Before there was the Great Wheel, before there was the Dawn War, before there was anything, there were the Obyrith. The Obyrith were lead by Obox-Ob the prince of demons. Obox-Ob was sundered by the Queen of Chaos into two parts and the title Prince of Demons was passed to Miska the Wolf-Spider, and from him to Demogorgon when the Queen was defeated. Obox-Ob was left bereft, a prince of vermin only. During the Great Cataclysm as the Abyss poured out over the multiverse as fiends, celestials, and deities fell in the carnage; the two halves of Obox-Ob feasted. One from the east. One from the west.
Eventually the two halves bloated on divine carnage, came together, and in a glorious act of sacred cannibalism. Of righteous defilement. Devoured each other. From this act was born Ubix. The Charnel God, the Crawling Emperor, the God of Sacred Rot and Glorious Befoulment. Patriarch of vermin, the dead, undead, and all things that crawl in darkness.
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Part 3 of my series of posts, this one though unrelated to Castlevania.
(part one here, two here)
Pazuzu, while named the "Agony of Mankind", "Suffering of Mankind", and "Disease of Mankind", and had spells/prayers warding against him, or appeasing him, Pazuzu also had a somewhat positive aspect to him, as when invoked in spells, protected against other Lilu demons under his command. Including his hated rival the demon goddess Lamashtu:
Depiction of Pazuzu fighting Lamashtu on a Protection plaque against her, Neo-Assyrian period, Louvre museum.
Lamashtu though was longer associated with Lilu and Lilitu demons, Lilitu being even one of her names (suggesting the singular Lilith of latter Abrahamic texts is partially derived from her).
Pazuzu had also some other curious traits, like possessing a scorpion tail...and having a serpent for a penis:
Pazuzu also seems to have influenced the Aramaic incantation bowls magic and demonology (which in turn influenced the latter Christian and possibly Muslim demonology and magic). There the role of Pazuzu (who was invoked to protect against Lilu and Lilitu demons), is given to Asmodeus/Ashmedai, who also is presented as the king of Liliths, and also invoked to protect against them. From Pazuzu, Asmodeus seems to have also inherited avian feet, which has already on the incantation bowls, and are also present in latter depictions:
Depiction of Asmodeus/Ashmedai from an Aramaic Incantation Bowl.
Asmodeus as depicted in Collin de Plancy's Dictionnaire Infernal, 1863 edition.
It also should be said all points out Pazuzu himself is an Assyrian continuation/adaptation of the older Sumerian/Akkadian demon god - Anzu.
Anzu (though his name should be probably read in Akkadian as "Zu", with "An" being a misreading of the cuneiform An/Dingir signifying divinity. Sumerian pronunciation of his name being Imdugud) is an entity from very early Mesopotamian mythology, presented first as lion headed bird, then as a lion-dragon (a kinda griffin like creature):
depiction of Anzu from around 2500 BC.
Ninurta fighting Anzu (depicted as a lion-dragon)
These traits are visible in Pazuzu, who also has a avian and leonine traits, if being more humanoid, but also seeming more demonic.
Anzu's role in myth is interesting, as he is presented as an almost "Luciferian" figure - he was a servant of the higher gods, until he rebelled against the King of Gods Enlil, stole the Tablets of Destiny allowing for control over the universe. Gods feared confronting Anzu, until one god - Ninurta, Ningirsu or Marduk depending on version - finally challenged Anzu and defeated him, retrieving the tablets (with the version with Marduk, it's an alternate story to his fight with Tiamat, how and why he was crowned the king of gods).
Aside from similarities to the story of Satan (if more the post Biblical version, though one that has foundations in at least New Testament (specifically the Book of Revelation), as well Apocryphal Jewish texts like the Book of Enoch or Life of Adam and Eve), it also might have influenced the stories of the Greek Demon Monster Typhon, and the Egyptian god Set.
Like Typhon, Anzu is born to Earth (Ki) and the Abyss (Abzu) (Gaea and Tartatus for Typhon). Anzu was born, and resided at mountain Sarsar, some thinking it is the source of the Greek Tartarus. Both Typhon have also power over storm, wind and fire (though Anzu also had power over water, disease and pestilence). Via Sarsar (and the Sutean people living there), and the Anzu is also connected to Set, or at least his gradual demonization (including the fact Greeks themselves equated Set with Typhon) (both connections to Typhon and Set being kinda elaborated in this academic paper).
Depiction of Anzu and Pazuzu seemed to have also influenced the depictions of Angra Mainyu/Ahriman in Zoroastrianism, as well as possibly Pazuzu also influencing the depictions of Ahriman in Mithraism (and possibly latter Zoroastrianism).
Ahura Mazda or a Persian King fighting Angra Mainyu/Ahriman or a monster symbolizing him. Note similarities to the scene of Ninurta fighting Anzu, and strong similarity to Anzu, while also having horns and scorpion tail associated with Pazuzu.
Mysterious lion-headed figure of Mithraism. Some think it is Arimanus (Ahriman) also mentioned in Mithraic inscriptions. Note also presence of 4 wings, and being encircled by a serpent, calling back to Pazuzu's serpentine phallus.
Returning to Dungeons and Dragons, Pazuzu's lore was greatly expanded in 3rd and 4th editions.
artwork of Pazuzu from 3rd edition, Fiendish Codex I - Hordes of the Abyss
In 3rd edition it was stated one of Pazuzu's names is Imdugug, though Anzu is a name of a demon species serving Pazuzu. Another of Pazuzu's names, was established to be also Typhon.
But more importantly, Pazuzu was established as a member of the Lovecraftian Obyriths - demons older than gods and mortals, older than the current demon species, and who created the Tanar'ri (the main group of current demons, and first one after Obyriths).
(Note that Pazuzu being a "proto-demon" was an idea by Gary Gygax himself, though up until 3rd edition only present in his Gord the Rogue novel series that latter parts weren't considered canonical to D&D lore.)
4th edition further expanded on that, depicting Obyriths as coming from an older multiverse, they destroyed and devoured. Pazuzu is described as the great manipulator who manipulated and corrupted the god Tharizdun into becoming what he is (a Lovecraftian monster endangering the whole existence), and by this caused also the corruption of the Elemental Chaos, formation of the Abyss and war between Gods and Primordials, and caused the existence of other fiends. Pazuzu also persuaded and corrupted the angel Asmodeus to fully fall, created the devils and the Nine Hells. Basically, he was more or less established as the Bigger Bad of D&D, at least during 4E, especially on Nerath.
(Fun fact, Exandria is largely derived from Nerath if with elements of Oerth and other settings)
Pazuzu and other Obyrith Lords - Ugudenk, Dagon, Obox-ob, and Pale Night
Indeed, Pazuzu plays a somewhat Nyarlathotep-like rol among Obyriths, being more similar to creatures from the current multiverse in many ways, and adopting a less horrific appearance, as well as being a great manipulator.
So due to this, I think it was even more fitting Pazuzu was originally chosen to be connected to Dracula, even source of his powers and vampirism, though as mentioned, latter his role became very ambiguous.
[Commissioned by @coldbloodassassin. The ekolid was one of the first obyrith published, the primordial demons introduced in 3.5 that were the qlippoth with a slightly different paint job. So converting this into a qlippoth was pretty easy. The biggest change was dialing back its number of attacks--seven attacks a round on a CR 4 creature is definitely not Pathfinder standard.]
Qlippoth, Ekolid
CR 4 CE Outsider (extraplanar)
This creature is vaguely insect-like, but the resemblance stops at the twitching limbs and membranous wings. Its head resembles several skulls with too many eyes; all of them stacked one atop the other. Its six wings grow from nipple-like cysts running along its back. It is wider in the back than in the front, with pulsing sacs seemingly connected to its six annulated, stinger tipped tails.
Ekolids are qlippoth of parasitism, and swarm through the Abyss like ravenous, dog-sized bot flies. If a mortal is exposed to the horrific appearance of one of these creatures, it hallucinates that its skin and orifices are swarming with minute bugs and worms, but ekolids can inflict such tortures in actuality as well. Their primary motivation is constant reproduction, and they sting any creature they come across in order to fill it with their ravenous maggots. Such maggots are injected as an egg, which rapidly hatches in the skin of its victim and gnaws its way back out. Ekolid maggots grow to adulthood in a matter of hours if left to their own devices, but often turn on and eat each other. In combat, an ekolid will sting as often as possible and as many enemies as it can, and then retreat to watch its young hatch. They rarely fight to the death, as they want to maximize their number of hosts.
Ekolids are of human-like intellect and great mental fortitude, but rarely care enough to develop permanent dwellings or other forms of material culture. They are typically on the move, as demons try to exterminate them whenever possible, and an ekolidâs natural weapons can deal little damage to other fiends. Only if protected by a stronger qlippoth or when escaped to the Material Plane will they settle down, making hive-like dwellings of resin and bone. They prefer warm and dry climates, and are found more frequently in desert and wasteland-like layers of the Abyss than anywhere humid.
An ekolid is about two feet tall, but six feet long including its whipping tails. They weigh around 50 pounds.Â
Ekolid   CR 4
XP 1,200
CE Small outsider (chaos, evil, extraplanar, qlippoth)
Init +2; Senses darkvision 60 ft., Perception +12
Defense
AC 17, touch 14, flat-footed 14 (+1 size, +2 Dex, +1 dodge, +3 natural)
hp 37 (5d10+10); fast healing 2
Fort +6, Ref +6, Will +5
DR 5/lawful or cold iron; Immune cold, mind-influencing effects, poison; Resist acid 10, electricity 10, fire 10; SR 15
Offense
Speed 30 ft., climb 30 ft., fly 60 ft. (average)
Melee 3 stings +6 (1d4+1 plus infest), bite +6 (1d6+1)
Special Attacks horrific appearance (30 ft., Will DC 14)
Statistics
Str 11, Dex 14, Con 15, Int 11, Wis 18, Cha 15
Base Atk +5; CMB +4; CMD 17 (25 vs. trip)
Feats Combat Reflexes, Dodge, Mobility
Skills Acrobatics +10, Climb +16, Fly +12, Perception +12, Sense Motive +12, Stealth +14
Languages Abyssal, telepathy 100 ft.
SQ speed surge
Ecology
Environment any land or underground (Abyss)
Organization solitary, pair, pack (3-8) or host (9-16)
Treasure incidental
Special Abilities
Horrific Appearance (Su) A creature that succumbs to an ekolidâs horrific appearance suffers from delusional parasitosis for 1 day. During this time, they suffer a -2 penalty on all skill and ability checks, and must succeed a concentration check (DC 15 plus spellâs level) in order to cast a spell. This is a mind-influencing effect.
Infest (Ex) A creature struck by an ekolidâs sting must succeed a DC 14 Fortitude save or be implanted with one of the qlippothâs horrible young. The maggot emerges 1 round later, dealing 1d6 points of piercing and slashing damage and causing the creature to be nauseated for 1 round unless it succeeds another DC 14 Fortitude save. Multiple emergences in 1 round cause additional damage, but a victim that fails their second Fortitude save is only nauseated for 1 round no matter how many maggots emerge from them. Maggots are Diminutive creatures with an AC of 14 and 1 hit point, but are incapable of dealing damage. Implanted maggots can be removed with a remove disease spell automatically, or with a successful DC 15 Heal check made as a standard action. Immunity to disease does not provide immunity to this ability. The save DC is Constitution based.
Speed Surge (Ex) Three times per day as a swift action, an ekolid can take an additional move action on its turn.
This is the Queen of Chaos an ancient demon lord who with her lover Miska the Wolf-Spider led the armies of Chaos against the forces of Law.
The Queen of Chaos was first mentioned briefly in the second edition Dungeon Master's Guide (1989) under the description for the Rod of Seven Parts artefact. The Queen of Chaos was mentioned again in the description for the Rod of Seven Parts in the Book of Artefacts(1993). The Queen of Chaos was further described in Skip Williamsâs article in Dragon #224, "A History of the Rod of Seven Parts." The Queen of Chaos debuted in the second edition module The Rod of Seven Parts
In the homebrew setting me and my friends made the Queen of Chaos united demonkind under her rule and led the demonic horde against the Upper planes. I plan to use her and her consort Miska in a future campaign.
This art was made by the talented Glozss over at Fiverr https://www.fiverr.com/glozss/draw-your-fantasy-character?source=order_page_summary_gig_link_title&funnel=6e55ac01fc2c4abb0c314b5271eb5b43. I highly recommend their services. Â
So, I asked friend of the blog @fiddlefordhadronmcgucket a while back what D&D demon lords he wanted me to draw, and he mentioned a neat obscure one from the 3e era, Pale Night!
she's a Demon Lord who's also an Obyrith (Basically an ancient proto-demon type that got overtaken by modern demons) and the "Veil" Â she wears is actually the fabric of reality itself blocking out what she actually looks like, which is so horrifying that one of her attacks is dropping it for a moment to drive you insane.
I feel as if my lineart was not the best on this (Anyone with advice on drawing wrinkles in fabric feel free to chime in) and it does feel like it's lacking a certain something, but I do like how I did the background and also how weirdly "organic" the veil ended up for lack of a better term, like a biological version of that whole "Reality is blocking her unremitting horror out" thing...
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Shout-out, once again, to Afroakuma, from whom I learned most of the material Iâm about to explain and with whom Iâve had many fascinating discussions about this topic.
Itâs ya boi Vox, back at it to complain about RPG shit in an educational fashion again. Remember when I did a whole article about (evil) gods in D&D, arguing that they have more potential than to be used like supervillains? Weâre gonna do that again, but this time with incorporating cosmic horror elements into your D&D campaign. Some of this advice may also be useful for games similar to D&D but for the sake of my own sanity Iâm gonna confine myself to the one system or Iâm gonna be here until my kids are in college.
This article will be broken down into three parts: an overview of cosmic horrorâs origin and original thesis (in which we travel my favorite magical land, Full And Complete Context), a breakdown of the Far Realms in D&D (including older takes from late 2e & 3.5, how those changed in 4e, and their ambiguous state in 5e) & how you might use them for a cosmic horror campaign, and a breakdown of Obyriths in D&D and how you might use them in your campaign.
No discussion of cosmic horror is complete without some Content Warnings. Right up front: cosmic horror has its roots in extremely racist fiction, and Iâm going to be talking about that straight-up. Also included in this article will be body horror, descriptions of mind control and mental corruption, supernaturally-induced madness, violence, and medical horror, among other things. This is a genre that hit the âfuck shit upâ button with its face on fuckinâ Zero Day and does that but again every time we successfully write something in it. Additionally, spoilers for some of Lovecraftâs work will be in here, with absolutely no tags and no warnings before they happen. You have been warned; do as thou wilt.
HP Does A Racism - Origins Of Cosmic Horror
Yeah, Iâm about to be like that about it.
In the beginning there was Howard Phillips Lovecraft, an absolute garbage fire of a human being whose personal issues are such a knotted mess that Iâm half-sure that the concept of the Ouroboros is just the echo of his bullshit reaching backwards through time. Like many authors of his time, Howie Love here was born into significant wealth, and while his education would be cut short (he had some manner of health problem in high school that ended his attempts at schooling) it was pretty high-quality, as it tends to be when youâre rich and white in the late 1800s. When he began writing his most famous body of work, Lovecraft had three attributes which would shape it: EXTREME racism, an incredible love for the works of Edgar Allen Poe, and every fucking phobia ever turned loose on Godâs green Earth.
If you want to know more about that first point, try looking up what he named his cat; Lovecraft was so racist that even other racists thought he was too racist. Mother fucker was so racist that he wrote about the dangers of contaminating oneâs bloodline with French-Canadians. His racism made it into all of his works in some way, shape, or form; many had themes of miscegenation, plenty included people of color only as deranged cultists of terrible powers, and as weâll get into later in this segment the very racism that caused him to do these things also made him write the...letâs say âvillainsâ for lack of a better term, of his ongoing body of work as thinly-veiled stand-ins for white people.
No, really.
Lovecraftâs early work included a few short stories in the American Gothic style, the most famous of which is The Rats in the Walls. Itâs a fairly classic story as far as those go, but Howie Love would soon abandon American Gothic for the genre he founded and defined: cosmic horror. Keep the racism and phobias in mind going forward, theyâre about to become real important.
Howie Love Clowns On Himself - Themes And Thesis Of Cosmic Horror
While Dagon is generally accepted as the âfirstâ cosmic horror story, I prefer The Colour Out Of Space as the definitive example of the original thesis of cosmic horror at its most clean and clear (itâs also the work of Lovecraftâs that has aged the best; I highly suggest it if you havenât read it yet!). In it, an alien presence - arguably but not necessarily an entity - crash-lands outside the fictional town of Arkham. Our narrator, a surveyor, coldly investigates the horrors that occur after and learns the sorry tale of a family destroyed by this alien presence as it blights their land, corrupts their bodies, and drives them to madness. The presence leaves, but not wholly; a fragment of itself remains behind, alongside the chilling possibility of a repeat performance.
The Colour Out Of Space, and indeed most of Howie Loveâs work, was written at a time in the United States and the United Kingdom where human exceptionalism was the norm. Humans were not merely important, but special, chosen, exalted in nature and placed in a universe whose sole purpose was to be the stage for our domination. The Colour Out Of Space proposed a different idea: that we ainât shit. Not only is humanity not exalted, but humanity is insignificant, existing at the mercy of fate, able to be casually annihilated at any time by forces we do not understand. It was a shocking proposal when it was published, and though the zeitgeist that gave it power has faded (most people realize we ainât shit these days, canât imagine how that fucking happened) it still resonates with many people.
The later works that defined the Cthulu Mythos would build on this theme, introducing powerful beings which claim dominion of Earth or of all reality. Youâve probably heard of most of them - Cthulu is the big one, of course, but thereâs also Yog-Sothoth (The Dunwich Horror), Azazoth, Catboi Slim (Nyarthalotep), and many more, not all of which were written by Lovecraft himself. These beings are gods, or else so far above humanity that the difference is academic, and this brings us to the second defining theme of cosmic horror that Lovecraft would lay out, that of forbidden knowledge.
Protagonists in Howie Loveâs stories have a tendency to lose their minds. Later authors would chalk this up to the idea that witnessing these gods or their works is so inherently horrifying that the mind simply snaps in their presence, or even that these gods are bound up in the concept of madness (this second one is a rather incompetent reading, not that Iâm thinking of any PAIZO in particular that just ran with it in their RPG setting), but Howardâs own work doesnât always bear that out. The protagonist of Call of Cthulu is not driven mad by that being - he is driven towards the brink by the realization that the Cult is still out there (and coming for his life), and that Cthulu will only rise again. Our viewpoint character in At The Mountains Of Madness realizes he has committed unspeakable atrocities on living beings much like himself by mistake, and that if further explorers come to disturb their slumber they will only repeat the same errors and lead to mankindâs annihilation. Itâs not just that these ancient powers are terrifying or even that they are alien, but that to comprehend them is to understand that humans are so far beneath them that their attitude towards us cannot be thought of as âbenevolent or âmalevolentâ, because we are beneath their notice, lesser in comparison than even a bacterium. In such a context, all humans do is consume resources better used by our superiors, and thus our existence is a profanity upon the divine. The only moral action, the stories argue, is self-annihilation; only ignorance permits us to justify our own existence to ourselves.
Sound familiar? Almost like this is the exact argument chucklefuck racists make about the existence of people of color, Jews, and anyone else they happen to not like? Yeah. This is the part where Lovecraft accidentally made himself the villain of his own work. Congratulations Howie, you played yourself. And since his audience was largely fellow white men also hard up on that whole racism thing, this idea of human profanity tapped a deep well of anxiety. Iâm not about to argue that racism is over (it isnât) and thatâs why this vision of cosmic horror is less popular; indeed, itâs retained a pretty solid cult (heh) following, in part because the idea of such beings is inherently kinda terrifying. But Iâd be remiss not to bring up the fact that this terror has its roots in racism, so...there you have it.
Other authors also built on the Cthulu Mythos, with Lovecraftâs enthusiastic blessing. These days their works tend to be mistakenly attributed to Howie Love himself, but thatâs not actually his fault; they were published on their own, under their own authorsâ names, and as far as we can tell Howard never tried to take the credit. These other authors had a tendency to substitute the indifferent divinity and corrupted humans of Lovecraftâs work with direct malice; their vision of these god-like beings was one in which they noticed humanity and did harm to it, creating a movement away from Howie Loveâs original thesis (âhuman insignificance will lead to the unimportant and unmarked event of our destructionâ & âseeking knowledge can only lead to self-annihilationâ) during his life which only picked up momentum after his death. Indeed, most modern attempts at Lovecraftian horror mimic this overt malevolence, often without even lip service to the original thesis. Itâs not necessarily an unworkable angle of horror, and it definitely has bones in with its origins; âGod is real and He hates you personallyâ is a terrifying idea! But this movement away from the cold indifference of stories like The Colour Out Of Space definitely contributed to the current climate of...sloppy adaptations, letâs say.
Not that Iâm thinking of any Paizo in particular.
So Should I Use Mythos Content Directly In My D&D Game Or What?
No, because I will cry and tell everyone that you punched my children and kidnapped my girlfriends.
More helpfully, probably not. The presence of other divinities, but especially evil divinities like Erythnul (Greyhawk) or Malar (Forgotten Realms) makes the thematics of cosmic horror pretty fucking weird. If you really wanted to, your best bet is to not use the published system of divinity at all (see the previously-linked article, up at the top of this one) and instead make Lovecraftâs gods the settingâs only gods. That means asking yourself some hard questions about clerics in your game world and possibly divine magic in general - thatâs a separate article though - and even then youâre in for a rough row to hoe. D&Dâs characters tend to be competent, dynamic, empowered - a far cry from the educated but otherwise fairly helpless protagonists on which cosmic horror tends to trade. Themes of futility in the face of incomprehensible beings donât really make for good D&D most of the time, not when so much of the system (any edition, it doesnât matter) is set up to create and reward cunning and heroic struggle. Classic cosmic horror, in the original proposed form, is not a good fit.
Thankfully, we have two solutions to give you what you crave in-house. Letâs start with the one that is somehow both the closer fit and the further fit.
You Have Fucked Up - The Far Realm Overview
Originally introduced in late AD&D 2e, the Far Realm as an idea hit its stride during 3.0/3.5 before getting a major rework as part of 4eâs cosmology, where it became the source of most/all aberrations. Weâre gonna go ahead and pretend 4e didnât happen, not because 4e is bad (and for the love of fuck please donât start an edition war on my cosmic horror post) but because 4eâs cosmology just doesnât really fit in with any of the rest. 1e <-> 3.5 is more or less coherent and you can beat 5e into line with a wrench and some harsh language, but 4e...well, anyway.
The Far Realms is outside reality. No, not in another dimension, we know what those are - those are the Planes. Itâs outside reality; it is Somewhere Else. âItâ is probably even the wrong term, since by definition any place (âplaceâ) that isnât the multiverse as D&D knows it is the Far Realm. To paraphrase Afroakuma, if the Great Wheel is a Lego brick, the Far Realm is a giant squid; if the Great Wheel is a bowl of Fruit Loops, the Far Realm is the theory that intelligences from Pluto rig the results of major sporting events. The contexts are not compatible. These two things do not go together in any way. Combining the two can only end in sorrow and woe.
So mortals try to combine the two all the time, because weâre dipshits like that.
Every now and again, some truly, monumentally stupid person - usually but not always someone inside reality - breaches the skin that contains reality inside itself, and lets in the essence of Outside. This is a phenomenally bad idea; the immediate result is corruption in both directions as the essence of each form of reality bleeds into the other. Both attempt to âscabâ the breach, translating the foreign substances and beings into something more like the reality they have moved to. If a breach happens, there is one of three outcomes. If you are very, very lucky, no being on the other side notices the breach, and youâve âmerelyâ blighted and corrupted a vast stretch of land, tainting it with something sort of like, but not enough like, Chaos and Evil for millennia to come - maybe even forever. If youâre not lucky, a being on the other side notices the breach and acts to seal it, the ripple of which causes you to not have a nation or continent any more as said corruption absolutely consumes the lands in which you live. And if you are phenomenally unlucky, the being on the other side is just as stupid as you are, and it comes through. The last time that happened the original Gnomish pantheon got murdered. Their homeworld doesnât exist any more.
There is no âgoodâ outcome. This is the repeated and absolute theme of the Far Realms; whatever your reasons for getting involved with them, whatever you wanted, whatever you were seeking, you donât get it. Mortals fuck with the Far Realms because our inability to comprehend them leads us to think of them like things we can experience. The scabbed-over beings we meet that are from there (Psuedonatural creatures; see the Alienist prestige class in Tome & Blood and Complete Arcane, as well as the bigger version in the Epic Level Handbook) are Chaotic Evil because that is how reality translates them. They arenât Chaos, theyâre another reality, and their unwilling and unwitting corruption of all around them gets redefined as Chaotic Evil in order to reduce their damage to all of existence to a manageable fucking level. Were you seeking the Far Realms in order to harness power for great change? Get fucked, you canât control what happens. Were you seeking magical power? Get fucked; the reason people go mad when exposed to the Far Realms isnât just that the knowledge they gain makes no sense, itâs that the complete lack of context means all of the stuff you killed and stole and lied and cheated for is more or less completely goddamn useless. Trying to escape existence for some reason? One, death is faster, but two, hope you enjoy suffering the entire time you die - and thatâs if the breach stays open long enough for you to be able to enjoy death as a concept before you get sealed away in a place where mortality doesnât meaningfully exist.
You donât get what you want. This was a bad idea. You fucked up.
5e, the most recent edition of D&D, mainly continues this trend. It has suggestions of the lazier interpretation of Lovecraftâs work tied to the Far Realms, which I heartily suggest you ignore, but some of the other ideas are phenomenal. The Great Old Ones Pact for Warlock has one in particular that I like quite a bit, which suggests that the Warlock-to-be created an unintended connection to a Far Realms intelligence and gained power against both of their wills and possibly without the intelligence in question even noticing. You donât need to change a lot in 5eâs run to bring out the extant themes of the Far Realms - though admittedly this is greatly assisted by the fact that 5e barely has any Far Realms content to begin with, so thereâs not a lot to edit. That also means thereâs not a lot to use, so if you want to use Far Realms stuff in 5e youâre gonna have to get ready to spend a lot of time making your own. Which brings us to...
Who The Fuck Funded This Research?!? - Using The Far Realms In Your Game
Considering that all-important theme - âthis was a bad ideaâ - the Far Realms are likely to be antagonistic in nature in your game, even if âantagonisticâ isnât the right term. Published adventures have used Far Realms content as a sort of backdrop (Firestorm Peak comes to mind here) before, and you can easily make Far Realms creatures a more direct problem for your PCs by centering the campaign around a cult or research team attempting to cause a new breach. This could be a great time to engage with player-side themes such as the ethics of magic use, the cost of power, and the burden of responsibility for said power, assuming your group is down for it. Even if theyâre not, horrifying monstrosities that by definition have no place in this universe are great to kick in the head(s).
What motivates people to cause a breach? Mainly stupidity, but the special kind of stupidity you only get when someone is highly educated and deeply intelligent. For awhile, in the real world, there was a burst of designers making D20 heartbreakers - successors to D&D 3.5 meant to fix its many catastrophic flaws. Each person thought they had it, the secret to make the system they both loved and hated finally function, and they were all wrong. Causing a breach into the Far Realms is like that. Every sign points to it being a bad idea. Reading the research and spells of the last people who tried it reveals that itâs a bad idea. All of the diaries and primary sources of those who did it and those who stopped them say itâs a bad idea, but thatâs okay because I, Wizardhat von Dipshit, am not like those fools. I will be more careful, and the power to reshape the Planes will be mine!
The easiest way to make Far Realms creatures for use in your campaign is to start with an existing monster and fuck it up; rearrange its abilities (adding or emphasizing mental attacks and psychic damage, if you can), alter its physical form, and generally just make that shit wrong and fill its blood with spiders. If you want to get more alien from there or make something original, the best guideline I can offer for you is that aboleths were the result of Far Realms taint in the beginning of this reality (itâs telling that the closest thing reality could translate their progenitor into was a Greater Deity).
No one wants power for its own sake, of course, but what your antagonist actually wants is more or less irrelevant because the important bit is that they had every chance to know better and theyâre about to make this bad decision on purpose anyway. This is how the Far Realms brings out cosmic horror themes in a heroic context; power that is beyond both mortal comprehension and control, which has no place in this reality and recoils from us as violently as we recoil from it. Like Lovecraft, whose stories revealed a deep cynicism about knowledge and science, your antagonists will be erudite individuals whose ruinous plans are only possible because of what they have learned and, in turn, chosen to ignore. If nothing is done, unstoppable catastrophe will be unleashed, and with it will come madness and desolation. If only some heroes were on hand, eh?
The disconnect the Far Realms has from classic cosmic horror is also the source of why they fit; they donât belong here. In Lovecraftâs work, itâs humanity that doesnât belong - we are a blight upon the rightful property of higher beings. The Far Realms are instead an intrusion, something from Elsewhere which doesnât want to be here as much as we donât want it here. That helps those classic cosmic horror themes work much better in this context, but maybe youâre looking for something else, something from here. Do the Planes have cosmic horror from within the shell of Reality?
Yes. Oh yes, they do.
Ancient Evil Survives - Obyrith Overview
In the beginning, there was war.
The primordial War of Law and Chaos is the greatest conflict to have ever rocked the Planes. It was so destructive, so all-encompassing, that it consumed entire Material Plane worlds, reshaped the nature of the Planes themselves, and is still happening, even now. It began in the early days of the Great Wheel and was prosecuted by Chaos, led by the self-styled Queen of Chaos, over a single question: should reality be real? Should effects follow causes, should gravity exist, should fire burn and light reveal, should things age and die, should...
The forces of Law said yes to these questions and fought to establish and maintain an order and logic to reality. Chaos fought for an unbound reality, one in which each individual would be completely free to express their own true essence as tangible changes in the existence around them. The War was never truly won or lost, but the imprisonment of Miska the Wolf-Spider broke the backs of the Chaotic coalition and brought the War to a stalemate of sorts, in a reality which, if not dominated by Law, is definitely Law-leaning. Mortals are familiar with the terrible demons used as footsoldiers by the Abyss, the Tanarâri, who reign yet in that terrible place. But it was not the Tanarâri in command of Chaos, and not the Tanarâri who prosecuted that terrible War. Indeed, the beings we now recognize as demons rose up against their creators, the Obyriths, after the imprisonment of Miska. They overthrew the Obyriths in a great slaughter and replaced them as the dominant exemplars of Chaotic Evil.
The Obyriths are not dead. They plan, and they wait, and they wage war and slaughter upon their wayward slaves in the Abyss. Every last one of them burns to reignite the War and achieve their vision of unbound reality, free of the wretched Law and all too weak to survive without it.
Prisoners Of The Flesh - Obyrith Nature
So what are Obyriths? The easiest answer is that theyâre demons - the first demons, in fact, which preceded the more famous Tanarâri (when you think of demons in D&D chances are youâre thinking of a Tanarâri), and while this answer is entirely correct it is not the whole story. Tanarâri are famously Chaotic Evil; they revel in corruption and destruction and are driven to maliciously annihilate or taint all they come across. A demon army marching across the land will stop to personally kick every puppy between point A and point B and they will absolutely mutiny against you if you try to stop them from doing so. What is good and pure must be soiled; what exists must be made to not exist, its foundations shattered, its virtues turned against themselves, its values abandoned. Tanarâri respect only raw might, and only as long as they think they canât defeat it.
But Obyriths, their progenitors, are Evil Chaos.
Letâs have some examples. This little guy is a draudnu, a kind of Obyrith made from the bones of chaotic celestials which post-dates the âendâ of the War by a pretty significant amount of time. Theyâre on the weaker side for Obyriths.
(Youâll find this boi in Monster Manual V for 3.5 incidentally.)
Take a nice long look. Really take it in - because thatâs not the draudnu. Thatâs the prison of flesh, the scab, that reality has forced on the draudnu, that the terrible Law has locked it within. The actual draudnu looks like itâs inside me God itâs inside me I can feel it growing and twisting it HURTS get it out, itâs seeping into my blood itâs inside me itâs INSIDE ME -
Letâs have another example. This is a sibriex, recently re-published in Mordenkeinanâs Tome of Foes for 5e with no mention of Obyriths, which is a damn shame. They were instrumental in defining the forms of the common breeds of Tanarâri.
Fun, right? But again, thatâs not a sibriex; the actual form of a sibriex is perfection. Absolute beauty and grace. I am nothing compared to this perfection. I am no one in the face of this perfection. My existence can only profane this perfection. I must serve the Perfect One. I must let it remake me and reshape me, I must appease it, I must make amends for the crime that is my trespass upon the reality made for the Perfect One.
Those two are âcommonâ Obyriths, examples of that race of demons which have peers who are much like themselves, but the Obyriths still have extant Demon Princes. The Queen of Chaos is still alive and nursing her ancient hate. Pale Nightâs true form is so profane that reality cannot stand its existence; when she reveals it to you, the multiverse destroys your soul so that knowledge of her truth does not exist. Obox-Ob, murdered by the Queen of Chaos, yet exists as an Aspect of himself - and the Planes live in fear of the rise of the Prince of Vermin, whose truth is agony, rot, and corruption, such that even if you magically remove memory of it from your mind you continue to die from the soul outward.
And Dagon plots within the depths of his palace, sponsoring and advising Demogorgon - the Prince of Demons - and contemplating unimaginable lore of evil. The Demon Prince of Depths looks like this.
This is the form carved on blasphemous altars in the depths of the oceans, where sunlight has never reached. This is the form worshiped by mortals who delight in corruption, destruction, and fear, who dream of a sea where vision is a distant memory and predators hunt by the scent of blood. It is the form sought by those who lust for ancient lore, kept in places far from mortal sight and utilized by an evil older than many gods and mortal races, a form whose mere touch can taint a body of water, mutating & mutilating all within and unleashing their fury, their terror, their slaughter, for ages to come. And it is not Dagon. Dagonâs true form, imprisoned within that flesh, is Iâm drowning in the cold dark, I can feel my bones breaking, my eyes are bursting, Iâm blind and Iâm drowning and I canât die, my lungs are gone, the water is seeping into my blood Iâm drowning and I just want to die make it stop Iâm DROWNING.
Itâs telling that witnessing Dagonâs true form, his Form of Madness, can give even creatures that breathe water, or which do not breathe at all, crippling hydrophobia.
The true forms of Obyriths are not flesh or matter; they are not, by nature, Material beings the way other Outsiders and mortal things are. Their true forms are that you, personally, are going mad. You, personally, are being assaulted, violated, and infected; you, personally, are being victimized, corrupted, consumed, and betrayed. Imagine if the act of pouring flesh-eating beetles into someoneâs eyes had a personality, will, and desires - not the person doing it, the act itself - and thatâs an Obyrith. They are evil because what they are is evil, much in the way Erythnul is evil. Unlike their creations, the Tanarâri, Obyriths arenât in it to kick every puppy that has ever existed. They want to throw off the yoke of the Law and release their unbound forms. They want an existence of darkness and isolation in which all beings are free to express their true essence to the limit of their might and their will.
They just wanna be themselves.
No matter who has to die.
The Foes Of All Reason - Using Obyriths In Your Campaign
Do you enjoy lifeâs little conveniences, such as cause-and-effect, linear time, predictable & observable physical laws, not having your body boil away beneath the agonizing will of some random asshole, and the capacity to recognize patterns in nature? Then Obyriths are your enemies. As demons, Obyriths can be summoned and are thus easy to use in the sort of âguest starâ role that Tanarâri are often used in, even if it takes a moon-sized pair of brass balls to decide you can contain one. However, this use - while valid - is not a good way to bring out their cosmic horror themes, and since you decided to read an article about cosmic horror in D&D this far down Iâm going to go ahead and assume youâd like to do that.
As one of the Planesâ most ancient and active evils - arguably the most ancient one that hasnât died or otherwise fucked off - Obyriths are absolutely prime for campaigns that deal with ancient lore, primordial conflict, and unreality. If you like the idea of long-burn plots by masterminds with the patience of aeons, Obyriths are definitely for you. For an example of one such story, check out The Tale of the Whale, written by Afroakuma. The downside to using Obyriths in this way is that if you want to do so in canon settings, you need to be prepared to do some absolute fucking deep dives on the lore, which may require access to books or PDFs as far back as 1e & 2e. If youâre using your own setting this problem is lessened, though at that point you do have to manage to sell the ancient nature of such beings in a way that makes them feel suitably eldritch.
For more...letâs go ahead and say modern for lack of a better word, takes, keep in mind that Obyriths are not Tanarâri. They do not scheme to overthrow the government of a nation; your pale, fleshly shadow of the Law is nothing to them. The plots of Obyriths upend the Laws which underpin reality itself. Could the great contract that details the alliance between the tribes of Men and Cats be found and perverted, turning each against the other in all reality? Could the insects of this realm be infected with the essence of Obox-Ob so that the Demon Prince of Vermin can feast on mortal souls and effect his own return to power? Could a bridge linking the Deep Ethereal to the Abyss be constructed, permitting the sibriexes and their master, the Prince of the Chrysalis, to shape new slaves from the very essence of raw Potential? Obyriths pervert what is and should be, not just because it suits their end goal of chaos unbound, but because corruption and violation is their very nature. Itâs how they think, how they move, what they believe in, love, and value.
Obyriths have a lot to suggest for them when it comes to cosmic horror stories in D&Dâs context. They bring out direct themes of madness, terrible truth, malign alien intelligence, and reality-unreality. You can comprehend their motives and even their nature, sort of, but their end goal is completely alien to mortal beings; the reality they want would be completely unrecognizable to the denizens of the current one. They are evil as mortals understand the concept, but not in a way that matches or even relates to their peers, which means they act in surprising and unpredictable ways.
All of this of course damages their ability to fulfill the classic cosmic horror thesis, but thereâs something to be said about the idea that an alien intelligence, to be horrifying, needs something humans can attempt to relate to. It certainly makes writing for them easier.
If youâre using Obyriths in 3.5, youâre set to go; look for them in the various Monster Manuals, as well as Fiendish Codex. If youâre attempting to use them in Pathfinder, good decision but youâre gonna have some stat block converting to do. Trying to use them in 5e is gonna be the absolute bitch of a job, and Iâm not sure where to even start on those suggestions except to note that the signature trait of Obyriths - the thing that makes them them, mechanically - is a Form of Madness ability, where they reveal their truth to their victims. Forms of Madness are mind-affecting abilities which hit all non-demons near the Obyrith, tainting them in some way. You can see some example ideas above, and the ones from 3.5 in the published books I just mentioned, but hereâs hoping I can find an expert on 5th Editionâs mechanics kind enough to lend me a hand here.
I hope this article proved helpful to you! As with all of my work, questions and critique are welcome. Thanks for reading!