![]() Usually incapable of leaving the Far Realm, the Elder Evils’ influence leaks out into the worlds of the Material Plane, often influencing the actions of power-hungry cultists. The Elder Evils are hinted at in Mordenkainen’s Tome of Foes as “beings set apart from what mortals consider reality,” as well as the masters behind the sinister heralds of doom known as star spawns. Third edition D&D also featured the kaorti, an alien race who had once been wizards of the Forgotten Realms but were transformed into unnatural, desiccated humanoids by one of the Elder Evils, the greatest of Far Realm creatures. When considering creatures either native to the Far Realm or touched by its energy, think of aberrations-including D&D mainstays like the beholder, illithid, and aboleth, as well as lesser-known entities like the neogi and the nothic. That portal has long since been closed, but the monsters born from the murky goop outside of the multiverse have over time found their way into D&D’s various worlds. There, adventurers learned of a portal that ancient elves had once opened to the Far Realm, freeing a host of deadly alien creatures. The Far Realm first originated in the 1996 module The Gates of Firestorm Peak, for D&D’s second edition. Inhabitants of the Far Realm can pass from one layer to another simply by willing it, and landmarks-encompassing everything from alien seascapes to forests of giant floating tentacles-might stretch across multiple layers.Ĭhances are, travelers to the Far Realm will be flummoxed by the place’s strange geometry, only comprehending bits and pieces of lifeforms and landmasses depending on which layer they stand on. In short, both gravity and time are absent in the Far Realm, and instead of the normal rules of physics, the Far Realm is composed of an infinite array of translucent layers that seemingly meld into each other. While information on the Far Realm in fifth edition remains sparse, D&D’s third edition Manual of the Planes delved into the impossible geometry behind this extradimensional space. But even then, those who strive too hard to understand it risk shattering the limits of their mind. Learned mages and daring githyanki sailors of the Astral Sea might have an inkling of this unfathomable cosmic space. Just as we can’t exactly fathom what exists beyond our own universe, the majority of denizens from D&D’s various worlds have no idea what lies in the Far Realm. The Far Realm is beyond the planes themselves, and according to the Dungeon Master’s Guide, might well be a separate universe existing outside of the D&D multiverse. The Far Realm: A Place Beyond the Known Multiverseįorget what you know about the various planes of existence in D&D. Here's a close look at what may be the game's most nightmarish setting. Bits and pieces of information regarding the Far Realm can be found in D&D's various editions. It is also the home and birthplace of all manner of eldritch horrors, including patrons that may preside over Great Old One warlocks. In Dungeons & Dragons, it is a place that exists beyond known reality. ![]() Phandelver and Below: The Shattered Obelisk Mordenkainen Presents: Monsters of the Multiverse
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