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Whats so special about the Far Realm?
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<blockquote data-quote="Hactarcomp" data-source="post: 5640331" data-attributes="member: 6680000"><p>Beyond tentacles, there's a phrase that stuck in my mind that I'm still trying to work out a good representation for "the many angled ones." It shows up in some Cthulhu mythos writing and I kind of think of it as beings that shift unsettlingly as they move, with bits of the flickering in and out of perception as they move either towards or away from the PCs. Or best of all, both at the same time.</p><p></p><p>Also, I don't think you should discount the unsettling appearance of multiple mouths in random places or clusters of normal (not compound) eyes. I went on google for an example and found <a href="http://club.ados.fr/fallenraziel/lovecraft-137830/photo/azathoth-by-transmuted-2715062.html" target="_blank">this</a> as a decent example. I don't think tentacles are a necessity, although they help. I have in my campaign notes for the players brushes against the far realm "the many angled ones, v. lovecraftian, but go easy on the tentacles and protoplasm." I'm still working on how to go easy on the protoplasm and tentacles, but I think random sharp angles that are there one moment and gone the next that the players can cut themselves on accidentally, perhaps branching spikes that grow and disappear instead of moving normally. </p><p></p><p>Anyway, while I fully acknowledge that tentacles are and will ever be a part of the far realm (after all, how do you have mind flayers without them), I don't think they need to be the end all, be all. Some weird crystalline structures like the spike idea above might not be uncalled for also.</p></blockquote><p></p>
[QUOTE="Hactarcomp, post: 5640331, member: 6680000"] Beyond tentacles, there's a phrase that stuck in my mind that I'm still trying to work out a good representation for "the many angled ones." It shows up in some Cthulhu mythos writing and I kind of think of it as beings that shift unsettlingly as they move, with bits of the flickering in and out of perception as they move either towards or away from the PCs. Or best of all, both at the same time. Also, I don't think you should discount the unsettling appearance of multiple mouths in random places or clusters of normal (not compound) eyes. I went on google for an example and found [URL="http://club.ados.fr/fallenraziel/lovecraft-137830/photo/azathoth-by-transmuted-2715062.html"]this[/URL] as a decent example. I don't think tentacles are a necessity, although they help. I have in my campaign notes for the players brushes against the far realm "the many angled ones, v. lovecraftian, but go easy on the tentacles and protoplasm." I'm still working on how to go easy on the protoplasm and tentacles, but I think random sharp angles that are there one moment and gone the next that the players can cut themselves on accidentally, perhaps branching spikes that grow and disappear instead of moving normally. Anyway, while I fully acknowledge that tentacles are and will ever be a part of the far realm (after all, how do you have mind flayers without them), I don't think they need to be the end all, be all. Some weird crystalline structures like the spike idea above might not be uncalled for also. [/QUOTE]
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