View Full Version : Far Realm planar traits

2010-12-20, 05:59 PM
I can't seem to find planar traits from the far realm, does anybody know them?

2010-12-20, 06:03 PM
We do, but we can't post 'em (not SRD). Check Manual of the Planes.

2010-12-20, 06:06 PM
You go insane. No save.

2010-12-20, 06:10 PM
Roll a d20, on a 15, you find out your mother is a grain of sand, because you rolled a 2.

The Glyphstone
2010-12-20, 06:59 PM
Also, whenever Monday is in the third house of Leo, purple bicycle shoes actualize radishly.

2010-12-20, 07:00 PM
See, if they gave it stats, they would be incorrect. The Far Realm is outside the multiverse, and doesn't play by any rules, let alone ours.

However, given that a living creature only functions because all the natural laws of our universe allow it to, and the fact that the natural laws of the Far Realm aren't, it is extraordinarily improbable that you would still be in one piece, let alone alive. If you do survive, odds are that you are horribly mutated, insane, etc. The only way to survive the Far Realm intact would be to bring a little bit of the material plane with you, and even then you're quite insane before you return (assuming that your reality bubble didn't unmake itself along the way).

2010-12-20, 07:06 PM
Cthulu home plane. 'Nuff said?

2010-12-20, 07:08 PM
You go insane, no save. You dissolve into protoplasm, no save.
Pick one. Both happen.

2010-12-20, 11:03 PM
Good times!

2010-12-21, 09:03 PM
Screw You, Physics: This is a unique planar trait to the Far Realm. In the Far Realm, all temperatures are measured in negative Kelvin, but in base forty-six, except when they aren't. The Law of Conservation of Mass is in effect, but circumvented by making everything out of repurposed copies of Complete Psionics, which of course does not matter. When magic is used on the Far Realm, apply all metamagic effect that are completely incompatible with the spell being cast, remove all metamagic effects that are compatible with it (and remove it a second time if it had previously been applied), and replace all numerical effects (static and variable) with the cubic root of negative i plus a picture of a sunbathing squirrel.

2010-12-21, 09:08 PM
There's a little fluff on it in Lords of Madness, but no stats. It does mention that no planar visitors there have ever returned.

Perhaps this is why:


LoM does mention that Xoriat from Eberron is a sort of "Far Realm-lite." So, if you use the stats for Xoriat and crank everything past 11 you might have a reasonable facsimile.

2010-12-22, 12:09 AM
Lol Spinal Tap reference.

"This Realm goes to 11."

2010-12-22, 12:13 AM
"What are the planar traits of the Far Realms?"


2010-12-22, 04:33 AM
You become a Kaorti and live in a big cyst.

2010-12-22, 06:25 AM
heh. I've always wanted to play someone from the Far Realms. A normal looking human child. Cuddles right up to a tentacled horror, but runs in absolute terror when confronted by normal animals.

2010-12-22, 07:53 AM
I've always sort of wanted to run a brief adventure to the Far Realm. Maybe they even start out in a village that has fallen into the Far Realm and been kept in merciful shelter by planar traits randomly working in its favour by eerily preserving it for all time instead of ripping it apart. It will be that one creepy mind-**** dungeon but instead of a dungeon, it's everything. Eventually they get the opportunity to do some planar travel and find out the whole multiverse has been overrun by hideous aberrations in the aeons they've been apart from it. Perhaps they eventually discover that they are actually in the past, and that they were the ones warped into tentacle beasts all along.

2010-12-22, 08:07 AM
Well, there's the traits in Manual of the Planes, as already mentioned (you actually get a save vs. insanity), but there's also this (http://www.giantitp.com/forums/showthread.php?p=6757969#post6757969), which isn't official, but still quite nice.

2010-12-22, 08:14 AM
There was an (admittedly not great) adventure concerning a group of scholars who went to the Far Realm and then wanted to return. They were not recognizably human anymore.