The Far Realm, also called the Outside,[2] is a plane, or the space beyond the planes, of madness situated very far from the planes of the standard cosmology in the theoretical realm of timeless infinity, where the laws of reality work differently from how they function in the Prime Material Plane.[2][3][4]


This maddening realm is feared for its power to twist unfortunate visitors into gruesome monsters, and it is from here that aberrations came from. Where stray emanations from this realm leak onto the Material Plane, matter stirs at the beckoning of inexplicable urges, then burns to ash or takes on monstrous new life.[2]

The Far Realm has no well-known portals, or at least none that are still viable.[5] In ages past, the Living Gate separated the known universe from the Far Realm. However, the gate and its guardian were destroyed by Tharizdun shortly before the Dawn War.[6]

The eladrin citizens of the fallen empire of Cendriane opened a vast portal to the Far Realm within the heart of a lost mountain, but their civilization crumbled within mere days. Every citizen simply disappeared without a trace, leaving behind their crystal cities to slowly fell into ruin.[7] Lost portals might still exist, marked by an alien magic that mutates the area around them.[5]

For what is known, all the planes and worlds of the multiverse are threatened by the same Far Realm.[5]

Psionics and the Far RealmEdit

See also: Psionic

Some speculate the psionic power source is a force that originated in the Far Realm and appeared in this universe with the sundering of the Living Gate. Others, including most practitioners of psionic ways, believe that their power was born as the world's response to that intrusion, similar to a mortal body's reaction to disease. Ioun's faithful believe the god herself learned the mysteries of psionics way when she peered through the Living Gate, and foreseeing a future incursion of Far Realm monstrosities into the The World, she taught her mortal followers the use of psionics so that they might have a defense prepared.[8]

In the current age, the presence of the Far Realm has had an increasing influence on the World, and the heightened presence of its alien energy has provoked a stronger response from the psionic power source, making psionic magic more common, stronger, and easier to control.[8]

Geography and CharacteristicsEdit

The Far Realm is comprised of an infinite number of "onion-like" layers. Unlike the layers of many Astral dominions, these layers are very thin, transparent, and travelers could glimpse through them. Gelatinous worms wend through the folds of the layers using writhing cilia and lichenlike encrustations. No air or atmosphere exists in the Far Realm. It is one immeasurable, semisolid amoebic sea.[2]

Although full of a dark nothingness, the Far Realm is also full of bizarre scenes and what passes for wilderness. The translucent layers are penetrated by rivers of milky white fluid that floats freely, sometimes flowing along a layer's edge for a few feet, then pouring through into the next layer. Strange blue globes rain down from unseen heights, bursting when they struck, and vast entities (beings so bizarre for a normal mind to accept without being damaged) are immersed in contemplations so alien that reality itself warps and changes in their presence. The smallest of those beings is the size of a city.[2]


The Far Realm have many different inhabitants, many of them sentient. Some resembled insectoid beings,[9] and some creatures of the deepest ocean. Some are as powerful as deities or Primordials (whether they are sentient or not may be hard to say).[2]

Aberrant creatures that owe their existence to Far Realm influence include mind flayers, aboleths, beholders, sebaceans,[9] and carrion crawlers, among others.[2] Mortal travelers to the Far Realm would usually be subject to insanity. All sorts of horrifying changes could occur to them due deranged emanations that skew the natural processes of the world and produce truly monstrous things.[2]


  1. Robert J. Schwalb (December 2008). “Touch of Madness”. Dungeon #161 (Wizards of the Coast), pp. 73–74.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 Richard Baker, John Rogers, Robert J. Schwalb, James Wyatt (December 16, 2008). Manual of the Planes. (Wizards of the Coast), p. 30. ISBN 978-0786950027.
  3. Richard Baker, John Rogers, Robert J. Schwalb, James Wyatt (December 16, 2008). Manual of the Planes. (Wizards of the Coast), p. 8. ISBN 978-0786950027.
  4. James Wyatt, Jeremy Crawford (October 19, 2010). Dungeon Master's Kit. (Wizards of the Coast), p. 40. ISBN 978-0-7869-5630-2.
  5. 5.0 5.1 5.2 Wizards RPG Team (2014). Dungeon Master's Guide 5th edition. (Wizards of the Coast), p. 68. ISBN 978-0786965622.
  6. Mike Mearls, Bruce Cordell, Robin Heinsoo, and Robert J. Schwalb (March 2010). Player's Handbook 3. (Wizards of the Coast), pp. 4–5. ISBN 978-0-7869-5390-5.
  7. Wizards RPG Team (2008). Wizards Presents: Worlds and Monsters. (Wizards of the Coast), p. 22. ISBN 978-0786948024.
  8. 8.0 8.1 Mike Mearls, Bruce Cordell, Robin Heinsoo, and Robert J. Schwalb (March 2010). Player's Handbook 3. (Wizards of the Coast), p. 5. ISBN 978-0-7869-5390-5.
  9. 9.0 9.1 David Noonan (October 2008). “Ziggurat Beyond Time”. Dungeon #159 (Wizards of the Coast), pp. 50–53.