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Copy Link Tweet This. Original electronic Scanned image These products were created by scanning an original printed edition. Most older books are in scanned image format because original digital layout files never existed or were no longer available from the publisher. The result of this OCR process is placed invisibly behind the picture of each scanned page, to allow for text searching.
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Most newer books are in the original electronic format. Both download and print editions of such books should be high quality. To use them, you must activate your Adobe Reader software. The Visage Wall is an area of Neth's membrane where Neth communicates with visitors. It contains thousands of head-shaped bumps that resemble the likenesses of those previously absorbed by Neth. Neth speaks to its visitors from about five or six of the heads simultaneously, questioning them in order to learn more of the outside universe.
Far Realm[ edit ] The Far Realm is an alien dimension of cosmic horror. It is the home plane for many aberrations and strange monsters. The Far Realm's mix of horror, madness, and strange geometries was largely inspired by the work of American writer H.
The Far Realm contains an infinite number of layers, these layers range from inches thick to miles, and it is often possible to perceive multiple layers simultaneously. These layers can grow, spawn further layers, breathe and possibly die. The Far Realm is home to many powerful and unspeakable beings ripped from the nightmares of the darkest minds of the waking world, beings so unfathomable that their very existence is a perversion of reality itself.
These beings are governed by lords of unimaginable power and knowledge completely alien. The Far Realm is a plane far outside the others and often not included in the standard cosmology. It is sometimes referred to simply as "Outside", because in many cosmologies it is literally outside reality as mortals understand it.
In the fourth edition, an anomalous plane, the Far Realm is bizarre and maddening. Creatures native to or connected with the Far Realm have the aberrant origin. Distant stars have been driven mad by proximity to the Far Realm, resulting in the abominations known as starspawn. The Far Realm also breaks into reality at various points in the Underdark , leading to the rise of the aboleth and mind flayer empires.
Natural humanoids tainted by the Far Realm are known as foulspawn. The Far Realm was originally sealed off from reality by a construction known as the Living Gate, which lay at the top of the Astral Sea.
Psionics are believed to have developed as a means to fight the Far Realm, in the same way that a body develops antibodies to fight an infection. Many of the Far Realm's inhabitants are too vast and inchoate to even notice visitors to their domain.
Others take an interest in mortals, communicating with them through the veil between realms and sponsoring magic-users called alienists.
Gibberlings , gibbering mouthers , illithids mind flayers , kaortis , uvuudaums , grell , wystes, foulspawn, and other aberrant creatures have their origins in the Far Realm. Plane of Dreams[ edit ] The Plane of Dreams is a plane far outside the others and often not included in the standard cosmology. As its name suggests, all true dreams take place on the Plane of Dreams. Although the three terms are often used interchangeably, there are notable distinctions.
Portals are bounded by pre-existing openings usually doors and arches ; the portal is destroyed when the opening is. Portals also require portal keys to open; a key is usually a physical object, but it can also be an action or a state of being. Naturally occurring portals will often appear at random a common occurrence in the city of Sigil , "City of Doors", in the Planescape campaign setting ; some portals only exist for a brief period of time, or shift from one location to another.
Conduits are also naturally occurring, but they are natural phenomena, the planar equivalent of whirlpools and tornadoes. Conduits are only known to occur in the Astral and Ethereal Planes. A type of conduit known as a color pool is a common gateway from the Astral Plane to the Outer Planes.
A vortex is a link from a Prime Material world to the Inner Planes, which begin in areas of intense concentration of some element e. There also used to be living vortices which the sorcerer-monarchs of Athas have managed to maintain, like syphoning water through a hose, and use to empower their "priests," the Templars.
Gates are portals that are not bounded by physical apertures; gates are rare, and usually appear as a result of magical spells and rare planar phenomena. Lastly, planar bleeding occurs when regions of two planes coexist; such phenomena are usually short-lived, and disastrous for their environments. Planar pathways are special landscape features appearing in multiple planes or layers of a plane.
Unfortunately, some readers found the 4e sha'ir too similar to the witch, who had debuted a few months earlier in Heroes of the Feywild Expanding the World Axis. NPCs of Note. Now they'd become more powerful than ever as primordials. Future History. Dragon February focuses on the Elemental Chaos with articles on themes and treasures. Meanwhile, the aforementioned Encounters season, The Elder Elemental Eye" , offers a more comprehensive tie-in to this book.
About the Creators. Schwalb had been a contractor for Wizards since the start of 4e and would later help with all three of the core 5e books Please feel free to mail corrections, comments, and additions to shannon.