My players, stay out! 
Ok, guys and gals, I have an upcoming game that will be set in the Far Realms. The party is 20th level (though a bit under the "recommended" treasure they should have, I'm stingy) and I'm looking for some odd elements to throw in the Far Realms. I 'm still preparing my monster encounters with things like Pseudonatural Chaos Beast and a few other like-minded creatures. But, I'm not looking for monsters, I think I can find plenty that fit. What I'm looking is for some very bizzare quirks, rules, etc.
I'm thinking of having time function in odd and weird ways. Perhaps having the native creatures having weird rounds. I was considering rolling 1d3, and whatever number is rolled is the number of equivilant rounds they can act immediately (ie if they roll a 3, they can take 3 additional rounds worth of actions on their initiave), but they are unable to act for the same number of rounds afterwards (ie if they rolled a 3, they stand there unable to act for 3 rounds). To add to the weirdness, I'm thinking of dolling out any damage done, effects, etc on the appropriate round they would have happened... so if on round 1, on the creature's 2nd additional round, they wound player Bob, the wound doesn't come into effect until two rounds have passed for Bob.
Anyone have any other suggestions of general weirdness I can DM in a Far Realms environment?
Perhaps the players see themselves leaving a spot as they approach it... or all liquids flow in reverse... perhaps all fires shed darkness instead of light, etc...

Ok, guys and gals, I have an upcoming game that will be set in the Far Realms. The party is 20th level (though a bit under the "recommended" treasure they should have, I'm stingy) and I'm looking for some odd elements to throw in the Far Realms. I 'm still preparing my monster encounters with things like Pseudonatural Chaos Beast and a few other like-minded creatures. But, I'm not looking for monsters, I think I can find plenty that fit. What I'm looking is for some very bizzare quirks, rules, etc.
I'm thinking of having time function in odd and weird ways. Perhaps having the native creatures having weird rounds. I was considering rolling 1d3, and whatever number is rolled is the number of equivilant rounds they can act immediately (ie if they roll a 3, they can take 3 additional rounds worth of actions on their initiave), but they are unable to act for the same number of rounds afterwards (ie if they rolled a 3, they stand there unable to act for 3 rounds). To add to the weirdness, I'm thinking of dolling out any damage done, effects, etc on the appropriate round they would have happened... so if on round 1, on the creature's 2nd additional round, they wound player Bob, the wound doesn't come into effect until two rounds have passed for Bob.
Anyone have any other suggestions of general weirdness I can DM in a Far Realms environment?
Perhaps the players see themselves leaving a spot as they approach it... or all liquids flow in reverse... perhaps all fires shed darkness instead of light, etc...