins. These intrusions birth mad cults, mutations, and arcane anomalies—impossible phenomena that unravel minds and contaminate ecosystems.
Tourism
Exposure to the Far Realm, even indirectly, is almost always corruptive. Prolonged contact can cause:
- Madness in the form of hallucinations, paranoia, or ego dissolution.
- Physical mutation, reflecting the twisted logic of the Realm.
- Arcane insight, often at great personal cost, as some spellcasters seek forbidden knowledge from its depths.
Some mortals come to worship the Far Realm's denizens, seeing them as gods or heralds of a greater truth beyond sanity. Others attempt to harness its power, invariably sacrificing something essential in the process—clarity, form, or soul.
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