D&D: Lore and Legends: The Far Realm

The mortal realm of Dungeons & Dragons is vast and full of adventure. Dangerous beasts stalk the lands, powerful necromancers seeking to conjure an undead army, and hordes of goblins and orcs raiding villages are just a few of the common experiences many adventurers face throughout their journey. Despite its size, the mortal realm is just a small piece of a much larger cosmos. With the introduction of Spelljammer, the scope of adventures has grown to include worlds from every part of the multiverse. However, we can’t forget the myriad of realities that are the foundation of existence in the D&D world. All of these realities that exist beyond the mortal realm are known as planes.

Each plane is a different reality that exists parallel to the mortal realm. While they range in size and scope, they are often bound by different rules that govern the way the plane exists. This makes for an extravagant new opportunity for adventure. One where the monsters are unknown is city vistas that could not exist within the mortal world, filled with rules that bend and defy logic. This grants incredible possibilities for stories and campaigns for your next adventure. Today we will delve into one of these planes. Providing details and ideas to help you create your next Extraordinary Expedition for your players.

THE FAR REALM

Elder Elves, a historic lineage, are a small dedicated clan of mages who seek to understand every aspect of the multiverse, spending much of their time delving deep into the myriad of planar worlds. When they were founded, the Elder’s primary goal was to master planar travel. It is they who created the Plane Shift spell. High-level magic that can transport small groups from one dimension to another. Their studies led to the creation of many permanent teleportation circles and portals between planes. At the height of their success, they learned that a place existed outside of the planes. Through complex magical weaves and a mix of experimentation, they opened a twisted portal with energy tendrils like flailing serpents. This area, is referred to as “Outside” for its remote distance from standard planar cosmology.

The exploration of the Outside became simply known as “The Far Realm” due to its sheer distance from anything the Elders had ever discovered. The alien realm’s atmosphere can only be described as a thin gelatinous ooze-like substance. It's a translucent color like that of cooked onion. Not just the color, but the realm was made almost in layers, much like an onion. As an exploration into the Far Realm began, the Elders struggled to define what they saw. Much of the contents couldn’t be contained in the minds of mortals. Their endeavors into the aberrant realm broke most who attempted to understand and comprehend the truth of the Far Realm. This often led to broken and fragmented minds in the best of cases. At worst, the researcher’s bodies betrayed them, corrupting their flesh, growing monstrous tentacles and limbs, and turning them into the very monstrosities that they studied. While the Elders managed to close their Vast Gate that opened to the Far Realm, the contact they had made has forever linked, allowing on rare occasions for a rift to open allowing aberrant creatures into the mortal realm.

CREATURES OF THE FAR REALM

Many of the alien horrors that exist with Dungeons & Dragons owe their existence to the Far Realm. Some are of great power and are feared for good reason. Many intelligent creatures of the Far Realm are gifted with powerful psionic abilities. Creatures such as the Aboleth, and Illithid came directly from the Far Realm. Others however are the result of the alien plane making contact with the material plane and twisting and corrupting living beings, man, beast, and even plants. The result is often a bizarre, deranged emanation that truly defies the laws of nature. Many of the Elder’s believe that the first psychics are the result of this process. The alien creatures defy reason and can make for a terrifying encounter for even the hardiest adventurer.

MAK THUUM NGATHA, THE NINE-TONGUED WORM

“The most powerful Far Realm entities are comparable to deities or primordials in their power. Mak Thuum Ngatha is one such creature, a being venerated by a handful of alien scholars, cultists, and little-known aberrant races. No being outside the Far Realm could say what Mak Thuum Ngatha’s desires or goals might be, but they are inimical to every living creature in the mortal world.

Other Far Realm entities of similar power exist, each with their own small groups of mad followers, but the Nine-Tongued Worm is the best-known of this dangerous and obscure pantheon.”

-Manual of the Planes-

CLAWS OF MADNESS

If you’re looking to delve into the Far Realm, I highly recommend the Claws of Madness by Loresmyth. It introduces the characters to the effects of the Far Realm below is a short synopsis of the 5e adventure.

Synopsis

Brothers Heleste and Guthber Tomund came to the town of Sestone years ago due to their interest in the history of Aelmor. They discovered the monastery long abandoned and most of its riches and valuables looted. In his studies, Heleste came across mentions of the Hand of Narkul. Realizing its dark nature, he chose not to dig deeper. Guthber, however, became fascinated by the rumored power of the artifact and has been pursuing it in secret ever since. When townsfolk started disappearing and returning horribly mutated, Heleste feared his brother was the cause...

"Really a great introductory adventure, with a ton of mystery for everyone."


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