The Far Realms

His Majesty the Worm · p.198

Open source p.198

There are four realms of spirits, sometimes called the “far realms,” that are tangent to the plane of Flesh, where men and dwarves and dogs and cows and all other mortal creatures live. These are called the Wastes, the Weald, the Weird, and the Welkin. All magic has its origin in one of these realms.

The Wastes

The Wastes are a barren place. It is dead. It is death. It is a place of grey skies and miasmic fens stretching to the horizon, scattered with piles of bones from wars that were ancient before the creation of the mortal world.

Wastes spells (p. 205)

Brainfever Control Undead Darklight Fear Fleshcraft Malediction Necromancy Raise Zombie Stinking Cloud Withering

The Weald

The Weald is a wild place. It is alive. It is chaos. It is a place of twisting vines tangled together down into impossibly deep roots, and spreading branches stretching up into formless and churning storm clouds.

Weald spells (p. 211)

Control Animal Defy Depths Flare Gust of Wind Protection from Elements Speak to Animal Thunderclap Totem Wall of Elements Woodweave

The Weird

The Weird is an ever-changing place. It is dream. It is madness. The realm of Weird is half allegory and half nonsense. Dreamers sometimes visit the Weird when they sleep; prophets live half in the Weird and half in the realm of Flesh.

Weird spells (p. 217)

Animate Object Change Size Enrage Give Form to Nothingness Illusion Mirror Meld Portable Hole Scry Shroud Sleep

The Welkin

The Welkin is a bright and terrible place. It is order. It is law. It’s a place of blue skies and rainbow bridges leading to cloud cities where winged women bring mead to ancestor kings, who wage endless battles in preparation for the apocalypse.

Welkin spells (p. 223)

Augury Binding Charm Circle of Protection Feather Guardian Angel Heavenfire Life Seal Pact Veritas