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Whats so special about the Far Realm?
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<blockquote data-quote="Hexmage-EN" data-source="post: 5632194" data-attributes="member: 79428"><p>D&D4 also features the Living Gate, a portal to the Far Realm connected to the Astral Sea, which is the realm of the gods (creatures from the Far Realm once invaded through it; just imagine the Norse gods having to drive Cthulhu out of Valhalla). Why is a portal to the Far Realm located in the Astral Sea? Why wasn't there a corresponding gate in the Elemental Chaos? Why doesn't the Abyss deepening at the bottom of the Elemental Chaos open a hole to the Far Realm?</p><p></p><p>My main problem with the Far Realm was that it seemed to overshadow the chaotic beings of D&D. Chaos is supposed to be about unlimited possibilities, yet the Far Realm has entities and concepts that chaotic beings apparently cannot comprehend. The fact that these possibilities are alien and "should not be" limits the possibilities that Chaos has available.</p><p></p><p>So here's the idea for the Far Realm I've come-up with: </p><p></p><p>Though some sorts of beings may have truly originated in the Far Realm, the majority of the aberrants were once inhabitants of a normal reality. The Far Realm is the Outside that surrounds all realities much as the seas surround the continents of the world. Just as the civilizations of our Earth unfortunately use the seas as a dumping ground for waste, the gods and other beings that seek to carve Law out of Chaos may use the Far Realm as a receptacle for the waste resulting from such endeavors.</p><p></p><p>Whereas Chaos is about possibilities, Law is about order. For their to be order, some possibilities must be denied. The most ancient gods of the Points of Light setting denied many of the possibilities that could have existed in their creation, including Allabar. The Living Gate might have been created as a garbage chute that reached into the emptiness beyond reality, allowing denied possibilities to be disposed of. The gods and other Lawful beings of other realities may have disposed of scrapped possibilities in the same manner.</p><p></p><p>This idea was inspired by a creature from the Monster Manual 3 for D&D4, Allabar. Basically, it was a living planet created by the gods that grew too dangerous and was exiled from the multiverse to the Far Realm. It now appears among the stars and incites those stars that are conduits to the Far Realm to attack the world.</p><p></p><p>The primordials and other agents of Chaos throughout the multiverse did not want to limit the possibilities and creative choices available to them. This is why aberrant creatures typically attack the Astral Sea and the world, ignoring the Elemental Chaos. The aberrants have no quarrel with the beings of Chaos because Chaos did not want to eliminate possibilities. The aberrants want revenge on the gods that denied their existence in reality. These creatures aren't all beings of Chaos (though some may be): just as the gods refined the primordial's creation and created the world through the possibilities they allowed to remain in the multiverse, the gods of all multiverses unknowingly created the Far Realm's denizens by discarding the possibilities they rejected for their own realities. The Far Realm and its inhabitants make up an anti-world of denied possibilities.</p><p></p><p>Of course, not all the aberrants entering the reality of the Points of Light setting may have originated in that reality. They look so alien because they are alien; aliens from other multiverses that were exiled into a dumping ground of other aliens from other multiverses. The Far Realm is a place of madness because it is a place where denied possibilities end up, and some of these aberrants may be as inimical to each other as they are to the world. The aberrants want to escape from each other, so they seek refuge in the worlds.</p><p></p><p>The types of aberrants that may have once been inhabitants of normal multiverses include creatures such as neogi, illithids, beholders, aboleths, kaorti, and the stars called-upon by Star Pact Warlocks. One background for the illithids mentions them being from the future; though in many worlds they are known as Far Realm invaders, perhaps their former backstory holds true in their original home?</p><p></p><p>Now, as I said earlier, some of aberrants may truly be Elder Evils that have always existed. They might be creatures with utterly alien mindsets that could never fully enter a bounded reality without either ceasing to exist or causing their would-be destination to pop like a bubble. Some of these creatures might exhibit levels of Evil, Law, Chaos, or even Good that are completely incomprehensible. In fact, they might BE the alignments personified. One Elder Evil of absolute Law may want to destroy all the multiverses and all the inhabitants of the Far Realm, denying any and all possibilities for infinity.</p></blockquote><p></p>
[QUOTE="Hexmage-EN, post: 5632194, member: 79428"] D&D4 also features the Living Gate, a portal to the Far Realm connected to the Astral Sea, which is the realm of the gods (creatures from the Far Realm once invaded through it; just imagine the Norse gods having to drive Cthulhu out of Valhalla). Why is a portal to the Far Realm located in the Astral Sea? Why wasn't there a corresponding gate in the Elemental Chaos? Why doesn't the Abyss deepening at the bottom of the Elemental Chaos open a hole to the Far Realm? My main problem with the Far Realm was that it seemed to overshadow the chaotic beings of D&D. Chaos is supposed to be about unlimited possibilities, yet the Far Realm has entities and concepts that chaotic beings apparently cannot comprehend. The fact that these possibilities are alien and "should not be" limits the possibilities that Chaos has available. So here's the idea for the Far Realm I've come-up with: Though some sorts of beings may have truly originated in the Far Realm, the majority of the aberrants were once inhabitants of a normal reality. The Far Realm is the Outside that surrounds all realities much as the seas surround the continents of the world. Just as the civilizations of our Earth unfortunately use the seas as a dumping ground for waste, the gods and other beings that seek to carve Law out of Chaos may use the Far Realm as a receptacle for the waste resulting from such endeavors. Whereas Chaos is about possibilities, Law is about order. For their to be order, some possibilities must be denied. The most ancient gods of the Points of Light setting denied many of the possibilities that could have existed in their creation, including Allabar. The Living Gate might have been created as a garbage chute that reached into the emptiness beyond reality, allowing denied possibilities to be disposed of. The gods and other Lawful beings of other realities may have disposed of scrapped possibilities in the same manner. This idea was inspired by a creature from the Monster Manual 3 for D&D4, Allabar. Basically, it was a living planet created by the gods that grew too dangerous and was exiled from the multiverse to the Far Realm. It now appears among the stars and incites those stars that are conduits to the Far Realm to attack the world. The primordials and other agents of Chaos throughout the multiverse did not want to limit the possibilities and creative choices available to them. This is why aberrant creatures typically attack the Astral Sea and the world, ignoring the Elemental Chaos. The aberrants have no quarrel with the beings of Chaos because Chaos did not want to eliminate possibilities. The aberrants want revenge on the gods that denied their existence in reality. These creatures aren't all beings of Chaos (though some may be): just as the gods refined the primordial's creation and created the world through the possibilities they allowed to remain in the multiverse, the gods of all multiverses unknowingly created the Far Realm's denizens by discarding the possibilities they rejected for their own realities. The Far Realm and its inhabitants make up an anti-world of denied possibilities. Of course, not all the aberrants entering the reality of the Points of Light setting may have originated in that reality. They look so alien because they are alien; aliens from other multiverses that were exiled into a dumping ground of other aliens from other multiverses. The Far Realm is a place of madness because it is a place where denied possibilities end up, and some of these aberrants may be as inimical to each other as they are to the world. The aberrants want to escape from each other, so they seek refuge in the worlds. The types of aberrants that may have once been inhabitants of normal multiverses include creatures such as neogi, illithids, beholders, aboleths, kaorti, and the stars called-upon by Star Pact Warlocks. One background for the illithids mentions them being from the future; though in many worlds they are known as Far Realm invaders, perhaps their former backstory holds true in their original home? Now, as I said earlier, some of aberrants may truly be Elder Evils that have always existed. They might be creatures with utterly alien mindsets that could never fully enter a bounded reality without either ceasing to exist or causing their would-be destination to pop like a bubble. Some of these creatures might exhibit levels of Evil, Law, Chaos, or even Good that are completely incomprehensible. In fact, they might BE the alignments personified. One Elder Evil of absolute Law may want to destroy all the multiverses and all the inhabitants of the Far Realm, denying any and all possibilities for infinity. [/QUOTE]
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