The Far Realm

The Far Realm was a plane of madness situated very far from the planes of the standard cosmology. This maddening realm was feared for its power to twist unfortunate visitors into gruesome monsters, and it was from here that aberrations came. According to Malyanna, a servant of the Abolethic Sovereignty, all cosmologies were threatened by the same Far Realm.

DND Beyond Description

  • The Far Realm is outside the known multiverse. In fact, it might be an entirely separate universe with its own physical and magical laws. Where stray energies from the Far Realm leak onto another plane, matter is warped into alien shapes that defy understandable geometry and biology. Aberrations such as mind flayers and beholders are either from this plane or shaped by its strange influence.
  • The entities that abide in the Far Realm itself are too alien for a normal mind to accept without strain. Titanic creatures swim through nothingness there, and unspeakable things whisper awful truths to those who dare listen. For mortals, knowledge of the Far Realm is a struggle of the mind to overcome the boundaries of matter, space, and sanity. Some warlocks embrace this struggle by forming pacts with entities there. Anyone who has seen the Far Realm mutters about eyes, tentacles, and horror.
  • The Far Realm has no well-known portals, or at least none that are still viable. Ancient elves once opened a vast portal to the Far Realm within a mountain called Firestorm Peak, but their civilization imploded in bloody terror and the portal’s location — even its home world — is long forgotten. Lost portals might still exist, marked by an alien magic that mutates the area around them.

Geography and Characteristics

  • The Far Realm comprised an infinite number of layers. Unlike the layers of many Outer Planes, these layers were very thin, ranging from an inch to a mile in thickness, each separated from the next by around ten feet. These layers were also transparent, and travelers could glimpse through twenty or so, with each appearing increasingly blurred.
  • The layers were also highly morphic. On the whim of the alien entities that drifted through them, the layers continually evaporated, divided, spawned, and breathed. Changes in the elemental and energy traits of the layers continuously occurred, creating the Far Realm equivalent of a storm. These changes could be seen from far off, moving from layer to layer rather like a storm drifting across a natural world.
  • On the Far Realm, landmarks and entities were multidimensional, existing on multiple layers at once. One could imagine the layers as a stack of translucent parchment, with a given feature appearing as a single mark upon each page. Taken individually, such marks might have no meaning, but when viewed all together in the stack, they seemingly coalesced into a three-dimensional object.
  • Although full of a dark nothingness, the Far Realm was full of bizarre scenes and what passed for wilderness. The translucent layers were penetrated by rivers of milky white fluid that floated freely, sometimes flowed along a layer's edge for a few feet, then poured through into the next layer. Strange blue globes rained down from unseen heights, bursting when they struck something and unleashing horse-sized ticks that immediately scuttled away to hunt for blood. Gelatinous worms crawled through the layers. Forests of writhing tentacled vegetation were encrusted with orange moss, growing above an amoebic sea. At the very limit of sight drifted huge multi-layer shapes, vaguely resembling creatures of the deepest ocean, but the smallest being was the size of a city, and they didn't even notice the lesser beings that occupied only a single layer.
  • Gravity and time did not exist in the Far Realm. The only kind of movement possible on the Far Realm was passage between layers, which needed only a thought. The air was as viscous as syrup—it was possible to swim through it, though it was very hard.

Inhabitants

  • The Far Realm had many different inhabitants, many of them sentient. Some resembled mammals, while others were insectoid. Some were even as powerful as deities (whether they are sentient or not may be hard to say). When meeting beings from the Prime Material plane, the Inner Planes, or the Outer Planes, Far Realm entities often adopted forms of creatures familiar to the viewer.
  • The simplest natives of the Far Realm were the pseudonatural creatures that roamed the different layers, occupied with unguessable errands. They dwelled beyond time itself and the regular planes of existence, living forever in a state of seeming insanity. When summoned to the Material Plane, they often emulated and took the shape of familiar creatures, although they were always more gruesome than their material counterparts. Sometimes, however, they appeared in a form more closely related to their origins, usually a mass of writhing tentacles, although more terrible forms were always possible.
  • The next step up in the bizarre evolution of the Far Realm inhabitants would be the kaorti. Born from an exploring order of wizards, the kaorti eventually returned to the Material Plane, which they could no longer inhabit. The first of them died out, but the second wave came in suits of protective resin, and used the same secretion to form protective cysts to live in. They then sought to conquer the Material Plane and turn it into a new Far Realm. They created several creatures for this task: the flying mount creatures known as skybleeders and the living siege engines known as the rukanyr.
  • The Lords over the Far Realm were the uvuudaum. These were horrifying creatures that had two arms where you would expect to find them on a human. However, the similarities ended there. The lower body had six arms instead of legs splayed spider-like below it. Loose clothing draped its grotesque legs. The real horror was the tail-like appendage replacing what would be the head on a normal creature. At the very end of the appendage was an iron hard spike.
  • Mortal travelers to the Far Realm would usually be subject to insanity. All sorts of horrifying changes could occur to them, such as eyes sprouting from their palms. They could also relive a hundred warped memories simultaneously.

Living Gates

  • (see sidebar for more description on actual gates)
  • Legend says there was once a large Living Gate in the Astral Sea that formed so the beings of the Far Realm could invade the Material Plane
  • Acting quickly, the divine Pantheon destroyed the Gate shortly after the invasion began, shattering its components across the Astral Sea
  • Many Githyanki weapons are made from pieces of the gate, which is why they are so adept at fighting beings from the Far Realm (i.e. the Mindflayers) and sending their presence and when incursions occur
  • ANOTHER Gate still exists in the Feywild (Feydark), which is guarded by the Eladrin elves by Titanian's orders
(above - twisted/ maddening architecture of the Far Realm)

BASICS

  • LANGUAGE: Deep Speech
  • Shape and size: Infinite layers of finite size
  • Gravity: None
  • Time: Flowing
  • Morphic trait: Highly
  • Elemental/energy traits: Sporadic
  • Alignment trait: None
  • Magic trait: Wild magic

CREATURES

MONSTERS THAT ORIGINALLY CAME FROM FAR REALM

  • Mindflayers
  • Psurlon
  • Beholders
  • Aboleth

EQUIPMENT/ ITEMS/ ARTIFACTS

THE LIVING GATE

Description

The Living Gate was a tiny portal, so small that its diameter was measured in eyelashes. It was made of a fleshy substance, and seeped an oozing substance that transformed the surrounding world into a nightmare.

History

  • The Living Gate was sealed in the ancient past of the Feywild (in the Feydark), and the seal was protected by eladrin knights appointed themselves by Queen Titania for the task. At some point in the past, a piece of the Living Gate was used in a failed attempt to free Tharizdun from its prison.
  • Sometime after the Spellplague, Soveliss, nephew of Queen Titania and leader of the eladrin wardens, destroyed the seal for unknown reasons, releasing the horrors of the Far Realm into the world. The half-orc druid Haggar and his wife, the shiere knight eladrin Astriana, were able to re-seal the gate, but most of the guards of the Living Gate were destroyed in the attempt.

R'LYEH BLADE

Weapon (greatsword), legendary (requires attunement of a creature of chaotic evil alignment)
  • R'lyeh is a multidimensional blade from the lost city of the same name. It was recovered by "The Messenger" while the city was above the ocean after Lord Cthulu was failed to be summoned correctly. You gain +1 to attack and damage rolls made with this weapon. It also has the following additional properties.
  • D&D Wiki Entry R'lyeh (Blade)
  • Dnd Beyond Homebrew R'lyeh-blade

Silent Rage

While attuned to this weapon it bestows power resembling that of a Barbarian's Rage.
  • You gain +4 to damage rolls and can add three extra damage dice determining the extra damage for a critical hit with a melee attack.
  • Before making a melee attack with R'lyeh you can choose to gain advantage on all attack rolls for the remainder of your turn. If you do, all melee attacks made against you gain advantage until the beginning of your next turn.
  • Creatures you attack that are frightened take an additional 6d6 slashing damage.

Vocal Terror

R'lyeh can terrorize nearly any being.
  • It screams loudly into the minds you desire to conquer. As an action, creatures you choose within 60 feet of you must succeed on a DC 18 Wisdom saving throw or become frightened of you for one minute.

Sentience

R'lyeh is a sentient chaotic evil weapon with an Intelligence of 15, a Wisdom of 19, and a Charisma of 19.
  • It has hearing and normal vision out to a range of 120 feet.
  • The weapon can speak, read, and understand all languages as it speaks telepathically in a method that the recipient understands the weapon's meaning.

Personality

  • R'lyeh speaks with curt but cryptic phrases in a seething, reserved tone. It sounds as though it longs to be released or sated in some fashion.
  • R'lyeh desires only two things; the destruction of living things and to please its true masters. Its owner is a means to both those ends and for that it is grateful. Its lust for murder must be catered to tediously. A conflict occurs if it goes 24 hours without reducing a creature to 0 hit points.

MISC