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==Mind Flayers== | ==Mind Flayers== | ||
β | The alien, tentacled mind flayers, or "Ilithid", have come to the fields of the known from no place sane - a Far Realm, where madness rules. None can name their final goals in our | + | The alien, tentacled mind flayers, or "Ilithid", have come to the fields of the known from no place sane - a Far Realm, where madness rules. None can name their final goals in our saner lands, for the solitary, hostile creatures commune with those outside their coven almost only to capture their thralls; what little we know of them comes from those sneaky few who have entered their subterranean domains. The mind flayers are powerful psychics, with the power to rip a man's mind asunder in pain or enslave him to their mad wills. This alone alone has been the salvation of our brave adventuring spies, for such thralldom invariably breaks a man's powers of perception, yet due to their scant numbers the ilithid must rely on their many slaves for much of their defense and all of their labor. |
β | The Ilithid claim many cities, deep in Underdarks stretched across the planes, as their own. Their names are alien to our tongues; Ilsensine, Maanzecorian and R'yleh are only a few. Their buildings are cyclopean, monolith-crowned citadels, shaped in elliptic geometries of vast angles. Their every surface is covered over with the faded suggestion of bas-reliefs | + | The Ilithid claim many cities, deep in Underdarks stretched across the planes, as their own. Their names are alien to our tongues; Ilsensine, Maanzecorian and R'yleh are the names of only a few. Their buildings are cyclopean, monolith-crowned citadels, shaped in elliptic geometries of vast angles. Their every surface is covered over with the faded suggestion of bas-reliefs, depicting impious and horrible images. What light their is comes from fungi that grow in colors strange to our minds. |
A character knows the following with a successful Dungeoneering check: | A character knows the following with a successful Dungeoneering check: |