Page 174 - Lords of Madness: The Book of Aberrations
P. 174
iven their advantages in magical lore, physical dangerous campaign to drive back their foes. It is a war Illus. by C. Lukacs
prowess, and sheer intellect, it’s perhaps surpris- fought in the deep places of the earth, in lightless dens
ing that master aberrations have not enslaved the of unspeakable horror and madness—a war that deeply
human world. Fortunately for humankind (and all scars champions who are skilled or lucky enough to
other humanoid races), bold and determined adventurers emerge victorious.
devote their careers to checking the plots of these brood-
ing monstrosities and exterminating them from the face
of the world. THE GREAT FOES
In addition to human (and humanoid) crusaders and While any aberration can be dangerous, three races
heroes, other races stand in opposition to the diabolical in particular—aboleths, beholders, and mind flay-
plots of the mind flayers and the depredations of behold- ers—possess the combination of intelligence, magical
erkind. Powerful good-aligned monsters such as metallic power, ambition, and numbers to pose a grave threat
dragons, fey, and outsiders recognize the threat posed by to humankind and its allies. Dealing with a cloaker
evil aberrations and battle against them. Even neutral- or infestation or grell nest is the work of a few adven-
evil-aligned creatures are often willing to fight against tures. On the other hand, halting the schemes of
aberrations. A tribe of savage and cruel frost giants has no the aboleths or mind flayers might take years, a long
particular interest in becoming slaves to aboleths or mind and lonely task requiring special knowledge of the
flayers, or in allowing these abominations to infiltrate and enemy and specific spells and magic items.
corrupt the world. Characters who take up the crusade against these
While the would-be aberration hunter can find allies, ancient and monstrous evils must steel themselves
the ultimate defense of human life, welfare, and sanity to deal with perils that most adventurers prefer not
rests in human hands. Human (or dwarf, elf, gnome, or to contemplate. Fates far worse than death wait in
halfling) champions who discover the existence of an the watery cities of the aboleths, the thrall-pens of the
aberration threat against their homeland face a dark and mind flayers, or the slave quarters of the neogi.
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