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Touch of MadnessD&D Insider Article
by Robert J. Schwalb

The Far Realm is a place of madness and death. Those who seek power by making alliances with its denizens meet only with insanity ... at best. But despite all evidence, some fools dare to tamper with this unknown and alien plane, and entire regions of the mortal world pay the price. Years ago, a small sect of worshipers devoted to Ioun, seeking forbidden knowledge, did just this, and now their folly is about to be visited on the unsuspecting town of Wellspring.

Beyond the mortal world, somewhere outside the bounds of the Astral Sea, the Far Realm yawns immeasurable. Beyond the reality of gods and mortals, this plane is a realm of contradictions, a mad place of fevered creation checked only by pointless extinction. The Outside is a sea of diseased possibilities, where the stuff of madness seethes in a soup of the incomprehensible and the unnamable -- shuddering, squirming, and sentient.

As long as they remain beyond the reaches of the mortal world, the conscious creations of the Far Realm and all their insanity pose no risk to civilization. Yet, ever does the Outside seek to spill into Creation, bulging outward to force its nightmare essence into the mortal world. Aberrant creatures infest the mortal realm, spreading their corruption, breeding, consuming, and slaying -- all to seize this world and remake it into their own perverse image.

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    About the Author

    Robert J. Schwalb works as a freelance designer for Wizards of the Coast; his recent credits include Martial Power, Draconomicon, and the Forgotten Realms Player's Guide. Robert lives in Tennessee with his incredibly patient wife Stacee and his pride of fiendish werecats, but is happiest when chained to his desk, toiling for his dark masters in Seattle.