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The Far Realm, The Unfathomable Beyond (Twisted alien dimension of cosmic horror)

(Formerly known as the Realm of Madness, the Shattered Expanse, or the Hunger Beyond the Veil)

The Far Realm
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The Far Realm is a non-aligned, utterly alien plane that embodies madness, entropy, and the corruption of reality itself. It is a realm where chaos is law, perception is deception, and existence itself is mutable. In this place, the very notion of stability is an illusion, and those who enter risk unraveling into nothingness—or becoming something unrecognizable.

This realm reflects its nature through surreal and shifting landscapes: colossal, veined monoliths pulse as if alive, rivers of phosphorescent ichor flow into abyssal voids, and skies ripple like liquid, bleeding color and thought alike. Vast expanses of writhing tentacle forests stretch endlessly in all directions, while great floating masses of flesh, eyes, and chitin drift in impossible patterns, whispering thoughts that are not their own. The plane pulses with dread and madness, and those who dwell here find themselves drawn into its eternal cycles of mutation, insanity, and incomprehensible transformation.


TRAITS

The Far Realm exhibits the following planar traits:

  • Morphic: The plane is highly morphic and constantly in flux, shaped by no clear force or will. Matter and thought are interchangeable, and a traveler’s perception may define—or be defined by—the landscape.
  • Gravity: Gravity is unpredictable and inconsistent, shifting directions at random. In some areas, it pulls toward nothingness, while in others, it crushes intruders with impossible force.
  • Time: Time is unstable; it may flow forward, backward, or cease altogether. Events may repeat endlessly or never have happened at all.
  • Size: The Far Realm is infinite yet collapsing upon itself, paradoxically boundless but also confined to the minds of those who dare perceive it.
  • Structure: The plane is ever-shifting and unstable, with geography and existence itself folding, expanding, and dissolving unpredictably.
  • Essence: The plane’s energy is anomalous and corruptive, mutating anything that remains too long within its grasp.
  • Alignment: The Far Realm is beyond alignment, as its very existence defies mortal morality and cosmic order. However, its influence warps all who linger, making sanity and reason distant memories.
  • Magic: Magic is wildly unpredictable. Some spells become impossibly powerful, while others fail or have unintended consequences. Divination magic is dangerous, often returning visions that sear the mind.

DIVINITIES

The Far Realm is ruled by the Uvuudaums, vast beings of unknowable power and madness. They are not gods, yet their presence warps reality in ways that defy understanding.

These entities embody chaos, insanity, and transformation, and their influence is felt across the plane. They do not rule in the traditional sense, for dominion and hierarchy are meaningless in the Far Realm. Instead, they drift through the shifting void, shaping and unmaking existence simply by their presence.

Other powerful entities, such as The Neverborn Maw, The Whispering Madness, and The Unseeing Eye, are rumored to lurk in the depths of the plane, their very thoughts infecting weaker minds across the multiverse.


OUTSIDERS

The denizens of the Far Realm are beings of twisted logic and unnatural form, existing in ways that defy reason. Among them are:

  • Aboleths & Illithids: These ancient beings are thought to have originated from the Far Realm before infiltrating the Material Plane. They seek to expand its influence, shaping worlds into alien nightmares.
  • Beholders & Gibbering Mouthers: Manifestations of pure madness, their very existence is an expression of the Far Realm’s will.
  • The Hungerlings: Horrific, shifting masses of eyes and mouths, endlessly devouring themselves and others, spreading madness through their whispers.
  • The Uvuudaums: The most terrifying beings of the Far Realm, these eldritch titans exist outside mortal comprehension. To gaze upon them is to invite insanity.

PETITIONERS

Souls drawn to the Far Realm are those who have fallen into utter madness, willingly or otherwise. They become part of the plane, their bodies dissolving into thought, memory, and nightmare. Some exist as fragmented whispers, while others are reborn as aberrations, reshaped into something alien and incomprehensible.

They retain no memory of their former selves, their minds shattered and repurposed, forever lost in the Far Realm’s shifting tides.


INFUSIONS

The corruptive influence of the Far Realm grants power at a terrible cost. Those who attune to its essence may experience the following boons—and afflictions:

  • Basic Infusion: The character’s mind expands beyond normal comprehension, granting them insight into forbidden knowledge, but at the risk of losing touch with reality.
  • Improved Infusion: The individual begins to manifest small physical aberrations—extra eyes, writhing veins, translucent skin—gaining resistance to psychic damage and telepathic insight but attracting the attention of Far Realm entities.
  • Greater Infusion: The individual fully embraces the Far Realm’s influence, becoming an aberrant entity, able to shift their form and think in non-Euclidean ways, but forever losing their mortal mind.

DENIZENS

The inhabitants of the Far Realm are as varied and incomprehensible as the plane itself.

  • Eldritch Beasts: Shifting, tentacled monstrosities with forms that defy logic.
  • The Thoughtborn: Living ideas, concepts given form, capable of rewriting reality through sheer belief.
  • Lords of Madness: Beings like The Maw That Sees and The Whispering Void, entities that exist simultaneously across multiple dimensions, their will rippling through existence.

These entities do not serve a higher purpose. Their motives are alien, unknowable, and driven by a hunger for change, destruction, and entropy.


SPECIFIC LOCATIONS

  • The Fleshscape: A vast expanse of living tissue, endlessly writhing and birthing new horrors.
  • The Maw Eternal: A gargantuan, unending mouth in the heart of the plane, swallowing and regurgitating existence itself.
  • The Shattered Thought: A floating, crystalline maze of dead gods’ memories, where those who enter risk being erased from reality.
  • The Sea of Unmaking: A liquid void where identities dissolve, turning intruders into formless consciousness.

FINAL OVERVIEW

The Far Realm is a place where reality is undone, sanity is meaningless, and existence itself is an illusion. Those who venture here find themselves irrevocably changed, either gaining forbidden power or being consumed by its ever-shifting horrors.

The Far Realm does not obey the laws of gods or mortals. It is beyond the multiverse, beyond reason, beyond even madness itself. Those who touch its power do so at the cost of their minds, their souls, and perhaps their very existence.

For in the Far Realm, there is no return—only transformation.

  • The Fleshscape
  • The Maw Eternal
  • The Shattered Thought
  • The Sea of Unmaking
The Fleshscape 1
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Location:
The Fleshscape exists on the very fringes of reality, a twisted space where existence itself warps into grotesque, organic forms. The land is a nightmarish patchwork of flesh, blood, and sinew. Sweeping plains pulse with life, and veins snake across the terrain like living rivers of blood. Jagged mountains of muscle and bone rise against a sky perpetually shifting between hues of crimson and sickly green. The forests are alive with towering trees of flesh and bark resembling stretched skin. Coastal areas consist of shores made of torn, weathered flesh, with the sea itself a murky, milky-white fluid teeming with bizarre sea creatures. Every inch of the land breathes with an unsettling, organic pulse.

Capital City:
Pulsarion is the beating heart of the Fleshscape, built directly into the land’s colossal form. The city is woven from the very flesh of enormous fallen creatures, with muscle fibers, bones, and skin forming its foundations. Pulsarion’s central palace, the Throne of Veins, resides within a pulsating artery that serves as both structure and symbol of the land’s living essence. The air is thick with the rhythm of the land’s heartbeat, and the city vibrates with an unsettling vitality.

Other Settlements:

  • Veinhold: A fortress city built into the central nervous system, where residents specialize in crafting biological constructs from flesh and sinew.
  • Sinewhold: A coastal settlement known for harvesting living materials from the shores, creating and trading items crafted from bone, muscle, and skin.
  • The Tendril Mines: An underground network where sap-like fluids are extracted to power Fleshscape technology, vital to their biological constructs.

Other Names:

  • The Land of Veins
  • The Realm of Flesh
  • The Sinew Kingdom
  • The Fleshlands

Description:
The Fleshscape is a surreal, horrific land where the very fabric of the world pulses with life. Rivers of thick, sanguine liquid course across flesh-covered plains, while trees made of living flesh stretch toward the sky. The land’s ever-shifting, organic form distorts reality itself, and the sky is darkened by tissue clouds, sometimes raining viscous fluids. The land is plagued by a humid, oppressive climate, and the air carries a distinct metallic tang, akin to blood and decay. This is a world of both grotesque beauty and abominable horror, a place where flesh is both the material and the essence of life.

Real-World Inspirations:
The Fleshscape’s design takes cues from H.R. Giger’s biomechanical aesthetics and body horror, blending these influences with elements drawn from Clive Barker’s and Junji Ito’s unsettling explorations of human transformation. Its spiritual concepts are inspired by Mesoamerican and Aztec themes of sacrifice, body modification, and transcendence, reflecting a belief that transformation is a sacred act.

Heraldry and Symbols:
The symbol of the Fleshscape is a dark crimson heart surrounded by a ring of twisted veins, signifying the land’s living nature. The flag is a deep red field, adorned with the heart at its center, encircled by jagged, bone-like shapes. The motto, “Through Flesh, We Rise,” represents the belief that bodily transformation is key to spiritual and societal ascension.

Moral and Philosophical Outlook:
The moral framework of the Fleshscape holds that transformation and suffering are essential for transcendence. The land’s inhabitants view physical pain and mutation as necessary steps toward achieving strength, purity, and perfection. They hold that the true form of the soul is reflected in the body, and that the more one adapts and becomes one with the land, the closer they come to understanding their true potential.

Spiritual and Religious Landscape:
Religion in the Fleshscape centers around the worship of Flesh, The Primordial Form, a deity believed to have shaped all organic life. Flesh priests guide the populace in rituals of transformation, blood sacrifices, and body modifications to honor the land and the deity. Flesh itself is considered sacred, and the living body is revered as a manifestation of the divine.


Government and Structure

Government:
The Fleshscape is ruled by a theocracy led by the Vein Council, a group of high priests chosen by Flesh itself. They hold absolute power, determining the direction of the land through rituals and decrees. The government is decentralized, with local leaders and factions holding power over their specific regions, though they must answer to the Vein Council’s laws.

Military:
The military, known as the Fleshguard, consists of mutated soldiers who have undergone gruesome bodily enhancements. They wield weapons forged from living bone and flesh, using biological warfare to overwhelm enemies. Vein Sentinels are elite warriors who command living war machines, creatures made from the flesh of fallen enemies.

Decision-Makers:

  • Fleshborne Overlords: At the top of the hierarchy are the Fleshborne Overlords, beings who have undergone the most extreme transformations. These monstrous figures are the true rulers, making decisions that shape the course of the Fleshscape.
  • The Great Transmuters: Spiritual leaders who govern the sacred rituals of transformation. They hold immense sway over both the people and the ruling factions.

Monarch or Ruling Power:
At the pinnacle sits the Transcendent Lord, a god-like figure who is said to have undergone the ultimate transformation, transcending all mortal forms. This ruler presides over legal matters, military decisions, and the rituals of transcendence, though their authority is often challenged by factions within the Vein Council.


Society and Culture

Population and Society Composition:
The Fleshscape is home to a chaotic and diverse populace:

  • Aberrations: The dominant population consists of grotesque beings who have undergone extreme physical transformations, with many appearing as monstrous hybrids of flesh, bone, and sinew.
  • Humans: Those who were once human but have mutated beyond recognition, though a small group of pure humans resists change. They are often viewed with disdain by the majority.
  • Other Mutated Species: Strange hybrid creatures from other realms have been twisted by the Fleshscape’s energies, creating even more varied and horrifying inhabitants.

Social Hierarchy:
Society is based on physical transformation and strength. Those who have embraced the most extreme mutations rise to power, while those who resist are cast aside as weak or “unworthy.”

Famous Figures and Influencers:

  • Zarathrax, The Abominable One: A massive, tentacled entity seen by many as a living god who embodies the extreme form of transformation.
  • Drelith the Stitched: A former prince now a patchwork creature, Drelith seeks to unite the Fleshscape under a controlled, structured evolution.

Geography and Environment

Climate:
The climate is humid and oppressive, with regions ranging from sweltering heat to damp, suffocating jungles. The land itself is a twisted mess of flesh, bone, and sinew, and its geography varies from living plains to monstrous mountain ranges.

Weather Hazards:

  • Fleshstorms: Unpredictable storms of decaying matter and blood rain that mutate both the landscape and its inhabitants.
  • The Bone Marshes: A vast swamp of death and decay where bodies are left to rot and mutate into monstrous forms, adding to the eerie atmosphere of the land.

Common Languages:

  • Flesh Tongue: A guttural, vibration-based language understood only by those who have undergone significant physical transformation.
  • Common Tongue: A broken and distorted version of the common languages spoken by outsiders, though heavily influenced by the mutations of the speaker.

Cultural Events and Festivals:

  • The Rite of Flesh: A yearly celebration in which the people undergo personal transformations, showcasing their newly modified bodies in a public display of power and devotion to Flesh.
  • The Harvest of Veins: A sacred festival where the most revered rituals of the Flesh are performed, involving blood offerings and body modifications.

Local Laws or Customs:

  • The Law of Transmutation: All inhabitants must undergo bodily transformation to prove their loyalty. Those who resist are punished or exiled.
  • The Fleshborne Oath: A sacred vow to protect the sanctity of the Flesh and maintain balance within the land through constant evolution.

Relationships and Diplomacy

Alliances:
The Fleshscape maintains tenuous alliances with other chaotic planes like The Far Realm and The Abyss, with shared reverence for transformation, decay, and distortion.

Foes:
More structured realms, like the Material Plane and Mechanus, view the Fleshscape as a threat, seeing its chaotic nature and bodily corruption as an affront to order and reason.


Notable Creatures and Inhabitants

  • Aberrations: Entities such as Beholders, Mind Flayers, and Aboleths, native or mutated by the Fleshscape’s energies.
  • Mutated Beasts: Terrifying creatures with grotesque, mutated forms that serve both as laborers and deadly predators.
  • Fleshborne Constructs: Living, mutated machines of flesh and bone created for war and labor.

The Fleshscape is a realm where the very essence of existence is tied to flesh, mutation, and transcendence. Its inhabitants live by the unyielding belief that through transformation and suffering, they can ascend to something greater—or be consumed by their own monstrous creations.

Low-Level Encounters (Levels 1-5)

RollEncounter Description
1Flesh-Bound Thorns – Sentient vines with tendrils of flesh and bone lash out.
2Maggot Swarm – A cloud of wriggling maggots that infest everything they touch.
3Flesh Drinker – A small humanoid creature with a massive maw, attempting to bite and tear at flesh.
4Blood Vial Fungus – A strange fungus exuding blood-red sap, used in dangerous potions.
5Vein Rat Pack – Mutated rats with veins pulsing with life, attacking in a frenzy.
6Living Mud – A viscous, blood-colored mud that tries to engulf and drown anyone in it.
7Cystling – A humanoid aberration covered in cysts that explode with parasitic worms.
8Flesh-Bound Golem – A small, low-tier construct made of twisted muscle and bone.
9Mutated Boar – A boar-like creature with spiny veins, aggressive and protective.
10Pulsing Puddle – An acidic pool of blood-like liquid that harms nearby creatures.
11Sinew Spiders – Spider-like creatures with fleshy bodies and webbing of sinew and muscle.
12Veinflower – A plant that emits toxic, blood-like gas and venomous tendrils.

Mid-Level Encounters (Levels 6-10)

RollEncounter Description
1Corrupted Flesh Elemental – A powerful elemental formed from twisted flesh and bone.
2Flesh Wraith – A spectral being made of coagulated blood and veins, siphoning life force.
3Aberrant Beholder – A mutated version of a Beholder, with extra eyes and grotesque features.
4Plague-Cursed Giant – A hulking giant with festering sores and mutations, slow-moving but powerful.
5Flesh Shaman – A sorcerer who manipulates flesh, creating living servants or grotesque creatures.
6Bile Hound Pack – A pack of large, snarling hounds whose saliva is acidic and corrosive.
7Tissue Mimic – A creature disguised as the environment, revealing itself when adventurers get too close.
8Bone Golem – A massive humanoid construct made of bone and sinew, slow but nearly indestructible.
9Veinstorm – A storm of writhing veins and blood rain that disorients adventurers.
10Blood Fiend – A demon-like creature that feeds on blood, summoning aberrations to fight.
11Flesh-Tide Siren – A sea creature with a humanoid upper body made of sinew and tentacles.
12Living Fortress – A roaming fortress made of bone and flesh, guarded by skeletal warriors.

High-Level Encounters (Levels 11-20)

RollEncounter Description
1The Transcendent Lord – A nearly god-like being, manipulating reality and flesh itself.
2Elder Flesh Dragon – An ancient dragon with scales of hardened bone and flesh, breathing fire and venom.
3Fleshborne Titan – A colossal humanoid titan formed from mutated flesh, bone, and sinew.
4Vein Hydra – A multi-headed creature, each head regenerates, making it nearly indestructible.
5Primordial Flesh Kraken – A giant tentacled creature of living flesh, controlling tides and whirlpools.
6Flesh Forge – A sentient fusion of flesh and metal, creating monstrous constructs.
7Chimera of Flesh – A monstrous creature made of various aberrant body parts stitched together.
8Aboleth Overmind – An ancient aboleth fused with the Fleshscape, controlling minds and warping reality.
9Sinew Demon Prince – A demon lord made of flesh, sinew, and bone, commanding a horde of aberrations.
10The Maelstrom of Flesh – A swirling vortex of living tissue, twisting and mutating all it consumes.
11The Fleshshaper – A terrifying entity that can reshape and animate flesh, creating living constructs.
12The Pale Curse – A sentient plague that decays all it touches, mutating creatures and environments.

These tables provide a rich and escalating series of challenges as adventurers progress through the Fleshscape, with each encounter increasing in complexity, horror, and danger.

The Maw Eternal 1
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The Maw Eternal is not just a mouth—it is a gargantuan, world-consuming chasm that stretches far beyond the horizon, sunken deep within the crust of the plane. It lies beneath the surface, an endless, unyielding wound in the very foundation of existence. This colossal abyss is buried deep beneath a warped and twisted landscape of disfigured terrain. Mountains sag and fracture into twisted peaks, and once-immense forests now sprawl like veins from the Maw’s gaping mouth, curling around the land like the tendrils of some ancient, monstrous beast. Rivers of ichor and blood are funneled into the Maw, carving through the land and delivering life only to be swallowed once more.

The surface above is split into unnerving patches of reality, torn asunder by the pull of the Maw’s insatiable hunger. Everywhere, reality seems to be caving inward, bending toward the Maw below in submission to its gravitational and existential pull. The once-familiar landscape is warped, fractured, and sickened by its presence, now nothing more than a twisted reflection of the Maw’s devouring will.

Appearance:
The Maw Eternal is vast and boundless, a pulsing, cavernous abyss in the earth so large that it seems to consume entire continents and civilizations. At its edges, the world’s crust sags and quakes, crackling with energy as the very bones of the land bend to the will of the Maw below. Jagged teeth, large as mountain ranges, rise from the depths, lining the edges of the abyss. The mouth appears like a great maw of raw, sinewy flesh—muscles and tendons visible in the deep cavern, twisting and shifting as if constantly chewing, grinding, and swallowing. The walls of the abyss are slick with a wet, viscous substance, glowing a sickly purple, as if alive.

Above, the sky is dark and tumultuous, a blood-red haze that occasionally crackles with arcane lightning, reflecting the pain and fury of this eternal hunger. The air is thick with an oppressive weight, like breathing through an unseen force. Faint echoes of screams or desperate pleas can be heard from those long lost to the Maw, but they are quickly swallowed by the inescapable darkness.

Climate and Conditions:
The surface world surrounding the Maw is constantly in flux, with seismic activity and unstable weather patterns being commonplace. The land is littered with craters and shifting landscapes, remnants of whole sections of the world that have already been swallowed and regurgitated. The temperature ranges wildly, from unholy heat rising from the depths of the Maw to unnaturally cold patches where the earth seems to freeze in time. The air is thick with the scent of decay, rot, and raw flesh, and the ground beneath trembles as if alive.

Gravity itself is warped near the Maw, with odd pockets of intense pressure or almost zero gravity, as though the Maw is distorting the natural forces around it. Rifts in reality appear unpredictably, splitting open like fresh wounds, spitting out fragments of broken worlds and lost civilizations into the Maw to be consumed once more.

Surroundings and Mood:
The world around The Maw Eternal is an unsettling one, a place of constant dread. In the far distance, torn apart by the Maw’s enormous hunger, great cities crumble into ruins, swallowed whole and spat back out as twisted mockeries of what they once were. The sky, now filled with black clouds and the occasional glimmer of lightning, casts an eerie light across the corrupted landscape. Veins pulse beneath the surface, and occasional, grotesque shapes can be seen clawing their way out of the depths, creatures birthed from the Maw’s endless churn.

The atmosphere feels suffocating and inevitable, as if no matter where one turns, there is only the pull of the Maw—its insatiable hunger for existence. Sounds are muted, save for the occasional deafening roar from the Maw itself, echoing as it consumes reality.

Notable Features:

  • The Chasm of Lost Worlds: The deepest part of the Maw, where entire civilizations are pulled down to be consumed. Nothing escapes from the Chasm, and it is said that whatever enters is reformed into something unrecognizable when regurgitated.
  • The Veinward Cracks: Huge, jagged fractures in the land, resembling grotesque veins running toward the Maw, pulsing with life and death as they lead toward the abyss. The veins represent the lifeblood of the world, endlessly siphoned toward the Maw’s grasp.
  • The Spitting Abyss: The area around the Maw’s edges, where the vomit of reality is cast back into the world. Here, twisted, malformed fragments of reality reappear: distorted landscapes, ruins, and broken entities, barely holding onto their former shape before being consumed again.
  • The Hollowed Mountain: A massive, ancient peak whose summit reaches into the sky. It is hollow inside, filled with the remnants of past worlds that have been consumed by the Maw. Some say it is the last remaining structure untouched by the Maw, a place of resistance against its hunger.

Power and Influence:
The Maw Eternal is a force so vast that it can reach into the core of every world, bending and twisting the fabric of reality to its will. Nothing can escape its grasp. Cities, worlds, and entire civilizations are drawn in, and only the remnants of their existence are ever spat back out—changed, broken, and often unrecognizable. It is an unstoppable power that leaves only decay and destruction in its wake, and yet, it is considered by some to be an essential force of balance—an entity that consumes all in order to make way for new creations.

Spiritual and Religious Landscape:
To some, the Maw is a god of obliteration, worshipped by cults who believe in its divine power to cleanse and reset the universe. These followers see the Maw’s insatiable hunger as a cosmic necessity—one that consumes existence only to return it to a state of purity. Others view it with pure terror, seeing it as an abomination—an evil entity that should be destroyed at all costs. The clash of these ideologies fuels conflict in the world surrounding the Maw.

Present-Day Threats and Challenges:
The Maw’s hunger is growing, threatening to devour more and more of the known world. Natural disasters, terrible earthquakes, rifts in time and space, and monstrous creatures born of the Maw’s endless cycle are appearing more frequently. Entire regions have fallen into disarray, with remnants of the Maw’s twisted reality seeping into the world. Societies and kingdoms near the Maw are in constant chaos, scrambling to protect themselves from its influence, while some deluded cults willingly submit to it, hoping for favor from the Maw’s eternal hunger.

Common Languages and Customs:
The languages of those living near the Maw are a dark blend of guttural tones and strange rituals. The Maw itself is often invoked in speech, its name whispered as a curse, a prayer, or a declaration. Offerings of blood, flesh, or valuable items are made to it, whether out of fear or devotion. Superstitions abound, with many believing that only those who offer themselves to the Maw will be spared from its terrible pull.

Inhabitants and Creatures:
Few creatures thrive near the Maw, as its influence is corrupting and all-consuming. Abominations formed from the creatures that were consumed by the Maw wander its surface—twisted forms of beings once living. These creatures range from half-digested monstrosities to fully formed, broken entities who exist in constant pain, fighting to hold onto their sentience. The few survivors live in desperate fear, retreating to the edges of the Maw’s pull, ever vigilant against the encroaching darkness.

The skies are sometimes filled with winged horrors, formed from the remains of creatures devoured by the Maw and then regurgitated as grotesque shadows, seeking out those who dare approach.

Weather Hazards:
Constant shifting weather patterns create dangers for those who live on the Maw’s surface. Rainstorms of corrupted ichor, extreme temperature shifts, and gravitational anomalies cause entire landscapes to buckle or collapse. Sometimes, the very ground itself breaks open, as though the earth is being sucked into the Maw below.

Common Customs:

  • Rituals of Sacrifice: To stave off the Maw’s growing hunger, local traditions often include rituals involving the offering of life, whether in the form of animals, objects, or even people. These offerings are believed to appease the Maw temporarily, pushing back its terrifying grip.
  • The Binding Mark: The most devoted of the Maw’s worshippers bear marks of binding, symbols carved into their skin representing their devotion. These marks are said to protect them from being consumed prematurely, as they have given themselves fully to the Maw’s eternal cycle.

Low-Level Adventurers (Levels 1-5)

d12Encounter Description
1Lost Wanderer – A confused and terrified person, alone in the maw’s vicinity. They beg for help, but their mind is broken, and they might attack if provoked.
2Flesh Parasites – Small, writhing creatures resembling worms, they attach themselves to adventurers’ bodies, sapping vitality (1d4 damage per turn).
3Sinking Ground – The ground begins to sink and crumble, with pockets of quicksand-like flesh pulling characters towards the Maw. Requires a DC 15 Strength check to escape.
4Maw’s Breath – A gust of rancid, acidic air bursts forth from the Maw, causing everyone in range (30 ft) to make a DC 12 Constitution save or take 2d6 acid damage.
5Disembodied Voices – Whispers fill the air, claiming to be the lost souls of previous adventurers. They may give false directions or hints about the Maw.
6Veins of the Earth – A patch of the ground turns into an almost liquid mass of veins, oozing with vile ichor. The terrain is difficult (slows movement by half).
7Flesh Corruption – A patch of land becomes overrun with bizarre flesh-like growths, some moving. Touching them causes a brief hallucination or a horrifying vision.
8Flesh-Eating Insects – A cloud of gnashing, insect-like creatures swarms overhead. They attack in groups, causing 1d4 damage per round unless driven away.
9The Sinking Throne – A throne of twisted bone and flesh, belonging to an ancient ruler, stands atop a crumbling hill. The throne may bestow a cursed vision.
10Mawspawn – A small, dog-sized creature formed from twisted flesh and bone, resembling a grotesque mix of animals. It is vicious and relentlessly hungry.
11Corrupted Wildlife – Forest creatures have mutated into horrible, distorted versions of themselves, now acting aggressively (1d6 damage).
12Flesh-Eater’s Song – The eerie sound of a melody drifts through the air. A lone figure, twisted by the Maw’s influence, sings a song that lures characters closer to danger.

Mid-Level Adventurers (Levels 6-10)

d12Encounter Description
1Devouring Tendril – A massive tendril of flesh bursts from the ground, attempting to grab and pull an adventurer into the Maw. DC 15 Strength saving throw to escape.
2Soul-Eater – A twisted, demonic entity that feeds on life energy, attempting to drain the strength of any adventurer it touches (3d6 necrotic damage per successful hit).
3Fleshstorm – A terrifying storm of writhing flesh and bone rains down, dealing 3d6 bludgeoning damage. It’s difficult to avoid or shield against.
4Eye of the Maw – The sky above reveals a massive, pulsating eye floating in the air. Its gaze attempts to hypnotize adventurers, forcing them to make a DC 14 Wisdom save.
5Slumbering Horror – A massive, ancient creature lies buried beneath the earth. As the ground shifts, its hunger stirs. The adventurers can feel it trying to awaken.
6Fleshquake – A violent tremor shakes the land, cracking the earth open. A chasm opens beneath the party, and they must make a DC 16 Dexterity save to avoid falling.
7Whispers of the Abyss – A long-forgotten being from beyond the Maw speaks directly to the adventurers, offering a tempting but dangerous deal or curse.
8Flesh-Bound Guardians – A group of horrific, humanoid creatures composed of stitched-together parts of beasts and mortals, guarding something valuable or dangerous.
9The Maw’s Herald – A twisted, enormous creature that has embraced the Maw’s power and serves as its prophet. It can offer cryptic advice or challenge the party to prove themselves.
10Flesh Rot – The adventurers are inflicted with a debilitating disease from the corrupted environment. They must find a cure before it becomes fatal (1d6 damage per day).
11Bloodspring – A fountain of blood bursts forth from the earth, attracting monstrous creatures that feed on it. The party must choose between facing them or avoiding it.
12Maelstrom of Flesh – A massive whirlwind of sinew, muscle, and bone forms before them, pulling anything nearby into its crushing embrace. It must be fought or outrun.

High-Level Adventurers (Levels 11-15)

d12Encounter Description
1The Eternal Hunger – The Maw itself manifests as a massive, intangible force, trying to consume the adventurers and their very souls. A DC 18 Charisma save or be pulled towards it.
2The Wretched One – A semi-deified being, an ancient guardian of the Maw, seeks to test the party’s worth. It can manipulate reality, dealing powerful psychic damage.
3Ritual of the Devoured – A group of twisted cultists seeks to sacrifice adventurers to the Maw, attempting to bind their souls to the Maw’s endless hunger.
4Reality Unraveling – The fabric of space and time itself warps. Gravity fluctuates, and the party may find themselves falling toward or floating away from the Maw.
5Children of the Maw – Terrifyingly large, flesh-born abominations that were once human, now empowered by the Maw’s energy, hunt the adventurers to add them to the Maw’s growing collection.
6The Abyssal Chorus – The cries of every soul consumed by the Maw reverberate across the land. These cries manifest physically as echoes of enemies long past, fighting back.
7Rending Fleshstorm – A colossal, multi-headed monster formed of the Maw’s essence comes for the adventurers, trying to tear them apart with its razor-sharp limbs.
8Eternal Devourer – A massive, ancient entity that was once the Maw’s first feast, now warped into an unimaginable abomination, waits to challenge the adventurers’ strength.
9Abyssal Bargain – The party is approached by a being claiming to represent the Maw’s will. It offers immense power in exchange for their souls or the souls of others.
10The Unquenchable Maw – The Maw has expanded into a reality-bending force, threatening to devour entire regions. A great war between realities rages as its hunger grows.
11Echoes of the Lost – Fragments of the lost souls consumed by the Maw attempt to possess adventurers, forcing them to battle not only the dead but their own corrupted nature.
12End of Existence – The Maw opens wide enough to reveal its true form: a sentient, endless void. Time collapses, and the adventurers must escape before they are lost forever.

These encounter tables increase in complexity and challenge as the adventurers progress, pushing them to confront the vast, horrifying power of The Maw Eternal.

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