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Phandelver And Below The Shattered Obelisk introduces the concept of Far Realm mutations intoDungeons & Dragons. As the town of Phandalin changes, while your party adventures and tries to find a way to save it, you may be wondering what exactly the Far Realm is and what its influence even means.
Related:D&D: DM’s Guide To Character Transformations In Phandelver & Below The Shattered Obelisk

While Phandalin is by no means a singular situation, you can use the Far Realm effects as a guide for your own type of zombie slow rolling disease that spreads across the land. Whether you’re looking to venture further into the Far Realms or bring the cursed place to your own campaign, this guide details everything you need to know.
What Is The Far Realm?
Mostly known for spreading constant madness andhousing disturbing creatures and eldritch horrors, it’sa place between reality. Aboleths, illithids, beholders and all manner of evil monstrosities reside in this area, and they’re all increasingly more dangerous than the last encounter.
Strange transformations happen within the Far Realm, creating creatures unknown and never before seen, each more evil (and sometimes more dangerous) than their parent spawn.

Elder horrors are a common sight, and information not meant to be consumed by humanoid minds is everywhere.
Not much is truly known about the Far Realm, but its influence has been noted throughout history. You can place the Far Realm in between any worlds or planes, making it an easy addition to your home game.

How To Get To The Far Realm
There are several ways to incorporate the Far Realm into your campaign. If you have a Warlock character, the Far Realm is known as an area with ties to the Great Old One and his patrons. You can try some of the following options:
There’s nothing stopping any characters from discovering or accessing the Far Realm, so really, any adventure hook you come up with will fit. Just place this strange cosmic plane between the realms and create an easy (or hard) way to get the party there.
What Are Far Realm Mutations
Withering, rot, and decay happenwhen in or near the far realm. As shown in Phandelver And Below, The Shattered Obelisk, the town of Phandalin and its population, as well as the city itself, are all affected by the influence of the Far Realm. Thisinfluence comes in the form of mutations.
From a constantly dreary grey sky to growing tentacles and extra limbs, themutations affecting any area in proximity will only worsen as time goes on.
Evenenemies inside the Far Realm have mutated versions of themselves, affected eggs becoming their own mutated versions of evil creatures.
If you’re running the corresponding adventure or you want to add these types of settings to your own campaign, consider the following.
These mutations will have these effects in some manner on individuals and the towns that are constantly exposed to the far realm. Use them to inform how you’ll create your own Far Realm effect.
Town Effect
Beginning Stage
Townspeople are tired, perpetually feeling ‘drained’ and out of energy. They may complain of aches and pains, but more than what’s normal or natural.
The sky is dark, grey, overcast, the temperature drops, and everything is in darker shades of grey.
Middle Stage
Townspeople are sick. Fever, vomiting, sweats, barely healthy enough to function, but most must continue their daily routine. On top of this, select townsfolk get random ailments that can include anything from bones easily breaking to small protrusions on the skin.
Weeds, fungus, and other invasive plant species begin to grow in and around the buildings. Lakes and ponds become green, local fauna and flora begin to die as the invasive mutation takes over.
Final Stage
Townspeople have grown additional limbs, eyes, webbing, tentacles, and other abnormalities. They are constantly angry and rage-filled, attacking one another on sight. They’re soon to become complete Far Realm creatures after the mutation.
The sky itself turns an abhorrent green and the entire town smells of rot and decay. The mutation has grown the weeds and stalks so much that they cover all the buildings.
When describing these aspectsto your players, be sure toinclude all of the sensory elements.Remember to express the smells, the acrid taste, the green rain that falls down acidic, the rough texture of the plants covering the buildings, etc.
It’s important to note that these changes will not onlyaffect player characters and NPCs,but alsothe world around them.Don’t forget todescribe how the entire world changesand is affected by these Far Realm mutations.
Next:Dungeons & Dragons: Best Monsters From Phandelver & Below The Shattered Obelisk