Page 7 - Lords of Madness: The Book of Aberrations
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ORIGINS OF THE                 from the remote reaches of the Material Plane come from
                                                                 worlds such as these, places stranger and more menacing than
                                     ABERRATIONS                 all but the most fearsome of Outer Planes.
               Aberrations as a kind seem to cry out for explanation. Other     Because these far worlds are still part of the Material Plane,
               monsters are part of the natural world, or come into being   it is possible to reach them via greater teleport, teleport circle,
               through the actions of natural beings, but aberrations have no   and similar magic. In fact, it is possible for vessels with the
               place in the usual order of things. Their origins are unthinkably   proper magic to voyage between the worlds without any sort of
               distant in time, space, or planar cosmology. While they are   teleportation. Flying ships (sometimes known as spelljammers)
               now natives of the Material Plane (they would be outsiders if   can reach the moon(s), nearby planets, or possibly even the
               they were not), aberrations share little or no kinship with the
                                                                 worlds of other stars altogether. Journeying to a nearby world,
      CHAPTER 1  WHAT IS AN   ABERRATION?  other living creatures of the world.  whether it is the moon of the characters’ own native world or a
                 As a DM, defining an origin for a major aberration race you

                                                                 different planet in its own right, might require anything from
                                                                 a few hours to months or even years of star-sailing.
               intend to feature in your campaign will help you to create
               plots and schemes for that race. For example, a race older than
                                                                   The neogi are perhaps the best-known example of an extra-
               the world itself might retain memories or lore of extremely

                                                                 sinister, spiderlike flying ships, these rapacious slavers and oily
               ancient events. Heroes who find that they need to understand   terrestrial race. Descending from the dark night skies in their

               how a god died thousands of years ago, or where and when a   merchants wander from world to world, trading with those
               very ancient artifact was last seen, might discover that the   strong enough to warrant caution and stealing from those
               knowledge they seek exists only in the secret lorepools of the   who are not. Neogi merchants enjoy access to the resources
               aboleths. Aberrations that came from distant worlds might have   and markets of many worlds, and few can follow them when
               an insatiable appetite for human slaves and wealth to send back   they depart for their next destination. Slaves taken by the neogi
               to their alien homelands through magical doorways. Races   rarely, if ever, see their homelands again.
               that exist through the intervention or corruption of a dark and     The tsochari also hail from a distant world, a cold and light-
               terrible god might seek ways to fully wake their progenitor, or   less place of terrible black ruins and endless, shrieking winds.
               form insidious cults to capture the worship of “lesser beings,”   Unlike the neogi, who move from world to world so easily
               such as humanoids, for their divine master.       that they themselves do not recall the world of their origin,
                                                                 the tsochari do not build starfaring vessels. They must labor
              OUT OF SPACE                                       long and hard to create the magical gates that allow them to
               Most intelligent creatures live their lives on a single world in   venture between worlds.
               the Material Plane, and do not dream that the Material Plane
               includes anything other than the world they know. However,  OUT OF TIME
               the Material Plane is indeed an infinite plane. It is filled with   Just as the origins of an alien race can be physically remote


               countless  worlds,  so  inconceivably  far  removed  from  one   from the normal world, they can also be temporally removed
               another that only the most powerful of wizards can hope to   from the world humans know. Some aberrations do not hail
               travel from world to world. Each of these Material Plane worlds   from places where the rules are different, but instead originate
               possesses its own unique conditions, and some of these distant   in times when the world is, was, or will be a very different
               worlds nourish strange and inimical forms of life. Aberrations   place than it is now.
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              ABERRATIONS IN EBERRON
              Nearly everything in this book is perfectly usable if you are run-    Aberrations that venture near human habitation are frequently
              ning a campaign in the world of the EBERRON campaign setting.   the focal point of degenerate cults loosely termed the Cults of
              After all, one of the guiding principles of the EBERRON setting is   the Dragon Below. Cultists of the Dragon Below are insane, be-
              “If it exists in D&D, it exists in Eberron.” That said, aberrations   lieving that aberrations are beautiful and holy creatures that can
              have a unique role in Eberron that might change how you use   lead them to a subterranean promised land or reward them with
              some material in this book.                      annihilation when they bring the daelkyr up from the depths to
                Millennia ago, a bizarre and alien race called the daelkyr in-  destroy the world.
              vaded Eberron through planar portals leading from their home     Most  of  this  information  amounts  to  background  details
              plane of Xoriat, the Realm of Madness—a plane similar to the   about the various kinds of aberrations, and has little impact
              Far Realm discussed in this book. While on Eberron, the daelkyr   on their actual use in play. The vast majority of the informa-
              created many of the known species of aberrations, including   tion contained in Lords of Madness, including details about the
              beholders and chokers. Mind flayers served as the lieutenants   anatomy, society, abilities, and tactics of various aberrations,
              of the daelkyr, and originated with them on the plane of Xoriat,   is just as true in the EBERRON setting as in any other D&D cam-
              making them extraplanar aberrations when they appear on Eb-  paign. Simply alter or ignore details about the origins of differ-
              erron. New kinds of aberrations are found on Eberron as well,   ent aberrations presented in this book, placing them instead in
              including dolgrims and dolgaunts.                the context of the ancient daelkyr invasion.
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