Page 76 - Lords of Madness: The Book of Aberrations
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psychoportive powers to teleport or travel astrally to a target     To improve the odds of bringing in a large batch of slaves

          location. Once there, they either set up an ambush or burst in   efficiently, raiders travel below ground as much as possible.
          upon their victims for maximum surprise. After feeding, they   Twisting caverns beneath the surface are more extensive than
          return home and the raid is over.                 most surface dwellers realize. By planning their raids carefully

            Such raids have wiped out entire villages over the course of   and undertaking some judicious engineering, mind flayers

          months when several mind flayers decide to return repeatedly   can restrict the distance their raiders need to travel on the
          to the same location to feed. Ten mind flayers, each taking a   surface to a few miles. Emerging from natural or thrall-dug

          victim a week, kill one hundred and thirty people in a single   cave openings, the thrall warriors and their illithid overlords
          season. Because they almost always take the strongest first, a   strike a village in the darkness, slaughter indiscriminately

          village’s ability to resist (typically inadequate to begin with)   to spread terror and subdue the survivors, round up the best
          can be wiped out before the inhabitants even understand what’s   men and women, and, with a hard push, are back underground
          attacking them. Once the leaders and strongest warriors are   again before the sun comes up. To militias and feudal leaders   FLAYERS  CHAPTER 4
          gone, those who don’t flee to safer havens live only until a   unfamiliar with mind flayers and their tactics, such a raid   THE MIND


          raiding illithid tracks them down.                appears as a terrifying and inexplicable incident.

            Mind flayers are careful to cover their tracks. They don’t     By  sticking  to  meandering,  subterranean  pathways,  the
          leave bodies lying about with emptied skulls to testify to the   raiders might lengthen their journey by a hundred miles or
          identity of the attackers. A town under this kind of mind   more. The added travel time is well worth it for the greater

          flayer attack simply experiences mysterious disappearances.   security and chance of success that it provides. If pursuers
          Knowledgeable hunters of illithids can estimate the number   follow the captives into the underground, they must deal with

          of illithids involved by counting the disappearances in a week,   mind flayers on the illithids’ own terms—never an attractive
          assuming that all the missing are reported (which might not   proposition.
          be the case in a city or large town).
            From the raiders’ perspective, raids for captives prove much  EXPANDING KNOWLEDGE
          more complex and require a great deal of logistical planning.   Mind flayers gather knowledge in four ways: They purchase it

          The  chief  problems  include  the  difficulty  of  transporting   from traveling merchants, steal it directly from the minds of

          thralls to the site of the raid (since thralls are needed to round   traveling merchants, absorb it from the brains of their victims,
          up and manage the captives), and the means of bringing the   or read it from the minds of their captives. None of these

          captives back to the mind flayers’ home without suffering   methods are ever used in isolation. More than any other race,

          reprisal attacks.                                 mind flayers are aware of the ways in which faulty perception

            These tasks are typically beyond the mind flayers’ psychic   and personal interpretation can distort facts. They always seek
          capability. Too many people are involved. For a raid projected   to verify important information with multiple sources.

          to capture one hundred able-bodied adults, mind flayers would     Mind flayers are most interested in news about happenings

          want to bring along at least twenty thralls, and possibly as   on the surface of the world, what the drow are plotting, any-
          many as fifty if resistance is expected. For a raid targeted at a   thing having to do with githyanki or githzerai, news involving

          town 200 miles from the illithids’ home base, a sizable caravan   their own activities, and important astrological or magical
          must travel undetected to the raid site and then home again   discoveries. They are interested in everything else, too, but
          with unwilling captives in tow. On the outward journey, the   these subjects command their attention.
          target could be reached in four days, but the return journey
          involves much greater danger. The captives are driven hard  INTERFERING IN POLITICS

          to cover 30 or 40 miles a day. To keep the caravan light, they   Few surface dwellers understand how and why mind flayers
          are fed very little. Many die of exhaustion, exposure, or grief   involve themselves in the affairs of surface realms. Most would

          along the way. A hundred-captive caravan racing 200 miles to   be even more surprised to learn that the illithid influence is not
          safety might expect to lose as many as half its captives by the   entirely negative. Mind flayers have been known to intervene

          time it reaches its destination.                  to prop up failing governments or aid weaker societies against
            Such an undertaking carried out on the surface and through   encroachment or invasion by someone stronger. Of course,
          inevitable cycles of day and night exposes mind flayers to much   it’s impossible to aid one society in that way without acting


          greater danger than they are willing to accept. To reduce the   at another society’s expense, so “positive influence” depends
          danger, they seldom travel with the captives. Herding is left   on the point of view. If a society is plunged into anarchy and
          in the hands of conditioned thralls. The illithids use psionic   desolation to allow another to expand, the interference that
          or magical means to travel instantly and safely. They might   brought about that change of fortune can hardly be considered
          check on the caravan nightly, when they feel more secure on   positive.

          the surface. Otherwise, they are unlikely to be found in the     Mind flayers find it surprisingly easy to influence surface


          company of a slave caravan.                       politics, using their tremendous psionic ability to read and
                                                            implant thoughts. Their machinations are always behind the
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