Page 75 - Lords of Madness: The Book of Aberrations
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They seek to undermine burgeoning empires on the surface.   need five thousand human slaves in its feed lots, and a third

               Illithids don’t see surface empires as direct threats to their   to a half of them would be too young for heavy work. For a
               eventual rise. Rather, they interfere with growing empires   healthier diet, that number doubles, and it quadruples for an
               experimentally.  In  this,  the  whole  surface  world  is  their   ideal diet. The logistics behind such a massive program make
               laboratory.  By  meddling  in  surface  politics  to  bring  about   it impossible.

               governmental collapse, mind flayers hope to learn what pitfalls     Other races mature faster than humans. Goblins, orcs, and
               to guard against when erecting their own empire.  grimlocks, for example, reach consumable age in one-half to
                 The longest-range and most ambitious plan of all is to find a   two-thirds of the time it takes a human . . . but they are not


               means of extinguishing the sun. Mind flayers aren’t harmed by   nearly as desirable as food.
                                                                   Besides  the  logistic  issues,  the  brains  of  lifelong  thralls
               sunlight, but they hate it and avoid it at all costs. If the world
      CHAPTER 4  THE MIND   FLAYERS  could be plunged into darkness, the illithids could expand   are  less  satisfying  to  mind  flayers  than  the  brains  of  free

               from their subterranean lairs onto the surface, where all the
                                                                 individuals. A thrall has few true experiences to remember
               best brains are to be found.
                                                                 and even fewer emotions, which are the “meat and potatoes”

                                                                 of a nourishing, fulfilling mind.
              THE FLOW OF FRESH BRAINS
               The peculiar dietary needs of the illithids generate a significant  Preying on Intruders

               barrier to maintaining ties with other races. Falling into the   The  second  method  for  maintaining  a  supply  of  brains

               clutches of the mind flayers ensures a horrendous fate. No   involves pouncing on intruders that wander too near illithid
               matter how the mind flayers encourage necessary trade with   strongholds: roving monsters, imprudent traders, and, best

               other races, no one should ever forget that illithids must devour   of all, adventure-seeking heroes. While the active, experi-

               brains directly from the skulls of living victims to survive.   ence- and magic-filled minds of adventurers are considered
               How do they maintain a sufficient supply?          among  the  tastiest  of  all,  they  are  few  and  far  between.


                 A mind flayer must have a minimum of one fresh brain per   Harvesting  such  brains  involves  considerably  more  than
               month. Any less than that and it suffers physical debilitation,   an average level of danger. Wizards and paladins who come
               becoming so weak that it could die. Its ideal diet is one brain   armed  with  potent  spells  and  magical  weapons  put  up  a

               per week. A mind flayer that consumes one brain a week does   strong fight. The greatest drawback to this method is that

               not feel deprived. It can eat more than that for enjoyment and   intrusions occur too infrequently to be more than a happy
               for the psychic boost, and it will if brains are plentiful.  surprise for mind flayers.


                 Typically, mind flayers consume somewhere between the
               minimum of one brain per month and the ideal of one brain per  Brain Raids
               week, averaging one brain every two weeks and supplement-  The third—and only reliable—solution for illithids is to cap-
               ing their diet with other foods. This doesn’t sound like much,   ture the brains they need through constant, aggressive raids.
               but consider the effect of a community of one hundred mind     Brain raids can be far-ranging, since illithids prefer not
               flayers. To maintain their health, they need fifty brains a week,   to depopulate their immediate vicinity. They prey on both


               or 2,600 brains a year. Maintaining that supply is the most   the  subterranean  and  sunlit  worlds.  Below  ground,  their

               important and difficult task facing an illithid community.  favored  targets  are  drow,  kuo-toas,  duergar,  deep  dwarves,


                 The need for consumable brains is the chief reason why   deep halflings, and derro (chiefly because of their delusions

               mind flayer communities tend to be small. Large communities   of grandeur, which lend their brains a pleasing tanginess).
               (one hundred or more illithids) are rare. Cities of up to two   Goblins,  hobgoblins,  and  grimlocks  are  consumed  when
               thousand are even more so. They are so rare, in fact, that sages   necessary, and sometimes become staple foods, but they are
               consider them fables.                             not highly rated due to their mundane intelligence and lack of
                 To maintain their diet, mind flayers rely on three methods:   imagination. Creatures such as umber hulks and xorns become

               breeding their own supply, taking the brains of intruders, and   illithid food from time to time, but more for their exotic nature
               brain raids.                                      than anything else. Illithids avoid eating troglodytes in all but
                                                                 life-or-death emergencies.
              Breeding Their Own Supply                            The surface, with its wealth of warm-blooded humanoid

               Illithids maintain large stocks of thralls, and few die natural   races,  provides  better  hunting.  Humans,  halflings,  elves,
               deaths. The mind flayers’ needs cannot be met entirely through   and dwarves are the most prized. Orcs, goblins, ogres, and

               stocks of slaves, however. The races that produce desirable   hobgoblins that live on the surface are regarded more highly

               brains  mature  too  slowly  to  be  efficient  livestock.  Using   than their subterranean cousins. Sprites, nymphs, satyrs, and
               humans as an example, and assuming that a human brain   other faerie creatures are hard-to-catch delicacies.
               reaches “ripeness” at the age of twenty, each illithid would     Raids  come  in  two  varieties,  distinguished  by  whether
               need more than 250 slaves just to assure its own minimum   the goal is food or captives. Food raids are easy to organize

               food supply. Even a small outpost of twenty illithids would   and  short  in  duration.  A  few  mind  flayers  marshal  their
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