The Far Realm as I imagine it is a world of cosmic horror, lovecraftian madness and massive unspeakable beings. The Spelljammer world gives us a glimpse into it and some description of horrors within. Is there a DnD book dedicated to it that anyone is aware of?
No D&D source books. Frankly the Far Realms is more Horror then Fantasy and D&D is not well designed for that. Usually the heroes have such a large advantage in fantasy while in Horror they should always be at a massive disadvantage. Hereos kill the bad guys in Fantasy, while in Horror they should be running more than fighting.
But if you are asking about books as in fiction, I suggest the The Checquy series (The Rook) series by Daniel O'Malley (The tv show is not as good as the books). Also the The Laundry FIles/Atrocity Archives series by Charles Stross. Both of these series really give the "Oh my God, we are SO SCREWED." vibe. My favorite quote from that series is "The truth is my God is coming back. I will be waiting for him with a shotgun. And I'm keeping the last shell for myself."
In the Stross world, the...
British decide to give the entire United Kingdom to the alien monsters, because they knew they could not defeat them. Negotiated surrender was considered the best they could achieve.
On the topic of horror, you may want to take a look at Van Ritchen’s Guide to Ravenloft. I think a Cosmic Horror themed domain of dread would probably work well for the Far Realm, possibly with a bit of Body horror thrown in, lots of aberrations, maybe some undead, psychic damage, and madness. Consider removing the ability of players to have restful sleep while there (resulting in mounting exhaustion and eventual death), regular nightmares, hallucinations, and more, Think Tentacles, Worms, and all the creepy crawly things that merely thinking about makes that blemish on the back of your hand itch. Consider various parasite themed diseases, alignment changes, betrayals. Time travel may take a factor in the campaign. Consider adding some effect where whatever the character’s worst fear is (a massive poder attacks, your wife appears kissing your best friend, you temporarily lose all spell slots, you see your kingdom burning in the distance). Give it a little mind-warping effect of Voldemort’s Horcruxes and the One Ring vibes. Any players that succumb to the various madness (primarily by dying while there), become twisted aberrant versions of themselves. Consider some archetype changes to the corrupted players, focusing primarily on psionics (Abberant Mind sorcerers and the like), some of the flesh warping features such as those on the Sibriex table, and whatever also takes the fancy of the demented corner of your imagination. Conjuration spells should summon twisted versions of the intended ally, divination spells should be rewarded with psychic damage, transmutation bringing about painful transformations, enchantment causing madness, all actions making the situation worse, concentration increasingly difficult as well. Keep adding until maniacal laughter is the only response your increasingly concerned players receive! MUA HA HA!
In general, make it the most traumatic experience your characters will ever have, but not too traumatic for your players. And have fun!
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
The Far Realm as I imagine it is a world of cosmic horror, lovecraftian madness and massive unspeakable beings. The Spelljammer world gives us a glimpse into it and some description of horrors within. Is there a DnD book dedicated to it that anyone is aware of?
No D&D source books. Frankly the Far Realms is more Horror then Fantasy and D&D is not well designed for that. Usually the heroes have such a large advantage in fantasy while in Horror they should always be at a massive disadvantage. Hereos kill the bad guys in Fantasy, while in Horror they should be running more than fighting.
But if you are asking about books as in fiction, I suggest the The Checquy series (The Rook) series by Daniel O'Malley (The tv show is not as good as the books). Also the The Laundry FIles/Atrocity Archives series by Charles Stross. Both of these series really give the "Oh my God, we are SO SCREWED." vibe. My favorite quote from that series is "The truth is my God is coming back. I will be waiting for him with a shotgun. And I'm keeping the last shell for myself."
In the Stross world, the...
British decide to give the entire United Kingdom to the alien monsters, because they knew they could not defeat them. Negotiated surrender was considered the best they could achieve.
3.5 had the Lords of Madness and 4e had lots of Far Realm material.
But generally you won't find a setting guide because the Far Realm isn't meant to be explored. It's meant to be avoided and contained.
I did find one adventure that has a small section in the Far Realms.
Journeys Through The Radiant Citadel has a portal to "The Drought Elder" which is inside the Far Realms. It describes five encounters/locations there.
Not a lot, but at least you have something.
On the topic of horror, you may want to take a look at Van Ritchen’s Guide to Ravenloft. I think a Cosmic Horror themed domain of dread would probably work well for the Far Realm, possibly with a bit of Body horror thrown in, lots of aberrations, maybe some undead, psychic damage, and madness. Consider removing the ability of players to have restful sleep while there (resulting in mounting exhaustion and eventual death), regular nightmares, hallucinations, and more, Think Tentacles, Worms, and all the creepy crawly things that merely thinking about makes that blemish on the back of your hand itch. Consider various parasite themed diseases, alignment changes, betrayals. Time travel may take a factor in the campaign. Consider adding some effect where whatever the character’s worst fear is (a massive poder attacks, your wife appears kissing your best friend, you temporarily lose all spell slots, you see your kingdom burning in the distance). Give it a little mind-warping effect of Voldemort’s Horcruxes and the One Ring vibes. Any players that succumb to the various madness (primarily by dying while there), become twisted aberrant versions of themselves. Consider some archetype changes to the corrupted players, focusing primarily on psionics (Abberant Mind sorcerers and the like), some of the flesh warping features such as those on the Sibriex table, and whatever also takes the fancy of the demented corner of your imagination. Conjuration spells should summon twisted versions of the intended ally, divination spells should be rewarded with psychic damage, transmutation bringing about painful transformations, enchantment causing madness, all actions making the situation worse, concentration increasingly difficult as well. Keep adding until maniacal laughter is the only response your increasingly concerned players receive! MUA HA HA!
In general, make it the most traumatic experience your characters will ever have, but not too traumatic for your players. And have fun!