Page 8 - Lords of Madness: The Book of Aberrations
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For most purposes, there is little difference between an   plan for events in the world around them. Some future-born
          origin remote in space and one remote in time. An alien and   aberrations returned to the past to specifically engineer the

          unforgiving world is an alien and unforgiving world. However,   events that will make their own world possible—a paradoxical
          unlike aberrations out of space, aberrations out of time cannot   destiny against which the cosmos itself rebels.

          easily return to their original homes. The journey from eon     The mind flayers are the most notable example of these

          to eon is much more difficult than the journey from planet   time-lost aberrations, although only a handful of the illithid
          to planet, and only the mightiest and most dreadful magic   savants (and likely no living member of any other race) know
          can do the trick. There are exceptions—creatures that move   of the race’s secret origin. A starfaring race of great power exist-
          through the timestream as easily as a human sails from port   ing at the very end of time, the mind flayers faced extinction

          to port along a well-charted coast—but in general, aberrations   with the imminent ending of all things. Through a great and

          from distant times are completely severed from their places of   terrible spell, the mind flayers dispatched great spelljamming

          origin, never to return.                          fleets from the cold, pitiful remnants of their dying cosmos   ABERRATION?  CHAPTER 1
                                                            back through time, appearing in the ancient skies of younger   WHAT IS AN
        Antediluvian Aberrations                            worlds. They arrived in the present era two thousand years
          Aberrations hailing from exceedingly ancient times are the   ago (although the exact date varies from world to world, since
          remnants or survivors of an ancient world, now replaced by   their time-traveling magic produced different results as they
          the  world  that  seems  normal  or  natural  to  humans.  Some   journeyed into different cosmologies). The enslavement of the
          predate creation itself, existing as the last vestiges of a previ-  gith and the duergar dates back to early years of the illithid
          ous creation, an older multiverse in which the rules were very   invasion of the present era.
          different. While this would imply a span of billions of years in     Naturally, sages perusing accounts of mind flayer ships in


          our own universe, in the fantastic universe of the D&D game   the night sky believe that mind flayers hail from another world,
          the creation of the world might be far more recent, a span of   never suspecting that the illithid race also comes from another

          a few hundred or few thousand years. Creatures of antiquity   time. As extratemporal creatures, mind flayers know dark and
          deeply resent the arrival of brash new humanoid races and   dire things about events to come, including the eventual rise
          “creator” deities who erased the ancient predecessor universe   of their race and the end of the multiverse. To ensure that they
          and  replaced  it  with  a  less  hospitable  (to  the  aberrations,   will indeed come to exist at all, they pursue a strange and secret
          anyway) world.                                    agenda of manipulating the world of their own past, the world

            Aboleths are the best example of a race with this origin. Long   humans and their kin must share with them. The mind flayers

          ago, they populated an earlier creation filled with creatures   know that their plans cannot fail, because they clearly exist;
          of similar physiology and temperament, a cold and horrible   ultimate victory is inevitable.
          world of perpetual darkness. This incredibly ancient world
          died, and the world of humans, dragons, and sunlight replaced  Otherwhens
          it, to the aboleths’ everlasting anger. Since aboleths retain the   Finally, some aberrations might come from worlds with alter-
          memories of their progenitors in an unbroken line stretching   nate histories—planets where evolutionary events, magical
          back thousands of years, they still recall the earlier cosmos and   cataclysms, or the will of dark deities perverted the world
          long for the return of more favorable conditions.   from its normal and natural course. On the surface, such a
                                                            world would seem to be little different from a planet from
        Travelers in Time                                   some far corner of space or a world existing in an alternate
          Other aberrations hail from the future instead of the past.   Material Plane—but these “otherwhen” worlds are perhaps
          Depending on the amount of time involved, they possess strik-  even more strange and shocking, because they are so similar
          ing insights into “impending” events for those who live in the   to the mundane world, and yet horribly, terribly wrong.
          younger age, explaining in part their ability to anticipate and   In some cases, these otherwhens are not entirely real. They
                                                            possess only the potential to be real. As the “real” world grows
                                                            more distant, in time or history, from the point of divergence
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                                                            that  might  have  given  rise  to  the  otherwhen  world,  the
         VARIANT ORIGINS
         While this discussion proposes specific origins for each major   otherwhen world begins to fade into the nothingness from
         aberration race, there is no reason you can’t alter these racial   which it came. Powerful and knowledgeable aberration races,
         origins  for  your  own  campaign.  In  most  cases  the  origins   recognizing the illusory nature of their mirror existence, seek
         are so distant (in time or space) that it doesn’t really matter   to anchor their mirror-world as the “real” one, thus preserving
         much to game play where a particular aberration comes from;   themselves by causing the extinction of the real world. It might
         they’re here now, and that’s enough. If you prefer mind flayers
         to be from distant worlds or alternate Material Planes instead   be possible to do this by performing some terrible rite or spell,
         of the remote future, feel free to stipulate that origin in your   or by searching out all the consequences of the divergence
         own game.                                          event in the “real” world and undoing them one by one. Since
                                                            their existence itself is at stake, aberrations from a short-lived
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