Prerequisite: Planescape Campaign
Thousands of eyes, impossible geometry, and eldritch horrors from beyond comprehension: these are the scenes you remember from your time in the Far Realm. Perhaps you glimpsed it only briefly, or maybe you were banished there for an untold number of unchanging years. Regardless, you’ve been tainted by the strange and terrifying. You’ll never be the same again.
- Skill Proficiencies: Insight, Survival
- Languages: Deep Speech plus one of your choice
- Equipment: A severed body part of an aberration, a set of clothes, common, a book filled with unintelligible writing, a hooded lantern, and a pouch containing 15 gp
No intelligent creature can return unscathed from the corrupting alterations of the Far Realm. You gain the Personal Symbiont or Scion of the Far Realm feat (your choice; Manual of the Planes). In addition, you know where to find free, modest lodging and food in the community you grew up in.
Suggested Characteristics
Faring the Far Realm leaves one filled with existential dread and knowing terrible truths about the nature of unreality. The Far Realm Survivor Personality Traits table suggests traits you might adopt for your character.
| d6 | Personality Trait |
|---|---|
| 1 | Existence is futile. I am a narrative attached to simple arithmetic and random number generation. |
| 2 | I see neon fractals float through the air, but I’ve never met someone else who can. |
| 3 | My life is no more meaningful than a piece of paper. My allies are also metaphorical pieces of paper. |
| 4 | I can see into the fourth dimension, but it’s less interesting than it sounds. |
| 5 | I failed to prove I am not a Construct. |
| 6 | I understand now. The gods are dead and nothing is real. |
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