Page 81 - Lords of Madness: The Book of Aberrations
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opulence, an air of ancient decadence hangs over the scene,     While their wills are still free, captives are confined in a

               heightened by the forms of illithids moving silently or con-  pit about 20 feet deep and 100 feet wide with smooth, vertical
               versing wordlessly, their tentacles writhing in a sickening   sides slick from condensation. The only way in or out is to be
               dance.                                            raised or lowered telekinetically or, if a suitably powerful mind
                 The main feature of the plaza is a great fountain surrounded   flayer is not available to perform the telekinesis, by a winch

               by  a  pool.  Smaller  fountains  and  pools  are  arranged  sym-  operated by thralls.
               metrically around the primary fountain. Some of these serve     In  Hidden  Lagurno,  the  duergar,  drow,  and  grimlocks

               as baths for illithids to keep themselves clean and their skin   confined to the pit live a truly wretched existence: filthy, half

               moist. Others, especially fountains with wide sprays, primarily   starved, and sometimes packed in so tightly that there is no
                                                                 room to lie down or even sit comfortably. They mill about
               function to keep humidity high in the cavern.
      CHAPTER 4  THE MIND   FLAYERS    The walls and pillars of the chamber are carved so that they   weakly or lie in the filth covering the floor. They find release



                                                                 from the pit only if selected for enthrallment, experimentation,
               seem to undulate beneath their glistening layer of dampness.
               Ramps circle the walls, leading up to doorways and overhang-
                                                                 ceremorphosis, to become a meal, or for some other twisted
               ing balconies.
                                                                 illithid purpose. The greatest number remains in the pit until
                 The walls of this spacious chamber are honeycombed with
                                                                 trapped, lethal battles and even cannibalism occur, especially
               the illithids’ individual dwellings. Every illithid, even the   they are eventually eaten. Depending on the kind of creatures
               very youngest, has its own living space. The size and loca-  when the supplied food and water are insufficient.

               tion of each space varies according to status. Living spaces at     The pit in Hidden Lagurno can accommodate two hundred
               ground level are reserved for the most esteemed: community   captives without being stacked to capacity, or three times that
               leaders, favorites of the elder brain, the most powerful psions   number if they are packed in tightly. On a day-to-day basis, the
               and wizards, great hunters, and even popular performance   typical occupancy reaches one hundred to one hundred and
               eaters. As the living spaces rise above the level of the plaza,   fifty captives.

               they  become  smaller,  less  intricate,  and  less  prestigious.
               Top-level  spaces  are  small,  roughly  excavated,  and  meant  Thrall Barracks
               for young illithids. Ironically, the highest spaces go to those   Most of the duergar live in Upper Lagurno, serving as cam-

               least capable of reaching them, and the lowest to those that   ouflage  for  the  mind  flayer  settlement  beneath.  The  mind


               don’t truly need their convenience. This is the elder brain’s   flayers  of  Hidden  Lagurno  also  retain  a  number  of  other
               concept of motivation.                            useful thralls—large, powerful monsters such as ogres, trolls,
                 Balconies and walkways all around the walls of the plaza   minotaurs, or even giants that serve as the city’s elite defend-
               connect by spiraling ramps, but illithids with the power to   ers. The sudden appearance of disparate groups of monsters

               levitate float majestically to the levels of their living spaces.  cooperating together could be a clue to the presence of mind

                 To an outside observer (assuming he could see anything in   flayers in an area.
               the gloom), an illithid plaza is unnerving not only because     The thrall barracks are much cleaner and more comfort-
               of its alien, organic-seeming architecture, but because of its   able than the capture pit. Thralls who have been broken to


               unearthly silence. Mind flayers in flowing robes walk slowly   mind flayer rule are assets, and it’s not efficient to treat them


               along the ramps or float telekinetically from level to level while   so badly that they can’t work at full strength. Small, doorless

               others drift languorously in dark, indifferent pools of steaming   sleeping-cells and silent dormitories comprise most of the
               liquid, all in near-complete silence. Only the splashing of the   thrall barracks, which remain quiet and orderly despite the
               fountains and the occasional grunt or scream of a thrall being   number of potentially hostile creatures forced to live in such
               punished—or devoured—breaks the hush.             close quarters.

                 At any given time, about twenty mind flayers mill about in     Hidden Lagurno’s thrall barracks are home to about one

               this plaza, with thirty more in their living spaces. Approxi-  hundred and fifty thralls of various races, including a hundred
               mately the same number of thralls attends them. While thralls   humanoids (mostly duergar, grimlocks, orcs, and a few luckless
               are scarce in many parts of Hidden Lagurno, they outnumber   humans) and forty giants (mostly ogres, trolls, and a few ettins
               illithids in the plaza because common thrall errands (carrying   and hill giants). Minotaurs and rarer monsters make up the
               messages, stonework, menial labor, and meal service) bring   rest of the thralls here.
               them here.                                          To be fully effective, new thralls need to adjust physically
                                                                 to their enslavement. Thralls might be assigned tasks by the
              Fresh Capture Pit                                  mind flayers that they had no previous training for—as miners,


               From time to time, large numbers of captives are brought en   valets, cooks, or warriors. Some are instructed in the fine points
               masse to an illithid stronghold. The spells and psionic abilities   of acting as a mind flayer’s personal servant. Others learn to


               that transform a captive into a thrall include difficult, high-level   handle a stone drill and mallet, practice fighting with dulled

               powers. Enthralling fifty or more captives is a time-consuming   weapons, or are simply taught to receive punishment without

               process; it could take weeks before all are broken.  crying out.
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